Supercell has just announced a Clash Royale balance update scheduled for 6/21. This update will affect 13 cards. Join us as we try to analyze its effects!
Hog Rider: Damage decreased by 6%
It is about time the Hog receive a nerf. The hog has consistently been one of the top cards in Clash Royale (along with the Royal Giant), and has managed to escape from being nerved in all of the previous update. In our opinion, a 6% damage reduction is a great short term solution, The hog will still be a good card, but also be more forgiving to play against. That being said, we still feel like the Hog Rider has a lot of potential to be reworked into something great.
Prince: Damage increased by 9%
Oh boy, the prince and pekka are both going to receive significant buffs. Add that onto the fact their primary counters, skeletons and barbarians are being nerfed, we can safely say that Pekka Double Prince will rise in popularity once again. In our opinion supercell should’ve took it one step at a time (either buff just the prince or the pekka) in order to see how things go. Pekka Double Prince will be without a doubt one of the stronger decks again.
P.E.K.K.A: Damage increased by 8%
An 8% damage increase for the pekka basically means it is able to one shot barbarians of equal level. What used to be 8 hits to kill barbarians is now 4. This is huge, as a Pekka will now be able to solo barbarians and come out alive. Like we said with the prince, the Pekka double prince deck will be incredibly strong after the patch.
Goblin Barrel: Goblin spawn time decreased to 1sec (from 1.2sec)
Seriously supercell…you take one of the weakest cards in the game, and you reduce its spawn time -_-. Goblin barrel won’t change one bit. It will continue to be a situational card that is rarely used.
X-Bow: Deploy time decreased to 4sec (from 5sec), hitpoints increased by 18%
Xbox was without a doubt needing a buff, and Supercell stated this patch that they wanted it to be used as a specialized card. Honestly we feel like that the proposed changes does pretty well at achieving supercell’s goal. Xbox will be a high skill card that can be deadly in the hands of someone who knows how to use it.
Mortar: Deploy time decreased to 4sec (from 5sec)
While we feel like the Xbow changes were fairly decent, this mortar buff doesn’t really accomplish anything. Think of it as the 4% Royal Giant Nerf. Its basically nonexistent. We don’t really see much change in the usage of the Mortar
Furnace: Lifetime increased to 50sec (from 40sec)
We actually have been a big fan of this card. Based on our testing, the furnace was already a decent card in certain situations. With the ability to constantly put pressure on a lane and limiting your opponents responses (for example your opponent can’t place a minion horde on the furnace side), the furnace was already a high tier 3 / low tier 2 card. With a small increase in lifespan we feel like the furnace will receive some serious use.
Guards: Removed pushback effect when their shields break
As of now, the Guards are clearly outclassed by the skeletons due to mainly the cost. However with the nerf of the skeletons, the Guards might actually be worth it at 2 elixir more. This change might seem insignificant, but it means the guards can actually get a couple of hits in on the turret before they die. Personally we feel that the Guards still aren’t that good (we’d much rather use a Valkyrie for 1 elixir more).
Witch: Damage increased by 17%
17% is a lot for any buff or nerf. The Witch will have basically gained a 25%+ damage increase in 2 updates. We felt it was decent but too squishy before, but a damage buff might make it worth it over the wizard. If it has the ability to kill a minion horde before the witch dies, the Witch will be a really strong card.
Lava Hound: Damage increased by 28%
The Lava Hound was already annoying enough to deal with if you don’t have an inferno tower in your deck (which most people don’t). Oftentimes the best option was to ignore it, but this update changes things. Long story short, we feel like the Lava Hound will have really high win rates, as it is super hard to deal with without an Inferno Tower.
Skeletons: Spawns 3 (from 4)
RIP Skeletons. Reducing the amount of skeletons from 4 to 3 is basically nerfing the card by over 25% (you need to factor in the extra distraction one skeletons can cause). We felt like skeletons was already a card that required a lot of skill to use or becomes useless, but after the update it will most likely be just useless. Stab Goblins at 1 elixir more will be much better at almost everything`(they take 2 minion hits to die for example).
Cannon HP Decreased, Tesla HP Increased
Supercell just won’t give the poor cannon a break; it gets nerfed every single patch. The issue with their balancing of buildings is that everything but the cannon was way too weak, By bringing the cannon’s strength down as well, they are effectively decreasing building use in general. Tesla has always had a weird place in this game. It is sort of a buffer card between the cannon and the 5 cost buildings (Inferno / Bomb Tower). After the update it might be a good choice in terms of buildings, but overall buildings will be weak in general.