On Tuesday, Supercell will unleash its latest set of monthly balancing changes and this time around almost all the changes involve boosts. Out of 13 cards getting balancing changes, only three 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.
Clash Royale June Card Downgrades
Although I’ve come to enjoy using the hog rider recently, I have to agree with Supercell; this card still holds a little too much power with its speed and devastating power against towers. The developers hope that in toning the card down a little bit that users will be more apt to use a variety of different offensive card choices.
Skeletons: Spawns 3 (from 4)
Supercell says these guts offer too much distraction and damage for just one elixir, though I’ve never personally found them to be disconcerting.
Cannon: Hitpoints decreased by 8%
This one is a little confusing to me as well. The cannon never seemed overly powerful to me, though it can be a bit of a pain in the neck when used to block access to a tower that’s nearly finished. I personally find the bomber tower to be more of a pain in my neck than the cannon.
Clash Royale Cards Receiving Boosts In June Balancing Update
Prince: Damage increased by 9%
I’m not exactly excited about this change, but I do think it’s warranted. When the Prince was first introduced I used to dread him in an opponent's lineup, but in time, I learned some effective strategies that turn him into a kitten. Increasing his hit points would make him a more viable option for use in my deck and make him a bit more intimidating in an opponent’s hand.
P.E.K.K.A: Damage increased by 8%
According to Supercell, this update will allow P.E.K.K.A to “kill a Barbarian with each swing” and honestly this is probably a much-needed update for this card. Because of the slow speed at which this card moves, I’ve found it to be one easily combatted with the right strategy.
Goblin Barrel: Goblin spawn time decreased to 1sec (from 1.2sec)
I used to use this card quite a bit, but the slow spawn time makes it a lot easier to plan your defense against it. It’ll be interesting to see how this boost changes its effectiveness.
X-Bow: Deploy time decreased to 4sec (from 5sec), hitpoints increased by 18%
The X-Bow got pretty heavily nuked a couple balance changes ago and now Supercell is looking to make amends. While personally I’m not thrilled with the changes, I do see their necessity. The X-Bow in its current state has become a tool very easily nullified with the right strategy. I’m sure this set of balancing changes will change all that.
Mortar: Deploy time decreased to 4sec (from 5sec)
I might actually use this card after the update.
Furnace: Lifetime increased to 50sec (from 40sec)
This is also a needed change. Thus far I haven’t seen the furnace be used in any way that made me wince. Perhaps increasing the lifetime will make it a more formidable backup like the goblin hut.
Witch: Damage increased by 17%
While I didn’t personally see a need for the Witch to get a boost, since she is one of my favorite cards, I’m pretty much jumping up and down on the inside to see this change coming. I suspect this one could be reversed in the future though as the witch is one badass card even now.
Lava Hound: Damage increased by 28%
This is another change that, while needed makes me squirm a bit. The Lava hound, like all the slow tank cards can be effectively nullified if you use the right strategy, but increasing its damage will make that much more difficult. I expect to see this card played a lot more with the upcoming changes.
Tesla: Hitpoints increased by 8%
I’m not sure how I feel about this one, honestly. While I’ve never had great luck leveraging the Tesla inside a deck (actually I’m quite weak with using any kind of defensive structure cards), I’ve seen a number of players use it quite well. I’m slightly concerned that increasing its hit points will make it more like the dreaded bomb tower that is the bane of my existence, but again, that’s just me.
Guards: Removed pushback effect when their shields break
Which card are you most excited or most dreading to see balance changes for in Clash Royale? Which cards do you think will need adjustments in future balance updates? Share your thoughts in the comments below.