Updates |

WELCOME TO UPDATE 27.1!

RUSH ROYALE’S BIRTHDAY

Rush Royale will be turning four years old very soon! We are waiting for all of you so we can celebrate this day together – and hand out a mountain of gifts to our beloved players!

DRAGON RIFT

Time is flowing, everything is changing... Mages, for example, are doing internal rearrangements in their towers and moving bookshelves around when they are bored and in desire of something new. The Dragons, on the other hand, always play big – they just turn their dimension upside down. Now, for instance, they created even more shard worlds, altered their habits and gained a taste for gold!

Those who already had a chance of getting inside the dimensional rift had this to say:

The Dragon Rift is now intended for solo playing. The number of waves has become smaller, and depends on the difficulty of the area where you are playing. You may advance across areas faster, and gradually catch up with the primary bosses – Dragons! They also became much more inventive, you will have to come up with your own unique strategy to defeat each of them.

The main reward of the event will be gold... a lot of gold! This way, you now have an additional source of this resource, which you can use twice a month.

The progress of exploring worlds will be saved from event to event.

ECONOMY CHANGES

Starting with Version 26.0, we have been working on changes to the game's economic model. During this process, we took our time to analyze the changes already made – and the need for adjustments.

All changes, without exception, are aimed at providing optimal speed of leveling up the players' decks. At the same time, the absence of the Book of Secrets should not affect this process, and the room for growth should remain.

As a result of monitoring statistics and evaluating the changes, we came to the conclusion that we have almost reached our goal. However, one last obstacle remains: the Magic Orbs. In 26.0, we underestimated the benefits that universal currencies bring, so you could feel a slump in how often Legendary cards were upgraded. In Versions 26.1 - 26.2, the Magic Orbs were brought back to the game, and we have received more information.

Let's move on to the changes:

Seasonal Shop and Magic Lab

  • The Magic Lab is back! Five times per season, you can exchange Legendary unit cards for Magic Orbs there for free
  • The Seasonal Shop is now closed. Rune Keys can now be used to get the Glutton Chest inside the Chest section
  • Additional sources for obtaining Magic Orbs have appeared (see below)

Legendary cards and Magic Orbs

  • Due to the return of the Magic Lab, the ratio of required cards and Orbs has been revised towards increasing the share of Orbs and decreasing the number of Legendary cards
  • You need cards as well as Orbs to upgrade a Legendary unit of any level
  • The total requirement of both for leveling up one Legendary unit to the maximum remains the same (73)

Season Pass and Ranking

With the return of the Magic Lab and the revision of the requirements ratio, seasonal rewards and ranking rewards have also been changed. The primary goal of these changes is to balance the speed of obtaining key resources for leveling up Legendary cards:

  • Some of the Legendary cards have been removed from the free part of the Season Pass, Chests of Magic Dust have been added instead
  • We have also gathered all the Bells in the free part of the pass. They were moved from rewards for daily quests and other sources
  • The premium part of the pass now has Magic Orbs and Experiment Coins, but there are less Glutton Chests
  • The Seeker Compass is useful in Expeditions, allowing you to increase the chance of receiving a Relic Chest containing a fragment of a Legendary hero, equipment items, and a heroic token. Therefore, the Seeker Compass has now replaced Magic Dust in the seasonal chest. Let’s start some Expeditions!

Rewards for daily quests

  • Bells in daily quests have been replaced with crystals: accumulate them and buy valuable resources, such as the Archmage Chest with Legendary cards!
  • A second level of quests has also been added, for which you can receive a special box – you have a chance to find a Magic Orb, Magic Dust and other rewards inside. Complete quests often and collect rewards!

Regular events

  • Event tokens in the free reward line of regular events have been replaced with rare equipment items. These items will be useful for beginners in the early stages of leveling up, and experienced players will be able to use them for leveling up the necessary items, or to disenchant them into fragments to level up existing equipment
  • Added Golden Chests containing Magic Dust

* The changes described above will not affect the event that will be running at the time of the update release. You will be able to evaluate them when launching future regular events.

Other

  • Experiment Coins are a valuable resource that allows you to get exclusively Legendary unit cards including some units from regular events. With the release of this version, you will be able to receive currency from the Challenge of Seven, the Rhandum League, and the premium part of the Season Pass
  • The Chest of Choice becomes a unique and rare method of being guaranteed to receive the necessary Legendary unit cards. These Chests can now be purchased only during special offers, and in the Season Pass, the Chest will remain only in the premium reward line

BALANCE CHANGES

UNITS

 

Genie

  • Base damage for every charge after 200th is now lower: 0.75% → 0.65%

Talent: Magic Sultan

  • The logic of Sultans appearing has been changed. If there are less than two on the field, one random Genie will turn into a Sultan

Why?

The Gunslinger has made it a lot easier to build the field for the Genie, which led to the increased number of charges accumulated in battle – which, in turn, affected this unit’s balancing. The change to the logic of Sultans appearing is intended to amend the errors which led to the possibility of more than 2 Sultans appearing on the field.

 

Witch

  • Healing monsters at the unit’s starting level is now weaker: 30% → 25%
  • Increase in the power of healing monsters per unit level is now lower: 7% → 5% (Max. value of 96% → 75%, taking bonus from mana power-up into account)

Why?

At the moment, the Witch is the strongest unit of this particular specialization. At full upgrade level, she can completely block damage from units she has afflicted with her effect, which can lead to near-instant defeat. This change is aimed at weakening the witch’s fatal influence against units that have fallen under her spell.

 

Frost

Talent: Icy Breath

  • The percentage of mana blocked from receiving is now smaller: 100% → 60%
  • The effect now lasts longer: 3s → 4s

Why?

This change is aimed at reducing the negative effect of fully blocking mana from being received, which would make playing against aggressive decks less of a pain.

 

Crystalmancer

Talent: Crystal Arcanist

  • Armor reduction limit is now smaller: 100% → 75%
  • Damage against monsters in a single chain is now greater: 40% → 70%

Why?

The peak armor destruction by the Crystalmancer with the Crystal Arcanist talent exceed the peak armor destruction value of the Trapper! Even though the Crystalmancer takes more time to inflict the maximum level of armor destruction, during the Death Wave, monsters survive long enough for the Crystalmancer to feel more confident than the legendary support unit. For this reason, the peak armor destruction from this talent was reduced, while the damage dealt is, conversely, increased. This prevents the Crystalmancer from becoming too weak in the decks where he is the primary damage dealing unit.

 

Bruiser

Talent: Awakening Rage

  • Damage bonus per each clover is now greater: 18% → 20%
  • Damage bonus per each clover after 30 charges is now greater: 9% → 10%

Why?

The Awakening Rage talent is more difficult to employ than the Furious Brotherhood. That said, the Furious Brotherhood is slightly ahead of the Awakening Rage in effectiveness as well, so these changes are intended to resolve this little bit of inequity.

 

Blade Dancer

Talent: Floral Frenzy

  • An effect was added to the talent: during the Dancing state, the Dancer’s attacks have a 25% chance of bouncing to a neighboring monster.

Talent: Blooming Dash

  • Damage bonus per each flower after 50 charges is now smaller: 0.75% → 0.5%

Why?

The changes are justified by the fact that the Blade Dancer with the Floral Frenzy talent does not deal enough damage against multiple targets to unlock her potential – she cannot switch targets fast enough to deal damage effectively. But the Blooming Dash talent has shown itself to be more effective than we had anticipated in decks with the Gunslinger, and that has strongly affected the balancing of this talent.

 

Sentry

Talent: Change of Guard

  • Damage bonus after 9 Sentries take their Guard Posts is now smaller: 5% → 2%

Why?

The Change of Guard talent was initially balanced towards players with low upgrade levels. Talent bonuses were strong enough, since players could not possibly gain too many charges from setting Sentries onto Guard Post tiles in the absence of support units similar to the Gunslinger. Now, though, the Gunslinger exists, so this situation has changed, and the Sentry is now much stronger than initially planned.