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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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wiki-2026-0508-클래시-로얄-clash-royale-의-비용-엘릭서-밸런싱 클래시 로얄(Clash Royale)의 비용-엘릭서 밸런싱 10_Wiki/Topics verified self
Clash Royale Elixir Balance
엘릭서 밸런스
none A 0.9 applied
clash-royale
balancing
elixir
supercell
mobile-pvp
case-study
2026-05-10 pending
language framework
python 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

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

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

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

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

# 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+)

# 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+)

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