Showing posts with label balance. Show all posts
Showing posts with label balance. Show all posts

Tuesday 14 February 2017

Balance Changes : Unbalanced



       Hey what's up guys ! its DEMOLITION here and TODAY we will take a look on the balance changes which have gone live. Before we jump into it I would request you all to show support by following my blog and also read my old post and comment what you feel your feedback is very much appreciated and look forward to.
So , lets jump right into the new balance changes.in this balance there are both nerfs and buffs and the cards affected are Executioner,Poison,witch,P.E.E.K.A,baby dragon,Skeleton army skeletons and dark prince.


Here some cards were espected to go through the balance changes such as Executioner,Skeleton army,The dark princee and baby dragon but the rest all were food for thought.Now lets go one by one and see how the changes affect the game

1) Executioner

Damage -6%, Range to 4.5 (from 5), axe hit radius -10%


  1. The executioner was the most expected of all the  cards to undergo nerf as it was so OP.It's damage is reduced by 6% in a hit that means 12 % totally as its axe hits the units second time on the way back.Thiis is a  huge nerf of 12 % reduction in damage but it will still be able to  take out a horde completely on way back at the tournament standards
  2. .As the  range is decreased by  half a tile it will get one hit extra from tower before it starts attacking on the crown tower.this means in all it willl get one hit  less and that means its double damage will be avoided.
  3. Now coming to the hit radius as it is reduced by 10% now it will make the placement of the minion horde on the top of the executioner crucial as now it cannot take the entire horde out due to reduction in attack tile.Earlier its axe radius was 1 and now it will be 0.9 as a result 2 minions will not be affected on right placement.

2) Poison

Duration to 8 sec (from 10 sec), Damage per second +24%


  1. According to supercell they have buffed this card but after doing the math the overall interaction of this card remains same as its damage is increased but its duration is decreased.
  2. Overall it will do the same damage to the crown tower but now the difference is that will do the damage quicker.It is totally a advantage during Clutch moments.
  3. Now it will pop the skelletons in one second ass it used to earlier,This is a huge buff for the hog poison and giant poison users and against the Graveyard.
  4. But I think as long as the slow doesn't comes back it wont come back to the meta  according to me.

3) The Witch

Witch: Damage +6%


  1. The witch is highly used in the lower arenas but rarely used in the later arenas. Supercell wanted to make it more usable in the later arena by buffing it just enough I think they have done a pretty good Job !
  2. Now the witch will pop the skeletons in just one hit as it used to do before.So be ready to see more  of her in the later arenas. Witch is coming with a Giant Giant in the front !

4) P.E.K.K.A

Deploy Time to 1 sec (from 3 sec)

  1. This is my favorite balance change , now the pekka will be more usable and handy as the Mini pekka as it can be quickly deployed to clean up  cards like the hog rider and Royal giants quickly.
  2. Now it will act as a 7 elixir giant. It is a nerf for the players who like to play it slow building Huge pushes for the win.
  3. Over all great update for the P.E.K.K.A. Now it will surely be used more in the upper arenas.Beware of PEKKA three musketeers.

5) The Dark Prince.

Hitpoints +5%


  1. This is not a considerable buff for the dark prince as mathematically it will just get 1 hit more on the tower.
  2. It has always been a bad splash card and even this buff wouldn't make it a more used card .
  3. It surely needs more buffs for its users.

6) Baby Dragon

Range to 3.5 (from 3)

  1. It is a underused cards in the upper arenas and just seen in the Golem decks just for countering the minions and minion horde.
  2. Now it has been given a buff in its range to make it more usable.Now it will get few burps more on the tower as compared before.
  3. Even with the golem it will be more helpful as it can quickly start attacking due to its increased range.
  4. Overall its a good buff and we will be seeing slightly more dragons in the arenas !

7) Skeleton Army

Skeleton Count to 15 (from 16)

  1. This is one of the most critical change as the Scarmy is heavily used in both lower and the higher arenas.
  2. Now  as its count is reduced by 1 it will be easier to catch all the skeletons in zap radius earlier it wasn't possible as there were too many of them no entire army can be zapped,
  3. Now it is not a very good idea to defend a hog rider on E barbs with the Scarmy.

8) Skeletons.

Skeleton Count to 4 (from 3)

  1. The lone skeleton which quit the army has now joined the quad pack with his brothers!
  2. They have buffed this card because after the release of the ice spirit it became favorite cycle defensive cards of the players around the globe.
  3. Now Skeleton will be used more against Mini pekka,Prince ,Hog and the giant.
  4. We will see more bones in arena than ever before !!



So this it guys for today.See you guys in the next blog.Keep reading keep following and keep clashing.Stay Awesome bros.Peace out ! and thanks for your awesome support .

Thursday 9 February 2017

Underrated Cards in Clash Royale !

Hey guys ! what is up , It's your lad Demo here and TODAY in the second ever blog we will be  seeing the under rated and underused card in the current state of the game. I personally think these cards are very well balanced and should be used so that other cards wouldn't have to get nerfed in the future balance changes.So let's begin...

1) The Arrows.


So, the arrows are one of my favourate spells and using the since the beginning. these are not technically underrated but are surely underused. These commonly get replaced by the zap or in current meta by tornado due to the rise of the Executioner.
       I think they should be used more often as the zap doesn't kill the minion horde and the tornado doesnt affect the building health.Arrows provide a positive elixir trade against the minion horde and the provide even elixir trade against the Skeleton Army , minions and princess.It also helps against the all air Deck and against the lava hound decks as it takes out all the lava pups in one shot at the tournament standard.Zap and the fire spirits anr not dependable in cases where the opponent tanks the weakened horde or minions with the hog rider or the ice golem. They also provide a direct damage on the towers which can be very crucial in close battles.you can also prediction-arrow  with your hog rider , balloon and graveyard deck which is not the case with the zap.

2) Tesla.



  The Tesla is the Second best defensive building ( after the inferno tower ).It is underrated and certainly underused and is commonly preferred defensive buildings over the Tesla are the cannon and tombstone as they are one elixir cheaper than that of the Tesla. I feel that it is a great value card for just 4 elixir as it remains hidden and cannot be affected by the fireball and other direct damage spells.
It works great against the royal giant and the hog cycle decks. it causes a lot of pain for the royal giant users  as Tesla is not visible for the RG until it comes in range of Tesla and the crown tower saving a lot of damage on your crown tower.It also targets the air units such as minions and the mega minion commonly used in the royal giant decks where as the cannon cannot.
I personally think it should get a buff in damage in the next balance change as the cannon,tombstone, Furnace and the inferno tower are heavily used in the current meta.

3) The rocket.



This high damage spell has been on and off meta constantly and it didn't suffer any balance changes. well it is not technically underused card but surely is underrated.It suffered heavily when the stun effect was added to the lightning spell which has been its rival spell since the beginning. But it  is a well balanced card from my point of view causing a high damage in an Area where as the lightning only causes damage for the 3 units. It is great to use against the elixir collector , sparky and three musketeers providing the even and positive elixir trade.I think this card doesn't need any buff or Nerf and we will witness its rise in current meta in cheap hog cycle decks as a cycle damage card and in miner decks.

4) Knight.




The knight is the one of the fist cards you get in Clash Royale. It is just a 3 elixir card which can also be used as a tank and defense due to its high attack speed.it is both underrated and underused in the above arenas. Being your one of the first cards you are able to upgrade it to higher levels quickly and this is of certain advantage for you in the longer run.it should be used more as it can defend hog rider pretty well and can tank for the graveyard. It should be used in the graveyard decks in stead of the the ice golem as it has higher DPS. I am confident that we will see more of him int the future metas.

5) The Lumberjack.


 

This high speed legendary troop is the most  underrated legendary card ( after sparky). It is a great card which was once OP receiving a nerf in his attack speed. We can say that level 1 lumberjack is like a level 7 mini pekka which spills rage after its death. it can be used to counter the hog and then build a counter push in which it can be used as a tank for its rage effect of as a support card for damage purpose.
I had it in my deck and was great for me as it took me from 3400 trophies to 3600. it can be used in the hog cycle decks and royal giant decks conveniently well. it can also be used to counter graveyard with the support of the crown tower due to its high attack speed. I would love to see him back in the meta.