It has been 2 whole months since the last Balance Changes went live, and it’s a much needed one, especially after CCGS. There are many huge changes this time round, so let’s jump right into it!
Here are the changes:
Night Witch: Damage -9%, range -11%, Bat spawn speed to 7sec (from 6sec), spawns 2 Bats on death (from 3)
It was only a matter of time anyway. This is one of the biggest nerfs to ever hit a card, twice. The damage nerf reduces her DPS to the point where the following cards can survive one extra hit from her – Royal Giant, Giant, Knight, Bowler, Ice Golem, Golem, P.E.K.K.A, Mini P.E.K.K.A, Hog Rider, and Giant Skeleton. The more obvious interactions are the Knight, Ice Golem, Mini Pekka, and Hog Rider.
Her increase in Bats spawn speed and reduction of Bats spawn further reduces her DPS and effectiveness in counter pushing, an aspect where she used to shine before the nerf. Her reduction in range (0.2 tiles) means she no longer has the range of a Prince, and will get hit by an activated King’s Tower when she’s hitting Princess Towers.
Battle Ram: Takes a bit longer to begin charging, Barbarians spawn slower
It takes 4 tiles for the Battle Ram to start charging now. This is a direct nerf to the Bridge Spam meta, to allow players more time to react to it when it drops at the bridge.
Barbarians now take 1 second to spawn, a 0.2 seconds increase from the original 0.8 seconds. Again, this is to allow players more reaction time when the Battle Ram connects.
Graveyard: Duration to 9sec (from 10sec), spawns 15 Skeletons (from 17)
This is an attempt to tone down the Graveyard a little while still maintaining its effectiveness in the meta. With RNG factors playing a huge role in how much damage this card can deal, the decrease in duration + 2 skeletons adds up to deal around 400 damage lesser.
As there are almost counters in every decks, it still comes down to placement and the supporting troops that make Graveyard an effective win condition.
Electro Wizard: Hitpoints -2%
A tiny nerf to keep interactions consistent with other troops. He may not die to Fireballs, but Mini P.E.K.K.As can now one-shot him.
Heal: Duration to 2.5sec (from 3sec)
At first glance, this may seem to be only a decrease in duration. However, its 7 healing ticks are now 5 ticks instead. This translates to a whopping 30% nerf, from healing 616 HP to 440 HP.
It no longer negates Poison spell completely, reducing its effectiveness when coupled with 3 Musketeers or Minion Horde.
Mini P.E.K.K.A: Damage +4.6%
A surprise buff that no one expected, and the winner of this round’s Balance Changes. The damage increase allows him to now one-shot medium health units like the Musketeer, Wizard and Electro Wizard. This is a huge buff to make him viable in the top arenas again, having these new interactions on top of being an effective tank killer.
X-Bow: Deploy time to 3.5sec (from 4sec)
Mortar: Deploy time to 3.5sec (from 4sec)
A welcome buff to help lock onto the tower faster for the X-Bow, though it is not really needed for the Mortar. Mortar decks are already dominant in the top arenas, more than X-Bow decks. This will only make Siege decks even harder to deal with now. This, in turn, might see the Royal Giants rise up again, since they’re viable counter.
Dark Prince: Damage +6%, hit speed to 1.4sec (from 1.5sec)
A charged strike and a normal strike now kills medium HP units like the Musketeers and Wizard. The damage and attack speed increase is a 15% buff in DPS. A welcomed buff, I would say.
Ice Wizard: Damage +10%, hit speed to 1.7sec (from 1.5sec)
He is finally able to one shot Skeletons and Bats, which is a huge change despite his decrease in attack speed. He also takes 1 less shot to kill Archers and Minions/Minion Horde now. Expect to see a lot more Ice Wizards popping up in the meta.
Bats: Bat count to 5 (from 4)
A change that does not have any significant effect as its usage rate is so low. It’s also suffering from the negativity of the Night Witch’s nerfs.
The changes this timaroundnd are mainly to tone down cards that’ve been dominating for the past 2 months. That’s just in time for the CCGS Fall which is starting on the 16th of August and comes with an all-new Crown Championship 20 Win Challenge format. It’s going to be an exciting season ahead!