over 5 years ago - /u/Supercell_Drew - Direct link

What's up Reddit - here are the Season 2 balance changes, with some notes from u/Supercell-Seth on the balance decisions. These will be coming alongside Season 2 on August 5th, 2019.

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Magic Archer

  • Damage +16%
  • Hit Speed 1.0s -> 1.1s

For Magic Archer to be an effective splash-attacking alternative to other choices, he needs to be able to defeat fragile Troops quicker. This change allows Magic Archer to 1-hit Spear Goblins and still 2-hit Minions when underleveled (as is often the case in 1v1 Ladder play).

Fisherman

  • Anchor Range Increased 6.5 -> 7
  • Hitpoints +10%

Fisherman’s win rates were, well, a bit fishy. We erred on the side of caution with his release, not wanting to release an overly powerful defensive card. This buff makes Anchor pulls to the King Tower a bit easier and makes the Fisherman survive Lightning (what kind of sailor would he be if he couldn’t?).

P.E.K.K.A

  • Hitpoints -9.5%
  • Melee Range increased (Short -> Long)

P.E.K.K.A is the backbone of a wide range of defensive decks. It’s incredibly hard for most decks to overcome P.E.K.K.A due to her exceptional health (over 3x as much as Mini-PEKKA for less than half the cost). We are cutting her health to make overcoming that defense a bit more manageable but increasing her attack range to a more reasonable length.

Lumberjack

  • Hit Speed reduced 0.7 -> 0.8

Lumberjack is meant to be a card of trade-offs. You get less DPS than Mini P.E.K.K.A, but benefit from the free Rage spell. Though DPS was lower, his faster movement and attack speed often made Lumberjack the best option even without the Rage. We want to increase the diversity of options in the Tank-Killer department and lower the power level of the decks most likely to abuse Lumberjack – Royal Giant and Balloon.

Barbarian Barrel

  • Damage -15%

We have made a half-dozen little tweaks to Barbarian Barrel but they have not been overwhelmingly effective at reducing Barb Barrel’s massive use rate at the highest levels of play. We are reducing its damage further so that it defeats overleveled Goblins but no longer defeats Princess, Dart Goblin, or Rascal Girls. We hope this provides ways for decks to exploit Barb Barrel’s newfound weaknesses and re-balance the meta of small spells.

BUGFIX

Valkyrie

  • Melee Range 1.9 > 1.2

While previously stated to have 1.2 Range, Valkyrie actually had a Range of 1.9. This has now been corrected so that she has a range of Melee: Medium. (Thanks to Redditor u/MewPurPur*!)*

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As an additional note for Reddit, we wanted to share our thoughts on some cards the community often talks about balancing and why we decided not to touch them this Season.

Royal Giant

This win condition is very popular in competitive scenes like the Clash Royale League, but looks very balanced when looking at the overall population. We feel that in an environment where defense is near perfect, Royal Giant is popular (along with Lumberjack) to brute force damage through. We hope the Lumberjack nerf diversifies attack strategies a bit more, instead of nerfing this card directly.

Dark Prince

It’s true that Dark Prince has remained at a very high use / win rate. We don’t think he is warping the meta game badly at this point, but have been looking into nerfs to allow other options to shine. We want to let the new melee range changes sink in for another month before making any changes.

Baby DragonDespite its high use rates, we generally feel Baby Dragon is balanced. It is overplayed in competitive modes due to the lack of other viable splash alternatives. This month’s change to Magic Archer is aimed at providing more competitive options for ranged attackers. Perhaps a small nerf could appear in the future, but we would prefer to buff many of the weaker ranged attackers first.

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