Clash RoyaleUpdate & News

Clash Royale Season 7 Update Balance Changes & New Card

Clash Royale Season 7 Update

Hi guys Clash Royale Season 7 Update is coming on 6 January 2020 and In Clash Royale Season 7 new card will be released called Firecracker along with new challenges and Balance Changes. Clash Royale Season 7 theme will be the lunar festival

Also, Take a look at these Guides:


Season 7: Lunar Festival

A unique tower skin and emoji for Pass Royale.

PASS ROYALE
  • Exclusive Season 7 Lunar Lantern Skin & Firecracker Emote!
  • 35 Pass Royale Reward Tiers to unlock!
  • 35 Free Reward Tiers to unlock!
  • Bonus Bank!

New Card Firecracker

The Firecracker is a 3-elixir Common ground troop, with the same Hit Points as an Archer. This means that she can be taken out by Arrows, but survives The Log and the Barbarian Barrel.

The Firecracker can attack both ground and air troops. After hitting a target, her projectile spreads and damages support and other troops that were behind the main objective.

This new card can be unlocked in a challenge that will start at the beginning of Season 7, on January 6th. It will be available at your King’s Tower level due to the Card Boost throughout the season.


CARD LEVEL BOOST

GET FIRECRACKER BOOSTED TO YOUR KING LEVEL!

As soon as you unlock Firecracker, she will be boosted to your King Level for the whole of Season 7!


Clash Royale Season 7 balance changes

Season 7 is just around the corner, and we have a bunch of fresh balance changes in place for the new year. Please note that although the Season starts on January 6th, the balance changes will be dropping on January 7th.

NIGHT WITCH

  • Initial Bat Spawn Speed reduced: 1.3s -> 3.5s
  • Slower First Hit: -17% speed

WHY?

Since receiving a higher Death Spawn count in October (2 bats > 4 bats), Night Witch has consistently been among the highest use/win rate Troops in the game, peaking this month at the #3 most played card with a 57% win rate.

HOW?

Night Witch is often used as ‘good enough’ defense against incoming Troops like Hog Rider, then a tank is placed in front. Like her (regular) Witch sister, we like Witches to get better over time at the expense of starting off weaker. We are going to make her first Bat spawn half of her full spawn time (7 seconds / 2 = 3.5 seconds) so she cannot provide so much upfront damage, along with a minor first hit delay.

FISHERMAN

  • Hook Range Increased: 6 -> 7
  • Hook Charge Time increased: 1.1s -> 1.5s

WHY?

A few months back, several cards dominated the meta and got nerfed all at once. Fisherman was one of those cards and in the months since its obvious he wasn’t THAT strong. The range reduction plummeted him to the bottom of use rate charts.

HOW?

Fisherman can provide welcome counterplay to tough defenders that don’t die to Spells, so we are returning his range to allow more consistent pulling tricks to the Arena. In exchange, his windup time will match his hit speed, making him pull targets slower and not impact so many Troops so quickly.

ELIXIR GOLEM

  • Hitpoints: -6% (All forms)

WHY?

Elixir Golem forms the core of a variety of powerful decks, often centered around dropping it along with Night Witch, Battle Healer, Sparky, and more at the bridge. The high Hitpoints provides exceptional blocking for support troops, allowing players to repeatedly spam attacks.

HOW?

By reducing the Elixir Golem’s Hitpoints, it will be easier to dispatch and won’t provide as much of a Damage shield for support troops. Paired with a nerf to Night Witch, this popular archetype should not be so oppressive. Elixir Golem should excel at being a punishing tank against weak defenses, not being able to brute force through strong defenses for unblockable Damage.

LAVA HOUND

  • Range increased: 2 -> 3.5

Lava Pups

  • Damage: +67%
  • Hit Speed: -70%
  • Melee Range: Long (Range reduced 2 > 1.6)

WHY?

Since the revert to Executioner, Lava Hound has retaken its place as one of the strongest Win Conditions in the game, sitting right above the 56% win rate line consistently. The problem is that heavy Air decks feel very binary, you either have the tools to defeat all the Air troops or your Ground-heavy deck completely folds. We want to reduce the overall power of Lava Hound while also letting LH players get something back from this trade off. This was also a great opportunity to make Lava Hound, one of the oldest Legendary Cards, to be updated with modern stats similar to other tough flying units.

HOW?

Lava Pups were the only remaining Troop that did not one-hit Skeletons or Bats. This damage increase allows them to clean up the smallest Troops in the game while keeping their damage output roughly the same. In exchange, Lava Hound is getting a longer range and Pups a shorter range, meaning the Pups will need to travel a bit further in order to hit the tower. This requires Lava Hound players to set up their deployments a little better, as the Pups won’t instantly be swarming a tower.

Other Changes coming January 7th:

  • Removed Sparky from regular Draft (remains in Triple Draft for now)
  • Firecracker added to multiple game modes
  • Lava Hound card demo changed

Clan War Collection Day Battles1v1

  • Triple Elixir
  • Classic Decks
  • Triple Draft

2v2

  • Touchdown Draft
  • Royal Hog Race (Ladder)

Classic Decks 2020

  • Three Musketeers
  • Balloon Cycle
  • Graveyard
  • Xbow
  • Hog Rider – Exe
  • Mega Knight

Source: Royale API

So, guys, we will update this page with more information about Clash Royale Season 7 Update

Also, Take a look at these Guides:

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  4. Clash Royale Meta Deck 2020 Arena 9+ 

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