Clash Royale Update
Clash Royale Balance

February 29 2016 Balance Changes

In this batch of balance changes we’re fine tuning a couple of cards, ready for global launch, and making some combat mechanic improvements.

Zap: Now stuns target for 1 second, damage reduced by 6{793653e60bf2c6d512788183170b80ea7e347e273e595c4683e29e4155b44414}

– Zap has lacked a purpose of its own that differentiated it from Arrows or the other damage spells. Giving it a brief stun effect should make it quite an interesting choice!

Giant Skeleton: Hitpoints increased by 11{793653e60bf2c6d512788183170b80ea7e347e273e595c4683e29e4155b44414}, bomb timer increased to 3 seconds (from 1 second)
– Giant Skeleton can be the ultimate nullifier, as he’s primarily used on defense to halt a push in its tracks. Adding a couple of seconds to his death bomb’s fuse will make positioning your defending troops to escape the blast radius a possibility now.

Tesla: Hitpoints decreased by 5{793653e60bf2c6d512788183170b80ea7e347e273e595c4683e29e4155b44414}
– A small hitpoint reduction will bring the Tesla more in line with our overall “offense over defense” philosophy. It currently offers a bit too much defensive value for 4 Elixir.

Rage: Effect falls off quicker when troops leave the Rage area
– Rage will last for 2 seconds on a troop after it leaves Rage’s area of effect. Previously Rage ‘stuck’ to troops until the area of effect was gone, which we felt was a bit weird.

Combat Mechanics: Troops will be harder to distract
– Troops won’t be pulled from their lane as easily by buildings; buildings will need to be positioned a bit closer.
– Troops won’t target and move towards units that attack them from far away.

Card Donation: Rare Cards give 10 experience (from 5 experience)
– Rare Cards should give more experience for the value of card you’re giving away.


Note: The above changes are not live yet, they’re coming on 2/29.

Comment below with your thoughts on the upcoming Balance Changes!!

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