Giveaway - April 2026 Season 82 WIP Balance Changes Poll for Clash Royale

By voting in these polls, you’ll be participating in our giveaway. More details available at the end of this post.

The Work In Progress (WIP) changes for April 2026 have arrived. For now, 14 cards have been picked to receive buffs and nerfs, but the final list may be different. The results of these polls will be sent to Supercell and will be taken into account for the final list of changes.

Let’s begin!

1/15 - Hero Magic Archer nerf:
Nerf to the Ability Cost: from 1 to 2 Elixir (+100%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

2/15 - Hero Mega Minion nerf:
Nerf to the First Target Delay: from 0.0 to 1.5 seconds
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

3/15 - Hero Goblins nerf:
Nerf to the Ability Respawn Pattern: from 0.0 to 1.0 Tiles Back (0%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

4/15 - Hero Ice Golem nerf:
Nerf to the Pushback: from 1.0 to 0.0 Tiles (-100%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

5/15 - Hero Knight nerf:
Nerf to the Taunt Trigger Window: from 0.7 to 0.1 Seconds (-86%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

6/15 - Evolved Skeleton Barrel nerf:
Nerf to the Death Damage: from 220 to 192 Hit Points (-13%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

7/15 - Evolved Wall Breakers nerf:
Nerf to the Death Damage to Troops: from 258 to 192 Hit Points (-26%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

8/15 - Evolved Royal Ghost nerf:
Nerf to the Souldier Spawn Damage: from 204 to 81 Hit Points (-60%)
Nerf to the Souldier Damage: from 102 to 81 Hit Points (-21%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

9/15 - Suspicious Bush nerf:
Nerf to the Range: from 1.2 to 1.6 Tiles (+33%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

10/15 - Electro Spirit nerf:
Nerf to the Damage: from 99 to 81 Hit Points (-18%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

11/15 - Cannon nerf:
Nerf to the Damage: from 212 to 202 Hit Points (-5%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

12/15 - Spear Goblins buff:
Buff to the Spawn Radius: from - to - Tiles (0%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

13/15 - Skeleton Dragons rework:
Buff to the Splash Radius: from 0.80 to 1.50 Tiles (+88%)
Nerf to the Hit Speed: from 1/1.9 to 1/2.0 Hits / Second (-5%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

14/15 - Rune Giant bugfix:
➜ Bonus damage doesn’t apply to Hero Magic Archer ability
  • Not enough
  • Great bugfix
  • Too much
  • Unnecessary
0 voters

Lastly, pick your 3 favourites!

  • 1 - Hero Magic Archer nerf:
    Nerf to the Ability Cost: from 1 to 2 Elixir (+100%)
  • 2 - Hero Mega Minion nerf:
    Nerf to the First Target Delay: from 0.0 to 1.5 (0%)
  • 3 - Hero Goblins nerf:
    Nerf to the Respawn Pattern: from 0.0 to 1.0 Tiles (0%)
  • 4 - Hero Ice Golem nerf:
    Nerf to the Pushback: from 1.0 to 0.0 Tiles (-100%)
  • 5 - Hero Knight nerf:
    Nerf to the Taunt Trigger Window: from 0.7 to 0.1 Seconds (-86%)
  • 6 - Evolved Skeleton Barrel nerf:
    Nerf to the Death Damage: from 220 to 192 Hit Points (-13%)
  • 7 - Evolved Wall Breakers nerf:
    Nerf to the Death Damage to Troops: from 258 to 192 Hit Points (-26%)
  • 8 - Evolved Royal Ghost nerf:
    Nerf to the Souldier Spawn Damage: from 204 to 81 Hit Points (-60%)
    Nerf to the Souldier Damage: from 102 to 81 Hit Points (-21%)
  • 9 - Suspicious Bush nerf:
    Nerf to the Range: from 1.2 to 1.6 Tiles (+33%)
  • 10 - Electro Spirit nerf:
    Nerf to the Damage: from 99 to 81 Hit Points (-18%)
  • 11 - Cannon nerf:
    Nerf to the Damage: from 212 to 202 Hit Points (-5%)
  • 12 - Spear Goblins buff:
    Buff to the Spawn Radius: from - to - Tiles (0%)
  • 13 - Skeleton Dragons rework:
    Buff to the Splash Radius: from 0.800 to 1.50 Tiles (+88%)
    Nerf to the Hit Speed: from 0.526 to 0.500 Hits / Second (-5%)
  • 14 - Rune Giant bugfix:
    ➜ Bonus damage doesn’t apply to Hero Magic Archer ability
0 voters

Thanks for participating! Remember that if you’d like to see a different balance approach for some cards, or even balance for cards that aren’t listed here, you can write a comment below with the details and reasoning of your suggestion.

Giveaway details

You should complete the polls before 2026-03-28T23:59:00Z in your local time (2026-03-28 23:59 UTC).

  • If you are selected as a winner, you’ll receive a direct message in this forum with further instructions. You’ll need to reply within 24 hours to this message in Discuss; if you don’t, we’ll pick another winner.
  • We do not publicly publish a list of winners. If you do not receive a direct message, it means you haven’t been selected as a winner.
  • Users who attempt to participate in the giveaway with more than one account will be directly disqualified from this giveaway and all future ones, forever.
10 Likes

I have hope that hyperbait would die out after these balance changes

4 Likes

Let’s goo guys :saluting_face:

1 Like

Really hoping this is enough to stop the marcher spam.

UC is just marcher and decks that counter marcher. One of the most one dimensional metas we’ve had in a while.

2 Likes

Still no Pekka or evo Pekka buff :smiling_face_with_tear:

1 Like

These Balance Changes are somewhat solid.

The nerfs to Electro Spirit and Cannon that don’t make much sense as to why they’re there.

Spear Goblins change is weird, does it spread them out far enough so they don’t get hit my splashers anymore? If so, then I suppose that’s fine.

I’m not so partial to the skeleton dragons rework. In a balance change a couple months ago they even said all splash cards should have a 1.5 tile splash, EXCEPT for skeleton dragons. Honestly they just need a small buff, maybe to their First Hit speed or normal hit speed.

Hero Ice Golem needs a damage buff to compensate. It’s probably going to go down the drain after this nerf, especially since it’s been one of the worst heroes in this season.

I feel like Evo Dart Goblin needs a rework, way more than Skeleton Dragons need one. Maybe they could remove the infinite poison on troops/buildings and give it a secondary effect, like Evo Firecracker.

4 Likes
  • pekka/evo pekka:

both need buffs. Individually as a card they are both very very bad. No one at top ladder use them and the few people that use them at mid ladder only use base pekka as a complentary card to the deck (other op cards in the deck carry the deck).

Pekka itself is bad. It need a health buff to base pekka and healing buff to evo (evo is not even decent no one use it, they use other evos because evo pekka very weak barely heals especially bad against swarmy decks). Health is what both pekka need but damage buff is also acceptable.

  • tornado:
    last damage made it so bad against swarms you need to include other small spells in your deck to take out swarms. But tornado does not do anything against most swarmy decks so it is useless as a spell. Against goblin gang, spear goblins, goblin hut, evo bats, minions tornado is useless.

The damage should be buffed to what it was and other op apsects of tornado need to nerfed instead. Maybe nerf pull strength which is op but make tornado pulling effect last 0.5 or 1 second longer so it can still pull things like balloon and hog rider to your king tower. Or make torando pull strength less effective when there are many troops inside it (less pull strength when many troops inside it). It is necessary for Tornado to function properly is to fix its damage and instead nerf other apsects to keep it balanced.

  • barbarian barrel:
    It received two nerfs and only needed one. Damage nerf made it unfucntional against many cards (recruits, dark prince, royal delivery).

Specifically against recruits barb barrel is unplayable if recruits are tanked by royal hogs or any decent tank troop. On offesne as well barb barrel is useless against recruits decks. Using hero barb barrel you still need to spend one extra elixer (3 total) and it takes longer time interval to be able to break recruits sheild and you cannot even hit all recruits quickly. These many interactions with different cards make barb barrel useless against them an so many decks cannot use barb barrel any more (only decks who rely on another small spells with barb barrel can function properly).

  • base wizard/evo wizard:
    The base card is very weak card. Evo not even decent. Both need more hp to have more survivabilty (they are most fragile high elixer card).

Or Add spawn damage or buff damage or range. Any small buffs could help fix it (no one uses both cards at higher levels). Wizard and its evo been weak for years and never was good in higher levels.

  • canonner and chef:
    Both not used at all and are worst towers. Very Small hp buff needed (they lack survivabilty and their slow hitspeed make them bad against swarms so they recieve more damage).

Cannoneer also lacks enough damage. Hitspeed could be improved as well. One small buff of any could help.

I suggest chef pancake power up be reduced from 30% to 20%. This prevents chef from overpowering decks like pekka gob giant. You can then safely buff chef hp and hitspeed to compensate. This make chef a decent tower troop without being broken.

-mortar:
No one uses mortar if not for the evo. The evo is op and base mortar is very weak. I suggest you buff base card from 5 seconds hitspeed to 4 or 4.5 (right now mortar is extremely slow and unplayable. 5 seconds is outdated in the current fast pace of current clash royale) and nerf evo mortar to compensate.

  • ram rider:
    Very weak. She gets pulled by buildings placed in the other lane near the middle of arena (which means she can never breakthrough and do damage in other lane as an option like hog rider).

She also Need damage/health buff or both. She does not survive to do one hit on towers before gets taken out. She does not finish defensive buildings quickly because of lack of damage (defensive buildings survive on 1 hp for 2 seconds after recieving ram charge damage and one extra hit, which make ram rider wait for 2 extra seconds until the building dies), she used to finish defensive buildings quicker before previous nerfs).

  • egiant:
    Lacks enough hp need like 2%hp buff

  • gob giant: need more hp. The card is weak on its own. Only few people found ways to have good decks with him by including two secondary win conditions (bowler and golden knight) in the same deck. Those decks became good for a short period of time. But it was not because e giant is good, it was because they found ways to extremely maximize that egiant deck. Even now people stop playing it (only some people now play it). If not for that you would still find that e giant is actually very weak. Even if
    you buff his hp slightly it wont be broken.

  • gob machine: need more hp and rocket damage to take out troops like muskuteer in 2 shots. You can nerf rocket intervals to 4 seconds as a nerf.
    -ebarbs: smarter targetting

  • barb hut: need rework

  • rocket: tower damage nerf (it does too much it is almost a primary win condition and can keep damaging opponents tower directly without much risk at overtime).

  • archer queen and skeleton king: too powerfull need nerf.

  • e dragon, battle healer, base zap, heal spirit need small buffs

  • heroes: hero knight, hero ice golem are too powerfull need nerf.

  • evos: megaknight, inferno dragon, valkyrie, skeleton army, wallbreakers, skeleton barrel, dart goblin (unfair that poison stay infinetly and the evo can wipe any push if they bait your spells).

  • suspiscious bush need nerf.

  • reworks: rework megaknight and e drag so they can be competent at high ladder but nerf their broken aspects for ex: megaknight hp is too much.

:heart:

5 Likes

Comment for giveaway

1 Like

E. spirit was too harsh, buff the other spirits instead like heal spirit and maybe fire

1 Like

Nice to see E Spirit nerf, but still some cards are missing.

Reduce Skeletons spawn radius.

Nerf: Fireball, Barb Barrel.

Buff: Gob Giant and Cannoneer.

Increase regular Skeleton Barrel death damage or maybe equalize death damage for both versions.

E spirit was unnecessary, great nerfs to all heroes, and hyper bait, skelly drags is cool, cannon and wall breakers feel like unnecessary, ghost nerfs are too heavy, and still no barb hut buff :pensive_face:

2 Likes

Cannon actually need the nerf it is too op on defense in any deck used. It can take out tanks so easily, it is only 3 elixer, and can be cycled multiple times when defending a big push and it can pull all units near the middle so your crown towers can assist. It has more damage than wizard and cannon when combined with bait or another defensive unit like dart gob or muskuteer can actually defend any push easily for positive elixer cost.

3 Likes

I understand why e spirit and cannon are here, but I’d like to see a different approach for e spirit (and all spirits in general). They shouldn’t be able to connect to the tower if not responded, they should be used defensively, not to chip damage to the tower, although fire spirit could be an exception since it doesn’t have an special effect like the other spirits. By the way, I don’t like how e spirit won’t be able to one shot skeletons one level above.

I like the skeleton barrel nerf but I still feel it has way too many skeletons for three elixir and how often you can play its evolved version in the decks it’s used in. One of the barrels can contain the regular 7 skeletons from the base card, but the other one should have less.

Overall really good changes, I’m surprised to see skeleton dragons here and I hope this helps them.

Overall pretty goods changes. Thank goodness hyperbait is dead. However some changes I will suggest are:

The electro spirit nerf is unnessacary

The royal ghost nerf is way too much. This nerf will kill the card. Change the nerf to 120 damage instead of 81.

I am not quite sure if the spear goblins buff will do much.

3 Likes

Buff for Canonner

5 Likes
  • Hero Magic Archer is a nice rework. It’s a fair adjustment cause he’s too hard too kill.

  • But another nerf to the Hero Knight feels too much. For the cost of 2 elixir, the taunt and reduced shield make it seem kind of useless to me. Buying a good hero and then seeing it get nerfed to death honestly feels like a bit of a scam

  • I’m looking for the Executioner needs a nerf. He’s too OP right now and just destroys air troops too easily. and for 179 HP he’s pretty hard to take down.

  • The evolved wall breaker nerf is kinda Good spammer decks kinda OP nowadays.

  • Hero skeleton dragons rework, nice touch to this. Great rework!

    I hope supercell will notice this.
    I keep running into a bug where Clash Royale gets stuck at 90%+ on the loading screen. It makes me reload the game 10+ times before I can finally log in. Also, please fix Clan Wars matchmaking, it feels really unbalanced. I feel bad for new players since they keep getting matched against level 14 and 15 opponents.

3 Likes

Hero MArcher: what it should have been all along.

Hero MM: might be too long and maybe 1s might be better, but definitely a needed change.

Hero goblins: good but not the most critical of balances.

Hero ice golem: biased answer since I use it, but this is overkill. The freeze nerf did enough and the ability is already costly. Should instead be a rework and they add back the 2s freeze while removing pushback, or increase damage. Increasing damage of the ability is probably the best bet for a balanced card.

Hero knight: good change something they should have done all along, but rework and add 0.5 tile range to compensate for this.

Evo barrel: good change, might need to tune up or down depending on how hyperbait performs next season.

Evo breakers: Disagree, I think they should instead nerf evo breakers tower damage, keep troop damage high so they can be used defensively in creative ways.

Evo ghost: seems like overkill, but so did the last few nerfs and that clearly wasn’t the case. I think reworking the evo would be better than this, maybe something like a mini-skeleton king ability when he first comes out of invis.

Bush: excellent.

Espirit: hard disagree and punishes underleveled players (cant kill 1 level up skellys), plus the goblins interaction change (1>2 tower hits after Espirit) will boost bait.

Cannon: Seems decent, might help shift to other buildings. I could be wrong here.

Spear goblins: Sure why not

Skelly drags: change, hopefully they get used and not just as fireball bait with recruits.

Rune giant: no need, hero marcher nerf will be enough. The whole card is a gimmick just let people use that.

1 Like

I think this balance change is good overall.

Balance is key for a healthy competitive scene. I hope the final changes address the dominance of certain cycle decks. Can’t wait to see the new season content! Thanks RoyaleAPI for the amazing work.

2 Likes

e spirit nerf was unnecessary