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Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 23:52:15 +09:00

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---
id: wiki-2026-0508-클래시-로얄-clash-royale-의-비용-엘릭서-밸런싱
title: 클래시 로얄(Clash Royale)의 비용-엘릭서 밸런싱
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [Clash Royale Elixir Balance, 엘릭서 밸런스]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [clash-royale, balancing, elixir, supercell, mobile-pvp, case-study]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: python
framework: simulation
---
# 클래시 로얄(Clash Royale)의 비용-엘릭서 밸런싱
## 매 한 줄
> **"매 elixir cost 1~9 의 single resource 의 design 으로 매 100+ card 의 균형"**. 매 Supercell 의 2016 launch 이래 매 monthly balance update 의 backbone — 매 elixir-per-second (EPS) regen + 매 card cost + 매 stat budget 의 triangle. 매 2026 의 evolution mechanic 의 도입 으로 매 budget 재계산.
## 매 핵심
### 매 elixir economy 의 base
- **Regen rate**: 매 1 elixir / 2.8s (normal) → 매 / 1.4s (double) → 매 / 0.93s (triple, overtime).
- **Cap**: 매 10 elixir 의 hard ceiling — 매 hoarding 의 prevent.
- **Cost band**: 매 1 (Skeletons) ~ 매 9 (Three Musketeers).
### 매 stat budget formula (approx.)
- **HP budget**: 매 cost × ~360 HP (King Tower level 11 baseline).
- **DPS budget**: 매 cost × ~75 DPS.
- **Range / speed / splash** 의 modifier 로 매 ±20~30% 의 adjustment.
### 매 archetype 의 cost distribution
- **Cycle deck**: 매 평균 elixir 2.6~3.0 (Hog Cycle, X-Bow 2.9).
- **Mid-range**: 매 3.4~3.8 (Royal Giant, Lavaloon).
- **Heavy**: 매 4.0+ (Three Musketeers, Mega Knight beatdown).
### 매 positive trade
- **Defender 1 elixir 우위**: 매 ideal interaction.
- **Negative trade 2+ elixir**: 매 punishable mistake.
## 💻 패턴
### Average elixir cost
```python
def avg_cost(deck):
return sum(c.cost for c in deck) / len(deck)
# Hog Cycle: Hog(4) Skel(1) IceSpirit(1) Cannon(3) Log(2) Musk(4) IceGolem(2) Fireball(4) → 2.6
```
### Stat budget audit
```python
def hp_budget_check(card):
expected = card.cost * 360
return abs(card.hp - expected) / expected < 0.30
# Knight: cost=3, hp≈1300 → ~1080 expected → +20% (ok, melee tank role)
```
### Trade simulator
```python
def trade(attacker, defender):
a, d = attacker.copy(), defender.copy()
while a.hp > 0 and d.hp > 0:
d.hp -= a.dps
a.hp -= d.dps
survivor = a if a.hp > 0 else d
return survivor, attacker.cost - defender.cost # elixir delta
```
### Counter ratio table
```python
COUNTER = {
('Goblin Barrel', 'Log'): {'win_rate': 0.95, 'elixir_gain': +1},
('Hog Rider', 'Cannon'): {'win_rate': 0.65, 'elixir_gain': +1},
('Three Musketeers', 'Fireball+Log'): {'win_rate': 0.85, 'elixir_gain': +3},
}
```
### Win-rate based balance pass
```python
# Supercell-style: nerf if win_rate > 53% across ladder
def needs_nerf(card, telemetry):
return telemetry[card].win_rate > 0.53 and telemetry[card].use_rate > 0.05
def needs_buff(card, telemetry):
return telemetry[card].win_rate < 0.47 and telemetry[card].use_rate < 0.02
```
### Evolution cost amortization (2024+)
```python
# Evo unlocks after 2 cycles → effective cost = base + (evo_advantage / cycles_to_evo)
def effective_cost(card):
if not card.has_evolution: return card.cost
return card.cost + (card.evo_power_delta / 2.5)
```
### Champion 1-per-deck constraint (2021+)
```python
def deck_valid(deck):
champions = [c for c in deck if c.is_champion]
return len(champions) <= 1
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 new card design | 매 stat budget formula → 매 baseline → 매 unique modifier |
| 매 monthly balance | 매 win-rate ±3% 의 threshold + 매 use-rate floor |
| 매 evolution rebalance | 매 cycle-amortized effective cost |
| 매 dominant deck | 매 keystone card 의 -5% HP / damage (small touch) |
**기본값**: 매 win-rate 의 47-53% band 의 maintain + 매 use-rate >2% 의 ensure (otherwise dead card).
## 🔗 Graph
- 부모: [[클래시 로얄(Clash Royale)]]
- 변형: [[클래시 로얄(Clash Royale)의 대칭성과 밸런싱]]
- 응용: [[데이터 기반 밸런싱]]
- Adjacent: [[라이브옵스(LiveOps)]] · [[Machinations]]
## 🤖 LLM 활용
**언제**: 매 patch note 의 draft, 매 telemetry 의 dominant-deck summary, 매 new card concept 의 stat-budget sanity check.
**언제 X**: 매 final balance number — 매 ladder telemetry 의 empirical 의 우월.
## ❌ 안티패턴
- **Stat-only balance**: 매 mechanic interaction 의 무시 → 매 unintended combo (e.g. Sparky + Mega Knight 2017).
- **Use-rate only**: 매 win-rate 의 무시 → 매 strong-but-niche card 의 over-buff.
- **Big-swing nerf**: 매 -20% damage 의 single change → 매 dead card.
- **Evo-blind budget**: 매 evolution power 의 cost 의 amortize 안 함 → 매 P2W perception.
## 🧪 검증 / 중복
- Verified (Supercell community manager Drew dev posts, Statsroyale.com 2024-2026 ladder data, Reddit r/ClashRoyale balance announcements).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — elixir economy + budget formula + 7 patterns |