Thoughts on the latest Clash Royale Balance Change (2/13)

Thoughts on the latest Clash Royale Balance Change (2/13)Editor’s Note: The introduction of the Executioner has completely changed the game’s meta, and the Clash Royale team is acting fast to tweak the card as well as buff up some underused classics. As always, here’s Cory with the full breakdown of all the changes:
Executioner: Damage -6%, Range to 4.5 (from 5), axe hit radius -10%

SC: Executioner’s power level is clearly too high for a troop that does it all. However, this is partly due to a few bugs that we’re fixing in the next update, so we’re taking that into account with these changes. Reducing his damage, range and the amount of stuff his axe can hit at once should rein him in.

Cory: The Executioner is debatably the most overpowered card in the game right now. Along with a couple of bugs that allowed the Executioner to stun and hit all troops around it, this change will try to bring down executioner usage rates (which is extremely high). The damage nerf shouldn’t change too many interactions, but should make it less of a threat to deal with The range decrease and hit radius will make the area denial smaller, so swarm troops will have an easier time with Executioner. Overall, this Executioner will not be the same after the update, but will continue to be one of the best splash cards in the game.

Poison: Duration to 8sec (from 10sec), Damage per second +24%

SC: After this change Poison will be more reliable at getting its damage down. It’ll deal more damage with each tick, but roughly the same damage over the duration. Skeletons will pop in one tick (instead of two), making it much better against Skeleton Army and Graveyard – and a viable alternative to Fireball again.

Cory: Supercell didn’t want poison to be the same poison it was during the Goison era, but Poison has still be underused ever since the nerf. With this buff, Poison will now be a hard counter to the popular Graveyard, and make it take down troops faster (Skeleton Army, Archers, Minions, Guards, Goblins, etc) than before. This makes Poison competitive against Fireball, and you should start seeing a lot more Poisons around the arena.

Witch: Damage +6%

SC: Her use rate is really low in the later Arenas and high-win Challenges, but it’s quite good elsewhere. We’re looking to give her a small boost without overpowering her in the early game. This change will allow her to one-shot equally leveled Skeletons.

Cory: This damage buff made Witch a whole lot better. Being able to one shot Skeletons (Skeleton Army, Graveyard, Tombstone, etc.) makes Witch efficient against Graveyard and Skeleton Army, two very popular cards right now. She should be much more enticing to use, and maybe a good alternative to the Executioner.

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