Hey guys, what's going on? Quick video sharing the balance changes. This is a game changer in my opinion, mainly because of the heel. The heel did indeed get a rework as some of you saw in the dev builds from the ramwriter videos. It's going to be costing one elixir today in the video. I want to give you all the news on heel and then quickly run down the other balance changes because honestly, this was a big one. So let's go ahead and get to the video. Hey guys, so before we talk about heel, we have three buffs and five nerfs to talk about briefly. I'm going to give you the stats and my quick opinion on the changes. So starting with the buffs, we have Magic Archer, a first attack increase by 3.3 seconds. Wow, three seconds, that'd be pretty crazy. 0.3 seconds on the first attack increase, which obviously affects all his change target times. His first attack on every new engagement is going to be 0.3 seconds faster. I hope that will return him to viability. I'm a big fan of the buff. Next up, we have the Goblin Giant, two buffs onto the Goblin Giant, a hit point increase by 3%. And also a 0.5 tile range increase of the spear Goblins, but only when they're in his backpack. So when he dies and they're on the ground, they're back to the normal spear Goblin range. The reasoning for this, according to Supercell, is because they have a better line of sight in a vantage point when they're on his backpack from all that height increase. So that is the buff to Goblin Giant. I'm a big fan of that as well. The next buff and the final buff on this balance change list is going to be Sparky. Well, I guess heel is kind of a buff to, but Sparky. Sparky is going to see a range increase from 4.5 to 4.75. So a 0.25 tile range increase on Sparky. The main interaction that's going to actually change for Sparky is allow Sparky to one shot and E-Wiz, assuming they're both going, you know, solo in down the same lane. So that's actually a notable buff for Sparky, but I still think she might need a little bit more in the future to make her actually viable in meta, but we'll wait and see. So those are all the buffs in this update. Going on to the nerfs now, we have a golem nerf and it's not to the golem, but rather the golem mites and it's a very, very mild nerf and this should just go with all of these changes, guys. Just be very cautious that you're not overreacting to any of these changes and oh, my favorite deck is golem. I'm never going to play it again. Just, you know, like, just play the deck and the golem might, the golemite nerf is really, really, really subtle and small, but basically all they're doing is the death pushback damage has, or not damage, excuse me, the death pushback effect, not the damage of the golemites, not the golem is going to be cut in half. So, you know, when the golemites die and they push everything back, it's currently the same as the golem that pushback effect, but now I'll be a little bit easier to deal with golemites because they won't push things back as far as they do currently, so it's just the very most minor of nerfs. They probably could have snuck this one in and a lot of people wouldn't have even realized it without telling us. Next on the nerf list is freeze. Freeze is going to see a 65% reduced damage to crown towers, to the towers, just like every other spell in the game. And honestly, I think that's the way it should have been from day 1 with the new freeze. However, I am for one skeptical that this is going to be enough. I still think that all the freeze decks that are currently inside the meta, in viable right now, will remain inside the meta, in viable right now. That's just my take because the big thing on the new freeze isn't necessarily that it's doing crown tower damage, you know, doing damage to any of your opponent's towers. It's really the damage that it's doing to the swarm troops that you can combo with ice golem death damage or zap or small spells to totally eradicate them. So that's why freeze, I think, is still probably going to need another nerf in the future, just my opinion. Next is going to be the battle ram. Battle ram reduced impact damage 11% that takes it from 125 impact damage turni standard to excuse me, takes it to 125 from 140. So a nerf to the battle ram, that's not a huge surprise to anybody. I still think it will be viable, but maybe it opens up a little bit more room for the ram rider to compete in some of those decks. We'll have to wait and see. I don't know how I feel about that battle ram nerf, honestly. I'm kind of on the fence about it. I do think that it was really strong at the same time. I hope it will still be viable because I enjoy the card. Next will be the barb hut reduced health by 7%. It's pretty straightforward. I think that was pretty necessary, honestly. So a 7% reduced health total hit points of the barbarian hut. And in the last nerf we're going to talk about is the barbarian barrel. It's again a very small nerf for the barbarian barrel. So don't overreact to this one, but what they're doing is remember when they buff the spawn or what are they called the deploy time of the actual barbarian in that battle on one of the several buffs that they introduced for the card. What they're going to do is roll half of that back. So it's going to be a point one five slower spawn or deploy time is the the the verbiage they use there for that barbarian. So those are all of the changes. So it's time to talk about heal. And I think that heal is really going to be a game changer as I said earlier. Probably going to title this video something to that effect as well because it's going to be the third card that costs one elixir introduced to the game Clasheryale. And that is really, really dramatic and impactful. You guys already know the inherent value in the psych ability, cycle ability of the one elixir card. Skeleton in ice spirit. Now we have heal added to the mix. So let's compare the old heal to the new heal. You guys already know that the cost is going to be going from three elixir to one elixir. The duration is also going to be changing. Instead of two and a half seconds, it's just going to be two seconds. And because we know there are two ticks spell ticks per second. It's going to be a total of four ticks that this heal will be deployed onto your troops throughout. So each of the ticks are going to be dramatically reduced by 63% overall heal as they were before. So essentially, let me just throw you the numbers at you. At tournament level standard, the current heal has 176 hit points per second. Now the new heal will only have 65 hit points per second. And remember, it's only two seconds. So the total heal will be 130 hit points. At tournament level standard right now with the rework of this spell. But again, the really impactful thing is just the fact that it only costs one elixir. I wonder if this card will be added even to decks where you might not see the inherent value of having the heal ability just for the psych ability, cycle ability, I'm not even like word ash, what the heck dude? You're rooting the video. But seriously, I think it's going to have a tremendous potential as just a cycle card in a lot of different decks, not just cycle decks, but having a one elixir spell that just does, you know, not instant heal, but just heals for 130 HP and cycles your deck and gets you to that next win condition or that next important spell or that next counter card that you need for your opponent's win condition is just really valuable. I do think that heal will be metanow after this change. And the description or the supercell description of this rework is as follows. Heal being a three cost counter to four cost spells can create some frustrating meta games. A vast majority of decks only run one's larger spell, but several run several smaller spells. Reducing heal to one cost makes it more appealing to hog rider, miner, and galbomb barrel cycle decks. Fear not though, decks like three musketeers will not be able to counter fireball plus zap using the new heal. So there you have it guys, what do you think of these balance changes? What do you think of the new rework on heal? Let me know in the comments below, I can't wait to read your feedback guys, a huge shout out to Stach Ra out in Brenchong, my YouTube partners. Check out their information as well. Thank you and as always, take care guys.