Clash of Clans March 2016 Update: The Balance!

Hello guys, finally, today Supercell has revealed everything about the Clash of Clans March 2016 Update! I am going to make this an in-depth explanation so you can easily understand everything in the upcoming update.

Clash of Clans March 2016 Update

Clash of Clans March 2016 Update

All Town Hall levels:

  • Battle time limit will be reduced to 3 minutes again: This will help bring back better battles in Clan Wars for all players. Seems like the War Community has requested this a lot!
  • New building that is being built cannot get canceled. You still can cancel upgrades.
  • Revenge stars will be count for Star Bonus. Also, you can get League Bonus after Revenge.

Town Hall 11 Changes

  • The Life Aura and Eternal Tome range of the Grand Warden will be slightly reduced as he is a bit over-powered after the Town Hall 11 Update. After this update, using the Grand Warden will not easy as before.

Town Hall 10+ Changes

  • Inferno Towers in Multi-Target mode will acquire new targets faster: As we all know, after killing a target, it takes the Inferno Towers a delay to target the next one. This update will make you easier to deal with the level 3 Witch on defense.
  • TH 10 and 11 players will be less likely to find the other in Multiplayer Match-making system: After the TH11 Update, lots of TH10s moving to TH11s, that’s why there are a ton of TH10 vs TH11 matchups.

Town Hall 9+ Changes:

  • Skeleton HP will be reduced: In some cases, Archer Towers can’t destroy Skeletons with a single hit and that is not the way it is intended.
  • Summoned Skeletons (by Witch) will not trigger traps: Another With nerf in this March update.
  • Goblin level 6 will be moved down to Town Hall 9: Okay guys, let’s start milking!
  • X-Bow level 2, 3 4 damage will be increased: Because of ultra-tanky Golems and Lava Hounds, X-Bow damage will be slightly increased!

Town Hall 8+ Changes

  • Valkyrie HP will be decreased and damage will be increased: I agree with the HP decrease and I hope with better DPS, people will use Valkyries more in their army composition.
  • Valkyrie reaction speed will be increase: She will start attacking much faster after locking on her target.
  • Wizard Tower level 5-9 HP will be dramatically increased, especially at highest levels.
  • If defensive Clan troops are standing idle, they will not get affected by the Poison Spell.
  • All Dark Spells training time will be decreased to 10 minutes.

Town Hall 5+ Changes:

  • All Elixir Spells training time will be decreased to 20 minutes.

Clan War Changes:

I posted about these new Clan War changes before, you can read more at here.

  • War 35vs35 and 45vs45 are going to be removed in order to boost the available Clans in queue.
  • The new update will place a greater emphasis on defensive buildings and less emphasis for troops. This is awesome for players who use my Town Hall 8.5 and 9.5 trick.
  • Powerful defenses and troops like the Inferno Tower, Eagle Artillery and Grand Warden will have a lot of more weight in Clan Wars. Another good news for TH8.5 and 9.5 players!
  • The Clan War will be based on the recent win/loss records of both Clans: In game, some Clans find it really hard to get a win, while some others can win most Wars with ease and rarely can find a fit opponent. With this new update, in order to help Clans find better matches, the matchmkaing system will also work based on the competitiveness. “Win streak” will face “Win streak” and so on.
  • There will be no imbalanced war matchups.

And these are thoughts from Ash – Clash of Clans

Hey guys, Supercell had just released information about game new mechanics and changes to the game, hoping that it will bring about more balance and diversity to the game. They also stated, quote: “we especially look forward to improving the dev team’s communication to players with this effort.” And that is great! One of the biggest problems of this major gaming company was their lack of communication with their players, so it’s great hear that they willing to improve on that.

I want to go over all these changes and also give you guys my interpretation and opinions of these changes. Now please keep in mind that I have not tested these new changes, these are simply my unbiased opinions of the changes, and also keep in mind that we have yet to hear more news of the upcoming update that also involves a new dark troop that could re-gain the balance of these changes.

The Life Aura and Eternal Tome range of the Grand Warden will be slightly reduced:

I agree with the attack range reduction, which can often be very cheesy and save a player from a loss as the Warden could be the last troop targeting the Town Hall or targeting a bunch of buildings to luckily save the attacker.

I don’t like reduction to Life Aura and Eternal Tome as that’s my favorite thing about the Grand Warden. When you decrease his Life Aura, you’re making players clump up their troops again to take advantage, and I just don’t like players who just clumped all their troops in together and attack in just one direction and pray that their troops go straight for the Town Hall.

Not to mention, although the Grand Warden is an excellent Hero,  his power is warranted by the difficulties of defeating a TH11 base. It used to be easy, but with the nerf to level 3 Witches and Eagle Artillery buff, I thought TH11 was made a lot more balanced. And for someone like me with a maxed TH11 base, fighting against other maxed TH11 bases is very difficult even with maxed offense. Especially for people like us who play fair

Inferno Towers in Multi-Target mode will acquire new targets faster

This is great, but I don’t agree with this 100%. First, the main reason to buff the Multi Target Inferno seems to be Supercell’s way of increasing diversity again. How? Well it’s just a bad idea to have a Single Target Inferno against TH11s because of level 3 Witches. So it’s great that by buffing Multi Target Inferno Towers, you may only need 1 Multi Inferno to stop these Witches, which will bring the back use of Single Target Infernos.

But, they are just nerfing Witches even more. What was the point of bringing in Level 3 Witches, if you basically nerfed them back to where they were a few months ago. Not only that, this just makes the Witch a much less appealing troop for TH10s because they’re now stuck with an inferior level 2 Witch and no Grand Warden. While I’m not a fan of simply spamming a bunch of Witches to win, they were still the best answer for punishing TH10s with large open compartments.

TH 10 and 11 players will be less likely to find the other in Multiplayer Match-making system

Okay, I guess this is fair, no one likes to be bullied.

Skeleton Changes

This is an excellent way to balance Witches, by making those Giant Bomb traps play a much bigger role. I know as a base designer, ever since the whole charade of level 3 Witches 3 starring maxed bases left and right, I was scratching my head for weeks thinking of what the best way to stop these Witches was. Even placing Wizard Towers next to Giant Bombs along with Multi Infernos did help because of the Skeletons triggering the bombs and the Eternal Tome protecting the Witches.

However, in my opinion, this is all we need to nerf the pesky level 3 Witches. Why the need to buff the Multi Target Inferno. Sure this pretty much destroys the whole Mass WItch strategy, but it also pretty much destroys the Witch. What is her purpose now. I can see people completely neglecting her and instead just use more Wizards.

Not only that, buffing the Multi Inferno also makes it tougher to farm against TH10s and also makes Hog RIders and Valkyries much less appealing options, as if they weren’t being used enough. So yea, let’s not completely get rid of the Witch because she does play a critical role, defeating bases with large open compartments.

Goblin level 6 at Town Hall 9

This gives more options for TH9 farmers. Level 5 Goblins were just too weak and die quickly from splash damage, so level 6 Goblins will make things interesting for TH9s. Still, Goblins can be very cheesy and don’t require much skill to farm with. And I know many ways how level 6 Goblins can easily steal all the resource from a TH9, and I can’t wait to share that with you guys soon. I can already see a lot of people complaining about how unskilled Goblins are and how they’re having problems defending their loot. Not only that, I would hate to see an unskilled farming attack to overshadow the more skilled attacks.

X-Bow levels 2-4 damage increased

This was pretty overdue, but yea the X-Bow needed a buff. However, this also makes defenses much tougher at TH11. So I’m hoping whatever the new dark troop is, it better balance the defense with offense at higher level play as otherwise a maxed TH11 is going to be very difficult to handle even with maxed offense.

Valkyrie Changes

What made the Valkyrie a great option is not her power, but her bulk. Her power was fine, the problem was that she just died too quickly because she has a tendency to walk in the line of fire because her AI which makes her want to position herself in between multiple buildings.

However, I’m intrigued by the much faster attack speed as that was also a very big problem with her. Obviously, I’m just speculating here as I have yet to test her out. Still, the thing I liked the most about her was her high HP, allowing her to often shield for many ranged attackers and also recover back quickly with a Heal Spell.

Wizard Tower level 5-9 HP will be inceased

Buffing the Wizard Tower, again that’s also nerfing Witches even more. So yea, it just seems to me that they just want to get rid of the Witch. Just remove her from the game haha. Not only that, any time you’re buffing splash defenses, you’re making farming harder. So yea, I don’t see a need for this.

If defensive Clan troops are standing idle, they will not get affected by the Poison Spell:

This is a cool concept, and it will definitely bring back the diversity of Clan Castle defense. However, again, more buffs to defense. I’m not really worried about my TH9 account, because this really helps balance the TH9 wars. However, I’m worried about my TH11 account, because all of these changes aren’t helping with my offense. I want more options to 3 star TH11s. Yes, I want to be able to fairly 3 star TH11s in war. What’s the fun of 1 or 2 starring bases to win wars. And you also the big issue with the rise of cheaters using 3rd party programs. They are becoming more and more common now and it’s just infuriating because my clan, a clan with lots of maxed TH11 players, face these cheating clans about 2 times a week.

Spell brewing time changes

So far this is my favorite change. Waiting on your spells to finish is one of the biggest nuisance of the game.

Battle time limit will be reduced to 3 minutes again

Okay, that’s good, but this pretty much completely destroys the notion of dismantling a TH11 base with a kill squad or Archer Queen walk. Again, just increases the difficulty for TH10 and TH11 players.

Revenge stars will be count for Star Bonus. Also, you can get League Bonus after Revenge.

Okay, even tho I never use the revenge button anyways.

New building that is being built cannot get canceled. You still can cancel upgrades.

Okay, that sound fair to me.

So yea guys thanks for reading my opinions, but I’m more interested in hearing what you guys think. So please comment below on what you guys think and maybe we can have a great discussion together. So thanks for reading, don’t forget to subscribe if you haven’t and i’ll see you guys soon. Later!


  1. “There will be no imbalance war matchups” Right! it is good that $C still dreams about a good working game model.

    TH 10 and 11 players will be less likely to find the other in Multiplayer Match-making system” What does this mean? will be less likely, you are saying TH10 will not be matched against TH 11 when doing a search for bases in multiplayer mode? This does not make sense.

  2. Will, you have a misstype “All Elixir Spelsl” instead of “All Elixir Spells”. And why you have the sentence about dark spells in th5+ shouldn´t it be in section th8+? After that, thanks for info!

  3. this update will cause serious problems to th10 players. 3 starring a th11 is lot easier than a th10. With the multi inferno buff, i really hope that the new dark troop counters it else 3 starring th10 will be almost impossible.

  4. I think it will be no balance after the update, just the defense, i think wizz tower wil kill the giant too not just skeleton or something, and why sc create a troops than they eliminate it, cause what the point if skeleton can’t trigger bomb (uselless witch i think). Supercell only hear, from the player that don’t like to be raided, so they just think how the defense, not the offense, this game not only just for defense but offense too.
    The game is about raid or get raided right? So why sc always buff the defense but nerf the troop? I think it is silly and there will be so many player quit playing, supercell should stop dictate how we play, just upgrade it not change the game
    Sc don’t like if we can 3 star a base i think

  5. I think best solution to witch problem would’ve been to remove witches level 3 from the game. Just keep them at level 2. They first made witches too powerful for TH11, then to fix that they nerfed the skeletons, (not just for TH11 but for everyone) and now they further nerfed skeletons, strengthened multi infernos, strengthened wizard towers which affects both TH10 and TH9s and even below. And now with skeletons not triggering bombs. They ruined witches for all TH levels to fix a problem which was only relevant for TH11.

    Not sure how the new game will be after the update. Can’t wait to test it myself and see the effects. I am thinking about replacing witches with Valkyries in the gowiwi attacks, gowiva probably 😉

  6. How can u guys type so long stuff??,,,, btw I m exited to see what new update shows us….. I hope if the troops stand idle should be effected by the poison 🙁 but whatever clash is the best game to play worldwide 🙂 thx

  7. Has anybody mentioned that reducing the battle time by 30 seconds and buffing defenses has the effect of increasing the value of time saving dark spells? Wall breakers may be effective, but they are nowhere near as fast as smashing walls with 4 earthquake spells and rushing into the core immediately. Obviously haste will be valued more simply as a way to fight the clock. As far as the nerfing of the larrys goes, I don’t know about y’all, but I am getting really tired of them continually nerfing and adjusting the effectiveness of witches. Why the hell did they come out with level 3 witches if they were going to effectively roll them back anyway. It seems like a great way to frustrate players without accomplishing much. Another thing that I find perplexing is the implication that witches have become impervious to traps. That is totally untrue. How many times have y’all seen witches blown up by giant bombs? Witches get blown up and picked off all of the time. In a way the fact that larrys no longer set off traps may backfire as a witch nerf. Larrys will now be able to run all over a base without being slowed down by traps at all. I think that will make them live much longer overall. I can’t wait to see how this works out.

    • Yes I thought about advantage of skeletons not affected by (giant) bombs. But they also upgraded wizard towers and Mortars who will single shot skeletons or may be 2 shot, also archer towers will single shot them. So, as soon as witches are dead using giant bombs, skeletons will be out too. Witches are all useless now, I don’t see myself using them at any TH level anymore.

  8. Not cool man…. they are killing coc
    Attack time reduced to 3 mins again… how are we supposed to attack in such small time …
    I missed 3 star bcoz of a builder that was outside… now it will be pretty hard to 3 star with gowipe,mass hogs or mass dragons

  9. To me it seems like Supercell is trying to kill the farming out of clash of clans so people have to buy more gems for the upgrades, I started Playing COC in July 2015 and started using BARCH then the Jan2016 update came and it made barching ineffective than i started HoGiBarch watching Ash-youtube attacks and it was working fine but now it seems that even HoGiBarch is failing i did 3 attacks after updating today and all my attacks are failing whereas yesterday was quite successful before update, now i believe that i didnot simply lose my attacking skill after sleepling yesterday. So i think steadily Supercell is just killing Farming Strategies. So i don’t know lets see how it goes in the future

  10. First War after Update. 25 vs 25
    My team: 15-TH.8; 6-TH.7; 4-TH.6 ~VS~ Enemy team: 2-TH.9; 14-TH.8; 7-TH.7; 1-premature TH.9; 1-TH.6.,
    where is “There will be no imbalanced war matchups”???!!!
    and what about Nerfing Healer.,.,.What the …….

  11. It’s nice that Supercell finally did a few decent things this past update, but it still does not replace the fact that some things still need to be fixed. For example: the Queen Walk is absolutely useless. My 8.5 base was attacked by a full arsenal that included a lv15 queen with 8 healers: ALL of which were focused on her. My base has NO xbows & a lv10 king. Still, my base was able to wipe her out WITHOUT taking out a single healer and in under a minute. Even though the attack was against my base I was infuriated. Why would anyone from Supercell think nerfing the Queen Walk that bad would be a good idea? Is he/she nuts? Another reason I am upset is that healers seem to be completely useless now. Their help is worth sh*t for queen, king and if their “target” is killed, they WILL NOT search for another target if they are not close enough. Supercell must have a phobia against whiney 12 yr old brats cuz every time someone comes up with a good strategy & uses it against one of these whiners, Supercell suddenly has to castrate it. STOP FKKING UP THE GAME SUPERCELL!! LEAVE THE GOOD STRATEGIES ALONE! If you people were dentists everyone would be gumming their food. GROW UP!

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