WIP Balance Changes - Clash Royale October 2024 (Season 64)

Tower troops should be a bit more balanced - Cannoneer nerf might be okay but Dagger Duchess requires a small buff to make her slightly more variable.
I would rethink the void nerf slightly - a nerf is possibly needed but it’s a bit too harsh. It would also make Evo Wizard harder to kill!

The bomber, evolution tesla, cannoneer, skeleton barrel, suspicious bush, evolution goblin drill, evolution zap balance changes are good. The Goblin demolisher also needs a 3% death damage nerf equal to a wallbreakers damage. The **Void** needs single target damage nerfed to 404 instead and the 2 to 4 target damage 160 > 154 (3 strong shots kill a royal ghost, 2 strong shots kill an ewiz, 1 strong shot kills a bomber, 1 strong shot and 2 middle shots do not kill an ewiz, which makes blocking rewarding, 2 middle shots kill firecracker and archers) **Evolution Pekka** heal needs to go down to 376 (10% of her hp), tesla buff not needed, because it is the best building in the game, **goblin curse** needs a damage amplification of 20% > 30% instead, **goblin mashine** needs Ranged Attack Minimum Range: 2.5 > 3 (+20%) Hitpoints +11% instead, **evolution goblin cage** needs to be 2 cycles plus the change from the list. Here are additional balances: **Dagger Duchess**: Burst Hit Speed: 0.45 > 0.4 sec (-11%) **Evolution Ice Spirit**: 35% Slowdown effect between the 3 Ice Blasts, Second Ice Blast Radius: 2.5 Tiles, Third Ice Blast Radius: 3 Tiles **Golden Knight**: Hit Points +10%, Ability Cooldown 8 sec > 7 sec(-12,5%) Ice Wizard: Damage 90 > 100 (+11%) **Princess**: Damage +35% (barely doesn’t oneshot minions), crown tower damage stays the same **Electro Giant**: Zap Radius 3 > 4 (+33%) **Witch**: Damage +12%; spawns 3 additional skeletons upon death **Royal Recruits**: Hit Points +4%; Damage: +4%; Shield Hit Points: 240 > 256 (+7%) **Barbarians**: Hit Points +10% (survive fireball) **Firecracker**: Rocket Speed (same as a musketeers bullet, so that it doesn’t miss quick moving spirits, spear gEvolution Mega Knight: Knockback each 3 hit
Evolution Knight: Damage Reduction: 60% > 50% (-17%)
Evolution Bomber: Bounce Damage 225 > 112 (-50%)
Evolution Battle Ram: Gets destroyed after a Crown Tower is hit
Evolution Wallbreakers: Damage Increase 76.5% > 50% (-16.5%)
Evolution Mortar: Hit Speed Increase (removed)
Rascals: Rascal Boy Hit Points -20%; Damage +20%; Rascal Girls Hitpoints +16,5% (same hp as archers); Damage -25% (three shot goblins)
Barbarian Hut: 6 > 4 Elixir (-33%); Spawn Count: 3 > 2 (-33%); Hit Points -27% (the same hp as a furnace)
Goblin Hut: 5 > 4 Elixir (-20%); Spawn Speed: 11.5 sec > 15 sec(3 Waves > 2 Waves); Spawn Count: 3 > 2 (-33%); 2 spear goblins always shooting and deploying after the building gets destroyed
Furnace: 4 > 3 Elixir (-25%); Spawn Speed: 5 sec > 7.5 sec(6 Waves > 4 Waves), Hit Points -37.5% (same hp as a tombstone)

The hp of baby dragon should bethe same as inferno dragon so as to bear 4 shots from canoneer
We should increase the hit speed of little golems…

Bomber: It’s reasonable to reduce its damage from 230 to 220, since it deals too much damage for a 2-elixir card.

Goblin Demolisher: Its hit speed should be slower.

Void: I agree that it should be nerfed, but reducing its damage to 320 for a single target would completely ruin it. Its damage for a single target should be between 390 to 370.

Evolution Pekka: It either shouldn’t be changed or should receive a rework. For example, reduce the healing of its butterfly by 4%, but in return, increase its hit speed. Right now, Evolution Pekka can be easily countered with tanky cards and some support behind them.

Tesla: It’s really overpowered. It doesn’t need to be buffed; in fact, it should be nerfed.

Evolution Wizard: I completely agree.

Cannonier: I agree, but it can be nerfed even further.

Goblin Machine: I think it might become too strong, but it’s not a bad idea to give it more usage.

Suspicious Bush: It’s a very fair and reasonable change.

Goblin Drill: I believe the damage it deals in all three stages should remain, but the knockback of stages 2 and 3 should be removed.

Skeleton Barrel: It needs to be buffed even more; both its speed and death damage should be improved.

Also, please add an additional shot to Dagger Duchess’s attacks; it’s a bit weak.

Buff evo wallbreakers! Make it so that the runners have a lifetime, just like demolisher, so they always pop, and buff the main evo wallbreaker damage by 30%, so that they cant just be ignored.

I think these are some of the more reasonable changes made to the game in a while. Evo bomber might need more than just a 2% damage nerf and drill will probably still be very strong. Goblin machine will still be weak and needs more of a buff. Suspicious bush literally just got a nerf.

However,

Where is:
Evo Mk - Nerf!!!’ It is pretty obvious that it pushes large troops back way too far and makes me die inside whenever I see it demolish my hard counters.

Evo ice spirit - rework It needs something like a slightly longer freeze which would make it more viable

Witch - Buff This card sucks. The only viable situation to have it in is against a mini pekka cycle deck :skull:or when your opponent has no small spell

Spawner Buildings - Rework They all a change to make them actually usable. The only one that I might sometimes use is tombstone.

Barbs and Evo Barbs - Buff They arent really usable except in lava but even then they are too easy to counter.

Mega Minion- Buff This card hasn’t been strong for a while and should probably have a hp buff

Hunter- Buff I like this card but it needs to be a little stronger for it to synergize with other cards.

Also make the charge time the same on the dark prince and normal prince.

Just give god damn hp buff to archers like 2019
They are pretty much useless against arrows where everyone on PoL (7-9) running arrows
Arrows is 10x better spell than log/zap especially in 2x/3x which 60%of the game . Archers needs a buff undermine (not even used if evo is not there in game)
Buff base archers even if nerf evo a little even though archers evo is not great at the moment

void spell and evolved tesla will die after this
evolved zap shows the true meaning of a “lazy rework”
goblin demolisher will join his friends at 0.1% usage
no one cares about the goblin machine and goblin curse
bomber will become the most balanced card in CR history

don’t change evolved tesla
give void a 12% dmg nerf instead of 32%
don’t change evolved zap
and remember TO GO OUTSIDE

Why kill the EVo tesla?!?!?

i agree that evo zap should be different because the only good part about it is 3 stuns

For the void i think supercell need to nerf the medium and the small strike. For the medium strike the nerf needs to be a 36 percent so it will barely kill a firecracker and also reduce the amount of targets from 2 to 4 to 2 to 3 and for the small strike it need a nerf of 41.5 percent so it can only kill up to a spear goblin and also make the radius from 2.6 to 3.2 to make more difficult to damage one troop in big push. Another nerf if supercell dont want to make the area bigger is to make the duration 5.3 seconds and the strikes landing in 4.9/ 5.1/5.3 seconds so the reaction time would be less tight.

Came here to comment about void after reading comments of people saying “Its too much!” To those who say that, Have you really thought about how utterly broken this card genuinely is? A 3 elixir spell is able to single handedly kill an entire xbow. a 6 elixir BUILDING (Of which does a better job than the earth quake. a spell DESIGNED TO LITERALLY COUNTER BUILDINGS) and the only way to actually counter this spell is by committing even more elixir near whatever you want to protect, So regardless of what you do, you are going to be down elixir. You protect the troop or building, your going to be down elixir. You let it die. you are now down elixir cus they got a positive trade! Its literally a lose lose situation for you. and yet somehow this nerf is too much?

Void: doesnt need nerf
Zap: in good spot not worth it. If going rework need be able clear small troops or have long stun and second zap does nothing
Flying machine: buff hit speed and damage similar to the buff for cannon cart
Littel prince: buff by lower his health(die fire ball) increase spawn time gaudian and slash damage. Slight hit speed increase.

The Dagger Duchess definitely needs a buff. Something like increasing the amount of daggers she can store by 2, maybe?