for all
Showing 1-11 of 11 items.

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: 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

October 2016 Balancing & Update News

The Clash of Clans team’s goal has always been to build a game that people would play not just for weeks or months, but for years. Achieving this goal is an epic challenge that keeps the fire lit under our team. So how do we tackle this? To help you better understand how we think about the game, we would like to share the team’s core design values with you. We know that with a community this large and diverse, not everyone will feel the same way about changes or agree on what’s best for the game. Hopefully, sharing our development philosophy will give you more insight into our decision-making process and set the stage for many, many fruitful conversations for years to come.

So without further ado, here are the key values that drive Clash of Clans development:

Depth


Clash of Clans is a game full of choices and trade-offs, and a big part of what makes Clash fun is the variety of strategies on attack and defense. Different armies and Village layouts appeal to different players, and each carries its own unique strengths and weaknesses.
For Depth to flourish, there should always be lots of compelling and competitive strategies to choose from. Keeping the game well-balanced is super important and we never consider a troop or defense to be set in stone. As a player, that means you might invest time into a strategy that gets nerfed or disrupted,but these changes always aim to enrich gameplay depth overall.

Playstyle Diversity


Clash of Clans strives to be a constant source of lasting challenges for a variety of interests. Whether you enjoy Clan Wars, Trophy pushing, or going after loot, there should always be something interesting to try, learn and master.
Playstyle Diversity means always keeping the different interests of Clashers in mind. Sometimes we do (or don’t) develop things in certain ways to help ensure that these different interests, from looting to warring, are fairly represented. This can be a tricky job and player feedback is crucial to getting it right!

Simplicity


Just because a game is deep and challenging doesn't mean that it can't be simple to play.
The most timeless games harness the best of both worlds: being easy to pick up and challenging to master. As a player, this means that while you should always feel like you are learning something new, you should never feel too overwhelmed or confused by new game elements.
Developing with Simplicity means we focus on simple and small sets of meaningful actions for players to master instead of unnecessarily complicated game mechanics. We may even change or remove game elements that we feel are unnecessarily complicated!

Meaningful Progression


In Clash of Clans, leveling up is not just a matter of strength, but of meaningful additions on attack and defense.Clash of Clans is an unfolding experience told in many different chapters, and players will discover unique gameplay, strategies and challenges as they progress.
Because of this value, we painstakingly develop each new troop, spell and defense with its own specific role and playstyle in mind. Each addition to Clash should feel like a significant and fun challenge to master, instead of just a copy of another unit with a few minor tweaks.

Social Play


Clash of Clans is a game best played with others. The social interaction between Clan members is the glue that holds all of our other values together. Clans strategize, progress, offer tips, celebrate achievements and share in defeat together, so supporting social play is hugely important to us.
Clan-wide features are among the slowest and most complex to implement, improve and get right, but we are committed to moving forward on this front. We will always look for ways to help Clashers not just Clash, but Clash together.

We hope that sharing our values with you will lead to some awesome conversations about Clash of Clans going forward. Help us stick to these core values by keeping the feedback coming! Together, we’ll continue to guide Clash of Clans forward to be the best game it can be for years to come.


- The Clash of Clans team

Clash of Clans Design Values

Part of working in small teams means sometimes saying no to things we badly want to do. Unfortunately, this year, we have to say no to ClashCon.

While big events like ClashCon are a great way to give back to players, they are largely limited to the Clashers able to attend in person. We decided that this year the best way to thank our players is to stay focused on the things that benefit the entire Clash Community: improvements and additions to the games, and experiences that players everywhere can enjoy.

We’ll still be keeping an eye out for opportunities to support or host awesome events for players around the world. Thank you for reading, and we look forward to hearing your thoughts.

Clash On!
The Clash of Clans Game team

ClashCon 2016

There's been a lot of discussion about the >>recently announced change<LINK> to make Healers once again trigger air traps. There are concerns especially regarding how it might affect the "Queen walk" or "Super Queen" strategy, where an attack begins with a high level Archer Queen flanked by at least four Healers.
We understand that players are very passionate about this strategy, and with good reason, as it is currently one of the most effective in the game! Here is some more insight into the development team's rationale behind the change.


Risk versus Reward

Healers have long been a difficult unit to balance in terms of risk versus reward.

In the past, ground armies reliant on Healer support were far too risky. Healers were prone to getting fixated on isolated troops, or wandering needlessly across the enemy Village and getting shot down. To top it off, wandering Healers triggered air traps, which could spell instant doom. They were far too risky, and thus their usage was extremely low!

Since that time, we've made several changes to try to make Healer usage less risky and more rewarding. We made Healers not trigger traps, and later did several improvements to Healer AI to make her less prone to wandering and better at sticking to the troops that need her.

Now, we find ourselves with the opposite problem. In the hands of a skilled attacker, it is not uncommon for a group of Healers to survive the entire battle, hidden behind the Archer Queen and groups of Bowlers. Healers have become far too safe!


Queen walking forecast

A well executed Queen walk is incredibly powerful, though it is still a strategy of skill that we have no intention of removing from the game. We find that the extra risk of air traps provides a measured balance to the powerful rewards of this strategy.

A typical Queen walk generally exposes Healers to a very small area of the Village. Even if a defender places all 5 Seeking Air Mines around the outside of their Village, our playtesting has shown that it is very uncommon for more than one Healer to be shot down during a well executed Queen walk. It might be a good idea for attackers that rely on a solid Queen walk to deploy an extra Healer "just in case," but we find the strategy still highly effective.

The increase in the Eagle Artillery activation limit further supports this strategy for TH11 Queen walkers, and we will do further balancing if we find that this strategy has become unduly punished.


Bowling forecast

Our playtesting has shown that bigger changes will be seen later in the battle, such as during the heart of a mass-Bowler attack. These are attacks that can leave 100+ housing space worth of troops (including all of the Healers) still intact even after fully demolishing a maxed out TH11 Village. The main reason for this unusual effectiveness has to do with risk versus reward. There is a lack of ample threats posed to back-line Healers propping up such long-range armies.

With air traps in play, however, the more effective the attack, the more air traps Healers will encounter, thus providing a natural defensive "push back." Again, it's all about balancing risk and reward, and we've seen that well executed Bowler attacks can still perform quite well even after these Healer changes.



Thank you for all of your feedback and concern about the upcoming balancing changes. We look forward to getting the balancing patch live and seeing how players adapt their armies and defensive layouts. As always, we'll be continuing to monitor the game and making adjustments to keep Clash varied and balanced in the future.



Clash on!
The Clash of Clans Team

Upcoming Healer changes

The team is in full swing working on the next major update. In the meanwhile, we have a small balancing patch going out with the following changes:

Cannon damage increased for levels 11-14

  • We currently are developing a better defensive answer to mass-attacks of mid-size units. For now, a Cannon damage boost will help pick up the slack.

Healers trigger air traps (once again)

  • Healers have become a staple high-level troop, but stay out of defensive range too safely, sometimes for the entire battle. Cue the Seeking Air Mines!

Miner movement speed reduced

  • Miners are a bit too speedy for a unit that burrows underground, making them too effective at overwhelming and wiping out entire Villages.

Attackers can deploy more of their army before Eagle Artillery will activate

  • Eagle Artillery's quick activation limits phase-based attacks more than it needs to. This change gives attackers more early battle flexibility.

Clash on!
The Clash of Clans team

August 2016 Balance Changes Coming

We’ve been reading and listening to your reactions about Friendly Challenges, both positive and negative. Based on your feedback, we’ve made a couple of tweaks.


Layout Replacing Restrictions


Your feedback about how Friendly Challenges might affect Clan War dynamics was super helpful. What makes Clan Wars exciting is the pressure of getting an attack right the first time. Using the new feature to endlessly practice attacks would replace one-shot attacking skill with endless, grindy repetition.

To address this, layouts modified within the last 24 hours will not be available for Friendly Challenges if you are Town Hall 9 or above. Town Hall 8 and below will not have any restrictions.


Changes to War Preparation Day


In order to make the Layout cooldown 24-hours, we will also change how Scouting works on Preparation day.

After the update, you will no longer be able to view an opponent’s War Base layout during Preparation Day. Instead, Scouting will show their active Village layout. This way, players can still get a good sense for the strength of War Bases they are facing, but can’t copy exact layouts for practice. Scouting during Battle Day will remain the same.

Why do this? Without this change to Scouting, the Friendly Challenge cooldown would have to be 48-hours to prevent any possibility of "war practice.”

Your feedback was crucial to helping us make these changes, so thank you and keep it coming!



Have fun with the Friendly Challenges, and Clash on!
The Clash of Clans Team

Friendly Challenge: Additional Details

We're extra excited to bring you an update jam-packed with content and a brand new way to Clash: the Friendly Challenge (read more about Friendly Challenges here)!


Balancing and Update News:

Much of the balancing this update is coming in the form of new levels and smaller tweaks.



Town Hall 11

  • Cannon level 14
  • Lava Hound level 4
  • Balloon level 7

In Town Hall 11, air armies have dwindled in popularity. These new levels should help revitalize high-level air armies while helping to defend against the ground rush.



Town Hall 10+

  • Bowler housing space reduced to 6

Bowlers just didn't seem to be providing enough value for an 8 housing space unit, and the bulky size made him a tough fit in a well-rounded army.



Town Hall 7+

  • Spring Trap levels 2-5

New Spring Trap levels with minor capacity increases will help catch additional units from time to time. They might even catch an extra Valkyrie!



Other:

  • Edit Mode tools: A bunch of features added to make editing layouts easier
  • Donate fully trained Troops/Spells from production queues even if your army is full
  • Drag troops/spells anywhere into a training queue - training progress is transferred
  • Gem Troops/Spells for donation directly from the donation context menu
  • War Logs for any Clan can now be publicly viewed, unless disabled in Clan settings
  • Builder Suggestions: Tap Builder Info to see and select suggested upgrades to perform
  • Live spectator count is now shown during attack - see how many others are watching!
  • Chat stream revamped with built-in Request button


New Content:

1) New Dark Elixir Spell
=">

Skeleton_Spell_1024x512.png?mtime=201605

Available at Town Hall 9, the Skeleton Spell allows you to summon an army of Skeletons anywhere on the battlefield!


2) New Elixir Spell =">

Clone_Spell_1024x512.png?mtime=201605210

Turn this spell into a pop-up army! Clone Spells create a circle of spawning that creates limited-lifetime copies of troops that enter. It will only spawn up to a maximum housing space of troops.
Available at Town Hall 10.
=">

3) New Elixir Troops

BABY-D.jpg?mtime=20160523005307

Introducing the Baby Dragon! This fire-breathing hatchling is shy around other air units, but leave it alone and it'll throw a fit! When not around other air units, Baby Dragons become enraged and gain bonus damage and attack speed! Available at Town Hall 9.


Miner_grasstune.png?mtime=20160523005344

Meet the Miner! This sneaky shoveler burrows underground, passes beneath walls and pops up right next to his target! Unlocks at Town Hall 10.

Clash on!
The Clash of Clans team

May 2016 Update (now live!)

Introducing the Friendly Challenge!

Friendly Challenges let clanmates attack one another for practice, competition, or just plain fun! Friendly Challenges are unlimited and won’t cost gold or consume Troops, Spells, Heroes or Traps. You also won’t earn resources, Trophies or other bonuses.



Issuing a Friendly Challenge:

To invite your clanmates to attack your village, look for the new "Challenge" button at the top of Clan chat. You can choose between your active layout or any other valid saved layout, including War Bases. Add some custom text (or don’t) and post the Friendly Challenge to the Clan chat. Simple!

Once posted, any member of your Clan can accept the Friendly Challenge and launch an attack against your chosen layout. Don't worry, they won't be able to steal any of your resources or Trophies. Any troops you have in your Clan Castle at the time you post will be used as defensive troops, but you won’t lose those either.



Accepting a Friendly Challenge:

When you accept a Friendly Challenge, you will attack your clanmates village using your current army. Everything you deploy will be returned to you after the battle, so don’t hold back!

The replay and results of your attack will be available in Clan chat. Of course, if your Clan can't wait that long, they can watch the attack live.



Practice, Perfect and Experiment!

Friendly Challenges will provide you with an awesome way to improve your attacking skills, perfect your defensive layouts, experiment with different troops or just have fun. Test out different army compositions, new layout ideas, or try something crazy! Clans can arrange competitions, or just have friendly back-and-forth duels.

We hope to see Friendly Challenges widely used! We see the ability to practice attacks at any time helping to motivate new attacking and defending strategies, and help Clans get even better at playing together.



Clash On!
The Clash of Clans Team

Introducing the Friendly Challenge!

We have a small balancing update going out that is all about time! Full armies will be ready much faster, the Bowler gets a minor buff, and matchmaking search timeouts have been increased for top players.

• 2x faster brewing for all Spells
• 2x faster training for Dragon, Witch and Wall Breaker
• 3x faster training for Golem, Lava Hound and P.E.K.K.A
• Hugely reduced Hero regeneration times
• Faster training also for Balloon, Wizard, Healer, Valkyrie and Bowler

• 2x faster brewing for all Spells
• 2x faster training for Dragon, Witch and Wall Breaker
• 3x faster training for Golem, Lava Hound and P.E.K.K.A
• Hugely reduced Hero regeneration times
• Faster training also for Balloon, Wizard, Healer, Valkyrie and Bowler

We're looking to get players battling with full and well-balanced armies much more often than before. Waiting several hours for heavy armies will be a thing of the past. Army building boosts still provide a 4x speed boost atop this - blazing fast!


• Gameplay balance: Bowler starts attacking much faster when reaching a target
The Bowler landed a bit softer than he would have liked. While we continue to watch how strategies evolve with this new troop, a faster first-attack speed (similar to the recent Valkyrie buff) will make sure Bowlers don't lag behind the rest of the army.


• Maximum timeout searching for opponents raised from 5 to 30 minutes
This change mainly affects players at very high Trophy counts who are familiar with waiting in the clouds for targets. Previously, the game would ask you to tap a “Retry” button after a 5-minute matchmaking timeout. Now that tap is only required every 30 minutes to keep on searching.

May 2016 Balancing Update

Hey Clashers,

We’re excited to finally have the Clash of Clans Blog up and running! Think of this page as the bulletin board outside of your Village’s Town Hall. It’s another way for us to keep you informed about the goings on in the Clash of Clans World, and to go in depth about certain elements of the game.

We’ll be posting here as often as possible, more specifically, we’ll be sharing news about updates, release notes, and more. As mentioned lately, we’re stepping up our communication efforts! We feel this blog will be a nice addition to keep you guys in the loop alongside the forums, social channels and of course, the game itself.

We hope you enjoy the new Blog, and will stop by from time to time to learn more about updates, or just clap at it a few times and then walk away.

Clash On,

The Clash of Clans Game Team

​Welcome to the Clash of Clans Blog

We’re stepping up our commitment to Fair Play!

The goal? Provide a level playing field for everyone.

As part of our Fair Play policy, players using prohibited 3rd party software will face disciplinary action, including but not limited to: permanent ban.

We consider “bot” and “mod” use cheating, and strongly encourage players to remove any aforementioned programs from their devices.

By offering this warning, we hope to give all players a chance to enjoy our games the Fair way.

IMPORTANT: this is not a “one time thing”, but an ongoing initiative designed to safeguard all games going forward.

Please click here to learn more about Fair Play.

Encouraging Fair Play