Patches

Jul 4, 2016 - 11 months ago

card description
Introduced to the game
Introduced to the game
Introduced to the game
Introduced to the game
Introduced to the game
Introduced to the game
Introduced to the game
Introduced to the game
Damage increased by 8%, no longer affected by pushback (e.g. when hit by Fireball)
Until our last round of changes, the Dark Prince dealt half as much damage as the Prince. This change brings his value back in line with his golden brother. Additionally, the Dark Prince is roughly the same size and weight as the Prince (who isn’t affected by pushback), so now they’ll behave consistently when hit by a Fireball, etc.
Hitpoints increased by 6%
The Bomb Tower is seen extremely rarely at the top, but has a pretty good showing in the early to mid levels. A small hitpoint increase should make it more relevant and interesting in the high Arenas, without overpowering it in the low Arenas.
Damage increased by 20% (doesn’t affect Death Damage)
Getting to the enemy’s tower is quite challenging for the Giant Skeleton - as it should be - but at least with this change he’ll be one-shotting Goblins on the way.
Attack speed increased to 1.6sec (from 1.7sec)
A faster attack speed should increase the Wizard's value when compared to his more attractive cousin, the Ice Wizard.
Hitpoints increased by 6%
In the next update, Zap and Freeze will both reset the Inferno Tower’s damage. We’re giving the Inferno Tower some more hitpoints to compensate for this, and for its low use rates.
Now affected by slowing and speed up effects (Poison, Freeze, Zap, Rage, Ice Wizard)
The Elixir Collector has very high use rates. It hasn’t been affected by slowing or speed up effects (until now: 7/4), so this change will tone it down a little bit and also bring consistency with the Inferno Tower change above.
Hitpoints increased by 9%
The Tombstone has tough competition as a 3 Elixir defensive option, resulting in low use rates. Extra hitpoints should make it more appealing and an interesting alternative to the Cannon.
Elixir cost decreased to 3 (from 4), Goblin deploy time increased to 1.2sec (from 1sec), removed impact damage
Our previous change didn't hit the mark, so we’re trying something a bit wilder! 3 Elixir puts the Goblin Barrel on par with the Miner for surprise attacks and value, while still remaining counterable by Arrows, Zap or Fire Spirits.
Skeleton count increased to 21 (from 20)
We found him! The missing 4th Skeleton joined the army.
Damage increased by 9%
Despite a few boosts already, the Bomber hasn't seen a big uptake in usage at the top. Extra damage will make him even more deadly and hopefully a compelling choice again.

Jun 21, 2016 - 12 months ago

card description
Damage increased by 28%
The Lava Hound itself isn't scary enough right now - compared to the pups - and can sometimes be ignored. This change is relatively small, but it brings the damage of the hound and the pups in line with one another.
Lifetime increased to 50sec (from 40sec)
Our previous boost clearly didn't make it good enough. Adding 10 seconds to the lifetime will potentially allow for stacking of multiple Furnaces, leading to some different and interesting slow-push gameplay.
Removed pushback effect when their shields break
Removing the pushback will allow the ruthless bone brothers to get in a couple of extra jabs, and hopefully compete for a spot in your Battle Deck.
Deploy time decreased to 4sec (from 5sec)
We were a bit brutal with our earlier Mortar changes, to the point where it's very rarely seen nowadays. We'd like to see it appearing in battles from time to time, but not too often as it is such a specialized card. It will still be challenging to use, but hopefully more viable in the right hands.
Hitpoints increased by 8%
We'd like to see the Cannon and Tesla as interchangeable options depending on your deck preference and needs. Currently the Cannon offers more value and is the clear choice. This change will hopefully make the decision more interesting.
Hitpoints decreased by 8%
We'd like to see the Cannon and Tesla as interchangeable options depending on your deck preference and needs. Currently the Cannon offers more value and is the clear choice. This change will hopefully make the decision more interesting.
Damage increased by 8%
This change will allow her to kill a Barbarian with each swing (at Tournament Rules levels) and make her an even more formidable offensive option.
Damage decreased by 6%
Hog Rider is currently the top choice for tower destruction! While we really enjoy seeing more offensive and action-packed games, we'd ideally like to see a bigger range of offensive cards used. The first step to achieving this is toning down the Hog Rider a notch. The second step is making some of the lesser-used offense cards more enticing.
Spawns 3 (from 4)
They offer too much distraction and damage value for 1 Elixir!
Deploy time decreased to 4sec (from 5sec), hitpoints increased by 18%
We were a bit brutal with our earlier X-Bow changes, to the point where it's very rarely seen nowadays. We'd like to see it appearing in battles from time to time, but not too often as it is such a specialized card. It will still be challenging to use, but hopefully more viable in the right hands.
Goblin deploy time decreased to 1sec (from 1.2sec)
As one of the original hallmark cards for Clash Royale's sillier side, we'd love to see barrels flying across the Arena once again!
Damage increased by 17%
Our previous change didn't get her to the viable level we were hoping for. This change will, for example, allow her to kill Minions in three hits, instead of four (at Tournament Rules levels).
Damage increased by 9%
Prince terrorizes the early to mid Arenas, but as players become more experienced, he becomes less threatening. More damage will help him slice through even the toughest of Barbarians again!

May 18, 2016 - 13 months ago

card description
Hitpoints increased by 6%
The Miner is a really fun card and people are still figuring out the best uses for him. He's in pretty good shape overall, but a few more hitpoints should help him find his place in the Arena.
Lava Hound: Hitpoints increased by 3%, Lava Pups: Hitpoints increased by 9%
As an 7 Elixir Legendary Card we don't think the Lava Hound is impressive enough yet. In particular, his "second phase" when the Pups pop out could do with a boost to make him a more enticing choice.
Elixir cost decreased to 4 (from 5), hitpoints decreased by 14% and lifetime decreased to 40sec (from 50sec)
The Furnace has a very low use rate so we decided a small re-work was in order. A lower Elixir cost, combined with decreased hitpoints and lifetime for balance, should make it a viable choice.
Area Damage radius increased by 25%
Their damage is good, but they don't always hit everything you'd like them to. This change should make them more reliable.
Hitpoints and damage increased by 8%
Low use rates across the board. The ruthless bone brothers could do with some more hitpoints and damage to make them truly ruthless.
Damage decreased by 4%
He's great again! Maybe a little bit too great. We don't want to tone down him down too much, as his use rates and win rates don't suggest he's overpowered. A small damage reduction should reign him in a bit, and we'll continue to keep an eye on him.
Hitpoints increased by 5%
Tesla doesn't currently stack up as a compelling choice next to the Cannon - a combination of this small boost and the Cannon's hitpoint decrease should make choosing between the two a more interesting decision.
Hitpoints decreased by 5%
With the Royal Giant's meteoric rise in fame, the Cannon has remained very popular, despite our last round of balance changes, and is the second most used card at the top. We'd like to take a few more hitpoints away and make it less of an obvious inclusion in so many decks.
Golem & Golemite: Hitpoints increased by 5%
The Golem's use rate is relatively low, in part due to the popularity of direct counters such as the Minion Horde, and also because the new Tournament Rules and max card levels decreased the relative strength of Epic Cards. A small hitpoint boost should help the Golem become more viable.
Hitpoints and damage increased by 5%
Hitpoints and damage increased by 5%
Duration decreased by 1sec
Hog+Freeze can be a devastating combo when pulled off correctly and is highly used at all levels. We don't want to deter offensive gameplay, so instead of adjusting the Hog Rider, we wanted to first see how a change to Freeze would shake things up.
Hitpoints decreased by 9%
Use rate at the top is incredibly high - the most used card, in fact - making the Elixir Collector seem like too much of a compulsory choice (evidently our last change wasn't enough). We don’t want any card to feel like a such an obvious choice, so we’re shaving some more hitpoints off.
Hitpoints and damage increased by 5%
Hitpoints and damage increased by 5%
Hitpoints increased by 10%
Tombstone has fallen out of favor, but because it's such a staple counter for the Prince in the early game, we'd like to see it as a more viable choice again. Additionally, this change should make it a possible alternative to the Cannon or Tesla in some decks.
Hitpoints and damage increased by 5%
Hitpoints and damage increased by 5%
Skeleton Hitpoints and damage increased by 5%
Skeleton Hitpoints and damage increased by 5%
Damage increased by 10%
The Witch is an excellent early game pusher, but doesn't get much playtime in the higher Arenas. More damage, plus the Skeleton boost below will hopefully make her an interesting choice at more levels of play.
Damage increased by 10%
Bomber is currently an underrepresented basic troop which offers so much in the early to mid game. More damage should help him to compete at the top also.
Hitpoints increased by 10%
The Knight is a great well-rounded basic troop, but his simple functionality can be overlooked by the snazzier cards you unlock later on, and as a result his use rates are very low overall. We'd like to see more of this mini-tank in the Arena.

May 3, 2016 - 14 months ago

card description
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Royal Giant: Range increased by 1
The Royale Giant's low use rate shows that he hasn't yet found his purpose. A longer range will allow him to outrange most defensive buildings and make him the demolitionist he was born to be!
Mortar: Deployment time increased to 5sec (from 3sec), damage decreased by 10%
For a building with both offensive and defensive capabilities, the Mortar is currently too strong and offers too much value for 4 Elixir. Its use rate in Arena 8 is a bit high for such a specialized, and contentious, card. Additionally, we wanted to take into consideration that when the new Tournament Rules come into play, Mortars will be capped at level 9 instead of level 8.
Cannon: Hitpoints decreased by 11%
The Cannon simply offers too much value for 3 Elixir.
Bomb Tower: Lifetime decreased to 40sec (from 60sec)
The Bomb Tower is a bit too dominant and difficult to deal with in the low to mid Arenas currently. A lower lifetime will help with this and also bring it more in line with the other defensive buildings.
Mirror: Common and Rare Cards mirrored 1 level higher
This change will mean a Tournament Rules level Mirror (4), mirrors all card rarities to their respective Tournament Rules levels (1, 4, 7, 9); and a max level Mirror (8), mirrors max level cards. It should also help boost the Mirror's overall value and appeal.
Elixir Collector: Hitpoints decreased by 20%
The Elixir Collector's use rate is very high at the top and feels like too much of an obvious choice in many decks. Additionally, being able to use it as a distraction and damage absorber is interesting, but it's a bit too good at the latter right now. Less hitpoints should remedy this.
Valkyrie: Will be affected by pushback (e.g. when hit by Fireball)
When a rather large Fireball lands on your face you should feel it, and look as though you felt it. The Valkyrie is tough as nails, but she's not that tough. This change is for consistency with all other small to medium sized troops.
Mini P.E.K.K.A: Will be affected by pushback (e.g. when hit by Fireball)
Mini P.E.K.K.A: Will be affected by pushback (e.g. when hit by Fireball)

Mar 23, 2016 - 15 months ago

card description
Cost decreased to 9
Cost decreased to 9 (from 10) - Three Musketeers have a very low use rate. 9 Elixir will make them better value and less risk, hopefully increasing their allure.
Hitpoints decreased by 10%
Hitpoints decreased by 10%- When playing with Tournament Rule card levels, as a baseline we think Arrows should be able take out the Princess for an even Elixir trade. This hitpoint reduction ensures that's the case. Additionally, the Princess has a very high use rate and could do with some added vulnerability overall.
Damage increased by 20%
Damage increased by 20%- The Royal Giant's use rates and win rates are very low, showing that he is clearly underpowered. We wanted to give him significantly more damage, instead of boosting his hitpoints, so he could fulfill his dreams of becoming a wrecking ball.
Damage increased by 5%
Damage increased by 5% - The Ice Wizard's main strength is control, but he could do with a little bit of extra damage to increase his value and make him more of a threat.
Charge speed decreased by 13%
Charge speed decreased by 13% - Both Princes ride the same breed of horse, and therefore it makes perfect sense that they move at the same speed!
Damage increased by 5%
Damage increased by 5% - Poison has fairly low use rates. A bit of damage over time will make it a more interesting choice next to Fireball and the other damage spells.
Hit speed decreased to 0.8sec, lifetime decreased to 40sec
Hit speed decreased to 0.8sec (from 0.7sec), lifetime decreased to 40sec (from 60sec) - The Tesla's use rates and win rates don't show it as being overpowered; however, another of core design principles is that all cards should have weaknesses and counters, whereas the Tesla doesn't clearly have any. A lower hit speed will reduce its DPS versus bigger targets significantly, and also make it more vulnerable to groups of troops.
Lifetime decreased to 30sec
Lifetime decreased to 30sec (from 40sec) - The Cannon offers a bit too much defensive power and value for 3 Elixir. A lower lifetime will reduce its staying power.
Gives 40% movement and attack speed boost, duration decreased by 20%
Gives 40% movement and attack speed boost (from 35%), duration decreased by 20% - Rage can be an exciting and surprising card to see in action, but it's currently not quite strong enough to make the cut in most decks. By increasing the boost to 40% and lowering the duration, Rage will be a more intense and stronger offensive tool overall.
Legendary Cards mirrored 1 level lower
Legendary Cards mirrored 1 level lower - The Mirror is creating Legendary Cards at a disproportionately high level (slightly). After this change a level 5 Mirror will make a level 2 Legendary Card, and so on.
Range decreased to 12
Range decreased to 12 (from 13) - We want to open the X-Bow up to a little bit more counterplay. A range reduction will mean you can no longer position it behind a Tesla, as well as across the river, and still hit your opponent's tower!
Hitpoints increased by 5%
Hitpoints increased by 5% - The Balloon has low use rates at the top, and many enemies (buildings!). More hitpoints should help it get to those towers!
Damage increased by 5%
Damage increased by 5% - The Witch has very low use rates at the top. She needs a bit more damage to become relevant again.
Hitpoints and damage increased by 10%
Hitpoints and damage increased by 10% - The Valkyrie's use rates are quite low, as she still needs to find her place in the world. More damage and health should help her get there.
Charge speed decreased by 13%
Charge speed decreased by 13% - The Prince is currently the most used card in the game, but despite very popular opinion, he isn't overpowered when looking at his win rates. However, his ability to take down a tower on his own when left unchecked can be quite startling. Slowing down his charge speed a notch will give more time to react and counter.
Damage increased by 5%
Damage increased by 5% - Giving the Giant a bit more damage, instead of hitpoints, will make him a more compelling choice overall, without making him any more potent on defense.
Quicker initial attack
Quicker initial attack (like Spear Goblins) - The Archers' use rate falls off after the early game, while the Spear Goblins remain popular across all levels. We’re making their initial attack quicker, so they'll feel more responsive and effective.

Feb 29, 2016 - 16 months ago

card description
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Introduced
Introduced to the game.
Hitpoints decreased by 5%
Hitpoints decreased by 5% - 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.
Now stuns target for 1 second, damage reduced by 6%
Now stuns target for 1 second, damage reduced by 6% - 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!
Hitpoints increased by 11%, bomb timer increased to 3 seconds
Hitpoints increased by 11%, 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.
Effect falls off quicker when troops leave the Rage area
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.

Feb 19, 2016 - 16 months ago

card description
Damage to Crown Towers reduced by 20%
Damage to Crown Towers reduced by 20% - This is the first and most important step towards reinstating our "offense over defense" philosophy.
Hitpoints decreased by 5%
Hitpoints decreased by 5% - Use rate and win rate are telling us that the Golem is currently a bit too strong. This should bring him back in line.
Skeleton hitpoints and damage increased by 11%
Skeleton hitpoints and damage increased by 11% - Apart from the Tombstone, all of these cards are underused at the top. We want to see more bones in TV Royale!
Hitpoints decreased by 6% and lifetime decreased to 40 seconds
Hitpoints decreased by 6% and lifetime decreased to 40 seconds (from 45 seconds) - Third "offense over defense" change; Inferno Tower is the strongest defensive building in the game and provides too much versatility and value for 5 Elixir.
Damage to Crown Towers reduced by 20%
Damage to Crown Towers reduced by 20% - This is the first and most important step towards reinstating our "offense over defense" philosophy.
Skeleton hitpoints and damage increased by 11%
Skeleton hitpoints and damage increased by 11% - Apart from the Tombstone, all of these cards are underused at the top. We want to see more bones in TV Royale!
Lifetime decreased to 40 seconds
Lifetime decreased to 40 seconds (from 60 seconds) - Second "offense over defense" change; additionally, the Skeleton boost below will help maintain the Tombstone's balance.
Damage to Crown Towers reduced by 20%
Damage to Crown Towers reduced by 20% - This is the first and most important step towards reinstating our "offense over defense" philosophy.
Damage to Crown Towers reduced by 20%
Damage to Crown Towers reduced by 20% - This is the first and most important step towards reinstating our "offense over defense" philosophy.
Skeleton hitpoints and damage increased by 11%
Skeleton hitpoints and damage increased by 11% - Apart from the Tombstone, all of these cards are underused at the top. We want to see more bones in TV Royale!
Skeleton hitpoints and damage increased by 11%
Skeleton hitpoints and damage increased by 11% - Apart from the Tombstone, all of these cards are underused at the top. We want to see more bones in TV Royale!
Damage increased by 3%
Damage increased by 3% - Her usage is very low among top players. More damage and the Skeleton boost should make her a viable option once again.
Damage increased by 11%
Damage increased by 11% - We pulled a bit too much power from her with our previous re-work.
Damage to Crown Towers reduced by 20%
Damage to Crown Towers reduced by 20% - This is the first and most important step towards reinstating our "offense over defense" philosophy.
Damage to Crown Towers reduced by 20%
Damage to Crown Towers reduced by 20% - This is the first and most important step towards reinstating our "offense over defense" philosophy.

Feb 9, 2016 - 16 months ago

card description
Lifetime increased to 30 seconds
Lifetime increased to 30 seconds (from 20 seconds) - We undershot the Mortar's power a bit when re-working it. Adding 10 seconds to its lifetime should improve this.
Damage increased by 7%
Damage increased by 7% - Tesla is also one of the least used cards in the game. A little damage boost should bring it back into contention.
Damage increased by 6%
Damage increased by 6% - Zap hasn't seen much use. A bit more damage will hopefully make it a more viable choice.
Attack speed increased to 1.6 seconds
Attack speed increased to 1.6 seconds (from 1.7 seconds) - Bomb Tower is still one of the least used cards in the game - give him a chance!
Spawns 4 Skeletons when destroyed
Spawns 4 Skeletons when destroyed (from 6 Skeletons) - Tombstone is the most popular card among top players. You get too much defensive value for 3 Elixir.
Deployment time increased to 5 seconds
Deployment time increased to 5 seconds (from 3 seconds) - X-Bow can be a very challenging card to deal with among low-mid level players. A longer deploy time should make it less frustrating to face.
Attack speed increased to 1.5 seconds
Attack speed increased to 1.5 seconds (from 1.6 seconds) - Valkyrie feels a bit clunky and needs some love.
Hitpoints increased by 3%
Hitpoints increased by 3% - Mini P.E.K.K.A's usage is quite low at the top, which is unfortunate for such a charismatic character; this little buff will hopefully make it a more enticing card.
Damage decreased by 25% and Elixir cost reduced to 4
Damage decreased by 25% and Elixir cost reduced to 4 (from 5 Elixir) - Musketeer has played second fiddle to the Wizard for too long! Lower damage and cost should make her quite different and a more flexible choice.
Hitpoints increased by 5%
Hitpoints increased by 5% - Giant is underused in the late game due to a couple of more enticing tank options (Golem and P.E.K.K.A). More hitpoints should make him a solid option again.

Jan 11, 2016 - 17 months ago

card description
Lifetime decreased to 40 seconds
Lifetime decreased to 40 seconds
Goblin level decreased by 1
Goblin level decreased by 1
Skeleton level decreased by 1
Skeleton level decreased by 1
Health decreased by 4%.
Health decreased by 4%.