Artwork of Clash Royale, the mobile-based game by Supercell.
© Supercell
esports

Find out what Supercell has planned for Clash Royale in 2019 and beyond

We quiz the Clash Royale developers on their plans for the future, including Red Bull M.E.O. by ESL, and where the competitive scene is heading.
By Andrew Hayward
5 min readPublished on
Clash Royale is coming off of a defining year for its esports scene, thanks to the first season of the large scale Clash Royale League. With 40 teams across five regions, including heavy-hitters like Cloud9 and 100 Thieves, the Clash Royale League showed that Supercell's mobile favourite could be a cracking competitive draw. December's lavish World Finals in Tokyo, Japan only sealed the deal.
But that was last year. What about 2019? We're getting things started this coming weekend with the Red Bull M.E.O. by ESL Global Final on February 2–3, as the world's top players converge in Dortmund, Germany to battle it out for global supremacy. It's sure to be a fine preview of what's ahead for Clash Royale esports later in the year, and could provide a glance at some of the top up-and-coming talent who'll filter onto next season's rosters.
What else can we expect from Clash Royale in 2019? We asked Supercell, and while they wouldn't spill too many details, they did hint at some significant things on the horizon.

Ready for M.E.O.

A photo of Clash Royale being played at the Red Bull M.E.O. by ESL 2018 Qualifier in Vienna, Austria.

Clash Royale is one of the stars at the Red Bull M.E.O. by ESL Global Final

© Janne Maljanen/Red Bull Content Pool

Clash Royale is the featured game at the Red Bull M.E.O. by ESL Global Final, along with Supercell's own Brawl Stars, and Tencent's Arena of Valor, and the competition will feature the best player from 36 countries around the world. It's an opportunity for players outside of the Clash Royale League pro scene to show their stuff, and a chance for fans to see some thrilling international matches.
"From our perspective, M.E.O. is the most extensive third-party tournament we've ever seen for Clash Royale," says Kim Jensen, member of Supercell's competitive play division. "It's important to offer alternatives to our official Clash Royale League for amateurs and aspiring pro players alike, and M.E.O. does exactly that. I have no doubt that we'll see some of the M.E.O. finalists appearing on CRL teams in the future."
As Jensen mentioned, Red Bull M.E.O. fits well into the Clash Royale esports ecosystem in a few key ways. It's a large tournament outside of the main CRL format, plus the individual (non-team) and global approach means that it has its own unique format. And since it's run by Red Bull and ESL, M.E.O. will have its own, one-of-a-kind tone and style.
"We try to support Red Bull and ESL as much as we can, without interfering with their running the competition," adds Jensen. "It's been a great collaboration and I can't wait to check out the finals."

Last year's growth

Last year was one of significant growth for Clash Royale, and Supercell's esports ambitions. It began early in the year with the Clash Royale League Challenge, which allowed every single Clash Royale player to vie for a chance to compete in the league. More than 25 million people did so, generating momentum for the league rollout later in the year. The Clash Royale League was a major step forward after previous esports efforts.
"The Clash Royale competitive scene has evolved so much over the last few years," says Tim Ebner, head of esports at Supercell. "It's been incredible to work alongside our players, the community, and professional esports organisations to grow the Clash scene. In addition to open tournaments like Red Bull M.E.O. happening in Dortmund, the professional Clash Royale League gives all of our players (over the age of 16) the chance to compete at the pro level."
Mobile games are massive everywhere, but mobile esports is still a largely unproven thing in the West. Smartphone and tablet games have sometimes struggled to build hype and interest around their competitions, but the Clash Royale League proved that a league which catered to mobile fans and the mobile experience could resonate with an audience. It has helped hook some new esports fans along the way, Ebner claims.
"The UI makes it super easy follow as a viewer, helping to engage even more casual players, who may not have been exposed to esports yet," he explains. "The short matches make it easy for our mobile player base to watch matches on their devices, even when they're on the go and only have a few minutes to spare. We're also able to offer a path to becoming a professional player through accessible in-app events that players can fit into their busy schedules."

What's ahead in 2019?

In terms of the game itself, Supercell has big plans for this year. You can expect the meta to shift yet again, and for new strategies to develop when fresh cards are added to the pile.
"What's on the cards? New cards! They're always in development, and 2019 will absolutely feature new releases," says Seth Allison, game designer at Supercell. The first of those additions is Wall Breakers, a pair of barrel-bomb-rolling daredevils, which is coming in February. "We hope to break walls down," he adds. "And get players out of the cage they might find themselves in." (Yes, that's a tease.)
Beyond the Red Bull M.E.O. by ESL Global Final, we're sure to see another Clash Royale League season sprout up, but Supercell isn't ready to share any firm details. Broadly however they're hoping to expand the reach of Clash Royale esports, while providing more opportunities for players to work their way up through competition.
"In 2019, we'll want to continue to offer both amateur competitions and a 'path to pro' for all our players," says Ebner. "Also, to create even more ways for viewers and players to engage with Clash Royale esports."

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