Talk:Mini P.E.K.K.A./@comment-30579911-20161224033505/@comment-27973516-20170506234314

I know why this is like this.

When advertising/marketing a mobile game, you start marketing weeks or even months before the release date, no exceptions if you want to highest outcome out of your marketing. Think about it-if you own a decent amount of games, for at least one of them you were waiting for the release date because of early teasers. And with such a big game franchise such as Supercell, already with millions of fans, early marketing and big fat juicy hype trains spreading like wildfire are more important than ever for a big and successful launch.

So during marketing, when the game was developing and not complete yet, so Supercell isn't wasting a few months just marketing. The screenshot was taken during development BEFORE January 4th(release date) and saved for Clash Royale's advertisement on the mobile app, because planning ahead is important. At this time, during development/testing, the MiniP was still an Epic and the Prince a Rare. A decent time after the screenshot was taken, Supercell decided to change it because testing and Supercell thought it would beneficial for the game. However, Supercell was too lazy or unaware to change it(idk why), so it stuck when the game released on January 4th, when the MiniP was already a Rare.

This is why the MiniP's rarity change was never documented as a real change, because the game wasn't public or released yet when the change was made. This includes the Giant Skeleton. On the screenshot, the Giant Skeleton is 7 elixir. However, like the rarity swap between Prince and MiniP, the change to 6 elixir was before release, so it was never announced, because people didn't care about testing changes before the public got the playing CR.