User blog:Captain GLeen Du Grande/The best solution to fix the Elite Barbarians + other balance changes ideas

Ok, so apparently supercell finally did something with the Royal Giant. While the Royal Giant actually remained a bit weak, it’s proven that he’s definitely a whole lot better than he originally was. Which is nice cause supercell finally did something to make it viable in top ladder/grand challenges as well as making sure he doesn’t get too overpowered in mid ladder.

Right now, I do believe supercell need to do something about the Elite Barbarians. It’s the same thing as the old Royal Giant, it’s hated by the lower arenas, but they’re so awful in top ladder/grand challenges, like it really could be the worst common card right now next to the Royal Recruits. Here’s the problem with the Elite Barbarians.

1. Awful HP for 6 elixirEliteBarbariansCard.png
I do not believe their damage is an issue, in fact it’s pretty decent. But their HP are so low for 6 elixir, look at that, only 970 HP per Elite Barbarian! Because of that, they’re really unreliable in competitive plays, since they attack everything, they have less offensive value than Hog Rider, Battle Ram, Lumberjack or even the Prince, when they’re not overleveled, Lightning can completely stop the Elite Barbarians without anything else, whereas the Hog Rider and Prince can continue to pose threat due to their HP, Battle Ram will also continue to pose threat because of the Barbarians (or maybe even lightning rod) and lumberjack will help his allies cause chaos with his rage.

2. Way too much countersValkyrieCard.png
Goblin Gang and Minion Horde’s popularity is sky high right now, they’re really good against Elite Barbarians (though not that reliable) for positive elixir trade. Even if they’re easily countered, there’re certainly more reliable counters to them, especially with PEKKA being such an important card in this meta and Valkyrie still being a great card despite her nerf in September, Elite Barbarians can offer very little to no value. Even cheap cards such as Knight and Ice Golem can deal distract them easily and allow the tower to deal enough damage to the EBarbs before they got killed, with Ice Golem having the extra ability to slow them down and Knight being able to kill at least one of them before dying. The problem is that too much cards can counter them with positive elixir trade. Even with their good damage, they’re easily swarmed/ hard to destroy a unit due to the mini tank’s HP.

3. Skill less card
The only reason why non skilled players use this card is because of their movement speed and their damage, paired with spells/supports, they can destroy the tower easily. In high arenas, it has the 2 problem I just mentioned, so no skilled players use them.

Solution:
Movement Speed decreased from Very fast to fast, HP +40%, hits 0.1 second slower, damage +1%

HP: from 970 increased to 1358

Damage: from 254 increased to 258

The damage boost is just for to keep the same interaction with Archers, a card I will buff. They will be a lot tankier, but slower, it’ll change their whole purpose, from a skill less offensive card to a strong defensive card and a skilled counterpush card.