Hmm it's a Orange Juice.
What's up everyone this is OJ.
Supercell has officially announced that the Executioner's stun mechanic is a bug.
Meaning that we most likely won't be seeing this type of stun mechanic in the game again.
Zap will be the one true stun
His axe splashing units behind him are going to be removed.
He also has this weird bug where he deals
it's initial damage when the axe is fully extended.
But this is nothing compared to his axe
flying out of the arena.
Fixing these issues requires a full client update they've
hinted that their aiming for a big update in March.
If I were to guess I would say
March second as that's the anniversary
of the global launch date. Now with the
stun and all of those interactions
they've made the Executioner the number
one card in the game so there's going to
be a small balance update which is going
live on February 13th. The Executioner's
range of initiation is five tiles. It
will now be reduced to 4.5 tiles. Units
now have to be a tad bit closer to
initiate his throw. His ax range currently
extends beyond that and travel seven
tiles. Now it'll travel 6.5 tiles. This
slightly reduces the axe's area of denial.
His damage is being reduced by six
percent. It's being lowered from 140
to 133. This is kind of like a
12-percent damage nerf since the axe
passes through units twice. In terms of
interactions most units remain the same
most tanks will be able to survive one
extra pass
He will be less lethal against an arena
tower. The mega minion will now be able
to survive the axe's fifth pass, but will
die on the sixth pass. This is pretty
significant as it's a flying unit. The
axe can potentially only hit once. The
balloon used to die in five total
attacks or 10 passes but now it will
take 11 passes which means that it requires
the Executioner to throw it's axe six times.
Currently his axe's splash radius is
exactly one tile. This is incredibly
devastating and authors insane
area-denial. Now it'll be reduced to 0.9
tiles. This radius is very suddle on
paper, but the impact is
huge in real situations especially when
units float past them. The balloon dodged the
second pass through because of the angle
and this is with the one tile radius.
Comparing it side-by-side here's how
much smaller the radius is. It will
certainly miss the units on the second
pass through more often. Some other stats
were tweaked of the returning axe won't
quite splash everything.
This seems to be a temporary fix until
the client update fixes this. They will
be looking at this card closely after
March as it completely removes it's stun
effect aswell.
Poison has been in Supercell's radar for a
long time. The slow buffer on this card
will not be coming back.
They're reducing it's duration from 10
seconds to 8 seconds and redistributing
it's damage so the damage per second is
increasing by 24 percent. The
total damage of poison will be reduced
by one percent so at tournament standard
it will still dealing exactly 600 damage.
For the damage per tick will
significantly stronger. Currently at
tournament standard the poison deals 61
damage per second, but with the
24 percent dps buff it will
deal around 75 dps. What does this mean?
The skeletons will die in one tick now.
Skeleton Army is going to get rekt even
harder.
Graveyard is active for 8.5 seconds and
starts accumulating skeletons very
rapidly. Poison will last eight seconds
and it can take out the entire graveyard. With
it's ability to kill skeletons in one
tick now poison is officially the
unstoppable hard counter to graveyard.
Interactions with cards drastically
changed.
You don't have to worry about keeping
cards in your poison for as long. Archers,
skeletons, minions, bomber, princess, dart
goblin, ice spirit, guards and tombstone
will die inside poison one second faster.
The P.E.K.K.A.'s deploy time has been
reduced from three seconds to one second.
Elixir regenerates at a rate of 2.8
seconds during regular time and 1.4
seconds at the one-minute mark. This
means that it's a slight nerf to larger
pushes during double-elixir time. Since the P.E.K.K.A.
deploys faster you will have less time
to accumulate a elixir. Exactly 1.4 less
elixir for your larger pushes. But this is
also a buff because it's not
unreasonable to use her reactively as a
defensive
car to wipe out tanks on the frontline. The
Skeleton Army is still seeing incredibly
high usage rates despite the Executioner
being a hard counter to this card. It's
army is being reduced from 16 down to 15.
Realistically there are so many of them
the last few skeletons struggled to lock
onto a Giant anyways.
However there is one situation where the
outcome would have completely changed if
there were one less skeleton. The
skeleton that left the army joined the
skeletons. This card will now spawn four
skeletons again with the ice spirit-power
creeping on the skeletons territory it
makes sense to reintroduce the fourth
skeleton. This opens up huge defensive
opportunities again. Individual cards
will be able to be fully shut down for 1
elixir. Check out my video on how to use
a skeleton if you haven't seen yet to
prepare for the buff. The dark prince is
receiving a five-percent health buff.
This doesn't drastically change any
interactions with him but he will be
able to survive one extra hit from most
cards so he'll remain on the map for an
extra second. The witch is receiving a
six percent damage buff. At tournament
standard this damage is increasing from
65 to 69.
This doesn't sound like much but it
completely changes the dynamic of this
card. She can now one shot skeletons as
fast as a dart goblin. With the amount of
skeletons that she can spawn they too
can take out skeletons. She's officially a
reliable counter to graveyard. With all
the epic starter cards like the witch
and sk.army receiving so much love the baby
dragon is finally starting to see some
love aswell.
It's range is increasing from three
tiles to 3.5 tiles. Overall it'll be a bit
more reliable to use. Thanks for watching
stay tuned for more quality OJ.