Clash Royale

Clash Royale Tactic

Clash Royale

Clash Royale Tactic

Clash Royale

Clash Royale Tactic

Clash Royale

Clash Royale Tactic



Saturday, March 19, 2016

23 Mar 2016 Balance Changes

23 March 2016 - Balance Changes

Card balance in Clash Royale is a combination of playtesting and looking at the stats - in particular, card use rates and win rates across all levels of play. You can expect monthly balance changes to keep gameplay fine tuned and as fun as possible.

One of our core design principles is "offense over defense", which you'll no doubt hear us reference many times. We're not entirely there yet, but we'll be vigilantly tweaking and tuning cards in that general direction.

In this batch of changes we're primarily looking to address a few frustrating defensive combinations and some underused cards:

Balance Changes

X-Bow: 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!

Tesla: 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.

Cannon: 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.

Princess: 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.

Ice Wizard: 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.

Prince: 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.

Dark Prince: 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!

Valkyrie: 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.

Royal Giant: 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.

Giant: 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.

Rage: 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.

Poison: 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.

Mirror: 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.

Three Musketeers: 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.

Archers: 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.

Balloon: 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!

Witch: Damage increased by 5%
- The Witch has very low use rates at the top. She needs a bit more damage to become relevant again.

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Saturday, March 12, 2016

Cards

What are Cards?


In Clash Royale, Cards are everything. Because Clash Royale game is like battle-collectible-cards game. Your cards are your troops, spells and buildings. You use cards to battle your friend and enemy.

Card Rarity

1) COMMON (dark grey color)

Basic card of the game is COMMON card. Easiest and cheapest to obtain. While COMMON cards have little flashy element compared to RARE and EPIC, they can serve well as the backbone to your battle deck. Unless you plan to spend lots of Gems in the game, COMMON cards will be your best friends.

COMMON Archers
COMMON Card, Example: Archers

2) RARE (orange color)

Middle rarity, a little harder to obtain than COMMON but far easier to collect than EPIC. Many RARE cards are powerful and provide strong addition to your battle tactics.

RARE Giant
RARE Cards are 10 times rarer than COMMON Cards.

3) EPIC (purple color)

EPIC cards are EPIC, enough said! They are called EPIC in many ways: EPIC power, EPIC expensive cost, EPIC moment when you open from the chest. EPIC cards are powerful early on, but without Gems support, EPIC cards will fall behind on card upgrade compared to COMMON and RARE. EPIC rarity cannot give away/obtained via Card Donation.

EPIC Baby Dragon
EPIC Cards are 20 times rarer than RARE Cards. 

4) LEGENDARY (rainbow color)

LEGENDARY cards are extremely special card, it has hexagonal shape instead of normal rectangular. It is not available to buy in the Shop and no guarantee in any Chest. Therefore, you have to rely on your luck to get LEGENDARY card from opening the Chest.

LEGENDARY Card, Example: Ice Wizard
LEGENDARY Cards are 20 times rarer than EPIC Cards.

Obtaining Card

Cards can be obtained in 3 ways.
1) Open the Chest
2) Buy from Shop (using Gold)
3) Receive from other Clan member (via Clan Donation)

Card Upgrade

Copies of the same card will be accumulated. Certain card level require certain number of card copies to be upgraded, Gold is also needed to upgrade the card. Higher level of card will require more number of cards to upgrade, same is true with gold amount.

For example, you need 100 card copies and 1,000 Gold to upgrade COMMON to level 7 while need 200 card copies and 2,000 Gold to upgrade COMMON to level 8.

Card Collection

Second tab is Card tab, there is “Card Collection” section showing all of your cards. At present, there are 48 cards to be collected. Collecting certain number of cards unlock the Achievement. There are icon notifications at Card tab to show when you unlock new card and when you have card upgrade available.

Battle Deck

In the Card tab, there is another section called “Battle Deck”. You choose 8 cards from your collection to form your Battle Deck which will be used to battle with you friend and enemy. At the top right, there is “Average Elixir” to show you the average amount of Elixir of your Battle Deck. It is the rough indicator of how easy/difficult you can spend Elixir during battle. The ballpark number is between 3.7 and 4.3.

Battle Deck
Battle Deck
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