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    Clash Royale [Quick Update] Season 18: A New Card, Season Changes, and Balance Changes!

    Clash Royale [Quick Update] Season 18: A New Card, Season Changes, and Balance Changes!


    [Quick Update] Season 18: A New Card, Season Changes, and Balance Changes!

    Posted: 04 Dec 2020 11:03 AM PST

    INTRODUCTION

    Hey everyone, J.Corby here! How are you all doing? I apologize for the lack of post, things have been hectic here not just because of 2020 being... controversial at the very least. To the American viewers, I hope you all had a fun and thankful Thanksgiving. Anyways, now is the time to talk about the list recent Clash Royale Update: Season 18! We will first go over the new Card; Mother Witch, followed by the Seasonal Changes and then end off with Balance Changes. Let's get into it!

    PART 1: NEW CARD; MOTHER WITCH

    • She is a 4 Elixir Legendary Card with the HP of a Barbarian (560), Damage that's slightly higher than the Ice Spirit (96), Hitspeed of the Knight (1.2 Seconds), and Range matching a Wizard (5.5 Tiles). As the mother of the regular Witch and Night Witch, she has the same "powers" as her daughters: Troop spawning. However, her way of spawning Troops is different.

    • She "Curses" any Troops hit and if they have the Curse Effect one as they die, they turn into a Hog (Not Royal Hog, just a Hog with slightly worse stats at 75% of the Royal Hog's HP and Damage, which means 521 HP and 44 Damage. So basically a Royal Hog with no helmet). I'm unsure on if the Curse Effect last 5 Seconds or if the Troops are only turned into Hogs for 5 Seconds, I'm aiming more towards the first option. Edit: The Curse last 5 Seconds, not the Hogs itself. (Thanks Commentors for the Help!)

    • Very interesting new mechanic in the game, and for being the final Card (to where all Arenas after Barbarian Bowl have 2 of Each Rarity) added to the Arena *(unless they add more Cards per Arena...help), then I think that this is a good way to end it off though I still think that a Legendary Building like Eagle Artillery would of been better. Solid new Card!

    PART 2: SEASONAL CHANGES

    • Let's go over the Emotes and Tower Skins As per usual in the Christmas time, the Free Pass has is giving us a free thing, this time being an Emote and not a Tower Skin. This Christmas Log Emote is kinda cool and it's nice that we are getting it for free! And on the Pass Royale side of things, it's the Bowler Present Emote, which is alright (though I dislike the design of the Bowler in these Emotes). And there's also the Sad Snow Bowler Emote in the shop (poor Bowler) and the Scared Lumberjack Emote is a cool challenge Emote. Not bad. We also have 2 Skins this time: the Sleigh one is nice and the Wreath one for Pass Royale is okay. Solid designs, but not itching me to buy the Pass.

    PART 3: BALANCE CHANGES

    • Now for the Big stuff, the balance Changes. This set of changes was honestly pretty good in my opinion. But what changed? Let's find out! Important Edit: Supercell said that Balance Changes only happen every 3 Seasons/Months now instead of every Season/Month. I disagree with this and think it should 1-2 Seasons/Months, depending on if some Cards NEED changes or not. But we can discuss that on another post...

    ~X-Bow~: Hitspeed Nerfed to 0.3 Seconds (from 0.25 Seconds, FINALLY), Damage Buffed to 34 (from 26), HP Nerfed to 1330 (from 1383), and Lifetime Nerfed to 30 Seconds (from 40 Seconds)

    This change is solid, so close yet so far, but this is a alright change! The X Bow is very frustrating to face because once it Locks on, it's hard to stop and due to it having a long Lifetime, it's easy to have multiple X Bows on the field. This rework makes it harder to stack multiple X Bows and overall makes it easier to stop once it's locked on, but it will overall deal a bit more damage now due to massive DPS increase even when it technically hits slower now. I worry that the HP and Lifetime Nerf may have been a little to much though, so it might need to get some of its Lifetime Back.

    ~Guards~: Hitspeed Buffed to 1.0 Seconds (from 1.1 Seconds) and HP Nerfed to 67 (from 90 HP)

    Such a simple change does wonders for this Card. It's basically making Guards into what they Literally are: Skeletons with a Spear and a Shield. They now have the same HP as Skeletons after the Shield pops off, but they deal more Damage due to them having Spears over tiny daggers (or would they be Swords?). This is going to make them have much more DPS on defense with almost no cost at all due to the Shields. This is my favorite change that's pretty much perfect and will bring the Guards to viability again. Now if only we can buff Goblins to that same degree.

    ~Barbarian Hut~: HP Nerfed to 1144 (from 1452)

    Holy smokes this is a massive nerf! This makes it to where to Rocket can now completely destroy the hut for 1 Less Elixir, that's Huge! While it is understandable since the use and win rates were very high due to its dominance with Graveyard (more on that later), it deserved a nerf. I'm not sure if it will be viable after this, or even if the Nerf was to much, but we have to wait and see.

    ~Graveyard~: First Spawn Delay Nerfed to 2.2 Seconds (from 2.0 Seconds)

    This change is honestly perfect now get rid of its RNG and then it truly is perfect! For those of you that don't know; Graveyard has a duration of 10.0 Seconds, with a 2.0 Second delay of the 10.0 Seconds to "warn" you that Skeletons will spawn. Skeletons spawn every 0.5 Seconds, leading to 16 Skeletons Spawned. With this change, now only 15 Skeletons spawn in, which coincidentally is the same number of Skeletons in a Skeleton Army. This lead to overall a little less damage in the Tower, but it will still be a strong Card in the Meta.

    ~Heal Spirit~: Damage Nerfed to 28 (from 91)

    ... What the actual h€1l is this?! I understand that the Heal Spirit has crazy high use and win rates in Royal Giant Decks, but this change is absolutely Bonkers! This change makes it to where it can't 1 Shot Skeletons, in the past they said that All Troops should be able to one shot Skeletons, why change that when it makes sense?! The massive healing it does is the Issue, not its Damage. It can't even Kill Minions with the help of Zap/Snowball. I understand that this will make people want to use the Spirit Cards for different things, but this change is too much. I believe that it will still be viable, but I don't know. I think they should buff its Damage to 67 (or just keep it at 91 like Ice Spirit) at minimum and nerf the healing itself. What do you think?

    ~Fisherman~: HP Nerf to 720 (from 800)

    Another Simple change. This changes almost no interactions except it now dies to Fireball plus Zap, which may be useful in some cases. I don't get why they just made it match the Witch and other Cards of the same HP at 696 HP, but oh well. This Card will still be viable and may need another Nerf? I don't think so.

    ~Witch~: First Spawn Delay buffed to 1.0 Seconds (from 3.5 Seconds)

    Looks like the Witch did some extra training with the Mother Witch, she can now start spawning Skeletons faster. This change may be what she needed to finally be viable after reverting her crazy rework she got a while ago. I still think that she should just be changed to 4 Elixir with some slight stat Nerfs ~(to match her mother and sister)~ so she can just be more versatile in Decks, but this will definitely help her out a lot!

    ~Electro Wizard~: Damage Nerfed to 91 (from 93)

    I was about to ask why this change happened when he just got a Damage Nerf last Season, but this is due to a interaction error with Archers (sometimes Spawn Zap + Attack would Kill Archers, sometimes it wouldn't), so they decided to fix that interaction error. While it does suck for E Wiz, it will still be viable, but may lead to other Ranged Support Troops dominating like Musketeer or Hunter. We have to wait and see.

    ~Skeleton Barrel~: HP Nerfed to 440 (from 540)

    This is a pretty sizable Nerf. This make the Card much easier to stop wether you actually defend it or just let it hit your Tower and kill the Skeletons with a Spell. I'm not sure if it needed this Change, since it's Use and Win rates were not too high. I don't think that this Card will be used as much as before and may need a Buff next Season? We have to wait and see.

    EDIT: 2 MORE BALANCE CHANGES (Thanks Commenters for the Help!)

    ~Bats~: First Hitspeed Buffed to 0.6 Seconds (from 0.8 Seconds)

    This is a very nice Buff to the Bats, which dropped in use and win rates after their First Hitspeed Nerf a couple of months ago. This will also buff the Night Witch's Spawned Bats. This may lead to Night Witch and Bats making Zap Bait and Heavy Beatdown Decks rose up again. While I did not think it was absolutely necessary, I'm not complaining since I use this Card.

    ~Goblin Giant~: Hitspeed Buffed to 1.5 Seconds (from 1.7 Seconds)

    Our last Simple yet effective Change. The Goblin Giant had only really been good in Sparky Decks, thus having low-ish use and win rates. So this new buff to its DPS will make it more viable. It may lead to more counter push Beatdown Decks due to its faster speed complained to most Tanks. Really like this Change!

    CLOSING QUESTIONS

    So, what did you think of this Update? Like the new Card and can think of what Decks she will fit in? Do you care for the new Emotes and Tower Skins? Or do you think the Balance Changes were overall good or bad? Why or why not? Let me know down below in the comments. I hope you all have a nice day, Clash on!

    submitted by /u/JCorby17
    [link] [comments]

    When your opponent takes king tower activation too seriously!!

    Posted: 04 Dec 2020 09:08 AM PST

    are you OK guys ?

    Posted: 04 Dec 2020 11:53 AM PST

    [INFO] Additional Troops that can't be cursed by the new card

    Posted: 04 Dec 2020 12:23 PM PST

    [ART] A bit rushed(so the posing isn’t that great), but I drew the Mini-PEKKA and PEKKA

    Posted: 04 Dec 2020 02:13 PM PST

    New ship: MOTHGAMEL [HUMOR]

    Posted: 05 Dec 2020 12:47 AM PST

    Are they making pre league arenas harder to climb or smth

    Posted: 04 Dec 2020 07:07 PM PST

    My friend called sabru to a clanmate then someone named sabru joined the clan

    Posted: 04 Dec 2020 10:40 PM PST

    I don't know what title to put but i SWEAR I'm not working with SUPERCELL

    Posted: 04 Dec 2020 05:37 AM PST

    Supercell should make this the intro for the upcoming season since it is the holidays. I got this screenshot from the short animation video "Deck the Arena" they created last year if you're wondering.

    Posted: 04 Dec 2020 07:32 PM PST

    Clash Royale, Witch by 不要角质!

    Posted: 05 Dec 2020 12:51 AM PST

    My nomination for thrown match of the year award. Merry Logmas, you trolls

    Posted: 04 Dec 2020 04:30 PM PST

    Could someone explain the yawn emotes to me?

    Posted: 04 Dec 2020 10:32 PM PST

    Seriously though. I don't get it. Like the angry emotes and the cry emotes make sense. It's like "oooooo. I bet that just pissed you off" but the yawn emotes seem to come out equally both when you absolutely get wrecked or when you stomp someone. If I only got spammed with the yawns when I get annihilated, that would be one thing. It's be like "yeah. I barely had to try" but what's going on with getting spammed with yawns when you 3 crown a dude. Are you saying that you didn't play well because you're really tired? Are you saying that you weren't really trying in the first place? Why are you playing ladder then? Or am I totally reading too much into this because bmers just throw that garbage out because they literally can't help themselves?

    submitted by /u/markmayeda
    [link] [comments]

    I found that the last 2 emotes were added and deleted today

    Posted: 04 Dec 2020 08:08 AM PST

    Heal Spirit jumping across the map

    Posted: 04 Dec 2020 02:44 PM PST

    1hp overtime win! My closest game ever

    Posted: 04 Dec 2020 12:24 PM PST

    We each took a second tower at the same time, in overtime.

    Posted: 04 Dec 2020 03:10 PM PST

    Hero Forge Series: Bandit

    Posted: 04 Dec 2020 11:26 AM PST

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