WIP Balance Changes for January 2025 (Season 67)

Cards on here that don’t need to be nerfed

Archer Queen - her win rate isn’t above 50% in the past two weeks in grand challenges so this Nerf doesn’t make sense

Fisherman - he seems overall pretty balanced at the moment, no one is really complaining about him, so don’t nerf him

Evo Goblin Barrel - don’t add this change… making it obvious which one is the decoy defeats the purpose of the decoy. Rework the card if necessary, but not like this.

Evo ice spirit - this seems like a Nerf, but the third freeze of Evo ice spirit often doesn’t do anything… the card seems fine in the meta currently

Recruits - The biggest thing I want to say that no one realizes is the damage buff will buff royal delivery, and while that might be OK, I’d rather see the deployed time reworked

Evo skeleton - you can remove the fourth skeleton, but if you do, you have to change the hit speed back to normal

Dagger Duchess- let’s start with a 20% projectile speed increase and go from there

All the other changes seem okay, it would be nice to see a spawner rework, a clone rework, or a non evo wizard rework though

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Nerf evo megaknight and evo firecracker please, everybody hates playing against them and they are so low skill, yet high value.

I think the balance patch that came out this time is generally good. However, the cards that need to be translated or added are listed below.

  1. Goblinstein: Doctor HP 885→760 -14%
    I think it’s too much to make Doctor die from Poison. So just nerf him enough so that he doesn’t die from Poison.
  2. Evolved Pekka: HP range when killing Troop: Small Troop 0~500, Medium Troop 501~1989 (When killing a duplicate Troop, heal based on the original Troop HP)
    Why don’t you consider units like Magic Archer and Mother Witch as Medium Troop? Adjust their stats so that they are also counted as Medium Troop.
  3. Mega Knight Evolution: Pushback 4→3.5 tiles -12.5%
  4. Goblin Gang: Spawn time 1.0→1.2 seconds +20%
  5. Tesla Evolution: Pulse range 5.5→6.5 tiles +19%, Pulse damage 148→192 +30%, Damage 220→225 +2.5%
  6. Tesla: Damage 220→225 +2.5%
  7. Void: Damage 320→410 +28% for 1 target
  8. Giant Skeleton: Attack speed: 1.4→1.3 seconds -7%
  9. Hunter: Initial attack speed 0.8→0.6 seconds -25%
  10. Royal Delivery: Royal Recruits damage 133→138 +4% (Royal Recruits stats adjusted to the same level)
  11. Little Prince: Damage 99→110 +12% Guardienne tea damage 207→250 +21%
  12. Monk: Damage 140→155 +11% Combo Damage 422→465 +11%
  13. Golden Knight: Damage 160→180 +12%
  14. Cannoneer: Damage 386→394 +2%
  15. Royal Chef: HP 2703→2798 +3.5%, changed to level up only up to +2 levels per Troop, fixed so that pancakes cannot be thrown at duplicate Troops, fixed so that Monk cannot reflect pancakes, changed so that stats increase by 10% even at level 16 or higher

All balance patches listed here are necessary patches, so please apply them all.

When will evo fire cracker can be nerfed? Especially its first hit speed, which is annoying enough.:face_with_symbols_over_mouth:

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Archer queen nerf: She is not even meta.
Cannon cart nerf: You buffed It once; don’t nerf It now to make It useless again.
Fisherman nerf: I agree with the nerf as It is.
Goblinstein: Nerf the Monster HP instead, not the doctor.
Ram rider: I agree as It is.
Ebomber nerf: Good, but buff his range.
Goblin barrel nerf: Just don’t do It (it’s already weak)
Eice spirit rework: He is trash; don’t make him more trash.
PEKKA rework: Very good concept; I like it.
Royal recruits buff: make it 6% health buff instead of 4% damage buff, or both at the same time.
Eroyal recruits rework: Don’t touch them, they don’t need buffs or nerfs.
Eskeletons buff: They are fine; no need a nerf.
Baby Dragon: I agree with the buff as it is. He has low DPS, so it’s good to have bigger damage.
Witch buff: I would say make her spawn 6 skeletons instead of 4.
But the buff is OK.
Dark Prince buff: I agree with the buff as it is.
Goblin demolisher buff: I agree with the buff as it is.
Goblin machine rework: Make it a straight buff; don’t nerf his attack speed. With this buff, maybe it’s going to be useful.
Mighty miner buff: It might be dangerous, but do it anyway.
Mini PEKKA buff: I agree with the buff as it is.
Ecannon buff: I agree with the buff as it is.
Ewallbreakers buff: I agree with the buff as it is.
Dagger duchess buff: I agree, but make it 10 daggers instead of 9.
Lumberjack rework: I don’t like the rework.

I see a lot of people who want evo MK and evo firecracker nerfed, they are fine, and no i’m not a arena menace who plays evo MK + evo firecracker.

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I think fisherman need to be much fast intead of bieng nerfed speed , as it wont save tower from getting hog rider or ram rider hits more than one hit they will take to the tower after this nerf

Great changes overall but I think 1 of them is really terrible and 1 is desperately missing:
Dagger duchess - please dont make her have increased dagger speed again. That mechanic revert/change will again create the most boring meta that we had before which made games very boring
Electro dragon evo nerf - this evo just annihilates absolutely everything and needs a tweak

Also:
Any mechanic tweaks to firecracker and mega knight please? These cards are extremely annoying to play against because of how easily they get value.

Support units like ice wizard and musketeer need to be considerd as a medium heal for pekka, because it takes a lot of effort, time, damage taken, and distance to reach these units. Pekka maybe only needed a small nerf to be balanced. Now with this nerf you proposed, pekka evo might become below average and below “balanced”. The nerf should be only slight in healing from low hitpoint troops, which is what pekka gets healed from usually.

Cannoneer need faster hitspeed to be considered as a good option for tower troop, otherwise he is not useable. His damage should be lower according to his faster attack speed. He really need faster speed.

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I believe spells like arrows, log, freeze, rocket, zap, snowball, and clone should receive more attention.
Arrows and log are overpowered, with usage of 36% and 32% respectively in Grand Challenges (see image below).
Freeze is statistically balanced around 7% usage, but it may be frustrating to play against since it can freeze your defense for quite long. Thus, reduce duration and elixir cost to compensate.
Rocket, snowball, zap, and clone have usage between 0% and 4%, so they need buff.
Mirror is underpowered, but since it can only be changed in coarse intervals (level boost and elixir cost), it is very difficult to balance. However, small adjustments may make the card somewhat more viable in casual play, without making it overpowered (an example of a possible change is provided under the image).

7-day Grand Challenge usage rates on Dec 30:

For your consideration:
Arrows (nerf), radius 4 → 3.5
The log (nerf), knockback distance 0.7 → 0.5
Freeze (rework), elixir cost 4 → 3, duration 4s → 2.75s
Rocket (buff), crown tower damage 25% → 30% (or a radius increase)
Snowball (buff), damage 179 → 192 (same as zap), slow duration 3s → 3.5s
Zap (buff), stun duration 0.5s → 0.7s
Clone (buff), radius 3 → 4.5
Mirror (buff), no mirror animation, it is possible to mirror a card after playing a champion, mirror to increase the level of spells by 2 instead of 1 (except goblin barrel, graveyard, clone, barbarian barrel, and royal delivery)

(rationale: Troops/buildings get both damage and health increased by 10%, but for spells it only increases damage by 10%, thus it is more worth it to mirror troops. This bias is removed if spell level is increased by 2, and should only be applied to spells that don’t spawn troops.)

Here are my thoughts about the balance changes:

Archer Queen: Make her ability cooldown to 16 seconds, she isn’t used in much decks other than the royal hogs eq deck.

Cannon Cart: The nerf might be a bit too much, maybe reduce it to like 5% or 4%.

Fisherman: Fisherman is a balanced card, it does not need a nerf.

Goblinstein: Good nerf to the doctor, but maybe nerf the monster hp plus the ability to 3 or 3.5 seconds.

Ram Rider: The damage needs to be nerfed as well.

Evo Bomber: The damage should be buffed to compensate for the nerf.

Evo Goblin Barrel: Terrible nerf, it removes the whole purpose of the evolution.

Evo Ice Spirit: This is a terrible rework. Evo ice spirit isn’t a good evo to begin with, it’s only viable on defense, so the rework would basically be a huge nerf to the card.

Evo Pekka: All three of these heals should be nerfed as well.

Royal Recruits: Good buff.

Evo Royal Recruits: Good rework.

Evo Skeletons: Terrible nerf, this would kill the card as there will not be enough skeletons to multiply when placed on two troops (archers, ebarbs, etc).

Baby Dragon: Good buff.

Witch: Good buff.

Dark Prince: The damage should be buffed a bit as well.

Electro Giant: Sure ig.

Goblin Demolisher: Lifetime should be like 10 seconds so it will actually have a better probability at reaching the tower when used on defense.

Goblin Machine: I think this card needs a bigger buff, its pretty trash ngl.

Mighty Miner: Good buff.

Mini Pekka: Good buff.

Evo Cannon: I’m not sure about this one, I haven’t really seen people use it, so ig it’s good.

Evo Wall Breakers: Good buff, since this evo is basically useless if the opponent has a building.

Dagger Duchess: Good buff.

Lumberjack: The damage should not be buffed, since it does a lot of DPS anyways.

Let me know what yall think of my thoughts!

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Evo megaknight does not need a nerf because even though it has a high usage rate (17%), it has a pretty low win rate (49%).

I’m not so sure about the extra nerf to the goblinstein monster nerf, since the doctor would already die to poison, but tbf the card is kinda broken rn (19% usage rate, 52% win rate)

Royal chef does need a nerf (16% usage rate, 51% win rate) but not that big. Maybe 20-23 seconds would be enough.

Even though the evo electro dragon doesn’t have a high usage rate (7%), it does have a high win rate (53%) so a nerf would be good.

Evo recruits (7% usage rate, 52% win rate) do not need a bigger nerf, the rework should balance it out.

I strongly disagree about your comment for evo skeletons. The nerf itself already kills the card, so they should just stop touching the card and leave it to be.

I’m not sure about the dagger duchess, I would just implement the original buff and see how she stands in the meta.

Goblin machine (0% usage rate, 40% win rate) does need a bigger buff, but keep the damage at 206.

Evo firecracker (19% usage rate, 49% win rate) does not need a nerf since it dies to arrows (40% usage rate).

Mini pekka does need a buff since it only has an 8% usage rate and 47% win rate.

I disagree with your comment on evo pekka. It actually needs a bigger nerf (15% usage rate, 52% win rate)

Spawner buildings do need a buff, other than tombstone.

Cannoneer (8% usage rate, 51% win rate) does not need a buff, it’s meant to shoot slowly.

The cheap defensive cards do not need a nerf, they are pretty balanced in the meta.

E wizard (9% usage rate, 50% win rate) already got a buff and it’s pretty balanced. Golden knight (1% usage rate, 46% win rate) does need a buff tho.

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I agree, I also do not like that nerf.

Nah dude the range buff that pekka received was from a long time ago and nobody complained about it, if they Nerf it that will kill the card.

The evo Pekka rework concept is pretty good but it needs some changes: 1. Pekka’s heal per small troops is so low. 2. the upper limit of “small kill” seems a bit high. I’d make it around 700 or 800 so it still gets a normal heal off things like cannon cart or the newly nerfed doctor. 3.Support units like ice wizard and musketeer need to be considerd as a medium heal for pekka, because it takes a lot of effort, time, damage taken, and distance to reach these units. 4.the amount of hp that pekka gets after killing a big tank needs to be increased, considering the amount of time and effort she needs to kill a unit with more than 4000 Hp.

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I do think the fisherman needs a nerf, since it’s 53% win rate makes it pretty op.

Yea evo mega knight is not very difficult to counter, tbh.

That is true, I didn’t realize it lol

Also wdym by use haven’t rly seen people use evo cannon, so it’s a good card

Oh you meant that the buff would be good

yea that’s what i meant