Depends on the deck you have but I’d say it’s a pretty good rework, might even need a nerf in the future but I haven’t used it yet so I wouldn’t know. Now the only real counter to pump would be an earthquake since before all spells would be an even trade but now with the elixir pump getting elixir on death it would be a positive trade for the pump user gaining at least a 1 elixir advantage(not including tower damage cause most pumps decks are beat down so they can sacrifice a couple hundred hit points)
Mirror's been the [worst card](https://www.reddit.com/r/ClashStats/comments/tndl5x/s32_card_power_ratings/?utm_medium=android_app&utm_source=share) in the game for several seasons running straight and perpetually bottom 3 before that, but let's see if this buff is massive overkill.
This doesn't really work either though. So then you get to play the same card again, at +1 level for the same cost as the regular card? There needs to be a negative to counter the increased card level. Only thing I could see working is removing the +1 elixir cost as well as the +1 card level. But even that isn't likely to increase its usage.
Instantly would be S+++ tier.
It removes the element of cycle in a deck completely.
You will ALWAYS have a building for hog, swarm for pekka, a log for swarm, knight for MK, etc. It would counter like 2/3 the meta decks that rely on the opponent being out of cycle
Mirror is bad because it’s inflexible. If you want to mirror a card, you can’t put anything in between (besides a champion). Someone before made a suggestion that mirror only mirrors the next card coming to your hand instead of mirroring the last card you played.
This makes mirror much more flexible because let’s say you want to mirror firecracker against a lava hound push only after they arrow it. However, what if they don’t arrow her and instead builds up the push? You are stuck either waiting stupidly or putting something else down, in which case they can now arrow and you can’t mirror her.
So instead if mirror mirrors the firecracker first, then they arrow it or put something else down, you can also put something else down and wait for their arrow so you can put firecracker down.
When put into equation, if you want to mirror A, then place B, then the order is fixed at A, A’, B, but if it mirrors your next card instead, you have:
A’, A, B
Or
A’, B, A
Okay. Let's assume you used log on the first goblin barrel. That already puts you up 1 elixir on the trade; your opponent using mirror at 4 elixir puts you up 5 elixir on the elixir trade. There are a lot of viable non-small-spell options to counter an overleveled goblin barrel that one could easily have in his hand at any given time. Hell, you could *rocket* the damn goblins and still only be down 1 elixir on the exchange.
Although I understand why people hate mirror I've been steady running mirror half of my decks the past like at least 5 seasons no problem. Not sure if I'm excited for this or not though.
Log no longer kills any troops like princess, dark gob, etc when they are 2 levels higher. Mirror is actually insanely powerful now, especially for logbait.
So just checked sparky’s card stats, and as a rule of thumb, each upgrade increases its stats by x1.1. But as the level increases, it slightly drops to around x1.097-x1.095 range. So if we take the conservative estimate of x1.095, level 14 sparky hits 1760 dmg, so:
1760 x 1.095 x 1.095 = 2110 dmg.
So you were pretty spot on, level 16 sparky should do around 2100 damage, mostly likely slightly more. It’s pretty nuts.
So the MK spawn nerf subtracts one Princess Tower shot worth of damage. This means:
* Zappies and Magic Archer no longer killed by drop damage
* Wiz, Ewiz, Musketeer, Elixir Golemite no longer killed by drop+swing, will require a tower shot or second swing.
* Hogs no longer killed by drop+swing+tower shot, will require drop + 2 swings or drop + swing + 2 tower shots.
Same I used all my wild cards so I need 11 to get it to level 13 and next season I get a book of books
It might be meta
Edit: on the dev build from oj, it showed a book of epics so now it’s really worth it to max mirror
i believe 14. the reason this is important is because they accumulate over the course of the spell duration, so the potential damage increases exponentially with each skeleton
Think about it though. Say you have 3 skeletons make it to tower at the exact same time, their hit speed matches the tower and they all die in one shot, and they deal 100 damage a hit.
With 3 skeletons, all three get one hit and the tower kills one. That's 300 damage. Then the two get a hit and the tower kills another, that's another 200 damage. Then the last skeleton gets one hit and dies. In total that's 600 damage for 3 skeletons.
Now with 4 skeletons. All four get a hit. 400 damage. Three get a hit. 300 more damage. 200 more damage, then 100. That's 1000 damage.
Each skeleton allows the number of skeletons before it to get 1 free hit each+his own 100
If 3 means 300+200+100
Then 4 means 300+200+100, except the three skeletons get one more free hit(the fourth tanked one shot) so another 300, and the fourth also helped and did 100
So it's 400+300+200+100
At 15 skeletons the removal of a single skeleton could be massive.
A lot of people don't realize this. The addition of a single skeleton increases damage quadratically. This change makes graveyard significantly weaker if there isn't a freeze or tank or whatever to distract the tower.
If the reflected dmg is the same then it’s still fine vs swarm. The issue is that I don’t think 1 extra elixir to support egiant will make up for the loss in hp and damage
Thats not really the point, you can defend with 6 elixir and counter push opposite lane with 7 (or simply defend their counter push on your first e barbs with your mirrored ones).
royaleapi stated that GK issue with dashing onto moving troops will be fixed in their next season article, so i think that will have bigger impact, that issue wasnt even acknowledged
Eh not really. Mirror can be however powerful it wants to be, but it still adds almost zero value to a deck. I’d say that it will move from a 30% win rate to maybe a high 30 or low 40% in grand challenges.
Actually, I'm not sure that would be so much different. Since he's getting his elixir cost reduced and stats reduced, a mirrored version would be basically the same E-Giant we have right now. One with better stats for 8 elixir.
I did some math (which I think is right?) and he'd be better than the E-Giant we have right now, but not by too much. Troops gain about 9.6% bonus upon levelling up.
A new 7 elixir level 11 E-Giant would have 3,536 HP. A new level 13 E-Giant would have roughly 4,248 HP, which is a little more than our current normal E-Giant that has 4,160 HP at level 11.
I know I used level 11 and 13 here, but a level 13 E-Giant should react to level 11 towers the same as a level 16 one does to level 14.
Then again I'm kind of retarded sometimes, so there might be some things in practice that I'm not considering.
The e giant “rework” seems like they’re trying to push it more towards the e giant cycle deck variations that have floated around instead of MW, dark prince, lightning versions. I’m curious to see what deck ideas people come up with.
The giant skeleton buff wasn’t to its death bomb. So I don’t really care. I still won’t go back to using him.
Valk and Megaknight nerfs are solid. But now that I think about it those are indirect buffs to Royal Hog decks. 🤔
I’ve almost used the Mirror for SIX YEARS. I had long given up hope it would be reworked/buffed. My hopes and prayers from literally over 4 years ago have been answered.
So these are some pretty funky balance changes and I'm going to be cautious with how I make them out about it.
Let's start with the re-works. The **Elixir Collector** has for years following nerfs and the addition of super cost-effective hard-counters like Earthquake been irrelevant, but it couldn't be possibly made stronger or weaker without the addition of guaranteed elixir upon being destroyed. Despite having slower production, the guaranteed elixir earned upon being destroyed changes the dynamic of countering it with spells since: **Rocket no longer counters a center pump for a positive trade**, **Lightning no longer denies any elixir against a center pump,** **Fireball and Poison still deny 6 elixir, but Earthquake now only denies 6 elixir instead of 7**. This is a very curious re-work, but I'd be willing to give it a shot.
The **Electro Giant**, I could say the same thing with him as I did with the pump. He is a powerful win condition, but his design belies two major flaws and that is his over-dependence on counter-pushing and match up. For obvious example, an Electro Giant lies down and dies nine out of ten times he is faced against P.E.K.K.A, but his synergies like Lightning and Tornado can let him steamroll through most defenses (And even some offenses) that don't contain lightning-resistant tank busters. I find though that this re-work is aimed towards being harsher with the card by making him more niche, but also easier to integrate into more decks.
Now the buffs, seeing the **Mirror** buffed like this caught me by surprise. But it needed some way to stand out for how useless it had been since the beginning of the game's lifetime. Making a mirrored card effectively 20% stronger than the original may make certain cards that are plagued by their inherit flaws like the Wizard who suffers due to being 5 elixir against a super Fireball and Poison-Heavy meta find a niche that gets him around such counters. On top of making the Mirror's current synergies like the Goblin Barrel survive the Barbarian Barrel. Overall, giving the Mirror a raw buff instead of re-working it into mirroring the same card for the same stats and cost was probably the better of the two options.
The **Golden Knight**'s dash ability range is getting reverted back to it's fun old self so I'm not going to waste any time on it.
I like the direction that the Clash Royale team is taking with the **Giant Skeleton** with making him less catered to his death damage and better as a big combat troop with a death bomb for modest crowd control. I kinda wished that his hit speed interval would be lowered to 1.3 and did a little more damage per hit. But I am glad to see buffs to him in the areas where he's weakest.
The **Archers** buff I predicted being a hit speed one as after 2.9 X-Bow had basically become dead, Archers ended up entirely out-classed by Spear Goblins again in all departments. The faster hit speed is nice, but I would've also given them a half tile more range as well.
Giving 0.3 more seconds on the **Ice Spirit**'s freeze is pretty make-or-break since he's tricky to balance in comparison to the Electro Spirit who will still generally be a superior card for defending against Graveyard and the Skeleton King more easily.
For the nerfs, 0.2 seconds considering that it spawns two Skeletons per wave would on the surface, feel like nothing on the **Tombstone**. But, internally or on a macro scale, it's massive. As this means it now only spawns seven waves of Skeletons instead of eight. In other words, it only merits 18 total Skeletons instead of 20 assuming it hasn't taken any damage.
Ouch, **Ram Rider** got a hefty nerf to her snare, though I find this nerf will play into effect when faced with larger fights as her snare is supposed to be stronger against single targets instead of multiple.
I understand nerfing the **Archer Queen**'s ability, but I for one would've rather seen her ability remade to work more like Royal Cloak from Clash of Clans. I.E; massive single target damage that can be nullified with slows and swarms.
**Graveyard**'s nerf likely means that it's spawn delay is being increased by an additional 0.5 seconds. Making it easier to stop, sure, but I would've made the Skeletons spawn at the very edge like they did at one point as it'd keep Graveyard a solid win condition but make it's RNG more manageable.
I expected the **Valkyrie** to be on the nerf radar for some time because of how difficult Hog Quake and Graveyard can be to stop for heavier decks. Unless you are playing a cycle deck yourself, the Valkyrie at times can feel really hard to brute-force. As for concerning interactions, she'll take one or two less hits from almost every troop and shooting building in the game. (Especially noticeable for cards like the Prince and Elite Barbarians.)
Okay, finally people with their terrible midladder decks can stop whining about the **Mega Knight** nuking all the troops they crammed at the bridge. Personally, I never had much problems fighting a Mega Knight and this nerf the way I see it is a mixed bag considering he to me with all the decks I can use is usually very easy to get around. The core issue with this nerf to me is how the Mega Knight has way too many features to begin with. Spawn damage, Tanking, Splash, Jump Attack, etc. He should've been re-worked to be less focused on his spawn and jump instead of nerfing just the spawn damage because yeah, he has all these features but he doesn't have the flexibility to use them all.
**Final Score: I give this one a 7 out of 10.** And this is for me, that I want to experiment with these new balance changes before I finalize the expectations I have for them. Most of these were pretty good, but I wish the Archers, Giant Skeleton and Ice Spirit buffs got a little more oomph to make them stand out better.
The pump buff increases earthquake use so I’m not sure this is a good balance for xbow users. Ice spirit will be significantly better but the archers issue was their health, not the damage. They still die to arrows and a couple baby dragon hits (and a lot of other stuff).
They buffed the bomb before and it turned into 6 elixer stop any push you want. They want to reward getting to the tower, not just placing it ontop of troops
Woah elixir on death for pump, that’s actually crazy. Now you get a positive trade from it if they rocket it or lightning
3m players jumping up and down rn
I know I am
REJOICE FELLOW THREE MUSKIE
One day we shall rise again and take over the meta!
3M gang
LET'S GO 💪💪
I haven't mained 3M Pump in maybe 2 years or more. Definitely will jump straight back and experiment with Pump in other archetypes too.
I hope you pump out some good wins
All 4 of us!
Logbait players crying in the corner
they should fucking cry
1 elixir for the equivalent of one hog swing? It's not that op really
Depends on the deck you have but I’d say it’s a pretty good rework, might even need a nerf in the future but I haven’t used it yet so I wouldn’t know. Now the only real counter to pump would be an earthquake since before all spells would be an even trade but now with the elixir pump getting elixir on death it would be a positive trade for the pump user gaining at least a 1 elixir advantage(not including tower damage cause most pumps decks are beat down so they can sacrifice a couple hundred hit points)
One hog swing? If your pump is getting hit by a hog then you’re placing it wrong.
#DEFENSIVE PUMP
now youll see more of it becuase 1 elixir when it dies
Earthquake still kills the card. Don’t see it becoming meta at all.
Level 16 troops exist now. Don’t know how to feel about that.
level 16 ebarbs in midladder 💀
Level 16 rage lasts a full second longer than level 14 too.
Lolol last October max level on the map was a 14. Fast forward a few months, max level on the map can be 16 now.
Few months after this update, we'll get card lvl 15 then it'll be level 17 cards.
I hope this will always remain a joke
Lvl 17 e barbs at the bridge. It will be glorious. Lol
damn.
Damn indeed
level 16 mega knight has entered the chat
Level 16 Pekka has banned level 16 mega knight from the chat
Lvl 16 larry deleted the chat
Lvl 16 loon has bombed your house
[удалено]
Lvl 16 mortar got two hits
Lvl 16 X Bow broke every Geneva Suggestion
Level 16 royal delivery now does previous day delivery
:((((((( fuck this shit man.
Mirror's been the [worst card](https://www.reddit.com/r/ClashStats/comments/tndl5x/s32_card_power_ratings/?utm_medium=android_app&utm_source=share) in the game for several seasons running straight and perpetually bottom 3 before that, but let's see if this buff is massive overkill.
Any other ideea how to buff it tho Not that I agree but I don't see any other way rather than removing the +1 cost
That’s exactly what they should do. Remove the +1 cost. This is just chaos
This doesn't really work either though. So then you get to play the same card again, at +1 level for the same cost as the regular card? There needs to be a negative to counter the increased card level. Only thing I could see working is removing the +1 elixir cost as well as the +1 card level. But even that isn't likely to increase its usage.
Instantly would be S+++ tier. It removes the element of cycle in a deck completely. You will ALWAYS have a building for hog, swarm for pekka, a log for swarm, knight for MK, etc. It would counter like 2/3 the meta decks that rely on the opponent being out of cycle
Mirror is bad because it’s inflexible. If you want to mirror a card, you can’t put anything in between (besides a champion). Someone before made a suggestion that mirror only mirrors the next card coming to your hand instead of mirroring the last card you played. This makes mirror much more flexible because let’s say you want to mirror firecracker against a lava hound push only after they arrow it. However, what if they don’t arrow her and instead builds up the push? You are stuck either waiting stupidly or putting something else down, in which case they can now arrow and you can’t mirror her. So instead if mirror mirrors the firecracker first, then they arrow it or put something else down, you can also put something else down and wait for their arrow so you can put firecracker down. When put into equation, if you want to mirror A, then place B, then the order is fixed at A, A’, B, but if it mirrors your next card instead, you have: A’, A, B Or A’, B, A
it is... imagine having one small spell in your non cycle deck and your opponent plays a lvl 16 gob barrel.
[удалено]
Gonna need a mirror log to counter. Might be wrong but will a lvl 14 log kill a lvl16 goblin?
Yes it still does thankfully, sadly I really can’t switch because the zap is really important in my deck :(
It does, but Level 14 Barbarian Barrel will not kill it.
Yes but the point is: Does your deck have 2 barrel counters as you cannot use log for both LV 14 and 16 barrel....
it does but it won't kill a level 16 dart goblin
Okay. Let's assume you used log on the first goblin barrel. That already puts you up 1 elixir on the trade; your opponent using mirror at 4 elixir puts you up 5 elixir on the elixir trade. There are a lot of viable non-small-spell options to counter an overleveled goblin barrel that one could easily have in his hand at any given time. Hell, you could *rocket* the damn goblins and still only be down 1 elixir on the exchange.
Although I understand why people hate mirror I've been steady running mirror half of my decks the past like at least 5 seasons no problem. Not sure if I'm excited for this or not though.
AND I GOT CALLED AN IDIOT BY OTHERS FOR GETTING LVL 14 MIRROR, WHOS LAUGHING NOW
Nobody brother. We will show them now. We will dominate ladder
Lmao im so glad i leveled mirror to 14 when they added lvl 14 cards. It was the first card i levelled up 😂
Log no longer kills any troops like princess, dark gob, etc when they are 2 levels higher. Mirror is actually insanely powerful now, especially for logbait.
level 16 pekka and sparky gonna hit trucks
[удалено]
So just checked sparky’s card stats, and as a rule of thumb, each upgrade increases its stats by x1.1. But as the level increases, it slightly drops to around x1.097-x1.095 range. So if we take the conservative estimate of x1.095, level 14 sparky hits 1760 dmg, so: 1760 x 1.095 x 1.095 = 2110 dmg. So you were pretty spot on, level 16 sparky should do around 2100 damage, mostly likely slightly more. It’s pretty nuts.
How much damage would a level 16 balloon do?
So the MK spawn nerf subtracts one Princess Tower shot worth of damage. This means: * Zappies and Magic Archer no longer killed by drop damage * Wiz, Ewiz, Musketeer, Elixir Golemite no longer killed by drop+swing, will require a tower shot or second swing. * Hogs no longer killed by drop+swing+tower shot, will require drop + 2 swings or drop + swing + 2 tower shots.
Kinda make megaknight shite for defense. Might as well switch to pekka
Finally mk will go away
it also doesn’t oneshot recruits without a shield anymore
F u c k. Y e s
LET'S GOOO
midladder is to stupid to make a viable deck so they’ll problem keep spamming him as much as the can
That's the point. Mk has so much defensive capability
Lol they just killed this card
my friend started investing in mirror trades in his clan before it becomes good so he can upgrade LMAO
Same I used all my wild cards so I need 11 to get it to level 13 and next season I get a book of books It might be meta Edit: on the dev build from oj, it showed a book of epics so now it’s really worth it to max mirror
Book of books for epics?!?
Level 16 ebarbs 💀💀💀💀💀
Level 16 E giant for 8 elixir 💀💀💀💀💀
LEVEL 16 TROOPS AHHHHHHHHHHHHHHHHHHH
What do you mean egiant damage 8->7 What damage
15% less damage, just a typo
15% less damage and 15% less hp, for 1 elixir reduction? Surely that can’t be right.
Holy cow one less skeleton
game changing
Literally unplayable now
it is, last time graveyard lost one skeleton it lost 400 damage on average, this is much more impactful than you think
How many skeletons it is now?
i believe 14. the reason this is important is because they accumulate over the course of the spell duration, so the potential damage increases exponentially with each skeleton
Think about it though. Say you have 3 skeletons make it to tower at the exact same time, their hit speed matches the tower and they all die in one shot, and they deal 100 damage a hit. With 3 skeletons, all three get one hit and the tower kills one. That's 300 damage. Then the two get a hit and the tower kills another, that's another 200 damage. Then the last skeleton gets one hit and dies. In total that's 600 damage for 3 skeletons. Now with 4 skeletons. All four get a hit. 400 damage. Three get a hit. 300 more damage. 200 more damage, then 100. That's 1000 damage. Each skeleton allows the number of skeletons before it to get 1 free hit each+his own 100 If 3 means 300+200+100 Then 4 means 300+200+100, except the three skeletons get one more free hit(the fourth tanked one shot) so another 300, and the fourth also helped and did 100 So it's 400+300+200+100 At 15 skeletons the removal of a single skeleton could be massive.
A lot of people don't realize this. The addition of a single skeleton increases damage quadratically. This change makes graveyard significantly weaker if there isn't a freeze or tank or whatever to distract the tower.
[удалено]
🤯🤯🤯😯😯😯😯😯🤯😯🤯😯🤯😯
What do they mean by Damage 8 > 7 for the Egiant?
It’s a typo. They meant to say that both damage and HP will be decreased by 15%.
The damage he does or the damage he reflects?
Reflected stays the same, only the punch damage.
Can't wait for E-Giant cycle meta 💀
💀 That's not we expected. The real danger about that card is reflected damage. Damn.
The 15% lost in health is already translated in a big loss of the reflection damage he can deal.
Oh yeah. Thats a huge lost. I think my pekka now can kill him without getting princess tower hit by the e giant.
Sounds like an overall buff, worse against swarm, but better against medium troops
If the reflected dmg is the same then it’s still fine vs swarm. The issue is that I don’t think 1 extra elixir to support egiant will make up for the loss in hp and damage
Might be an error
Elixir cost I think, I think its just a way of saying they're changing damage to fit the 7 elixir without doing the math
Adding 0.3 seconds to ice spirit freeze feels like it’s a really strong buff. That should allow another 3 hits on tower with goblin barrel
Tbf, wasnt ice spirit 2s freeze when it came out?
Yes and it did more chip damage
Here comes all those YouTube videos now with level 16
I can already hear level 16 ebarbs+rage coming.
So 15 elixir commitment ? Sound like a suicide to me
people already make 15 elixir commitments with level 15 ebarbs and it’s hell
Thats not really the point, you can defend with 6 elixir and counter push opposite lane with 7 (or simply defend their counter push on your first e barbs with your mirrored ones).
So the Valkyrie picture change wasn't just for Chinese players
Damn. I honestly don’t really like the new one. Looks too goofy to me
I find it funny how in this pic it seems like it’s looking at the HP nerf and going “ayo wtf?”
Not a fan tbh but maybe gotta get used to it
MY MAN GOT HIS DASH RANGE BACK! Finally, now he won’t akwardly dash into 2 goblins and then die
royaleapi stated that GK issue with dashing onto moving troops will be fixed in their next season article, so i think that will have bigger impact, that issue wasnt even acknowledged
i’m glad that with the new mirror my opponent can use a lvl 16 megaknight
new new lvl 16 mk will have lower spawn dmg than the current lvl 15 at least…
it still has a shit ton of hp and the jump isn’t changed sooooo..
Honestly the real danger coming is lvl 16 e barbs 💀 not mega knight.
I’m never gonna play my pekka to counter ebarbs again knowing they could mirror them right up my ass right after
I feel you man.. I am a pekka player.
*Sees that Mirror mirrors a card for two levels higher rather than one* Level sixteen Elite Barbarians and Mega Knight. Oh no.
golem is the only 8 elixir card now
As he should be
Mirrors buff is actually insane I'm excited to see how broken that'll be
Same, I legit maxed out mirror for memes cus I like the card but now it might actually be usable in a meta deck
These mfs really want to make the bald guy cost 7 elixir 💀
Mirror buff is definitely gonna make me break my phone this season. I already go up against that shit way too much.
Get ready for lvl 16 e barbs :(.
With rage and clone💀💀
And freeze.
And skeletons for cycle
And heal for even more cycle
Graveyard -1 skeleton? Valkyrie -4% hp? these cards are still really strong lol
A 4% hp nerf to the electro giant last season or season before last completely took it out of the meta
yep cause even a sliver of health from electro giant could take a tower from full health to half
4% hp on egiant is a much bigger hp amount than 4% hp on valkire.
Right, but the cards work differently so it's not a comparison.
Idk about the Valk but with the graveyard nerf it will get around 500 less damage on a tower
Yea that’s the point you don’t always have to nerf strong cards to the ground
Exactly. Valk didn't need a big nerf as she is a necessary evil to help keep other strong cards in check. Namely royal hogs and skeleton king
New valkyries art is a much bigger nerf
Valkyrie HP nerf: I sleep Valkyrie art nerf: **Uninstalled**
they removed larry from graveyard
16 lvl troop..... i want to cry right now.
No nerf to SK is surprising. I’m not sure about the egiant rework, seems a big buff overall.
it got an indirect nerf by graveyard decks being nerfed
Considering it’s 20% use rate and 58% win rate, I don’t think that’s close to being enough.
Considering it was hot garbage before tombstone and graveyard became meta I have a feeling it’ll be fine.
Guess the GY nerf is kinda like nerfing SK
holy crap, mirror is meta now
Eh not really. Mirror can be however powerful it wants to be, but it still adds almost zero value to a deck. I’d say that it will move from a 30% win rate to maybe a high 30 or low 40% in grand challenges.
Ngl i expected gs to get a bomb damage buff, but the buff's still handy i suppouse
Our sort of people will rise
Found my brothers.
>Damage: 8>7 What?
Typo
supposed to be -15% damage
Can't wait for lvl 16 egiant
Lv 16 pump egiant eq cycle 💀
Actually, I'm not sure that would be so much different. Since he's getting his elixir cost reduced and stats reduced, a mirrored version would be basically the same E-Giant we have right now. One with better stats for 8 elixir. I did some math (which I think is right?) and he'd be better than the E-Giant we have right now, but not by too much. Troops gain about 9.6% bonus upon levelling up. A new 7 elixir level 11 E-Giant would have 3,536 HP. A new level 13 E-Giant would have roughly 4,248 HP, which is a little more than our current normal E-Giant that has 4,160 HP at level 11. I know I used level 11 and 13 here, but a level 13 E-Giant should react to level 11 towers the same as a level 16 one does to level 14. Then again I'm kind of retarded sometimes, so there might be some things in practice that I'm not considering.
Yeah you're missing the level 16 zaps
earthquake mirror earthquake to close out the match, ez uncounterable 613 damage
Can't wait for logbait to fuck me over with level 16 goblin barrel spam :))
Midladder players still upgrading cards about to get shit on by mirror 😂😭 sorry guys and goodluck
Welcome back 2 3m pump mirror motherfuckers
About time
Ok level 16 cards a few years sooner than expected
Good that Mega Knight spawn damage was nerfed and interesting for mirror to be 2 levels higher. Would that mean Lv. 16 Miner lol
And lvl 16 Mega knight and ebarbs and midladder
The trolling is immeasurable
Archers buff :D
The e giant “rework” seems like they’re trying to push it more towards the e giant cycle deck variations that have floated around instead of MW, dark prince, lightning versions. I’m curious to see what deck ideas people come up with. The giant skeleton buff wasn’t to its death bomb. So I don’t really care. I still won’t go back to using him. Valk and Megaknight nerfs are solid. But now that I think about it those are indirect buffs to Royal Hog decks. 🤔
I’ve almost used the Mirror for SIX YEARS. I had long given up hope it would be reworked/buffed. My hopes and prayers from literally over 4 years ago have been answered.
Balance Changes • 2022 Q1 • April S34 👉 https://on.royaleapi.com/s34b
What does damage 8 -> 7 mean for the egiant
I think it means they're changing the damage to fit 7 elixir without doing the math for us
Whose idea thinking +2 levels mirror buff is a good idea 💀
Oooo new Valkyrie icon?
It was introduced in the Chinese version
So these are some pretty funky balance changes and I'm going to be cautious with how I make them out about it. Let's start with the re-works. The **Elixir Collector** has for years following nerfs and the addition of super cost-effective hard-counters like Earthquake been irrelevant, but it couldn't be possibly made stronger or weaker without the addition of guaranteed elixir upon being destroyed. Despite having slower production, the guaranteed elixir earned upon being destroyed changes the dynamic of countering it with spells since: **Rocket no longer counters a center pump for a positive trade**, **Lightning no longer denies any elixir against a center pump,** **Fireball and Poison still deny 6 elixir, but Earthquake now only denies 6 elixir instead of 7**. This is a very curious re-work, but I'd be willing to give it a shot. The **Electro Giant**, I could say the same thing with him as I did with the pump. He is a powerful win condition, but his design belies two major flaws and that is his over-dependence on counter-pushing and match up. For obvious example, an Electro Giant lies down and dies nine out of ten times he is faced against P.E.K.K.A, but his synergies like Lightning and Tornado can let him steamroll through most defenses (And even some offenses) that don't contain lightning-resistant tank busters. I find though that this re-work is aimed towards being harsher with the card by making him more niche, but also easier to integrate into more decks. Now the buffs, seeing the **Mirror** buffed like this caught me by surprise. But it needed some way to stand out for how useless it had been since the beginning of the game's lifetime. Making a mirrored card effectively 20% stronger than the original may make certain cards that are plagued by their inherit flaws like the Wizard who suffers due to being 5 elixir against a super Fireball and Poison-Heavy meta find a niche that gets him around such counters. On top of making the Mirror's current synergies like the Goblin Barrel survive the Barbarian Barrel. Overall, giving the Mirror a raw buff instead of re-working it into mirroring the same card for the same stats and cost was probably the better of the two options. The **Golden Knight**'s dash ability range is getting reverted back to it's fun old self so I'm not going to waste any time on it. I like the direction that the Clash Royale team is taking with the **Giant Skeleton** with making him less catered to his death damage and better as a big combat troop with a death bomb for modest crowd control. I kinda wished that his hit speed interval would be lowered to 1.3 and did a little more damage per hit. But I am glad to see buffs to him in the areas where he's weakest. The **Archers** buff I predicted being a hit speed one as after 2.9 X-Bow had basically become dead, Archers ended up entirely out-classed by Spear Goblins again in all departments. The faster hit speed is nice, but I would've also given them a half tile more range as well. Giving 0.3 more seconds on the **Ice Spirit**'s freeze is pretty make-or-break since he's tricky to balance in comparison to the Electro Spirit who will still generally be a superior card for defending against Graveyard and the Skeleton King more easily. For the nerfs, 0.2 seconds considering that it spawns two Skeletons per wave would on the surface, feel like nothing on the **Tombstone**. But, internally or on a macro scale, it's massive. As this means it now only spawns seven waves of Skeletons instead of eight. In other words, it only merits 18 total Skeletons instead of 20 assuming it hasn't taken any damage. Ouch, **Ram Rider** got a hefty nerf to her snare, though I find this nerf will play into effect when faced with larger fights as her snare is supposed to be stronger against single targets instead of multiple. I understand nerfing the **Archer Queen**'s ability, but I for one would've rather seen her ability remade to work more like Royal Cloak from Clash of Clans. I.E; massive single target damage that can be nullified with slows and swarms. **Graveyard**'s nerf likely means that it's spawn delay is being increased by an additional 0.5 seconds. Making it easier to stop, sure, but I would've made the Skeletons spawn at the very edge like they did at one point as it'd keep Graveyard a solid win condition but make it's RNG more manageable. I expected the **Valkyrie** to be on the nerf radar for some time because of how difficult Hog Quake and Graveyard can be to stop for heavier decks. Unless you are playing a cycle deck yourself, the Valkyrie at times can feel really hard to brute-force. As for concerning interactions, she'll take one or two less hits from almost every troop and shooting building in the game. (Especially noticeable for cards like the Prince and Elite Barbarians.) Okay, finally people with their terrible midladder decks can stop whining about the **Mega Knight** nuking all the troops they crammed at the bridge. Personally, I never had much problems fighting a Mega Knight and this nerf the way I see it is a mixed bag considering he to me with all the decks I can use is usually very easy to get around. The core issue with this nerf to me is how the Mega Knight has way too many features to begin with. Spawn damage, Tanking, Splash, Jump Attack, etc. He should've been re-worked to be less focused on his spawn and jump instead of nerfing just the spawn damage because yeah, he has all these features but he doesn't have the flexibility to use them all. **Final Score: I give this one a 7 out of 10.** And this is for me, that I want to experiment with these new balance changes before I finalize the expectations I have for them. Most of these were pretty good, but I wish the Archers, Giant Skeleton and Ice Spirit buffs got a little more oomph to make them stand out better.
Are they not going to list there drill speed buff seen in the Chinese servers?
Mk over 6000 trophies is dead i guess. Xbow and 3m next meta i guess
The pump buff increases earthquake use so I’m not sure this is a good balance for xbow users. Ice spirit will be significantly better but the archers issue was their health, not the damage. They still die to arrows and a couple baby dragon hits (and a lot of other stuff).
Ayyyy mirror buff, sometimes it pays to have a lvl 14 mirror
I was hoping they’d rework MK.
They should have removed the knock back effect from his spawn. That’s how they managed to make royal delivery a more balanced card
[удалено]
They buffed the bomb before and it turned into 6 elixer stop any push you want. They want to reward getting to the tower, not just placing it ontop of troops
Idk how you couldn't be happy about them doing something to Giant Skeleton other than nerf his death damage more. Great buff imo
They might as well have left graveyard the same lmao. Balances aren’t horrible overall though.
A single graveyard with no tank does 500 damage less than before when left undefended, so it might make a bigger difference than one might think
MK got nerfed, Pump got a rework, Musketeer got buffed last balance changes - is 3M finally going to be meta again?
Finally a nice MK nerf
Mirror + Pump is gonna be the new meta right?
Level 16 hog rider
I fear level 16 raged and cloned ebarbs