In competitive games like Clash of Clans, balance changes (nerfs) are implemented to maintain fair gameplay when certain units or strategies become too dominant. Effective nerfs require careful consideration of how changes impact the overall meta, as excessive or poorly designed nerfs can lead to player frustration and the perception that units are 'dead.' The video demonstrates how Supercell addresses balance issues through specific equipment and troop adjustments, including the Giant Arrow's projectile damage reduction, Fire Heart's healing and DPS nerfs, and the Dragon Duke's damage reduction, while also implementing Clan League modifiers to ensure competitive challenges across different league tiers.
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Emergency Changes for Clan War League and Balance Changes in MayIndexado:
Emergency Changes for Clan War League and Balance Changes in May #coc #clashofclans #itzu ⏩If you buy anything in a Supercell game, feel free to support me and my channel with my creator code - iTzu. You can do that ingame or on the Supercell Store website (works in ANY Supercell Game). Thank you. Supercell Store: https://store.supercell.com/?boost=itzu Ingame: https://link.clashofclans.com/en?action=SupportCreator&id=itzu ⏩I'm part of Supercell's Creators Program; find more information here: https://creators.supercell.com/en/supercell-partner ⏩If you want to follow me on other plattforms, you can use those links: German Channel: https://www.youtube.com/channel/UCLKK... Twitch: https://www.twitch.tv/itzu_gaming Discord Server: https://discord.gg/itzu Twitter: https://twitter.com/iTzuDL Business Email: ▶ itzu@tribegaming.gg Tribe Gaming: ▶ YouTube: https://youtube.com/tribegaming ▶ Twitter: https://twitter.com/tribegaming ▶ Discord: https://discord.gg/tribegaming ▶ Instagram: https://instagram.com/tribegaming ▶ TikTok: https://www.tiktok.com/@tribegaming Partners: ▶Level up your game with AT&T: https://www.att.com/gaming
Hey Clashes, balance changes are coming and they will happen in May. So let's go through the entire list and I will share as well my opinion on how big or how little every single change will be. But let's start things off with an emergency change for the clan league for the next season because last season champion one we had nearly a 90% three star rate which did mean that we had a lot of perfect perfect scores and that wasn't really fun for any side. So instead now for the next season we will have in Titan 3 and Titan 2 the legend 2 modifier in Titan 1 and in legends we will have the legend one modifier. Even though in those higher leagues no clans are there just yet those modifiers will be activated over there to make sure that as soon as clans reach those uh those leagues that will have a nice challenge. Those are changes now in place for the next month and maybe few after. no permanent changes. Supercell will take a look at how those will like have an impact on the overall meta, but this is for sure going to be added for the next season so everyone can enjoy the clan league. But now, let's move on with the balance changes for heroes, troops, equipments for everything. This time around though, unfortunately, Supercell is showing not any stats, which I was always a big fan of because it makes it easier for every player to relate to the changes and know why they're happening. Super is still trying to explain why those changes are happening and I will just let you know.
But all of those changes obviously are based on numbers as well. Let's start things off with the equipments. First, the giant arrow is getting nerfed slash reworked. What does this mean? The giant arrow projectile damage is going to be reduced from 2,000 to 1,500.
But to make sure that ad defenses are still going down because those have 2,000 hit points, the damage versus air add defenses is doubled. Why is that the case? Well, so far Supercell is saying that with every single new tower level, the giant arrow always had to be buffed because it had to take down an ad offense, but at the same time, that made it stronger and stronger and stronger, especially for a lower town hall level.
This now in combination with the backpack problem we have currently. This is why this change slashnner nerf is happening to make sure that it's still in place to take down air defenses but at the same time not too strong with layering with other equipments, log launcher and other things. So this is the first change for the giant arrow.
Then we have the backpack itself getting changed and we have a small damage nerf from 2,200 is going to be reduced to 2,150.
Why is that damage? Well, this makes sure that versus pretty much every building you need now one earthquake more if you combine the giant arrow with the backpack. So far, for example, for the clan castle, it took you the giant arrow, the backpack, and two earthquakes. Now you need three earthquakes. The same thing is now for example for the monolith. So far it took you one earthquake with the giant arrow in the backpack. Now it will take you three. This is the impact of the nerf.
You pretty much need one more earthquake for all of the combinations which keeps that combination viable but at the same time not as broken anymore as it is currently. Next change of the list is the fire heart. I guess no big surprise.
The healing per second is reduced from 175 to 150. On top of that as well, this is obviously scaling down for the other levels, but as well the DPS, the damage per second stat is getting decreased as well from 45 to 23. Those are the two changes happening to the fire hard.
Now, how much impact will this have? I think this could result in root riders 2.0. What do I mean by that? The dragon zuke in general really reminds me of the root rider. The root rider came into the game way too strong and was nerfed like 10 times by now. And I feel like why not just do it right in the first place? I'm not really sure if this nerf is enough.
It's just such a strong equipment with such high base stats that I'm not really sure if that nerf is enough. Um, time will tell, but I would just prefer a real nerf over having multiple nerfs because I feel like whenever we have anything labeled with a nerf, and I think this video will prove it again, the more casual player base who cannot really judge on how much impact those changes will have, it will immediately cause something dead. It was happening with the first root rider nerf, with the second root rider nerf, with the third root rider nerf. Big surprise, it never was right. The same as Sneezy was apparently dead. Another spoiler, it's not. So it yeah, I would just prefer a real nerf right away instead of having multiple nerfs where people are just always crying. So that's just my opinion. But let's move on. We have the next change. This change is happening to the flame blower. This is not going to be a direct nerf like within stats, but it's going to be kind of like a rework on how this equipment works together with the backpack because I can just show you if we go into a friendly challenge here, for example, we can see if you run the backpack combin um the backpack combination with the flame blower and you send it next to this defense here. As soon as it's going for the gear tower and now you pop the ability, that's right, the backpack is turning it into the middle and then the flame blower is getting activated. This order is going to be changed, which means it's first flame blower and then backpack, which means if you do not angle the dragon juke right, you won't have the damage anymore like overlapping. And this means you cannot take down the defenses with, for example, the one earthquake, which you so far could. I mean, actually, all of the defenses went down without the earthquake, which is already crazy enough. So, the combination is still strong, but now there's counterplay from the base side, which I think is the perfect way to approach this. I was really I wasn't really sure why in the first place this was the order of how the equipments work together, but this is going to be the change. Important note, this is not going to happen within the May balance changes, instead in the June update. Yes, this already pretty much confirms that there will be a June update, but it's nothing new, right? Like we had every single last year a June update because in July super going to summer into summer break, which means we even know that usually it's always happening mid June. So yeah, no big surprise, but that change will happen within the June update. And that's all of the changes for the equipment. heart is nerfed. The backpack is going to be little bit nerfed itself, but with the giant arrow change is going to be um nerfed over there. And then the blower and the backpack combination will be nerfed for the June update then. And that's pretty much the changes for the equipments.
Next one is going to be the dragon duke itself. And that's going to be for the passive. The damage reduction is going to be nerfed from minus 50% to minus 40%. And this, I'm sorry, yet again, sounds like root riders 2.0. What do I mean by that? Well, again, the nerf is just not really a lot. Let me explain that to you within numbers, right? So, one black mine deals 3,350 damage. A 10% different me difference means it is like 335 damage, which you gain more with this change.
If we take a look at the dragon juke, he has base nearly 11,000 hit points. The equipments are adding a few thousand. So he has usually around 15,000 hit points.
If you're adding the hit point recovery, you are nearly up to 20,000 hit points.
With the self-healing, you're nearly up to 25,000 hit points. 300 damage.
I mean, I'm telling you, this will be nerfed again in the future. It is just again root rider 2.0 know this will be nerfed multiple times and Supercell themselves are saying they will keep a close close eye on this but again why do you nerf things multiple times if you could just do it once and do it right I don't know because trust me people will cry in the comments again juke is nerfed juke is dead juke is like it's always the same as soon as something is labeled as nerfed it is dead for those people and yeah so it is unfortunate but that's it is what it Now, let's continue. The next change is going to happen to the seasonal defenses. I'm never a big fan if there's any balance changes to seasonal defenses, to be honest, because usually people pick one of them and that's it. Well, now balance changes for seasonal defenses make this kind of annoying because people then might have to upgrade another one. But let's just go through the changes first.
Caesar defense lava launcher is getting nerfed. Actually, three things are getting nerfed about it. The first thing is the damage per second. This is reduced from 125 to 115. So 10 damage per second less. This obviously is scaling down with upgrading the module.
So on the lowest level it is from 80 to 75. Then the burn damage like the lava dot damage is getting reduced a little bit um as well which is going from 40 to 32 per second uh which is another nerf.
But now the most important one is the range. And if you look at that, if you put into the middle, you can pretty much see from the entire map, it's covering what is it like 90% or something. If you go to the beer base and look at that, how much is that? Maybe 80 70% something. I don't know. But yeah, so that's kind of that was that was always a big stupid thing which I never understood. But hey, so 20 tiles is going to be nerfed to 16. a four tile nerf to make sure that you cannot just put it into the center and the entire village is covered. So that's this uh the third change, the third nerf for the lava launcher. So overall, if you want to summarize this, this means that the defenses this season are really mid.
They're not by like by far not as strong as what we had within the last few seasons, but now they're equally mid because the lava launcher is now getting pushed up a little bit. So it's again a bit closer to the lava launcher, which is still solid. But I mean 16 types is still a lot. And for this one, we have an attack speed increase. So this means now um the attack speed is um a little bit faster to make sure that well with the totem it's not as easy to be distracted. The same as then the attack range is increased from nine to overall 11 tiles. So a two tile buff.
That's pretty much the changes for the air bombs. Um we have the Yep, that's it. attack speed and the attack range for the air bombs. That's pretty much it. Now, let's continue with the roster.
And oh boy, that defense it's I'm I'm not sure. I'm really not sure. But let's just go through the changes. Okay, so the first change is happening to the damage, which means the damage per hit.
Instead of n instead of 95, it will be 135.
But at the same time, they are incre increasing the burst count. since like the burst fire shots is going up from 12 uh from from 15 to 17. So that's already quite nice.
But then as well they are uh where is it? Where is it? They are decreasing the attack speed.
So I'm not sure. They're making it stronger but less attack speed. I'm not really sure if that's the way. I feel like even if you would have doubled the damage per second, I'm not really sure if that would have made it viable to be honest. But yeah, those are the changes for this season of the defense for the roster. Uh, I guess for me it heavily depends on what the meta will look like.
If air is continuing to be so dominant, air bombs is the obvious choice. If ground is coming back a little bit, lava launcher is good, but it's I'm just not a fan of having this rock paper scissor system between air and ground. I I'm just a way bigger fan of what we had last season with the bomb hive, which attacked air and ground. I think that's just that's just fair. I mean that's just hey attack air attack ground that's equal that that that's yeah so not really sure I just don't like the season defenses this season specifically overall in general. Let's continue.
Let's continue because the next thing now is going to be the siege machine. No big surprise. People are blaming this entire meta on the siege machine. I'm not sure if it's like singlehandedly putting this entire air meta out there but it's going to be nerfed. The nerfs are actually not that big though because the attack count which means like the amount of barrels which this thing can spawn is getting reduced. If you have it on the max level you would receive six barrels. So six attacks. Six times that you're getting um a bay dragon, five minions and a teston. Now this is reduced to five attacks only. So from six to five barrels. And as well the level of the summoned um troops is getting decreased by one level. And as well the amount of troops is getting decreased a little bit by one minion. So instead of five, it's now four minions.
I guess it is what it is. It's not really the biggest nerf, but it is at least something I guess. Um yeah. So Skyworgon is is the first thing which can nerf. Next one. Dragon Riders, the troop with the highest hit rate. Um, this thing is getting nerfed as well.
Uh, the new level which it had on town 18 was crazy like a lot of base stats.
So now this is going to be decreased from 6,200 to 5,900.
As well as the damage per second is going to be decreased from 500 to uh from 5 to 20 to 500. So 20 DPS less and 300 hit points less overall. It will still strong for Hydra because dragons are not getting touched. So mass dragon riders might be not as strong anymore.
It might be not as viable anymore, but with hydra still completely fine. Still will crush bases and and yeah, you won't really feel too much about that. The last change will be for the inferno dragon, and that one is a crazy one. Um maybe you can explain that to me because inferno dragons are working in three different stages as he's like they're beaming up. They're getting stronger, right? So, every single stage is getting nerfed, which sounds crazy, but let me explain to you the numbers. The first stage is getting nerfed by one DPS. The second stage is nerfed by 2 DPS. The third and highest stage is getting nerfed from 1,820 to 1,8 um 1,800, which means 20 DPS. So, 1, two, and 20 DPS less depending on which stage the Infernal Dragon is in. I guess it makes sense to that degree.
that is really strong versus the guardians in general. But one, two, and 20 DPS, I I those numbers seem so random. I maybe I'm missing an interaction or something, but um yeah, that's at least the change. I think infernal dragons still put them into your skywagon. Try to have one or two with them of them within your hydra army because you will go through guardians way quicker. Um it's really really strong there. And as soon as you're stacking them up to the third damage stage, it's like 1,800 DPS and those guardians will melt like nothing. So yeah, I don't really I don't think that there's any change really noticeable. So overall, great changes. I think especially the dragon duke um not really too big to be honest. I think we will see more of those in the future, which as I explained earlier, I think is is not perfect. But hey, that's just my personal opinion, which is um just my take on this. But let's see how people will like it. I mean already like with every balance change some people will say hey supercell hates casuals. The next one will say that's not enough the next one like but let me know what you think. Um it will be fun to read. Let me know if the dragon duke is as dead as Sneezy which would be I guess good news because Sneezy is totally fine. But as always thank you so much for watching the video. Let me know your thoughts and I will see you guys back tomorrow with the next one. under then see you and bye-bye.
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