To check the card balance in Clash Royale, we play the game, look at the feedback from the community, and evaluate statistics. You can count on monthly game balance updates designed to make the gameplay as balanced and entertaining as possible. This time around, we'll take care of the spear goblins, the megaritter, the magician and more! Watch the video summary!
Spearguns: Damage +34 %, hit speed reduced (from 1.2s to 1.7s ), first attack occurs a little later
Koboldhütte: Lifespan reduced (from 60 s to 50 s)
Megaritter: Jump / Apparition damage +23 %, area damage -7.5%
Barbarians: hit speed faster (from 1.5 s to 1.4 s)
Battering ram: Can be repelled (from barbarian barrel, fighting wood, etc.)
King Spirit: Duration until it becomes invisible has been increased (from 1.2s to 1.6s).
Mage: Area damage +2%, radius of area damage +25%
Valkyrie: Hit points +7%, first attack takes place earlier
Ice Golem: Hit Points -5%
CRL lateinamerikanische Teams! Die Kämpfe der Clash Royale League Herbstsaison gehen bald los! Wir haben die Herbstsaison mit dem Vorstellen...
Die Kämpfe der Clash Royale League Herbstsaison gehen bald los! Wir haben die Herbstsaison mit dem Vorstellen der europäischen und nordamerikanischen Teams eingeleitet und fühlen uns geehrt, euch nun die lateinamerikanischen Teams vorzustellen - mit Spielern aus Zentralamerika, Südamerika und Spanien! Ein weiteres Mal ein GROßES Dankeschön an alle E-Sport Organisationen, die in der lateinamerikanischen Region Interesse gezeigt haben! Wir wissen die Begeisterung und die Unterstützung der Organisationen, als auch die der leidenschaftlichen Spieler zu schätzen! Ohne weiteres - hier sind eure lateinamerikanischen CRL-Teams für 2018!
Da sich der August schnell nähert, befinden sich die Teams mitten in den Vorbereitungen für die Herbstsaison. Sie alle haben die Hoffnung Ende 2018 im Weltfinale zu stehen. Bleibt dran, für mehr Informationen über die Herbstsaison der CRL und um zu sehen, welche Gewinner der CRL Herausforderung es in die CRL Teams schaffen! Wie immer, teilt uns eure Fragen und Kommentare bei reddit oder im Forum mit. Wir sehen uns in der Arena,
Monthly Game Balance Updates! Why? We would like to make more regular and frequent updates of the game balance so that you are always prepar...
We would like to make more regular and frequent updates of the game balance so that you are always prepared for changes and looking forward to it!
When?
On the first Monday of every month - in time for the beginning of each new league season - we bring you a new game balance update!
In addition, there is also a game balance update for every full update (with new content or features) with changes we can not make during a short maintenance break.
So our next game balance update will be on June 4th! There will be more details later in the week.
The way we approach card balance in Clash Royale is a combination of playtesting and looking at the stats - in particular, card us...
The way we approach card balance in ClashRoyaleisa combination ofplaytestingand looking at the stats - in particular, card use rates and win rates. You can expect monthly balance changes to keep gameplay fine tuned and as fun as possible. In this round of balance changes we're taking a look at the now-infamous Elite Barbarians, toning down some of the highest value defensive options and more!
Elite Barbarians:Hitpoints-4%, Damage -4%, Hit Speed to 1.5sec (from 1.4sec) While these three changes are relatively small on their own, the combined effectshould benoticeable and make Elite Barbarians more manageable. We don't want to make them weak, just a bit less powerful. Zap: Damage -6% Zap has been one of the most used cards in the game for a long time. This change will stop it fromone-shottingequally levelled Goblins - which includes Goblin Barrel Goblins - and should make other spells, such as Arrows, interesting alternatives. Electro Wizard:Hitpoints+9%, Spawn Damage -6% The big news here is that Fireball will no longer take out an equivalently levelled Electro Wizard! Spawn damage reduction is for consistency with the Zap change above. Mega Minion: Damage -4%, Hit Speed to 1.5sec (from 1.4sec) Mega Minion is a highly used and very valuable defensive option in need of toning down. Pulling the power from its damage, instead ofhitpoints, felt like a better approach and more fitting with his armored theme - he's still a Minion, but atankyone! Archers:Hitpoints-4% Archers are atop tiersupport card in the current meta. We're looking to pull alittle bitof power from them, but also aiming to keep their interactions with Elite Barbarians and Mega Minion the same after the above two changes. The Log: Damage -4%, knock back effect reduced Reducing The Log's knock back effect won't change its uniqueness - it'll still be the only card
that can knock back ALL troops. Our aim here is to lower how much control and displacement it brings to the Arena. The slight damage reduction will keep its interaction with Archers the same. Ice Golem:Hitpoints-5%, Death Damage radius and slow duration reduced Ice Golem is atop tierdefensive option and itcurrentlyoffers too much control and value for 2 Elixir. However, we like the niche he fills as a 2 Elixir tank, so we're tackling this with ahitpointand control reduction. Ice Spirit: Damage -10% Currently a lone Ice Spirit can bring an entire horde of Minions to within one hit each from a Crown Tower! That’s a bit too much of a positive Elixir trade for our tastes. Wizard: Range +0.5 The Wizard's use rate is relatively low overall. A bit more range should make him a more compelling choice when stacked up against the
other ranged support options
Battle Ram Challenge is coming and here's what you need to know! Play with the Battle Ram to win the Battle Ram Unlock Battle Ra...
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