Clash Royale’s August 2018 Balance Changes are here!

August 6, 2018 14:19

Let’s take a closer look at what these balance changes bring!

Knight: Damage increased 5%

With this buff, the Knight can now kill a Goblin with one swing of his sword.

This was done to offer players another alternative to the Valkyrie.

I’m not really sure this buff will achieve its goal as the Valkyrie will still be a very strong card in this meta.

I hoped they would actually nerf the stats of the Valkyrie, but instead, Supercell is buffing cards around the Valkyrie.

Will this work?

I personally don’t think it will change the usage of the Valkyrie. But, let’s see.  

Inferno Dragon: Range decreased from 4 tiles to 3.5 tiles and now can be “knocked back”

I agree with this nerf as the Inferno Dragon was extremely good for its elixir cost.

If your opponent didn’t have a successful counter, the enemy towers were toast.

This range decrease was also done to differentiate the Inferno Dragon from the Inferno Tower (which naturally needs to have longer range as it is a defensive building).

Interestingly enough, the Inferno Dragon can now be knocked back.

Spells such as the Fireball or the Giant Snowball can now actually break the Dragon’s beam, which is great news for all players who rely on heavy tanks such as the Golem or Lava Hound in their decks.

I hope this move doesn’t kill the card off completely as it hurts the card’s unique mechanic to lock on and burn down.

Despite this change, the Inferno Dragon should still be prevalent in the Arena!  

Baby Dragon: Hit speed increased from 1.6 seconds to 1.5 seconds and can also be “knocked back”

I’m pretty happy about this buff.

This will now help the Baby Dragon face against cards such as the Goblin Gang, the Minion Horde, and the Witches.

Hopefully, this will make this iconic card more suitable for you splash choice and beat some newer cards such as the Executioner.

Knockback effect is a slight nerf, but I don’t believe it will render the card useless as knockback isn’t too substantial given the characteristic of this card.

Balloon: Can be “knocked back”

This will significantly help against the dreaded LavaLoon decks running about the Arena.

Now players have more options to defend against the Balloon.

I don’t believe solo balloon pushes are viable after this change given that the opponent probably has a Fireball or another spell.

The Balloon will remain a great card in any deck with other heavy to moderate tanks.

Quick side note:

The knockback change will indirectly buff the Giant Snowball, which is great as I hardly see it in the Arena.

Its new uses are definitely something to think about.

Bomb Tower: Elixir cost reduced to 4 from 5, shorter lifespan from 40 seconds to 35 seconds, and a 33% hitpoint reduction

So far I don’t consider this as a buff or a nerf, but rather a change of what the Bomb Tower is supposed to do.

With the Elixir cost reduction, it will help defend better against cycle decks and continue to indirectly nerf the Hog Rider.

Only time will tell if this is actually a buff or a nerf as Bomb Tower usage currently is really low.

Tesla: Lifespan shortened from 40 seconds to 35 seconds (like Bomb Tower), slower hit speed from 1 second to 1.1 seconds

I wholeheartedly agree with this nerf.

The Tesla offered too much value for its elixir cost with many people quickly maxing it out as it’s only a Common card.

Supercell also revealed that the Tesla has a higher usage rate than the rest of the defense cards, combined.

That’s insane!

This nerf should make it weaker against swarms and could possibly make players use other defenses instead.

Royal Hogs: First attack faster (immediately after impact)   

Despite this buff, I still don’t think this card will be used much, in the Arena.

The problem rests with the fact that splash units absolutely destroy the card and there are a lot of those around.

It probably needs a stronger buff more, but let’s see what happens.

Cannon Cart: Lifespan increased from 20 seconds to 30 seconds, transforms into a Cannon faster, and also immune to knockback.

This was a good call as I’ve personally hardly seen this in play.

Thankfully the Devs have also noticed this trend and have buffed the card accordingly.

I’m still thinking that might not be enough, as there are much better alternatives for around 5 Elixir.

Another tough call where only time will tell if the players will now be more inclined to try out the card and start using it again.

Last but not the least, King Tower: Damage increased to match the Princess Towers

Wasn’t expecting that at all, but I guess it’s part of standardizing similar values across the Arena.

It will help better with card interactions etc.

Which of these cards will you be using more and which less from now on?

Let us know!

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