Clash Royale October Update: What You Need to Know
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The biggest problem over the course of the past month or so has been Giant Poison users. It’s extremely deadly, almost impossible to stop, and became the only thing players used. As a result a game with 60 different troops and hundreds of combinations boiled down to the same 2-3 decks over and over again.
Something so powerful that virtually 8-9 out of 10 players use it, means game balancing and changes need to be made. That’s exactly what we’re getting with the Clash Royale October update. Say goodbye to the Giant Poison strategy. Well, or be prepared to adapt and improve it to something else.
Supercell is also improving the Elixir Collector while making it more of a gamble, tweaking some other cards, and balancing out as much as possible. All in hopes of improving gameplay from the top down. Here’s what’s coming next.
Clash Royale Update Changes
Giant: Hitpoints decreased by 5%
– The Giant is a deadly card if used right. Recently it’s been too powerful, so needs to be toned down. Previous nerfs weren’t enough, and this should help the situation. However, Supercell didn’t change it too much as the Giant should still be a viable card in the game.
Poison: Will no longer slow movement and attack speed
– Thematically Poison’s “thing” is damage over time, so we questioned whether it also needs to slow? Answer: no. This change will make Poison’s functionality clearer and reduce its ability to control an area for 10 seconds.
These two combined, should spell the end of “Goison” decks, or at least make players use more skill and strategy and adapt to different techniques.
Elixir Collector: Elixir cost increased to 6 (from 5), Elixir gain increased to 8 (from 7), Lifetime increased by 10sec
– Elixir Collector remains one of the most popular cards in the game – offering a good return on a small-ish risk. Increasing the Elixir cost by 1 will make it a bigger risk to play and give more opportunity to counterplay against it.
The Log: Rolls faster and further, Damage increased by 9%
– The Log has yet to find its place or purpose within the Arena, but this change will at least make it more impactful and easier to play while it continues the search.
Skeleton Army: Elixir cost decreased to 3 (from 4), Skeleton count decreased to 16 (from 21), Skeleton level increased by 5
– In the early game, Skeleton Army is a terror, but as more area damage cards come into play, its usefulness falls off. A cheaper cost and fewer, but stronger, Skeletons should address some of its weaknesses – and hopefully make it a terror once again!
Ice Golem: Death Damage will also damage flying troops
– Bug fix.
Golem: Death Damage will also damage flying troops
– For consistency with Ice Golem’s Death Damage.
Clash Royale updates arrive behind the scenes with sever-side changes. What this means is players won’t see a software update on the App or Google Play Store. The improvements mentioned above will just take effect after a short maintenance break on October 20th. Most likely during the early morning hours sometime after midnight on the 19th.
Some of the most noteworthy changes, aside from Giant Poison, are to the Elixir Collector and the Skeleton Army. Using a collector gives players a huge advantage, if you can keep it safe from Miners or the enemy doesn’t damage it.
After the update Collectors will cost a little more, making it a high risk/reward play. It makes more Elixir and even lasts a little longer. A good change overall. The Skeleton Army will be more deadly, the log will be faster and do much more damage, and other changes detailed above.
This is the first round of balancing changes since releasing four new cards through the month of September and October. Expect it to arrive on the 20th, and further changes and new Clash Royale updates will arrive sometime in November. We may see some specials for Halloween as well, like these developers do yearly with Clash of Clans.