![]() ![]() Tombstone: Spawns one less skeleton from the death spawn Hopefully a shorter lifetime will still make furnace viable yet will make furnace more of the passive build-up play and make other buildings more selective. ![]() It can tank a full hog attack and really hurt swarm troops at the same time. * The furnace is too strong in terms of a spawner building that costs 4 elixir. Hopefully sparky will finally make a shocking reappearance in the game. The reduction in elixir cost should allow for more flexibility as the release of electro wizard and many counters have been introduced. * As the most underwhelming legendary in the game, I wanted sparky to be the card it was meant to be: a heavy hitting siege unit. Sparky: Elixir Cost: decreased to 5 (from 6), Hitpoints: -8.3%, Damage: -23%, Hit Speed/Charge time: decreased to 4.5 sec (from 5 sec) So hopefully the increase in health will allow the prince to stick around more and make an impact similar to his brother, the dark prince, and be the menacing duo they were meant to be in the game. * It's weird that the bowler has more health than the prince even though the bowler is a ranged splash unit while the prince is a melee single-targeting unit. Hopefully, a buff, similar given to the valkyrie, to the both regular and shield health will allow the dark prince to survive more hits and be the offensive support it was meant to be dealing more damage then the valkyrie now and hitting a bigger wider arc in terms of its splash damage which can now 2 hit barbarians like it was meant too. The previous buffs were never enough to make dark prince good enough to be called an epic card. * The dark prince has been one of the most pitiful cards in the game being outshined by both valkyrie, bowler, and now soon executioner. ![]() Hopefully a reduction in health will allow the ice golem to be less of an alone ace card to blocking most of pushes and require more out of players.ĭark Prince: Hitpoints and Damage: 10%, Shield Hitpoints: 20%, Splash Radius: 15% It can kite very well and block almost every damage done by troops while also being able to kill swarm troops with its frost nova. Its versatility in both offense and defense is too great for a 2 elixir card. * Ice golem is one of the cheapest tanks in the game that has a ton of health being higher than miner. I want elite barbarians to still be punishment for players placing tanks in the back and still be viable as a 6 elixir card, but hopefully less health and a slower hit speed will allow players to take them out with more ease. *I understand that elite barbarians are very strong in both offense and defense and that shouldn't be the case for any card. So I am here to predict and hopefully get the audiences' reaction and help to guide Supercell to the next balance changes for January starting the new year off right (remember the stats are based off on tournament standard):Įlite barbarians: Hitpoints -10%, Hit Speed to 1.5 sec (from 1.4 sec) So, throughout the entire month I have been playing the game everyday and noticed the cards used in ladder are mainly based on elite barbarians which is a good and bad thing of its own. RCS StatsRoyale DeckShop RoyaleApi PixelCrux Wikia View Affiliated Subreddits Balance Changes No information about hacking, cheating, modding or emulation.Īll posts with results of an event must be marked with a tag.Ĭlick on your arena to find decks with only the cards that are available to you!ĭiscord Twitter /r/RoyaleRecruit Wiki Twitch Youtube Instagram Facebook Community Resources Clash Royale - a freemium mobile strategy game! Monthly DeckĪverage Elixir cost: 4 Click to Copy! RulesĪll posts must be related to Clash Royale or Supercell.Īll posts should strive to generate meaningful discussion.
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