How Mega Minion SAVED Clash Royale

Gratz
15 Apr 202435:58

Summary

TLDRThe Mega Minion, introduced to Clash Royale in 2016, quickly became a meta staple due to its unique combination of high damage per cost, spell resistance, and utility in various decks. Over the years, despite numerous balance changes and the introduction of new cards, the Mega Minion remained relevant, though its popularity fluctuated. It faced challenges from cards like the Phoenix and the Monk, which diminished its effectiveness. However, as of March 2024, the Mega Minion still holds a niche place in modern Beatdown decks, paired often with the Golem or Lava Hound.

Takeaways

  • 📈 The Mega Minion was released into Clash Royale on September 19th, 2016, and quickly became a popular and versatile card due to its resistance to spells and relatively high damage output.
  • 🔥 Initially, the Mega Minion was able to counter various troops and building-targeting units effectively, making it a staple in many top ladder decks.
  • 🌪 Despite its popularity and power, the Mega Minion avoided direct nerfs in the first few balance changes after its release, likely due to its unique role in the game.
  • 💥 The Mega Minion's first nerf came on November 30th, 2016, reducing its damage per hit and slightly increasing its attack speed, aiming to balance its overall damage output.
  • 🛡 Even after nerfs, the Mega Minion remained a top choice in competitive play, showing its resilience and the demand for a cost-effective air unit that could withstand spells.
  • 📉 Over time, changes in the game's meta, including the introduction of new cards and strategies, led to a decline in the Mega Minion's usage rate as it became less effective against swarm decks and other emerging threats.
  • 🊅 The introduction of the Phoenix in October 2022 posed a significant challenge to the Mega Minion, as it offered similar benefits but with faster attack speed, spell resistance, and the ability to revive itself.
  • 🚫 The Mega Minion's role was further diminished by the release of the Monk, a ground troop that could reflect its projectile attacks, causing the Mega Minion to essentially harm itself if it targeted the Monk.
  • 🔄 In March 2023, Supercell announced a significant buff to the Mega Minion, reducing its hit speed by 3/10 of a second, which was later adjusted to a 1/10 of a second decrease after community feedback.
  • 🎯 Despite its ups and downs, the Mega Minion remains a viable option in certain beatdown decks, particularly those featuring the Golem or Lava Hound, showing its adaptability in the ever-changing game environment.

Q & A

  • When was the Mega Minion first released in Clash Royale?

    -The Mega Minion was officially released into Clash Royale on September 19th, 2016.

  • What were the three flying cards that could attack troops at the game's launch in 2016?

    -At the game's launch in 2016, the three flying cards that could attack troops were Minion, Minion Horde, and Baby Dragon.

  • How did the Mega Minion's resistance to spells and splash cards make it a strong counter to certain units?

    -The Mega Minion was resistant to spells, meaning it could survive spells like箭雚 (Arrows) that would take out regular minions. It was also a strong counter to splash cards like 巫垈 (Wizard) and 女巫 (Witch) because the Minion was ineffective against them, while the Mega Minion could deal enough damage to one-shot them.

  • What were the main reasons for the Mega Minion's popularity in top ladder decks?

    -The Mega Minion's popularity in top ladder decks was due to its high damage per Elixir cost, its resistance to spells, and its ability to counter a variety of units effectively, including being a better counter to splash cards compared to regular minions.

  • How did the introduction of the Mega Minion affect the usage of other flying cards like the Lava Hound and Balloon?

    -The introduction of the Mega Minion did not significantly bring the Lava Hound into the meta, as it was still less popular even after the Mega Minion's release. The Mega Minion was a strong air support unit on its own and did not necessarily need the Lava Hound to thrive in the meta.

  • What was the first balance change the Mega Minion received, and how did it affect its performance?

    -The first balance change the Mega Minion received was on November 30th, 2016, which reduced its damage per hit by 6% and increased its hit speed by 0.1 seconds. This reduced its overall damage per second by about 15% but still allowed it to one-shot archers and get two hits on the Princess Tower if left alone.

  • Why did the Mega Minion's usage rate drop significantly after the introduction of the Phoenix in October 2022?

    -The introduction of the Phoenix provided a more efficient and versatile option compared to the Mega Minion. The Phoenix was a spell-resistant single-target unit with faster attack speed, death damage, and the potential to revive itself. This made the Phoenix a strong competitor and counter to the Mega Minion, leading to a decline in the Mega Minion's usage rate.

  • What was the community's reaction to the Mega Minion's proposed buff in March 2023?

    -The community was alarmed by the proposed buff to the Mega Minion in March 2023, which included a significant decrease in its hit speed. Many players were bracing for the return of the 'meta minion' and the potential disruption it could cause to the game's balance.

  • How did Supercell address the balance concerns with the Mega Minion after the backlash from the community?

    -In response to the community's backlash, Supercell revised the proposed buff for the Mega Minion. Instead of the original plan of decreasing the hit speed by 3/10 of a second, they reduced it by only 1/10 of a second, which was a more moderate adjustment to help the card without making it overpowered.

  • What is the significance of the Mega Minion's range reduction due to the melee range simplification in July 2019?

    -The range reduction due to the melee range simplification in July 2019 negatively impacted the Mega Minion's performance. Its range was reduced from 2 to 1.6 tiles, making it harder to lock onto single targets and reducing its damage output against structures. This change also made it more challenging for the Mega Minion to get chip damage on towers and to deal with building-targeting units.

  • What factors contributed to the Mega Minion's decline in usage rates throughout 2022?

    -The Mega Minion's decline in usage rates throughout 2022 was due to a shift in the game's meta, with the rise of Skeleton King swarm decks and Electro giant cycle decks, which did not require a slow-moving, single-target air unit. Additionally, the absence of classic Beatdown decks like giant Golem and Lava Hound decks also affected the Mega Minion's presence in the meta.

  • Why did Seth, the community manager, express a desire for the Mega Minion to be a common card instead of a rare card?

    -Seth expressed a desire for the Mega Minion to be a common card due to its simplicity and versatility, which made it a staple card in many decks. He believed that a common card would be more fitting for its role and would allow more players to have access to it, though card rarities are generally fixed and cannot be changed once a card is released.

Outlines

00:00

🎮 Clash Royale's Mega Minion: Origins and Evolution

This paragraph delves into the history of the Mega Minion in Clash Royale, a card that initially filled a unique role due to its high damage per cost and resistance to spells. It discusses the card's inception in 2016, its comparison with other flying units like Minions and Baby Dragon, and its initial popularity due to its versatility. The Mega Minion's ability to counter spells and splash cards made it a meta-defining card, leading to its inclusion in top ladder decks. However, its eventual phasing out from the meta is attributed to the evolving game environment and increased competition.

05:02

🚀 Mega Minion's Impact and Initial Challenges

The second paragraph examines the Mega Minion's impact on the game, highlighting its efficiency in countering various strategies and its relative safety as an air unit. It discusses the card's moniker as the 'meta minion' and its comparison to a flying mini Pekka. The paragraph also touches on the Mega Minion's susceptibility to certain counters like Musketeer and Archers. Despite the introduction of new cards and balance changes, the Mega Minion maintained its popularity, leading to community discussions about its need for a nerf. The paragraph concludes with the Mega Minion's first nerf, which reduced its damage output but didn't significantly impact its usage rate.

10:05

🌪 Shifts in Meta and Mega Minion's Adaptability

This section explores how the Mega Minion adapted to shifts in the game's meta, particularly with the rise of swarm and bait decks. It discusses the Mega Minion's ineffectiveness against swarm cards and the indirect nerfs it received from changes in the game's environment. Despite these challenges, the Mega Minion remained a popular choice in various decks, showcasing its versatility. The paragraph also highlights the introduction of new cards and balance changes that indirectly affected the Mega Minion's performance, leading to a decrease in its usage rate but not rendering it useless. The Mega Minion's ability to thrive in specific archetypes is emphasized, indicating its continued relevance in the game.

15:07

🛡 Mega Minion's Resilience and Ongoing Changes

The fourth paragraph focuses on the Mega Minion's resilience in the face of ongoing changes in the game. It details the card's continued popularity and its role in various top ladder decks, despite balance changes that aimed to reduce its effectiveness. The paragraph discusses the Mega Minion's ability to avoid direct nerfs and its classification as a versatile card that filled a unique role. It also touches on the introduction of the Elixir Golem and its impact on the Mega Minion's usage, leading to a decrease in its presence in decks. The paragraph concludes with a discussion on the balance changes in July 2019 and their significant impact on the Mega Minion's performance and usage.

20:08

📉 Decline and Re-emergence of the Mega Minion

This paragraph outlines the Mega Minion's decline in usage due to changes in the game's meta, particularly the rise of the Witch and Night Witch, which posed significant challenges for the card. It discusses the introduction of the Elixir Golem and its effect on the Mega Minion's role in Beatdown decks. The paragraph also highlights the Mega Minion's continued presence in certain archetypes and its occasional appearances in top ladder decks. It concludes with a discussion on the Mega Minion's performance in 2021, noting its peak usage and win rates, and its eventual decline due to the introduction of the Mother Witch and other factors.

25:09

🕊 The Rise of the Phoenix and the Mega Minion's Niche

The sixth paragraph discusses the introduction of the Phoenix and its impact on the Mega Minion's role in the game. It highlights the Phoenix's similarities to the Mega Minion and its advantages, leading to a decline in the Mega Minion's usage and win rates. The paragraph also touches on the Monk, another card that negatively affected the Mega Minion, and the community's reaction to the balance changes. It concludes with a discussion on the Mega Minion's place in the game, noting its transition from a versatile card to a more niche option in specific Beatdown decks.

30:11

🃏 The Mega Minion's Rarity and Community Perception

The final paragraph reflects on the Mega Minion's rarity and community perception. It discusses the community manager's wish for the card to be a common card due to its simplicity and wide applicability. The paragraph also touches on the Mega Minion's lack of an emote and its eventual receipt of one in 2023. It concludes with the narrator's thoughts on the Mega Minion's current state in the game, noting its continued relevance in certain decks and the likelihood that it will not receive further changes from the developers.

Mindmap

Keywords

💡Clash Royale

Clash Royale is a popular mobile strategy game developed by Supercell, where players collect and upgrade cards representing troops, spells, and defenses that they use to attack opponents and defend their own bases. The game is known for its meta, which evolves as new cards are introduced and existing cards are balanced through updates.

💡Mega Minion

The Mega Minion is a rare flying troop card in Clash Royale that is known for its high damage per hit and resistance to spells. It plays a significant role in various decks due to its versatility and ability to counter specific types of cards effectively.

💡Balance Changes

Balance changes in Clash Royale refer to the adjustments made by the game developers to cards' attributes, such as hit points, damage, speed, and cost, to ensure a fair and dynamic gameplay experience. These changes aim to maintain a healthy meta where no single card or strategy dominates for an extended period.

💡Meta

In the context of Clash Royale, the 'meta' refers to the most effective and popular strategies, card combinations, and gameplay styles at any given time. The meta is influenced by balance changes, new card releases, and competitive trends among players.

💡Air Support Units

Air support units in Clash Royale are cards that represent flying troops which can attack both ground and air units. These units are crucial in defending against enemy troops and can also be used offensively to apply pressure on the opponent's towers.

💡Elixir Cost

Elixir in Clash Royale is the resource used to deploy troops, spells, and defenses. Each card has a specific Elixir cost that determines how much Elixir is consumed when the card is played. The Elixir cost is a critical factor in deciding which cards to include in a player's deck and strategizing during matches.

💡Niche

A niche refers to a specialized role or function that a particular card, strategy, or element fulfills within the game. In Clash Royale, a card may be considered niche if it is highly effective in specific situations or against certain types of decks but not as versatile in a broader context.

💡Phoenix

The Phoenix is a legendary air support unit card in Clash Royale that has the ability to deal with single target troops effectively and survive a lightning strike due to its ability to revive itself. Its introduction significantly impacted the meta and the usage rates of other air support units like the Mega Minion.

💡Swarm Cards

Swarm cards in Clash Royale are troops that consist of multiple smaller units, which can overwhelm and distract enemy defenses. These cards are effective against single-target troops like the Mega Minion, as they can absorb damage and attacks from multiple smaller units at once.

💡Beatdown Strategy

A beatdown strategy in Clash Royale is a gameplay approach focused on building up an Elixir advantage and then launching a powerful, centralized attack to overwhelm the opponent's defenses and damage their tower. Beatdown strategies often include high-cost, high-impact troops like the Golem or Lava Hound.

💡Counter

In Clash Royale, a 'counter' refers to a card or strategy that is specifically effective against another card or type of strategy. Understanding counters is crucial for players as it allows them to anticipate enemy moves and respond with advantageous plays.

Highlights

Clash Royale's Mega Minion was a highly versatile card that could fit into various decks and strategies.

The Mega Minion was resistant to spells and had the ability to survive a poison, unlike regular minions.

At launch, there were only three flying cards that could attack troops, minions, minion horde, and baby dragon.

The Mega Minion was introduced to fill the demand for more air units and quickly became popular in the meta.

Despite its popularity and strength, the Mega Minion avoided nerfs in the initial balance changes post-release.

The Mega Minion's use rate peaked as the number one card in top ladder play in October 2016.

Supercell first nerfed the Mega Minion on November 30th, 2016, reducing its damage per hit by 6%.

Even after nerfs, the Mega Minion remained a popular choice in top ladder decks, used in 54% of them.

The Mega Minion's role in the meta began to diminish with the introduction of new air support units and changes in the game environment.

The Mega Minion's use rate continued to be high, even after multiple nerfs, due to its unique role and low elixir cost.

Throughout 2018 and 2019, the Mega Minion remained a staple in certain decks, like Beatdown and Lava Hound decks.

The introduction of the Phoenix in October 2022 posed a significant challenge to the Mega Minion, as it was a more versatile and powerful air unit.

The Mega Minion's usage rate dropped significantly due to the rise of the Phoenix and other new cards like the Monk.

Supercell eventually buffed the Mega Minion in March 2023, reverting some of the previous hit speed nerfs.

Despite the changes over the years, the Mega Minion never became useless, but rather more niche in the evolving meta.

The Mega Minion's history reflects the dynamic nature of Clash Royale's meta and the importance of balance changes in maintaining diverse and competitive gameplay.

Community manager Seth once expressed a wish for the Mega Minion to be a common card due to its simplicity and wide applicability.

The Mega Minion's emote was added to the game in 2023, highlighting the community's involvement in the game's development.

Transcripts

00:00

Clash Royale for a long time has been a

00:02

fairly simple game to understand and

00:04

back in 2016 there were far fewer cards

00:07

than there are today at the game's

00:09

launch there were only three cards that

00:11

could fly and attack other troops

00:14

minions minion horde and baby dragon the

00:17

minions were fairly good single Target

00:19

damage dealers for their Elixir cost but

00:21

very susceptible to spells and splash

00:23

cards the baby dragon on the other hand

00:25

dealt Splash attacks and was fairly

00:27

resistant to spells given its higher

00:29

health but dealt very little damage per

00:32

second there were two other flying cards

00:34

lava hound and balloon which couldn't

00:37

attack troops and neither were

00:39

incredibly popular Lava Hound with

00:41

balloon was a combo that was

00:43

occasionally seen together but didn't

00:45

thrive in The Meta partially as a result

00:47

of not enough Air Support options there

00:50

was certainly a high demand for more air

00:52

units which eventually led to the

00:54

creation of the mega minion a card that

00:56

kept the benefits of having a high DPS

00:58

for its cost like minions and the

01:01

benefits of being resistant to bigger

01:02

spells like the baby dragon all for just

01:05

three Elixir but like many older cards

01:08

it successfully filled a role for its

01:10

time but slowly phased out of the meta

01:12

due to an everchanging game environment

01:14

with increased competition So today

01:16

we're going to cover the entire history

01:18

of the mega minion when why and where it

01:21

worked well and observe how it fell to

01:23

where it is today the mega minion was

01:26

officially released into Clash Royale on

01:28

September 19th 20 16 so where would this

01:32

troop fit in what would incentivize a

01:34

player to include this card over the

01:36

regular minions and baby dragon like I

01:39

already explained this card was

01:40

resistant to spells being able to

01:42

survive a poison whereas the regular

01:45

minions couldn't even survive arrows so

01:48

even though both minions and mega minion

01:50

were able to fully counter a balloon for

01:52

example you didn't have to worry about

01:54

your mega minion being taken out by a

01:56

spell or even a supportive baby dragon

01:58

the mega minion was also a better

02:00

counter to Splash cards like the wizard

02:02

and witch that the minions were

02:03

ineffective against the mega minion

02:05

dealt enough damage as to where it could

02:07

on-shot anything up to and including

02:09

archers even though the combined damage

02:11

per second of three minions was slightly

02:13

higher than Mega minions Mega minion was

02:16

much more reliable but on the downside

02:19

since it was only one unit and had a

02:21

slower attack speed than a regular

02:23

minion it was terrible against swarm

02:25

cards like skeleton army this unit also

02:28

had a movement speed of medium un like

02:30

the other flying units which had a

02:31

movement speed of fast but despite that

02:34

Mega minion did more damage to Towers if

02:36

left alone getting two full swings if

02:38

not attended to both minions and mega

02:41

minion were not very threatening on

02:42

offense but Mega minions seemed even

02:45

worse than minions in most offensive

02:47

situations like if you were trying to

02:49

use it to absorb an inferno tower for a

02:51

big tank when analyzing the advantages

02:53

and disadvantages between Mega minion

02:55

and minions at a glance it can seem like

02:57

there are fair reasons to use one over

02:59

over the other both ways but almost

03:02

immediately after release it was clear

03:04

that Mega minion was naturally the

03:06

stronger Choice almost every single time

03:08

besides a few Niche situations because

03:10

in only one week this card was already

03:13

being seen in 1if of top ladder decks

03:16

and had a prominent role in the most

03:18

popular deck in the game which was giant

03:20

poison or Goen for shorts even though

03:23

this new strong air support unit should

03:25

have theoretically brought Lava Hound

03:28

into the meta the data suggested it was

03:30

doing worse after its release Mega

03:32

minion was clearly very strong which is

03:35

why it was a bit surprising when it

03:37

didn't appear in the balance changes

03:38

that happened 1 month after its release

03:41

you'd think they T it down at least a

03:43

little but it appeared supercell was

03:45

being hesitant Goen was a very powerful

03:48

combo that was getting the most

03:49

attention by the community and supercell

03:51

themselves so the October balance

03:53

changes focused on toning down the power

03:55

of that duo it was The Deck Mega minion

03:58

was working best in anyway so it was

04:00

sort of an indirect nerve but of course

04:02

this card didn't need Goen to thrive it

04:05

was still very versatile and Powerful on

04:08

its own after the October balance

04:10

changes Mega minion Rose to being the

04:12

third most popular card and second most

04:14

used troop card in top ladder appearing

04:16

in a whopping 54% of the top ladder

04:19

decks including the top three which were

04:21

all different archetypes there would be

04:24

another set of balance changes on

04:25

November 1st but the mega minion would

04:27

manage to avoid the Nerf Hammer yet

04:29

again players were frustrated stating

04:31

the mega minion needed a nerve and yet

04:34

it wasn't getting one in the top 50

04:36

winning battle decks in the King's Cup

04:39

held at the end of October 2016 Mega

04:42

minion was in 43 or 86% of them and in

04:46

that same month it officially Rose to

04:48

being the number one card not true card

04:50

but card period in top ladder being used

04:53

by 84% of top ladder players it was

04:57

literally being used in everything from

04:59

giant to hog rider to Golem to Royal

05:02

giant to minor control to Expo and even

05:05

Lava Hound was finally starting to gain

05:07

some traction with the Goen Duo faded

05:09

out this card was frequently now

05:11

referred to as the meta minion some

05:14

people even commented on it as being a

05:16

flying mini Pekka this card was so

05:19

efficient at countering everything even

05:21

a giant there weren't that many cards

05:23

that could even attack air so the mega

05:25

minion being in the air kept it

05:27

relatively safe the only real reliable

05:30

cost reasonable counters there seemed to

05:31

be were the musketeer and archers even

05:34

something like spear goblins were not

05:36

reliable enough of a counter due to the

05:38

popularity of the zap that could

05:40

instantly take them out you might assume

05:42

that because Mega minion was so good at

05:44

what it did that other flying cards like

05:46

minions would be boxed out but they were

05:49

actually still performing decently in

05:51

fact that Lava Hound deck I just showed

05:53

you which was used on top ladder by

05:55

multiple players had all three minion

05:58

cards in it I couldn't EXA ly find a

06:00

reason as to why supercell was refusing

06:02

to Nerf this card it had been out for

06:04

over 2 months by this point and was only

06:06

growing in popularity by the week and

06:08

was now sitting at the very top but the

06:11

mega minion made one critical mistake in

06:13

November and that was surpassing the use

06:16

rate of the log something I've noticed

06:18

about overpowered cards throughout all

06:20

eras of clash Royale history is that no

06:22

matter how lenient they may be towards a

06:24

broken card once it surpasses the

06:26

almighty log it must be toned down I'm

06:30

kidding here but the log historically

06:32

has been kept in too strong of a state

06:33

for most of its history meaning its

06:35

rates have typically been a good example

06:37

of stats to represent an overpowered

06:39

card so now it was clear that it would

06:41

not be able to avoid the Nerf Hammer

06:43

much

06:44

longer finally on November 30th 2016 the

06:48

metam minion would be receiving a long

06:50

overdue nerve its damage per hit would

06:52

be reduced by 6% as well as receiving a

06:55

10th of a second hit speed increase

06:58

there weren't any major interaction

06:59

differences from these changes it would

07:01

still be able to One-Shot archers and

07:03

get two hits on the princess Tower if

07:05

left alone but overall its damage per

07:08

second was reduced by about 15% which is

07:11

a lot but Justified for such a powerful

07:14

card looking at the top ladder stats

07:16

about one week after this Nerf it was

07:18

still the most used card in top ladder

07:21

remaining in 83% of the decks the Nerf

07:24

hadn't made a dent in its popularity the

07:26

metam minion was Unstoppable and and

07:29

just for some further perspective the

07:31

second most popular card in top ladder

07:33

at the same time was The Archers at 68%

07:36

usage a whopping 15% behind and they

07:40

were primarily being used because they

07:42

were one of the if not the best counter

07:44

to the metam minion later in December

07:46

archers were performing worse though

07:48

because a new card the elite barbarians

07:50

got buffed in the balance changes and

07:52

not only were they very strong in The

07:54

Meta but they could one-hot archers

07:57

Paving a path for The Meta minion to

07:59

thrive

08:00

it was a bit shocking that the metam

08:01

minion was absent from the December

08:03

balance changes given that the previous

08:05

Nerf didn't seem to accomplish what it

08:07

was supposed to there still wasn't great

08:10

counterplay to this Beast some argued

08:12

its Health should have been decreased

08:14

why shouldn't a three Elixir card at

08:16

least die to a four Elixir Fireball even

08:19

if the mega minion did die to Fireball

08:22

the mega minion player would be up want

08:24

Elixir a major interaction change like

08:26

this seemed necessary but supercell was

08:29

stubborn on keeping its Health the same

08:31

as in the next set of balance changes in

08:33

January 2017 they nerfed the mega

08:35

minions damage Again by 4% and slowed

08:38

down its hit speed by another tenth of a

08:41

second they emphasized in the

08:43

explanation that they wanted to keep it

08:44

feeling armored and resistant these

08:47

changes now meant it required five shots

08:49

to take out a baby dragon or a mini

08:51

Pekka instead of four and its damage per

08:54

second overall was nerfed by about

08:56

10.5% I think this was actually a good

08:59

approach because the mega Minion's main

09:00

purpose was to be a more resistant

09:02

flying Defender nerfing the health would

09:04

have only made it more similar to

09:06

minions the mega minion was special

09:08

because it couldn't just instantly be

09:10

wiped away with a spell for an equal or

09:12

minus one Elixir trade and then not have

09:14

to be thought about but for such a cheap

09:17

cost having that Advantage Plus the

09:19

advantage of not being a ground unit

09:21

required a lower DPS to be balanced

09:23

supercell had clearly underestimated all

09:26

the factors originally I do agree the

09:28

mega minion should have been kept at

09:30

three Elixir to better compete with

09:31

minions but it made me wonder how a

09:34

version of Mega minion that kept all of

09:36

these benefits at four Elixir would have

09:38

influenced the game this latest balance

09:40

change may not have seemed like a big

09:42

deal since it was similar to the first

09:44

set of changes and those changes barely

09:46

hurt it but that wouldn't be the case

09:49

here the use rate took a pretty big hit

09:51

after the balance changes and continued

09:53

to dwindle in the following weeks

09:55

minions had surpassed the mega minion by

09:57

this point becoming the most used troop

10:00

card in top ladder this was in part

10:02

thanks to the major zap Nerf in January

10:04

zap was much less popular now and even

10:07

though zap couldn't take out minions

10:08

unless it was two levels higher it left

10:11

them incredibly Fragile the zap Nerf

10:13

along with the new Goblin gang saw in a

10:15

new era of swarm and bait decks and as

10:17

we already discussed the mega minion was

10:20

ineffective against swarm cards so on

10:22

top of the Nerfs there simply wasn't as

10:24

much of a demand for Mega minion right

10:26

now plus new cards like the dark Goblin

10:28

and execution that could attack air were

10:30

added so although the direct Nerfs seem

10:33

fairly small there were certainly a lot

10:35

of indirect Nerfs that contributed to

10:37

the mega minions downfall but I wouldn't

10:39

even call this a downfall because a

10:41

downfall implies the card was useless

10:44

and that wasn't true by any stretch in

10:46

fact by the end of February the use rate

10:48

Rose a bit again to a whopping 38% in

10:51

top ladder making Mega minion the second

10:54

most used troop card in the game only

10:56

behind surprisingly the minions even

10:59

though these cards were sort of in

11:01

competition with each other they weren't

11:03

really stepping on each other's toes in

11:05

fact the most used deck in top ladder at

11:08

this time contained all three minion

11:11

cards I know I discussed how the

11:13

environment was changing for the worst

11:14

when it came to Mega minion but that was

11:16

a bit misleading because the climate was

11:18

changing in ways that favored it as well

11:20

as we kind of discussed earlier the log

11:23

was the single most popular card in the

11:25

game at the moment and being able to

11:28

completely avoid any Potential Threat

11:30

from it was a huge benefit to Flying

11:32

cards the log's popularity naturally

11:34

contributed to the zap's fall which

11:36

benefited Mega minion because zap could

11:38

prevent all chip damage from a

11:40

standalone Mega minion whereas the log

11:42

didn't prevent anything and with arrows

11:45

not being too prominent at the moment it

11:47

gave some more room for other minion

11:49

cards to breathe having air defense was

11:52

so crucial in this environment eight of

11:54

the top 10 decks and five of the top

11:57

five had one of these cards in it Mega

12:00

minion was still an extremely versatile

12:03

card thriving in a variety of archetypes

12:06

it could be argued that it still needed

12:07

some more toning down but it wouldn't

12:09

have been a great time for it since

12:11

these flying cards were helping to keep

12:13

overpowered ground cards like log in

12:15

check without their presence powerful

12:17

groundbased cards would be even more of

12:19

a pain keep in mind the minions

12:22

popularity was way higher than it was a

12:24

few months prior without receiving any

12:26

balance changes so there was clearly a

12:28

huge Factor of environment here the

12:30

arrows got a speed buff in March which

12:32

helped Mega minions surpass them in

12:34

terms of popularity throughout the rest

12:36

of 2017 Mega minion stood its ground

12:39

remaining in the top 10 most popular

12:41

cards no matter the environment the only

12:43

time the mega minion barely slipped out

12:45

of the top 10 was during the night

12:47

witch's Reign the night witch in its

12:49

early days was a bat spawning machine

12:51

quickly filling the arena with these

12:53

little pests after being placed this was

12:55

pretty overwhelming for a slow attacking

12:57

single Target unit as you could imagine

13:00

even at its worst though it was still

13:02

objectively one of the best cards in

13:04

Clash Royale and the only balance change

13:06

it received throughout the entire year

13:08

was in January Mega minion seemed like

13:11

it was just getting away with being too

13:12

strong how could this card's Reign

13:15

possibly be quelled in the early months

13:18

of 2018 it was only doing better other

13:21

cards that Rose to prominence in 2017

13:23

like Inferno dragon an's flying machine

13:25

didn't seem to be competing with the

13:27

mega minion whatsoever those cards if

13:30

anything only increased the demand for

13:32

Mega minion to help deal with them but

13:35

these card additions along with some

13:36

other changes could suggest that

13:39

supercell was trying to indirectly

13:41

diminish the mega minions versatility

13:43

rather than directly nerfing it think

13:45

about it you saw new cards released that

13:47

were effective cheap counters to the

13:49

mega minion as well as the release and

13:50

Rise of more troop targeting flying

13:52

units and even some balance changes such

13:54

as nerfing the crown Tower damage of all

13:56

spells making them overall less

13:58

prominent in The Meta giving more room

14:00

to competitors that were susceptible to

14:02

spells being implemented now do I

14:05

believe that supercell was releasing new

14:06

cards and implementing balance changes

14:08

specifically to indirectly Nerf the mega

14:10

minion no but I think because this card

14:13

filled such a unique role that it wasn't

14:16

seen as having two good stats for a

14:18

three Elixir card but rather lacked

14:20

proper competition for the spot it

14:22

filled being a spell resistant three

14:24

Elixir flying unit was a niche no other

14:26

card could fill I think the mega minion

14:28

was comparable to The Miner The Miner

14:30

was a three Elixir Troop that could be

14:32

placed anywhere on the arena it was the

14:34

only Troop that had that ability and it

14:36

often had an exceptionally High use rate

14:38

yet there was no rush or even pressure

14:40

from the community to Nerf this card

14:42

because it was widely seen as just being

14:44

versatile and filling a very unique role

14:47

instead of having two good stats for

14:48

three Elixir but even if the mega

14:50

Minion's lack of true competition was

14:52

allowing it to thrive arguably its stats

14:55

were still too good for its low cost in

14:57

the February and April ail 2018 Seasons

15:00

it once again was the most used troop

15:02

finishing a top ladder being used in

15:04

nearly or even more than half of the top

15:06

2 200 decks it wouldn't be until July

15:10

2018 a year and a half since its

15:12

previous balance change for it to appear

15:14

in the balance changes yet again

15:16

supercell was still refusing to touch

15:18

its Health once again they opted to slow

15:21

down its hit speed by one10 of a second

15:23

making it deal 7% less damage per second

15:27

one major interaction difference to this

15:28

caused was now in a one-on-one

15:30

interaction with no interference bats

15:32

would win against the mega minion this

15:34

was the third consecutive nerve the mega

15:37

minion now hit 3/10 of a second slower

15:39

than it did upon release I'll say now

15:42

though a card that is used in half of

15:43

all decks one season does not simply

15:45

disappear from The Meta overnight from a

15:47

tenth of a second hit speed Nerf that

15:49

small of a Nerf is one of the smallest

15:51

Nerfs a card can get it's usually a safe

15:54

balancing option if a card is too strong

15:56

and it's not certain what the best way

15:57

to balance it out is due to it rarely

16:00

causing major interaction differences so

16:02

even with this third Nerf the card was

16:04

doing just fine in fact it was still

16:07

quite popular but it was finally

16:09

starting to phase out of some archetypes

16:11

like graveyard and hog rider control it

16:13

was still pretty versatile so it

16:15

definitely wasn't completely gone from

16:17

those but it was now most commonly seen

16:19

in Beatdown with either the giant Lava

16:22

Hound or Golem after this balance change

16:24

it definitely felt much fair to go

16:26

against it still had above average

16:28

average rates but I think most players

16:30

were content with that at this point and

16:33

I think the higher rates can at least be

16:34

partially attributed to the lack of

16:36

competition like we already discussed

16:38

minions and mega minion kind of remind

16:40

me of the zap and log situation the only

16:43

two cards that really fit their Niche

16:45

and were both exceptionally popular and

16:47

nobody was crying for Nerfs for either

16:49

of those and they weren't even strict

16:51

competitors since you could find lots of

16:53

metad decks that included both of them

16:56

it's certainly not the same thing

16:57

because spells are more reactive to The

16:59

Meta than troops are but I think it's a

17:01

pretty good analogy nonetheless

17:03

personally I've always had a belief that

17:05

a cards versatility and lack of

17:07

competition shouldn't be ignored when it

17:08

comes to balancing after all if a card

17:11

Fades out of the meta because a better

17:13

alternative takes over that has been

17:15

used as a premise to buff that phased

17:17

card but on the other hand if a card

17:19

isn't disrupting The Meta or making it

17:22

significantly less fun then it may be

17:24

best for the sake of the player base to

17:26

leave that card statistically a little

17:28

too good as we go into 2019 well into 6

17:32

months after the previous Mega minion

17:34

Nerf the use rate was settling between

17:36

20 and 25% it was steadily growing until

17:40

around April where it officially once

17:42

again became the most used troop card in

17:44

competitive play at around 34% usage and

17:48

maybe I should have mentioned this

17:49

earlier but the goal for a healthy card

17:51

around 2018 to 2019 was 7 to 9% usage

17:56

but at this point I think it was pretty

17:57

clear that supercell wasn't wasn't

17:59

really trying to get the mega minion to

18:00

be around that range in most situations

18:03

when a card has a use rate in the 30s

18:05

people would be screaming for nerves but

18:08

this card didn't really make the game

18:09

less enjoyable by being in around

18:11

one-third of decks at this rate though

18:13

it seems like Mega minion would

18:14

inevitably get another 10th of a second

18:16

hit speed Nerf eventually because they

18:18

were so adamant on not messing with the

18:20

troops Health there wasn't really much

18:22

else to go after besides hit speed its

18:25

next change wouldn't come until July

18:27

2019 one year since its last this was

18:31

the infamous month in Clash royale's

18:33

history where they were simplifying all

18:34

melee ranges there were now three

18:37

categories of range melee short melee

18:39

medium and melee long the categories

18:42

were relatively close so most cards were

18:44

able to fit into a category without any

18:46

major change to their range the only two

18:49

troops that were drastically affected by

18:51

this were minions and mega minion whose

18:54

range was reduced by 4/10 of a tile from

18:58

two to

18:59

1.6 it was now classified under the

19:01

melee long category but even this new

19:04

melee long category was much shorter

19:06

than what the mega minion had had just

19:09

to give some more perspective 4/10 of a

19:11

tile is the difference between melee

19:13

medium and melee long so it was

19:16

basically a full categorical downgrade

19:18

for the minions this was the change that

19:21

really put some pressure on the card now

19:23

it was much harder to keep it locked

19:25

onto a single Target this was an

19:27

especially bad environment for this to

19:28

happen happening because the giant

19:30

snowball was very popular and this spell

19:32

could easily knock the mega minion out

19:34

of range from whatever it was attacking

19:37

and since the mega minion moved at the

19:39

same speed as a balloon if you knocked

19:41

it out of range and you didn't have

19:43

anything else to stop it then it

19:45

couldn't catch up to the balloon until

19:46

it made it to the Tower and perhaps the

19:49

biggest interaction change this caused

19:50

was now if left alone the mega minion

19:53

would only get one hit on the tower

19:55

instead of two this might not sound like

19:57

a lot but it's pretty big when you think

19:59

about it one hit less meant there was

20:02

258 damage lost at level 9 tournament

20:05

standard which is about what a Lightning

20:07

Deals to Crown Towers today this meant

20:10

there was far less punishment for

20:11

ignoring the three Elixir unit and

20:13

saving that Elixir for something else

20:15

you definitely felt this if you were a

20:17

mega minion player of course its primary

20:20

purpose wasn't to get chip damage it was

20:22

more of a bonus so where it really hurt

20:25

was when it was going against building

20:27

targeting units since they would now

20:28

enter its range later and exit it

20:30

earlier so naturally after the balance

20:32

changes went live the raids went down

20:35

this balance change definitely had more

20:37

of an effect than a simple hit speed

20:38

nerve but even after a few weeks of the

20:40

balance changes settling in you still

20:42

saw Mega minion in about a quarter of

20:44

Grand Challenge decks I found it kind of

20:46

interesting because in the months

20:48

following July every stat I could find

20:51

had the mega minions usage at exactly

20:53

22% so it seemed like it had settled

20:56

there until we got to the dreaded

20:58

October 2019 season I feel like in

21:02

almost every video I have to cover this

21:03

season specifically because it was such

21:05

a meta changer most cards this season

21:08

had a rapid change in usage for Better

21:10

or For Worse and in the mega minions

21:12

case it was definitely worse the card

21:14

had been holding steady at 22% usage for

21:17

about 3 months by this point but as the

21:20

meta quickly changed in October 2019 the

21:23

mega minion found itself only being

21:24

played onethird as often as it used to

21:26

be part of this can be attributed to the

21:28

rise of witch and night witch as we

21:30

already saw in 2017 the mega minion had

21:33

a noticeable dip in popularity when the

21:35

night witch was all over the place and

21:38

now the night witch was once again all

21:40

over the place and when there's night

21:42

witch a lot of bats are right there with

21:44

it the regular witch was also incredibly

21:46

frequent this season not only did it

21:48

deal a hefty amount of damage but those

21:51

skeletons overwhelmed the mega minion

21:53

more than the bats did Mega minions

21:55

simply struggled to get value in this

21:57

meta since nearly every person was using

21:59

one of these two cards especially with

22:01

the slower hit speed it had since the

22:03

last time night witch was really

22:04

prominent in The Meta it in no way could

22:07

take out the storms fast enough to be

22:09

useful but perhaps an even more

22:11

prominent reason why the mega minion

22:12

wasn't useful was due to the release of

22:14

The Elixir Golem The Elixir Golem was a

22:16

new Beatdown wind condition released

22:18

this month and despite the mega minion

22:20

working well with multiple other beat

22:23

down wind conditions most of the popular

22:25

e Golem decks didn't instead favoring

22:28

more expensive air support units at

22:31

first you may assume it's simply because

22:32

there was a higher demand for them due

22:34

to all the bats and skeletons in the

22:35

arena and although that may be at least

22:37

partially true that can't be the only

22:40

explanation because plenty of

22:42

traditional Beatdown decks were still

22:44

opting to use the mega minion in this

22:47

environment and if we're skipping ahead

22:49

a bit there really has never been a top

22:51

Elixir Golem deck that included it this

22:54

is because the Elixir Golem is a very

22:56

unique card in the sense that it gives

22:57

you six to seven Elixir worth of stats

22:59

for just three Elixir giving the

23:02

opponent some Elixir to compensate so

23:04

the E goem player saved a lot of Elixir

23:06

when placing it which allowed the luxury

23:08

to play more expensive cards when

23:10

supporting it and you really had to do

23:12

that if you wanted to utilize the value

23:14

of Elixir Golem October 2019 was the

23:17

lowest point for the Mega minion so far

23:20

and it still had just below average

23:22

rates in the next few months as Elixir

23:25

Golem night witch and witch were toned

23:27

down you saw the mega I rates rise and

23:29

hold at around 11 to 16% usage until a

23:32

new air support unit was added in June

23:35

the skeleton dragons this Duo of dragons

23:38

was taking over the game diminishing the

23:40

demand for Mega minion once again

23:42

throughout this period its use rate

23:44

dropped to about 6 to 8% not seeing

23:46

another rise back up to its 11 to 16%

23:49

usage range until October where the

23:51

skeleton dragons would finally get a

23:53

proper nerve in 2020 you mostly saw the

23:56

mega minion appearing in Golem or lava

23:58

Hound decks but you still sometimes saw

24:00

it appearing in giant Royal Giant and

24:02

even the occasional graveyard deck it

24:04

was pretty much just new variations of

24:06

the same archetypes it's already been

24:08

appearing in in previous years so I

24:11

don't feel the need to go in depth going

24:13

over the specifics for each one 2021 was

24:16

mostly the same the elite barbarians

24:19

mother witch and bomber became Mena

24:21

warping come March 20121 which

24:23

ultimately benefited the archetypes that

24:25

Mega minion worked best in in fact in

24:28

June the mega Minion's use rate peaked

24:30

at 18% with an impressive 57% win rate

24:34

these were the highest rates it's had

24:36

since 2019 I think this was mostly

24:39

thanks to the mother witch she was

24:41

keeping a lot of swarm decks in check

24:43

which gave the mega minion some good

24:44

room to breathe later in the year the

24:46

rates would fall again when Champions

24:48

were released likely thanks to the

24:50

overpowered Archer Queen but as the game

24:53

somewhat balanced out by the end of the

24:54

year the card's usage rate settled

24:56

around 11% in check challenges the one

25:00

Mega minion deck that was consistently

25:02

appearing on the leaderboards throughout

25:03

the last few years was giant double

25:05

Prince even though Mega minion had been

25:07

consistently appearing in multiple

25:09

different archetypes this exact variant

25:11

of giant double Prince was really the

25:13

one consistent deck that included the

25:15

mega minion it was certainly no log bait

25:17

or hog 2.6 but few decks lasted in the

25:20

metaphor as long as this one so overall

25:23

throughout the entire Mega Minion's

25:25

history up through the end of 2021

25:27

there's never really been a period up to

25:29

this point where it was considered

25:31

useless it's had some brief downfalls

25:33

for sure but at no point would anybody's

25:36

seriously argue it needed a buff it had

25:39

been well over 2 years and counting

25:41

since the mega Minion's last balance

25:42

change by now and if it wasn't on

25:44

anybody's radar for a balance change

25:46

before then it certainly wasn't now the

25:49

goal for a balanced card by now was

25:51

about 6 to 8% usage with a 45 to 55% win

25:54

rate if we look at the last available

25:57

stat from 2021 it did technically exceed

26:00

those boundaries but it would have been

26:02

extremely nitpicky to Nerf a card with

26:04

those kinds of stats ESP especially one

26:06

the community wasn't upset about but

26:09

when even a balanced card doesn't

26:10

receive any sort of balance change for

26:12

years on end it's very likely that that

26:15

card will eventually become too strong

26:17

or slowly phase out of the meta over

26:19

time with a never changing environment

26:22

it's nearly impossible for any card to

26:24

maintain the same rates forever Mega

26:26

minion had generally always had a place

26:28

in the game up until this point even

26:30

though plenty of other air support units

26:32

have been added since its release it

26:34

still had a place thanks to being the

26:36

only one that was under four Elixir and

26:38

resistant to Big spells but going into

26:42

2022 you started to see the mega minion

26:44

phasing out of the meta by February its

26:46

use rate fell to the 7 to 9% range right

26:49

around what a perfectly balanced card

26:51

would have and this wasn't temporary as

26:53

we go through the year The Raid stayed

26:55

in that range and even fell to as low as

26:58

5 5% by October the 2022 environment was

27:01

just not as suited for this type of card

27:03

you had Skeleton King swarm decks Rising

27:05

into prominence as well as Electro giant

27:07

cycle decks which just weren't

27:09

strategies that needed a slow moving

27:11

melee single Target troop classic

27:13

Beatdown giant Golem and Lava Hound

27:15

decks just weren't as present throughout

27:17

2022 and this took a toll on the mega

27:20

minion but again I will emphasized that

27:22

the card wasn't useless it was just more

27:25

Niche it still worked fine with the

27:27

strategies it had been working well in

27:29

you were just starting to see different

27:31

strategies arise but virtually none of

27:33

this would matter when one major event

27:36

in October 2022 would change everything

27:40

we have seen new air support cards being

27:42

released left and right since the mega

27:44

minions inclusion and although sometimes

27:46

it could cause a brief fall it would

27:48

always bounce back and even occasionally

27:51

those new air support cards would

27:52

ultimately strengthen the mega minion

27:54

October 2022 would see the addition of

27:56

the last air support unit the game would

27:58

ever see the Phoenix the Phoenix was

28:02

more similar to Mega minion than any

28:04

existing card in Clash Royale because

28:06

even though it cost one more Elixir it

28:08

was a spell resistant single Target unit

28:10

and didn't need to build up a charge

28:12

like Inferno Dragon Phoenix was some

28:14

pretty serious competition this was

28:16

certainly not a card you were ever going

28:18

to see in the same deck as Mega minion

28:20

both units had the same movement speed

28:22

and range and although the mega minion

28:25

did slightly more damage per hit the

28:27

Phoenix still dealt enough to One-Shot

28:28

troops like minions moving on to the

28:31

advantages the Phoenix had it for one

28:33

attacked 7/10 of a second faster while

28:37

having enough Health to survive a

28:38

lightning had death damage and the

28:41

potential to revive itself as you could

28:44

imagine the Phoenix was far more

28:45

appealing than this old rust bucket and

28:48

thus the use and win rates immediately

28:50

fell to being the worst theyve ever been

28:53

having the second lowest win rate in the

28:55

game right in between its minions

28:57

brethren Not only was the Phoenix a

28:59

solid replacement to this card it was an

29:02

amazing counter in fact it countered all

29:05

of the other flying cards really well

29:07

there was just no place in the game for

29:09

Mega minion anymore the Phoenix had

29:11

completely taken over the game and if

29:14

all that wasn't bad enough there was an

29:16

overpowered Champion the monk released

29:19

at the same time which was also seen in

29:22

over half of Grand Challenge decks upon

29:24

launch but wait how would this card

29:26

negatively affect the mega minion it was

29:28

a grounds targeting Troop that could

29:30

reflect projectiles well you see even

29:33

though technically the mega minion is a

29:36

melee troop it attacks by throwing its

29:38

spit at its opponent and since it's

29:41

technically throwing it that's a

29:43

projectile thus the monk reflects it

29:46

meaning if a mega minion attacked the

29:48

monk when its ability was active it

29:50

would just end up killing itself this

29:52

was a weakness the Phoenix did not have

29:55

so you can see why the minion cards were

29:57

losing more often than every other card

30:00

it's like supercell designed the perfect

30:02

environment for them to be in the worst

30:04

possible State I mean these rates even

30:06

made the wizard look all right I want to

30:08

just take a second to question why

30:10

minions were ever considered melee they

30:13

exceeded the range of every melee troop

30:15

before the simplification and have all

30:17

the qualifiers of a ranged card there's

30:19

no other melee card in Clash Royale that

30:21

can have their attack reflected by a

30:23

monk because the minions are the only

30:25

melee troops with a projectile attack

30:29

also before the range simplification

30:31

every melee card just had melee in their

30:34

stats not showing the exact number

30:36

except the minions which did show their

30:39

exact tile range implying they used to

30:42

be considered ranged troops it really

30:44

just makes them stand out in a weird way

30:47

the Phoenix obviously needed some major

30:49

nerves and when that happened the mega

30:51

minions rates were sure to increase once

30:53

again but over the next few months

30:55

supercell would give the Phoenix super

30:57

light nerve

30:58

so it would continuously box out the

31:00

mega minion it's actually pretty

31:02

reminiscent of how supercell treated the

31:03

mega minion in 2016 and

31:06

2017 and now that I think about it

31:08

that's sort of what happened with the

31:10

skeleton dragons too so I guess this is

31:13

just the procedure for flying support

31:15

cards going into 2023 Phoenix was still

31:18

one of the most popular cards in the

31:20

game and thus Mega minions rates

31:22

continued to be poor but apparently

31:24

supercell wasn't going to wait until the

31:26

Phoenix was balanced out before deciding

31:28

what to do with the mega minion because

31:30

on March 28th 2023 supercell announced

31:34

what would be the first buff the mega

31:36

minion would ever receive a hit speed

31:39

decrease of not one not two but 3/10 of

31:43

a second that's right they were

31:45

reverting it back to the hit speed it

31:47

had when it was first released in

31:49

September

31:50

2016 now obviously it wouldn't have the

31:53

same damage or range it did back then

31:55

but 3/10 of a second was huge especially

31:59

for a card that was considered to be

32:01

relatively balanced just a few months

32:03

prior it was essentially a rollback of

32:05

three consecutive nerves over a period

32:07

of 3 years what makes this balancing

32:09

decision even stupider was that they had

32:11

just buffed the archers hit speed who

32:13

were also underused by 2/10 of a second

32:16

in the previous set of balance changes

32:18

and that made them super broken with

32:21

this hit speed reduction it would now be

32:23

able to get two swings on the princess

32:25

Tower if unanswered once again Community

32:28

was freaking out at this announcement

32:30

bracing for the return of the meta

32:33

minion a few days later supercell would

32:35

come to their senses and realized that

32:37

this was about to be one of the worst

32:39

balance changes they ever implemented so

32:41

they walked back part of this hitsp

32:43

speeed decrease to only one tenth of a

32:45

second part of me wishes they just went

32:47

through with the original plan though

32:48

because if they did this video would

32:50

have been way more interesting but from

32:53

a game balancing point of view this

32:55

change definitely made sense the rates

32:57

were all already falling throughout 2022

32:59

and the Phoenix just made it much worse

33:02

even if the Phoenix was in a balanced

33:04

State Mega minion still likely would

33:06

have had subpar raids but when that's

33:09

the case you don't want to give it an

33:10

insane buff after this balance change

33:13

went live the rates went back up to

33:15

about what they were in October 2022 pre

33:18

Phoenix it was a little underused but

33:20

still useful in the right deck and

33:23

that's where it hovered for a while

33:25

until around the time evolved bats got

33:27

buffed ol solved archers were released

33:29

and Little Prince was released we also

33:31

saw a new tower troop the caner added

33:34

and when a player was using it the mega

33:35

minion got no hits on the tower in a

33:38

one-on-one interaction after all these

33:40

developments the mega minion was only

33:42

seen in about 2 to 3% of Grand Challenge

33:44

decks which is a bit surprising

33:46

considering the mega minion when used

33:48

correctly is a solid counter to the

33:50

popular little brat I mean prince in a

33:53

surprising turn of events though the

33:54

rates of Mega minion at the end of March

33:56

2024 have been surprisingly all right

34:00

and if you see him today he will almost

34:02

certainly be paired with Golem or lava

34:05

hound the mega minion was once an

34:07

incredibly versatile thread considered

34:09

to be a staple card in a variety of

34:11

popular decks but with a never-changing

34:13

environment it has diminished to being a

34:16

niche but still sometimes useful tool in

34:18

modern Beatdown decks it's certainly

34:20

nowhere near as popular as it was during

34:22

its prime but I don't think it needs any

34:24

more changes I feel like it's unlikely

34:27

to get a to change anyway though it's

34:29

never gotten much attention from the

34:31

developers and I say that because

34:33

supercell basically forgot to give it an

34:36

emote every existing troop in the game

34:39

got one before the mega minion did until

34:42

2023 and even then they didn't bother to

34:45

create one themselves they let the

34:47

community do it one more interesting

34:49

thing I wanted to mention about the mega

34:51

minion is that even though it's a rare

34:53

card Seth who was the community manager

34:56

stated in an interview in 2019 that he

34:59

wished it was a common card there are

35:01

definitely some cards that I wish we

35:03

could go back and change the Rarity of

35:05

like I wish Mega minion could be a

35:06

common I can't think of a card that

35:08

would be better suited just to be a

35:10

common I feel like by 2019 there were

35:12

already a lot of cards that didn't quite

35:14

fit into their Rarity but Mega minion

35:17

was never really one I felt was

35:18

misplaced however given its Simplicity I

35:21

wouldn't disagree with the notion that

35:23

it should be a common but card Rarities

35:26

do not change so no matter how much it

35:28

deserves it it will likely remain rare

35:30

forever it's not like a card's Rarity

35:32

matters that much anyway but as always

35:36

let me know what you think about the

35:37

mega minion and what cards history you

35:39

would like to see next thank you all so

35:41

much for listening and I'll see you all

35:43

next

35:44

[Music]

35:56

time but

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Clash RoyaleMega MinionGame HistoryBalance ChangesMeta EvolutionAir SupportCard StrategyRarity DiscussionCommunity ImpactSupercell
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