On July 4th, Supercell will be bringing the fireworks as it unleashes its latest set of monthly balancing changes. Like last month, July’s balancing changes will largely involve boosts. Out of 10 cards getting balancing changes, only one will decrease in power.
According to Supercell, balancing changes will continue to be a regular monthly update that tweaks the gameplay experience to keep it as “fine tuned and fun as possible.”
So which cards are getting nuked and which are receiving boosts? We’ve got the entire rundown below.
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Clash Royale July Card Downgrades
Elixir Collector – Will now feel effects of Poison, Freeze, Zap, Rage and Ice Wizard
According to Supercell, the Elixir Collector sees extremely high use rates and therefore was due for a bit of a “tone down.” While I never feel too personally threatened by the Elixir Collector, it does seem a reasonable change to add. It’ll be interesting to see how the change effects use rate.
Clash Royale July Card Boosts
Skeleton Army - Skeleton count increased to 21 (from 20)
This one seems more humorous than useful. While June’s balancing changes removed one skeleton from the small quartet of skeletons, it appears Supercell decided to throw that extra skeleton onto the 4 elixir skeleton army.
Goblin Barrel - Elixir cost decreased to 3 (from 4), deploy time increased to 1.2sec (from 1sec), removed impact damage
Ok, this change is probably the one I’m most excited about. Early in the game’s development, the goblin barrel was one of my favorite cards to work with, but as I moved to higher arenas I found long distance offenders like the fireball more useful for four elixir. Downgrading the cost to 3 elixir and increasing deployment speed will definitely make it a card I throw back into my battle deck.
Giant Skeleton - Damage increased by 20%
This is a change I’m not particularly excited about, though it may cause me to consider using it again. Personally, I’ve never had a ton of success leveraging this card, but I’ve seen plenty of opponents who have used this one quite effectively to block progress towards a tower. Increasing its damage will definitely make it a card I’ll feel more anxious about combatting.
Dark Prince - Damage increased by 8%
This seems to be a reasonable change for the prince. Though I personally prefer the Valkryie, the increased damage combined with his speed makes him a more solid choice for four elixir.
Bomber - Damage increased by 9%
This is another change I’m particularly excited about. The bomber in the lower arenas was a huge favorite of mine, but the ease at which he can be destroyed began to render him a less useful choice for me. Increasing the damage on this card makes it another I’ll probably be throwing back into my rotation.
Wizard: Attack speed increased to 1.6sec (from 1.7sec)
I’m ambivalent about this change. I can’t see it dramatically increasing the value of this card, but by the same token, I felt the Wizard was plenty effective as is.
Inferno Tower - Hitpoints increased by 6%
I almost never see this card used so I imagine this is a good/needed change.
Tombstone - Hitpoints increased by 9%
This is an interesting change. In the lower arenas I used this hut quite a bit, but at the higher levels I found the Tombstone to be a hut that’s easily destroyed and so I stopped using it. Perhaps this change will give the tombstone a much needed boost.
Bomb Tower -Hitpoints increased by 6%
In the mid arenas I would cringe every time this card was played. Hopefully the hitpoint increase won’t make this card overly popular.
What do you think of the upcoming Clash Royale balance changes? Which updates are most interesting to you? Which cards do you think still need some tuning? Share with us in the comments below.