Clash Royale May balance update tweaks six cards

▲ Clash Royale's May balance update 

 

Early Friday morning, the Clash Royale team released details of the upcoming May balance update that is scheduled to go live on Monday. In the brief balance update video posted on their official Youtube channel and in-game client, six cards are seeing tweaks in the patch. Shortly after the videos went live, members of the development team took to the game's official subReddit to provide some context on the changes taking place.

 

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Three Musketeers: Elixir 10 -> 9, Deploy Time increased to 3sec, Added 0.15sec Deploy Time between Musketeers

 

"Three Musketeers were increased to 10 Elixir in February. We are reverting their Elixir cost to 9, but increasing their Deploy Time (they will still keep their Damage increase from the 10 Elixir increase however). This will provide time for enemies to react, granting cards like Poison more damage before the Musketeers can escape the cloud."

 

 

Wall Breakers: Range increased by 100% (250 -> 500), Damages nearby Troops when attacking

 

"Wall Breakers have been breaking more hearts than walls, so we are giving them an offensive boost. Connecting to Towers slightly earlier (a fraction of a tile) will help their consistency. The second buff is not Death Damage (they will not explode when destroyed) but their attacks will damage nearby enemies caught in the blast when they successfully connect to a Tower."

 

Clash Royale developer, Seth, added a bit more insight into how the card can be utilized going forward:

 

"Wall Breakers gain quite a few new skill-testing tricks with this buff! You can use Miner to distract the tower and whatever is played to defend the Miner can be caught in the WB blast. It's very fun to set up Traps for your opponent, adding a new dimension to a card that is very basic by design. Glad we could make all 7 Wall Breaker fans happy :)"

 

 

Goblin Barrel: Deploy Time reduced 1.2s -> 1.1s

 

"Goblin Barrel has been a weaker win condition for several months, so we are slightly decreasing the window in which they can be countered. This should lead to more reliable chip damage when catching an opponent out of a cycle."

 

 

Princess: Projectile Speed Increased 33% (450-> 600)

 

"The original Legendary lady has slowly dropped down the win rate charts. Her arrows travel slowly and that causes her to sometimes miss ‘Very Fast’ Troops like Spear Goblins or Fire Spirits. We are increasing her Projectile Speed so the attacks hit these faster Troops."

 

 

Dark Prince: Range increased by 20% (1050 -> 1250), Area Damage radius increased 25% (1000 -> 1250)

 

"The less popular of the Prince brothers has struggled with awkward interactions against swarm Troops. He is meant to clear up swarms but often misses several Goblins/Skeletons. This increased Range and Area Damage should improve his combat skills against the Troops he is meant to counter."

 

 

Bomber: Hitpoints +28% (147 ->188)

 

"The little Bomber boy has suffered from underwhelming Hitpoints since the game has launched. Early Troop balancing likely put too much emphasis on Area Damage, leaving the Bomber a bit too fragile. While this seems like a massive increase, it will simply allow the Bomber to survive one more Tower shot (or Musketeer blast) before crumbling into bones."

 

Seth also alluded to the Snowball and Rascals being on the team's radar in terms of future balance changes due to their strength and overall win-rate at the moment.

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