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History of Clash Royale's Most Hated Card

Apr 14, 2024
meganite is literally ruining the Mega Knight, he is stupidly overpowered and responds, today we are going to talk about perhaps the

most

controversial and

hated

card

in the entire

history

of Clash Royale. In all the time I've been playing this game, I've seen complaints about tons of different ones. letters, but nothing could compare to the level of hatred. I've seen this

card

get a card with more health than a lava hound, more spawn damage than an actual delivery while dealing splash damage on every hit combined with a very frustrating jumping mechanic. led to years and years of community outreach.
history of clash royale s most hated card
So today we'll look at the mega Journey of the Knights throughout Clash Royale

history

, its impact on the Clash Royale landscape, and why it has remained the

most

hated

card for so many years. Knight was released into the game exclusively for players who were able to unlock him through the Special Challenge on August 25, 2017. One interesting thing the community was talking about was whether Mega Knight was actually the Builder from Clash of Clans, since the Builder He had actually left Clash of Clans just a few weeks earlier and was still missing. This was an interesting theory and there are certainly some similarities, but it was confirmed just a few days later that the MegaKnight was actually not the Builder now in 2017, each challenging for a newly released card. worked a little different the way this challenge worked is that you would need to build a deck around the Mega Knight meaning 100 of the players would have the card, there were no other tricks, there was no draft, just build a deck around the Mega Gentleman, now that I have played.
history of clash royale s most hated card

More Interesting Facts About,

history of clash royale s most hated card...

Clash Royale for a long time and I can confidently say that this was probably the most miserable challenge I have played in the history of Clash Royale and it's not just because everyone had Mega Knight challenges, they were much more difficult in 2017. Firstly place, it was. a 12 win challenge, unlike most current challenges which are only 8-10 wins, there is no Royale pass or any way to reset losses, if you lost your three times you were left out of the challenge and had to start from scratch, most people did. using a Mega Knight Pekka combo, which meant that in most games both players had very defensive decks and no real win conditions, which ultimately led to many stalemates and often games ended in draws, no there was a tiebreaker back then, so it was quite common to do so. multiple games in a row without winning or losing, this challenge was the only way to play Mega Knight originally and highlighted a major problem for this type of challenge, if you know that everyone has a card, you are going to build your deck specifically to counter that card, which which in turn will encourage players to not play the new card as much after this challenge ends, only players skilled or wealthy enough to beat the challenge had the card, if you didn't win the challenge you could spend 4900 gems on a chest that had a high, but not guaranteed, chance of getting the card.
history of clash royale s most hated card
I didn't get it at the time, two weeks after the challenge started everyone was finally able to unlock it and in the next few months the floodgates would be unlocked. There are no Grand Challenge stats at this time, but there are top ranking stats and other ways we can see how Mega Knight was impacting the game at the time of the August 2017 season, when Mega Knight was only available in play during the final nine days of the season was exclusive to players who could beat the challenge, appeared in nearly 12 percent of top ladder finishing decks, was popular in these two cycle decks as well as a giant Elixir bomb deck and the giant deck was actually the most popular Mega Knight deck.
history of clash royale s most hated card
For that season, since Mega Knight wasn't really a win condition, Mega Knight was basically a support card for this giant deck and it was evident that in Mega Knight's lifetime it had impeccable synergy with Bandit, part of this reason It was simply due to a bug that occurred when playing these two cards together, if the Mega Knight and the Bandit jumped and ran towards the tower at the same time, the Bandit usually got there first and then the Mega Knight would push the Bandit back out of the tower. tower. would lead to an infinite loop of the Bandit running towards the tower until he was distracted or the Mega Knight died.
Even though the distance was much less than the Dash's minimum initiation range, it was apparently also possible that the Mega Knight was the one who jumped. infinitely instead of the Bandit to run infinitely, but I didn't find a single case of this actually occurring because the megaknight's mass was so high that it couldn't really be pushed out of the tower. Now let's look at the meta in the September 2017 Season, as that was the first full month that Mega Knight was released and it was finally released to everyone in September 2017. Mega Knight appeared in a whopping 21 of all final decks , the same three popular decks from last season were the final best decks. once again, but this time the Mega Knight hog Rider deck was the most popular Mega Knight deck, with the giant being the least popular of the three.
This season's most popular Mega Knight deck was actually the third most popular deck in the game overall, just below. This month's Golem Beatdown and log bait seemed to be the mega Knights p as in October 2017 it dropped back to a usage rate of around 14 in the top 200 once again and the card would remain floating in this area, this would likely It was partly due to The Mega Knight Bandit bug was finally fixed this month in December 2017, although a big change would come to The Meta. This was due to the release of the royal ghost. Phantom Royal was one of the strongest cards released, I would say, in all of Clash Royale.
It also tells the story of Skeleton Barrel, which was added just over a month before the ghost received a huge buff that gave it deadly damage and knockback, ultimately making it a very powerful card in the meta. Mega Knight found great synergy with both cards leading. Since this deck was the most used in the top rankings in December 2017. Despite this really popular deck, Mega Knight's overall usage rate did not see a massive increase, you might be wondering how the community felt about Mega Knight in general at the time. As of late 2017, Mega Knight had been out for four or four months with no balance changes other than bug fixes.
Back in October, this version of Mega Knight is objectively much more powerful than the one we see today, so why wasn't this card nerfed? However, well, from the discussion I was able to discover about this card, even from the beginning there was already a pretty big split in the strength of the card. It seems that many people believed that this card was perfectly balanced when only a few believed that this card was too strong. There doesn't seem to be much outcry against this card, at least no more than you'd see against something like Hog Rider or Royal Giant.
Unlocking and leveling legendaries at the time was super difficult, meaning most players couldn't level up their Mega Knight. Easily like they could with Royal Giant or Hog Rider, Mega Knight was actually considered a very balanced card upon its release, but the further into the future I found each Mega Knight threat, it seemed like Mega Knight's complaints were growing. slowly. people were slowly leveling up their Mega Knight and its usage rate on the mid ladder had steadily increased over time by February 2018, the people complaining about meganite had grown so much that it could no longer be ignored, most of the people did not demand it. it was no longer balanced and many people admitted that the car needed at least a little bit of courage, it's funny because sometimes when I think about the release of mega Knights I think it may have been intended as a tough counter to the elite barbarians, which were another very popular intermediate ladder. auto which was one of the most hated cards in the game for a time.
Elite Barbarians were still one of the most hated cards in the game, even if they weren't great in competitive play by this point, so I wonder if Mega Knight was added specifically. as a counterplay for elite barbarians, but at this point it was clear that the Mega Knight did not remove the toxicity in the middle of the ladder, but rather kept it. Under new management on February 12, 2018, Mega Knight would receive its first value, you would think it would receive a little nerve considering it had been considered a fairly balanced card for a while, but this card ended up receiving one of the Toughest nerfs a card has ever received in Clash Royale history.
Both his jump and spawn damage were reduced by a whopping 25 this caused many interaction changes, the biggest ones included him no longer being able to fully counter a Hog Rider on his own, as well as no longer being able to kill the Fireball blades with just its spawn damage and a hit to spawn damage, and it also couldn't kill zappies that weakened its spawn damage and jump so strong was incredibly difficult for this card because it was the main thing it had going for it. , his normal damage was not what Mega Knight was used for and if this Nerf wasn't enough, his spawn radius would also decrease. from 2.5 tokens to 2.2 tokens now when you take a card that was considered balanced by the top ranked players and nerfed it so much, you can probably guess what the result is in the top ranked game, the card fell from a usage rate from 17 to zero.
Usage percentage, the card was basically dead competitively and considered useless to many players, but what's interesting is that this car didn't disappear from the game completely. Everyone says that Nerf a Mega Knight went overboard and killed the win and usage rates, however, would speak otherwise, especially on ladders. The rates for this card on the ladder were actually okay. It seems like at this point the card was becoming an intermediate straight. Threat, a term used for a card that is deliberately kept underpowered because it will. thrives in the mid-ladder environment anyway and is too toxic, especially when leveled up;
However, legendaries have always been treated a little differently in Clash Royale history, as they have always remained viable and are quickly buffed if they fall off the paddock, with very rare exceptions there as well. There didn't seem to be many complaints about Mega Knight anymore, which is a big reason why Supercell balances cards in the first place, they never underestimate the influence of the community, so a few months after this devastating Nerf in June 2018, Mega Knight would receive two upgrades. one on June 4 and the other on June 20 On June 4, his spawn and jump damage increased by 23 percent, not a complete restoration of his previous spawn and jump damage, but it was enough to make his damage generation could kill the zappies once again. but this benefit would come at the cost of its damage output, which would be reduced by 7.5 on June 20.
His minimum jump range would go from four squares to 3.5 squares, which is higher because this means he would jump more often instead of walking, which is exactly what he is. What you want your Mega Knight to do with this is an overall consistency change because Supercell wanted each car to start at 3.5 squares. However, this buff wasn't the only thing that would affect the Mega Knight's viability in The Meta, because the same day as this minimum. The Royal Hogs range upgrade would be introduced in Clash Royale, this introduced a win condition that Mega Knight was practically perfect to counter;
However, even after both upgrades, Mega Knight didn't really see any competitive play and Royal Hogs Landing gently entered the game. It didn't help Mega Knight either, but even with Royal Hogs eventually being buffed and becoming a relatively strong card, Mega Knight was still considered a dead card to many players, it had a couple of small spikes thanks to Royal Hogs, but it was nothing. crazy. It really shows how bad a card is when it's not even used much, even when the win condition on hard counters is Meta. Even though its jump damage was almost completely reversed, it was now easier to counter due to Nerf damage with cards like Knight Bandit which could counter it on its own, it was quite easy to get defensive value from this card, but without much value offensively, was established as a below-average card, Mega Knight simply didn't have enough value and an expensive card like he needs.
By now, there were a lot of people pretty upset that this card just wasn't getting the buffs it desperately needed, so finally, on November 5, 2018, Mega Knight would get an interesting buff that would take its hit speed from 1 .8 seconds to 1.7 seconds. and oneDecreased first hit attack speed from 0.6 seconds to 0.5 seconds. The main interaction this changed was that the Knight could no longer fully counter Mega Knight on its own. This is exactly what this card needed because this attack speed of this card really didn't do it. It doesn't matter on defense, if you were using that card on defense, you were really using it for that arena-entering ability;
Otherwise, there were dozens of better options, especially if you're willing to spend seven Elixir for it, but even after this upgrade, this card still had stats that showed it was a below-average card, however, this buff caused something huge for Meganite Mega Knight. It had certainly had its fair share of complaints in the past, but so far I wouldn't say there have been many more complaints than most other cards were complained about in the past, so how much difference could a speed change really make? of 0.1 seconds? I exhaustively reviewed several different website threads and comment sections from March 2018 to just before this card's buff and found Virtually No Complaints about Mega Knight and if there was one, it got no traction and people were just clowning around. with the person making the comment.
Mega Knight was never hated as much as other hated cards at the time, however, when I did the same search, but this time from November 2018 to the following months, the results were overwhelmingly different. I started finding tons of people complaining about the Mega Knight, some of these posts got thousands of likes in this period of the game it was clear that the community hated the Mega Knight (it was probably the most hated card in the game at this point). However, it's important to know that this wasn't a unanimous community consensus because in any of these posts, you'd see a ton of people on the opposite side saying that Meganite wasn't even that good of a card and that it was relatively easy. to counter at a competitive level.
This was true, a win rate in the low 40s is below average and Supercell has stated that the minimum target a card should have is 45 with a play average of 50. The community was very divided on this card and which It should have been the future for her, so Supercell left her alone for a while, but the complaints didn't. Finally, in July 2019, Supercell buffed the Mega Knight once again, giving him a rank increase from one tile to 1.2 tiles. This is because they were simplifying the ranges for all melee cards, so now every melee card had to have a tile of 0.8 1.2 or 1.6. range with one right in the middle of 0.8 and 1.2, supercell had to choose whether they wanted to give Mega Knight a slight buff or a slight value to give to such a hated card, even a slight buff seems like it would cause even more outrage, but Given that a lot of other cards were being changed as well and that this was done for simplicity purposes, plus Mega Knight wasn't that good at competitive play anymore, Supercell pushed it in the previous direction and no one said anything about it.
Good job supercell. Anyway, it didn't really make a difference, based on the stats, now you would think that Supercell after a few months would give this card some kind of additional change or rework because of all the complaints it was still getting, but after this July 2019 change, Supercell was made, yes, Don with the Mega Caballero, would receive no more changes, nothing for the rest of 2019. In August 2019 we had a brief period where Paco was operational, which obviously hurt the Mega Knight, but then later in the year we also had an OP Fisherman Opie Executioner op Wedge op Witch Knight op Wall Breaker and OPI Elixir Golem so I think there was definitely some distraction from Mega Knight because the second half of 2019 was basically the era of balance changes designed by a Reddit user, but there were also no changes to Mega Knight in 2020 or anything in 2021, aside from some bug fixes; however, usage and win rate were actually still growing in competitive play by January 22, 2020, the card had amassed a usage rate of 17 and a win rate of 52 in Grand. challenges which are the stats of a very strong card, if not too strong.
The Surge was caused by the rise of wallbreakers that had been upgraded just a few months earlier. This deck specifically trended in January being the most popular Mega Knight deck in the game. However, this card again had a usage rate of 8 to 11 with a win rate of around 43 to 49 percent, which is actually the average a card can achieve. Most people in high ladder or competitive play consider this card to be perfect. balanced, it certainly wasn't useless and had a decent counter game, but the complaints about this card only grew and grew over the years and this was probably because the Mega Knight's last usage rate was 20 throughout. over the years with Pass Royale exchange tokens. and magic items, it's now much easier to level up legendaries, making it easier for many more mid-level players to upgrade their Mega Knights, but why do players choose to focus their resources on Mega Knight of all cards?
The reason why people choose to upgrade cards like Mega Knight is Because the mechanics of a card like Mega Knight appealed more to new players, it's really that simple, these types of cards are easier and more satisfying to play, so although this card was seen in a normal amount in competitive play, it was seen in a fifth of it. of all ladder decks is much higher than the expected usage amount for a healthy card. Mega Knight also thrives because the mid and lower areas of the game are a completely different environment than standard high ladder and tournament play, the magic witch and elite barbarians have much higher usage rates in later games than in competitive games. require a greater demand for Mega Knight, since it counters these three cards very well and one thing that leads people to hate a card in Clash Royale is the repetitiveness, people do not want to see the same thing. thing over and over again, even if they are winning against her in some of the games, Mega Knight players became a joke to the community because of how glorified it was, more experienced players just couldn't understand why they were complaining of this card.
There was so much going on and mid-level players simply couldn't understand how people could consider this card to be balanced. There was a huge disconnect, hence the letter's history of controversy. The card had lasted a full two and a half years without changes and with many players. I didn't like this card in the state it was in, so now let's go to 2022 to see what action Supercell would take against their controversial card in February 2022. Supercell said in a question that they were considering changing the Mega Knight that year and explained your doubts. Due to its popularity and controversy, just two months later in April 2022, Supercell would officially change the Mega Knight for the first time in years, they nerfed the Mega Knight's spawn damage once again by a whopping 20, making it had even less spawn damage than it had. when they took 25 off its original spawn damage in 2018 making it the lowest ever, this is what killed the card in the first place and now they were doing it again, interestingly enough though they didn't touch the jump damage ruining the consistency it had had throughout its lifespan, but reducing the spawn damage to basically its state from February 2018, where the card was perhaps in its worst state, seemed like the wrong move to me.
I know his other stats were different than they were in 2018 but this card is pretty much based on his spawn damage and yes Superzo opted to Nerf the spawn damage for this reason, they didn't want this card to be built around just to spawn damage because it was the most frustrating aspect of the card, but I think they should have improved its offensive capabilities if they were going to drastically improve its defensive capabilities because this was a big nerve for a car that was considered competitively balanced based on stats, This Nerf was a drastic blow to the card in competitive play as You can see the comparison here, it didn't even reduce the usage rate in the overall rankings as the usage rate stayed pretty much the same, meaning that what What probably happened was that Mega Knight players continued playing Mega Knight but lost some trophies since that wasn't the case.
It's no longer as effective, which will end up terrorizing a lower section of the ladder. This makes perfect sense. Mid-ladder players do not have the privilege of simply switching to a different deck if their deck weakens because they have already invested their resources in a specific deck. For me, this Nerf was one of the worst ways to solve the Mega Knight problem. I find it sad that Supercell was willing to remove a balanced card for the sake of mid-level players. I really didn't want this card to suffer the same. Targeted as a wizard or witch, this card needed a little revision if anything, it's definitely not a Nerf let alone another 20 nerves of spawn damage.
Would this really be the Knight's Mega Destiny? Nothing more than a threat on the mid ladder for all eternity four months after this nerve on August 2, 2022. The Mega Knight would get the last change he has received to this day. His charge time went from 1.1 seconds to 0.9 seconds, allowing him to jump faster. I probably wouldn't have gone this route, but at least they were trying something that part of me thinks. Supercell knew Mega Knight was going to be bad after the April jitters and this buff was pre-planned, but they wanted a break from the complaints for a while and give mid-level players a break from the card if that was the plan. didn't work, then what happened in the last six months since the August change, right after this change, Mega Knight ended up floating back to its pre-April 2022 raids;
However, when Phoenix came out in October 2022, Mega Knight took a long time. a success because the Mega Knight did not perform well in a phoenix-dominated meta with each bi-monthly Phoenix Nerf, although the usage and win rate of the mega Knight is returning to where it was for most of its life and today a As of March 2023, it is actually being used in almost a quarter of all ranked decks, which is higher than any previous ranking statistic I could find in its entire history, although statistically it is faring worse in competitive play than before April 2022 and I think if there isn't a massive meta change the usage rate on ladder will only continue to grow, but with damage spawn nerfed it should at least be a little less frustrating to go against.
I'm sure 5500 trophy warriors can enter that one for me. I don't really know personally, I've never hated the Mega Knight. I always thought he was a fair card to go up against at any stage he's been in, although in his OG state he may have just been kept in check due to the surplus of Inferno. Tower at the time, I definitely wouldn't rank this card as one of the most powerful cars in Clash Royale during its heyday and if it were up to me, I'd revert it back to its pre-April 2022 state because I feel like most players drop their hate. by Mega Knight over time and I think it was more balanced in that state, but for the sake of the overall state of the game for most players, it's probably best not to go too overboard with this card, Mega Knight players.
They just have a different mindset than the rest of the Clash Royale player base. Sometimes maybe Supercell can sneak in a rework by distracting everyone with a crazy giant Goblin buff or something, but back on topic, the community is still divided over the Mega Knight. this day and it is likely to continue like this some cards are like that. I hope this video gives everyone a good idea of ​​why the Mega Knight is the way he is, regardless of your relationship to the card, let me know what you think of the Mega Knight. in the comments below, I'm always interested in hearing more perspectives, just please don't comment on the spirit of Mega Knight and just remember that if this video could teach you one thing it's that if you complain long enough I'll give you whatever you want .

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