This also effects minion horde. Clan Chest You can receive… I use a bunch of different of different Legendary Arena decks in clash royale. I do believe prior to the last update the game was well balanced. Musketeer- Hitpoints increased by 6%, Damage decreased by 3% Fireball can take it out so easily, it's almost overpowered, so this should make it to where a damaged musketeer will not instantly die by a fireball. Bomber- Hitpoints decreased by 8% They're new balances for him made him too op for 3 elixir. Elite Barbarians: Hitpoints -4%, initial attack comes 0. I try to save it for an ice golem + balloon push.
This is still part of the reason she's a legendary. S keletons need to be buffed, as they don't see much play. An Ice Golem with any other high damage support card e. Subscribe to us on YouTube:. But goblins would survive with a little bit of hitpoints left.
It has also lost a lot of fame and on most lists, it's not even in the top 3 best legendaries. This is so arrows are better to kill stuff like skeletons and goblins since the buff above has canceled out zap. Coincidentally, both are found at Royal Arena. If they play a Golem to block the Mortar shots, you can play the Hog in the other lane while they have little to no Elixir. Matchups This deck is extremely strong against Golem and Musketeer.
Clash Royale players have been complaining about Elite Barbarians being way too powerful ever since the new unit joined the game, and today Supercell has finally nerfed them by decreasing the hitpoints and damage by 4%. Let me know is comment What do you think guys about these April Balance Update 2017 changes? It needs a nerf, due to how strong it is. Classic Draft Challenge The classic draft challenge top prize is 2000 gold and 100 cards 10 rares…. The wizard also get a nice range boost, hopefully making it a more viable option for longer ranged attacks. Hit Speed Deploy Time Range Target Cost Summons 1. This is still part of the reason she's a legendary. When defending against Golem I highly recommend dealing with the support units before the Golem! This off meta deck is amazing against some of the meta decks, also because of how unexpected Elite Barbarians are.
What type of small buff would you recommend? Dart Goblin- Health increased by 18%, Hit Speed decreased to 0. Elite Barbarians, Prince, Dark Prince surprisingly , Lumberjack, Miner, Goblins, P. I play a pekka deck that costs 7 elixir which means I need to conserve a lot of elixir to even player her and I still beat most elite barbarian decks. There are a few cases where I use it on defense. Nerfing the spawning time will make it easier for the tower to catch up. Poision should be able to 1-shot skeletons. I think Supercell like the strategy of overbuffing a card so people learn to play it and then toning it down in the following balance change.
Please respect that by not downvoting. They will be more easy to kill by the Mini P. Arrows- Arrow Speed increased by 30% Idk if this will be good enough but it should be faster than fireball now. Our aim here is to lower how much control and displacement it brings to the Arena. If they use Minions then be smarter and throw your Electro Wizard into your push next time. The damage decrease was just to make it even.
As has been stated, E-Barbs are hard countered dozens of ways, the most efficient of which is Ice Spirit + Fireball, a positive Elixir trade. The slight damage reduction will keep its interaction with Archers the same. Their best shot is to use something like Baby Dragon or Electro Wizard to stop my Horde first, but if you Zap that splash troop your Minion Horde should kill it quickly enough. It spawns two single-target, melee, stronger, faster Barbarians with high hitpoints and very high damage. They will have the sufficient defense to fight against other protective units. So this buff should make arrows more used and zap less used since it is used in almost every deck.
Are you happy with the Elite Barbarian nerf, or did you want to see a bigger one? This change will stop it from one-shotting equally levelled Goblins - which includes Goblin Barrel Goblins - and should make other spells, such as Arrows, interesting alternatives. Mortar: Lifetime increased to 35 seconds, Hit speed decreased to 3. In summary, Elite Barbarians are scary units if allowed to reach a tower. DusFanOfPvzThu wrote: The range is part of the reason why it's a legendary. Ice spirit has a much needed damage nerf that makes it not too easy of a counter to the minion horde. I wonder how a speed change would shake things up. See I understand the buff they were given but this has gone too far, I mean they are now being played in the majority of decks and I'm tired of seeing them in most of my matches.
I play a pekka deck that costs 7 elixir which means I need to conserve a lot of elixir to even player her and I still beat most elite barbarian decks. A- Hitpoints decreased by 6%, Damage increased by 10% She's a little risky for 7 elixir, but hopefully this will make her a little better as she is on the Top 5 list of worst cards. Musketeer- Damage decreases by 2%, Hitpoints increased by 8% A fireball is purely the musketeer's feared card. If that isn't enough then increase the damage decrease to 8%. If you have it spawn 4, then it is too powerful. We have a much needed balance changes update coming soon featuring huge changes to the meta that will really switch up the gameplay. Elite Barbarians are our new common card which is going to be added into Clash Royale in the next week.
You can expect monthly balance changes to keep gameplay fine tuned and as fun as possible. Thus will make it even better even though it's already goid. I actually agree with you for the Hog, but tone down the nerf. The bad news… The bad news is quite simply that this card costs a very hefty 6 elixir. The way we approach card balance in Clash Royale is a combination of playtesting and looking at the stats - in particular, card use rates and win rates.