Home Game Clash Royale April 4 Update Patch Notes for April 2022 Balance Changes

Clash Royale April 4 Update Patch Notes for April 2022 Balance Changes

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Clash Royale April 4 Update Patch Notes for April 2022 Balance Changes
Clash Royale Season 27 Update Patch Notes
Clash Royale Season 27 Update Patch Notes
Clash Royale April 4 Update Patch Notes for April 2022 Balance Changes

If your favorite game is also Clash Royale then there is good news for you. You'll be glad to know that Supercell is about to begin its maintenance rolling out the Clash Royale update on April 4th, and we have the complete patch notes for you. If you also want to get this patch notes then stay with us till the end. For information, let us tell you that this new patch is called April 2022 Balance Change, and as you can tell, it basically includes balance adjustment and other tuning changes. In short, many cards like Mirror, Golden Knight, Ice Spirit etc are buffed, while Archer Queen, Valkyrie, Ram Rider, etc.

You are ready with data pack and Wi-Fi to download this patch note. For information, let us tell you that the following new changes will be implemented as soon as the server is back online. For more information about Clash Royale patch notes for April 4 Update maintenance, scroll down this page.

Clash Royale Patch Notes: April 4 Update

Here are the official patch notes for Clash Royale April 4 Update that is now rolling out to all the supported platforms of the game:

CARD LIST

  • Mirror ☝️Golden Knight ☝️Giant Skeleton ☝️Archers ☝️Ice Spirit ☝️Tombstone 👇Ram Rider 👇Archer Queen 👇Graveyard 👇Valkyrie 👇Mega Knight 👇Elixir Collector 🔄Electro Giant 🔄

MIRROR

  • Now gives +2 level instead of +1 level ☝️

Mirror has been a weak card forever and considered more as a situational surprise card. With this change, we hope it will make it a solid choice and spice up deck building.

GOLDEN KNIGHT

  • Dash Range: ☝️ (5 -> 6)
  • Dash Chain stops whenever he reaches a Tower

The previous nerf was a bit too harsh, so we’re reverting part of it!

Stopping his Dash Chain when reaching a Tower will make him more predictable while bringing more Tower damage value. But the King Tower activation will be harder to do.

GIANT SKELETON

  • Hit Speed: ☝️ (7% faster)
  • Hitpoints: ☝️(+7%)

Poor Giant Skeleton hasn’t been able to find a place in the arena yet.

Our goal is to make him a viable win condition, so we added more survivability for him to reach the Towers more easily.

ARCHERS

  • Hit speed: ☝️ (+9%)

Archers have been underused recently. They changed their bows’ strings and should now compete again with other range units.

ICE SPIRIT

  • Freeze duration: ☝️ (+30%)

We want to provide more distinct use for the Ice Spirit compared to his counterparts the Electro Spirit. With that buff, the Ice Spirit should be used for longer unit control, while the Electro Spirit will be for crowd control and shorter stun/retarget.

TOMBSTONE

  • Spawn rate: 👇 (5% slower)

The card made a strong comeback with the last rework… Too strong actually. We’re tuning it a bit down.

RAM RIDER

  • Slow effect: 👇 (-85% -> -70%)

The Ram Rider is great to counter-attack, but the slow effect is too strong, making the affected units barely move.

This nerf should still keep the effect significant while removing the feeling of “rooting” a card.

ARCHER QUEEN

  • Ability hit speed boost: 👇 (+200% -> +180%)

The Queen is still dominant in the Arena despite the previous nerfs.

We think her hitpoints are in the right place, so her ability seems like the best candidate for a change.

GRAVEYARD

  • Spawned skeletons: 👇 (-1)

After the Giant’s buff and Mother Witch’s nerf, the Graveyard has gained too much strength in the past few months.

We’re adjusting his power by removing Barry. Sorry, Barry.

VALKYRIE

  • Hitpoints: 👇 (-4%)

The Valkyrie has been the most used mini-tank in the game for a long time. With this sight nerf, we hope that she’ll be less of a jack-of-all-trades Card and leave space for her counterparts.

MEGA KNIGHT

  • Spawn damage: 👇 (-20%)

Despite his classy deploy jump being his main feature, it’s frustrating for many players that he can destroy a whole push at the bridge and then go for a counter-attack.

He is heavily used in the lower trophy range and not so much at the top of the ladder, so nerfing him too much would make the card unusable. With this nerf, players will need to time their deployment a bit more and perhaps add more support cards to counter an opponent’s push.

ELIXIR COLLECTOR

  • +1 Elixir at destruction 🔄
  • Duration: 👇 (70s -> 65s)
  • Elixir generation: 👇 (8.5s -> 9s)

The Elixir Collector is truly a unique Card but has had a low usage rate for quite a long time now.

Adding 1 Elixir at destruction should bring better tradeoffs for spells. It will generate the same total Elixir as before (8).

ELECTRO GIANT

  • Elixir cost: 🔄 (8 -> 7)
  • Hitpoints: 👇 (-15%)
  • Damage: 👇 (-15%)

The Electro Giant has been too punishing to play against if you were not carrying a building in your deck. He’s now cheaper, but also less tanky, making him easier to counter even without buildings. He’s also taking the spot of a 7 Elixir tank, which was previously empty.

Note: his damage nerf doesn’t apply to his reflected damage, which is still the same as the Zap spell.


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Source: Clash Royale

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