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October 2016 Balancing & Update News

The Clash of Clans team approaches game balance by looking at attack stats and playtesting gameplay changes. As outlined by our design values, regular balancing updates help keep the game fun and interesting!

In this sizable round of balancing changes, we're continuing to develop Town Hall 11 gameplay, boost underperforming units, and ease some high level upgrades. We've also taken a look at Clan Wars XP and war loot rules.

NEW: Bomb Tower (starting at TH 8)

Bomb Towers explode in a small radius when destroyed, punishing masses of melee troops that charge in without a careful plan.

Bomb Towers create a lot of new room for balancing mass-attack troops, which have too easily teetered between being super-weak or super-strong.


Witch hitpoints massively increased, damage slightly increased

Witches are much more resilient and have more power to push through incoming fire. However, Bomb Towers will challenge their Skeleton hordes!


Giant Bombs no longer deal 1.5x damage to Hog Rider

We're shifting Hog Rider play away from focus on Giant Bombs, and more towards planning for Bomb Tower resistance.

NEW: Wizard level 7 (TH 10)
Wizard level 6 hitpoints and damage slightly increased
Wizard level 6 available at Town Hall level 9 (was 10)

Fashionably late to the party, high-level Wizards are finally showing up - in style! They'll lend some needed extra firepower to Town Hall 9 and up.


NEW: Hidden Tesla level 9 (TH 11)
REMOVED: Hidden Teslas no longer deal 2x damage to P.E.K.K.A

Popular Tesla-heavy defensive cores have led to underwhelming P.E.K.K.A gameplay. Removing the 2x damage rule helps P.E.K.K.A reclaim its fearsome potential while making room for a new Tesla level.

NEW: Baby Dragon level 5 (TH 11)
Baby Dragon level 4 available at Town Hall 10 (was 11)

Baby Dragon upgrade levels should come just a bit earlier to give an appropriate power level to such a late game troop.

NEW: Mortar level 10 (TH 11)
Mortar level 8-9 damage increased

Mortar has fallen behind the defensive curve. A boost to later levels, and the new Mortar level 10, will help give Mortar back its punch.


Skeleton Spells spawn MUCH more Skeletons, but over a longer time

The rebalanced spell is much better at doing - well, pretty much everything. 26 Skeletons in a single spell slot? You'd better believe it!


Cloned troops from Clone Spells can stay much longer on the battlefield

The power of Clone Spells comes from effective positioning. Longer troop lifetime will bolster well placed Clones.


Bowler hitpoints slightly decreased

Skillful attackers often keep Bowlers far and safe from damage. A small hitpoint reduction better balances their immense and efficient reach.


Other NEW Town Hall 11 upgrades:

• Dragon level 6
• X-Bow level 5
• 25 additional Wall pieces


Upgrade Discounts (time and/or cost):

• Wizard 6
• Dragon 3-5
• Baby Dragon (all levels)
• Cannon 12-13
• Archer Tower 11-13
• Mortar 8-9
• Wizard Tower 7-8
• Hidden Tesla 5-8
• X-Bow 2-4


Clan Wars balancing:

• Earn a partial War Win Bonus even when failing an attack
• War Win Bonus is no longer reduced when attacking lower Town Hall levels
• Tougher targets in war are worth more Clan XP, to a max of 10XP!

We want to lessen the downsides of more ambitious war attacks and better reward clean-up attacks.

Also, basing Clan XP rewards on defender strength will better reward Clans that participate in high-level Clan Wars!


Phew! That's all for now - Clash on!

The Clash of Clans Team

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