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Clash Royale: Analysis of the Worst Cards by Rarity and Improvement Suggestions
This video selects the worst cards for each rarity in Clash Royale and analyzes the reasons and improvement plans in detail. It focuses on cards with low utilization in the current meta, such as Barbarians, Battle Healer, Goblin Giant, Goblin Machine, Goblin Gangster, and Hero Wizard, points out the problems of each card, and suggests ideas to regain competitiveness through balance adjustments.
1. ⚔️ Worst Common Card: Problems and Improvement Directions for Barbarians
- ✅ Used to be useful, but now has very low efficiency compared to 5 Elixir in the current meta
- ⚠️ Vulnerable to splash damage, magic, and ranged units, failing to perform the tank role properly
- ⚠️ Vulnerable to fast attack units such as Hog Rider and Miner, making it easy to lose Elixir
| Problem | Details |
|---|---|
| High Elixir Cost | Provides low value compared to 5 Elixir |
| Weak Survivability | Easily removed by splash damage |
| Summoned in a Cluster | Factor that makes them vulnerable to magic |
Improvement Directions:
- ✅ Reduce Elixir cost to 4 to increase playability
- ✅ Distribute more widely when summoned to reduce vulnerability to magic
- ✅ Slightly increase individual health to increase survivability against splash damage
00:00 - 01:26
1. ⚔️ Worst Common Card: Problems and Improvement Directions for Barbarians
- ✅ Used to be useful, but now has very low efficiency compared to 5 Elixir in the current meta
- ⚠️ Vulnerable to splash damage, magic, and ranged units, failing to perform the tank role properly
- ⚠️ Vulnerable to fast attack units such as Hog Rider and Miner, making it easy to lose Elixir
| Problem | Details |
|---|---|
| High Elixir Cost | Provides low value compared to 5 Elixir |
| Weak Survivability | Easily removed by splash damage |
| Summoned in a Cluster | Factor that makes them vulnerable to magic |
Improvement Directions:
- ✅ Reduce Elixir cost to 4 to increase playability
- ✅ Distribute more widely when summoned to reduce vulnerability to magic
- ✅ Slightly increase individual health to increase survivability against splash damage
03:08 - 05:37
2. 🚑 Worst Rare Card: Battle Healer's Slow Speed and Low Efficiency
- ✅ Healing ability is attractive, but slow speed prevents proper response to changes on the battlefield
- ⚠️ Powerless against powerful magic such as Fireball, Lightning, and Rocket, and cannot ignore attacks from Inferno Dragon and Inferno Tower
- ⚠️ Lacks pressure ability, failing to pose a threat to the opponent, and is rarely used except in Elixir Golem decks
| Problem | Details |
|---|---|
| Slow Speed | Movement, attack, and healing speeds are all slow as heck |
| Low Pressure Ability | Fails to pose a threat to the opponent |
| Specific Deck Dependency | Very low utilization except in Elixir Golem decks |
Improvement Directions:
- ✅ Healing ability should be greatly enhanced, or health should be increased to improve survivability
05:38 - 08:00
3. 🧌 Worst Epic Card: Goblin Giant's Ambiguous Role and Easy Counter
- ✅ Used to be powerful, but frequent nerfs have made it unable to properly perform both tank and supporter roles
- ⚠️ Easily countered by various cards such as Inferno Dragon, Inferno Tower, and Mini P.E.K.K.A
- ⚠️ Shows weakness against cycle decks, control decks, and beatdown decks, failing to stand out in any situation
| Problem | Details |
|---|---|
| Ambiguous Role | Mediocre as both a tank and a supporter |
| Easy Counter | Easily blocked by various cards |
| Unsuitable for Meta | Does not fit the current meta |
Improvement Directions:
- ✅ Health should be greatly increased to make it a true tank, or Spear Goblins' attack power should be enhanced to increase pressure ability
- ✅ Reducing Elixir cost to lower the play burden is also worth considering
08:01 - 10:06
4. ⚙️ Worst Legendary Card: Goblin Machine's Low Survivability and Lack of Synergy
- ✅ Was powerful at the beginning of its release, but is now rarely used due to successive nerfs
- ⚠️ Very vulnerable to buildings and easily blocked by mini tanks
- ⚠️ Does not fit cycle decks, beatdown decks, or control decks, and lacks deck synergy
| Problem | Details |
|---|---|
| Building Vulnerability | Very vulnerable to buildings |
| Low Survivability | Easily blocked by mini tanks |
| Lack of Deck Synergy | Does not fit any deck |
Improvement Directions:
- ✅ Threatening elements such as attack power, speed, and interaction with buildings should be added
- ✅ Differentiation from cheap alternative cards should be created
10:07 - 12:34
5. 🤡 Worst Champion Card: Goblin Gangster's Low Presence and Lack of Survivability
- ✅ Despite being a Champion card, its influence on the game flow is very low
- ⚠️ Ability is difficult to utilize, and good players can easily cope with it
- ⚠️ Vulnerable to splash damage and has low survivability
- ⚠️ Rarely used except in Graveyard decks and is less competitive than other Champions
| Problem | Details |
|---|---|
| Low Presence | Low influence on the game flow |
| Weak Survivability | Easily removed by splash damage |
| Deck Dependency | Very low utilization except in Graveyard decks |
Improvement Directions:
- ✅ Ability should be enhanced to induce an immediate reaction, or it should be able to inflict significant damage upon defense failure
- ✅ Survivability should be increased to allow it to stay on the field longer
12:35 - 13:47
6. 🧙♂️ Worst Hero Card: Hero Wizard's Inefficient Ability and Low Survivability
- ✅ Contrary to high expectations, efficiency is very low compared to the expensive cost
- ⚠️ Ability is useless and easily removed by popular magic such as Fireball, Poison, Lightning, and Rocket
- ⚠️ Most users revert to Evolution Wizard due to poor performance
| Problem | Details |
|---|---|
| Low Efficiency | Efficiency is very low compared to the expensive cost |
| Weak Survivability | Easily removed by magic |
| Low Win Rate | Recorded a low win rate of 46% |
