WIP Balance Changes Poll - Clash Royale January 2025 (Season 67)

The Work In Progress (WIP) changes for January 2025 have arrived, and it might be the largest round of balance we have ever seen. For now, 24 cards have been picked to receive buffs and nerfs, but the final list may be different.

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.

Let’s begin!

1/24 - Archer Queen nerf:
Nerf to the Ability Cooldown: from 15 to 17 Seconds (+13%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

2/24 - Cannon Cart nerf:
Nerf to the Shield HP: from 892 to 824 Hit Points (-8%)
Bugfix to the HP: from 820 to 824 Hit Points (+0%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

3/24 - Fisherman nerf:
Nerf to the Slowdown Duration: from 2.50 to 1.50 Seconds (-40%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

4/24 - Goblinstein nerf:
Nerf to the Doctor HP: from 885 to 721 Hit Points (-19%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

5/24 - Ram Rider nerf:
Nerf to the HP: from 1,767 to 1,696 Hit Points (-4%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

6/24 - Evolved Bomber nerf:
➜ One attack can’t damage an enemy twice
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

7/24 - Evolved Goblin Barrel nerf:
➜ Visual Indicator for the fake barrel
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

8/24 - Evolved Ice Spirit rework:
Nerf to the Ice Blast Count: from 3 to 2 (-33%)
Buff to the Ice Blast Damage: from 110 to 163 Hit Points (+48%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

9/24 - Evolved P.E.K.K.A rework:
Nerf to the Heal per Small Kill: from 282 to 142 Hit Points (-50%)
Neutral to the Heal per Medium Kill: from 282 to 282 Hit Points (0%)
Buff to the Heal per Large Kill: from 282 to 565 Hit Points (+100%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

10/24 - Royal Recruits buff:
Buff to the Damage: from 133 to 138 Hit Points (+4%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

11/24 - Evolved Royal Recruits rework:
Buff to the Damage: from 133 to 138 Hit Points (+4%)
Nerf to the Charge Distance: from 1.50 to 2.00 Tiles (+33%)
Bugfix to the Charge Damage: from 273 to 276 Hit Points (+1%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

12/24 - Evolved Skeletons nerf:
Nerf to the Unit Count: from 4 to 3 (-25%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

13/24 - Baby Dragon buff:
Buff to the Splash Radius: from 1.20 to 1.50 Tiles (+25%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

14/24 - Witch buff:
Buff to the Splash Radius: from 1.00 to 1.50 Tiles (+50%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

15/24 - Dark Prince buff:
Buff to the Charge Distance: from 3.50 to 3.00 Tiles (-14%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

16/24 - Electro Giant buff:
Buff to the Sight Clip: from 0 to 2 Tiles
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

17/24 - Goblin Demolisher buff:
Buff to the Lifetime: from 7.00 to 8.00 Seconds (+14%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

18/24 - Goblin Machine rework:
Buff to the Damage: from 135 to 212 Hit Points (+57%)
Nerf to the Hit Speed: from 1.11 to 0.833 Hits / Second (-25%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

19/24 - Mighty Miner buff:
Buff to the Damage Increase Time: from 2.25 to 2.00 Seconds (-11%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

20/24 - Mini P.E.K.K.A buff:
Buff to the Damage: from 720 to 754 Hit Points (+5%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

21/24 - Evolved Cannon buff:
Buff to the Barrage Damage: from 320 to 353 Hit Points (+10%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

22/24 - Evolved Wall Breakers buff:
Buff to the Death Damage: from 195 to 292 Hit Points (+50%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

23/24 - Dagger Duchess buff:
Buff to the Daggers Stored: from 8 to 9 Daggers (+13%)
Bugfix to the Projectile Speed: from 600 to 1,000 (+67%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

24/24 - Lumberjack rework:
Nerf to the Rage Duration: from 6.00 to 5.50 Seconds (-8%)
Buff to the Damage: from 242 to 255 Hit Points (+5%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

Lastly, pick your 5 favourites!

  • 1 - Archer Queen nerf:
    Nerf to the Ability Cooldown: from 15 to 17 Seconds (+13%)
  • 2 - Cannon Cart nerf:
    Nerf to the Shield HP: from 892 to 824 Hit Points (-8%)
    Bugfix to the HP: from 820 to 824 Hit Points (+0%)
  • 3 - Fisherman nerf:
    Nerf to the Slowdown Duration: from 2.50 to 1.50 Seconds (-40%)
  • 4 - Goblinstein nerf:
    Nerf to the Doctor HP: from 885 to 721 Hit Points (-19%)
  • 5 - Ram Rider nerf:
    Nerf to the HP: from 1,767 to 1,696 Hit Points (-4%)
  • 6 - Evolved Bomber nerf:
    ➜ One attack can’t damage an enemy twice
  • 7 - Evolved Goblin Barrel nerf:
    ➜ Visual Indicator for the fake barrel
  • 8 - Evolved Ice Spirit rework:
    Nerf to the Ice Blast Count: from 3 to 2 (-33%)
    Buff to the Ice Blast Damage: from 110 to 163 Hit Points (+48%)
  • 9 - Evolved P.E.K.K.A rework:
    Nerf to the Heal per Small Kill: from 282 to 142 Hit Points (-50%)
    Neutral to the Heal per Medium Kill: from 282 to 282 Hit Points (0%)
    Buff to the Heal per Large Kill: from 282 to 565 Hit Points (+100%)
  • 10 - Royal Recruits buff:
    Buff to the Damage: from 133 to 138 Hit Points (+4%)
  • 11 - Evolved Royal Recruits rework:
    Buff to the Damage: from 133 to 138 Hit Points (+4%)
    Nerf to the Charge Distance: from 1.50 to 2.00 Tiles (+33%)
    Bugfix to the Charge Damage: from 273 to 276 Hit Points (+1%)
  • 12 - Evolved Skeletons nerf:
    Nerf to the Unit Count: from 4 to 3 (-25%)
  • 13 - Baby Dragon buff:
    Buff to the Splash Radius: from 1.20 to 1.50 Tiles (+25%)
  • 14 - Witch buff:
    Buff to the Splash Radius: from 1.00 to 1.50 Tiles (+50%)
  • 15 - Dark Prince buff:
    Buff to the Charge Distance: from 3.50 to 3.00 Tiles (-14%)
  • 16 - Electro Giant buff:
    Buff to the Sight Clip: from 0 to 2 Tiles
  • 17 - Goblin Demolisher buff:
    Buff to the Lifetime: from 7.00 to 8.00 Seconds (+14%)
  • 18 - Goblin Machine rework:
    Buff to the Damage: from 135 to 212 Hit Points (+57%)
    Nerf to the Hit Speed: from 1.11 to 0.833 Hits / Second (-25%)
  • 19 - Mighty Miner buff:
    Buff to the Damage Increase Time: from 2.25 to 2.00 Seconds (-11%)
  • 20 - Mini P.E.K.K.A buff:
    Buff to the Damage: from 720 to 754 Hit Points (+5%)
  • 21 - Evolved Cannon buff:
    Buff to the Barrage Damage: from 320 to 353 Hit Points (+10%)
  • 22 - Evolved Wall Breakers buff:
    Buff to the Death Damage: from 195 to 292 Hit Points (+50%)
  • 23 - Dagger Duchess buff:
    Buff to the Daggers Stored: from 8 to 9 Daggers (+13%)
    Bugfix to the Projectile Speed: from 600 to 1,000 (+67%)
  • 24 - Lumberjack rework:
    Nerf to the Rage Duration: from 6.00 to 5.50 Seconds (-8%)
    Buff to the Damage: from 242 to 255 Hit Points (+5%)
0 voters

Thanks for participating!

No need to nerf the archer queen because she off meta , the evo ice spirit need a buff instead of a nerf , the evo e-dragon and evo-mega knight need a huge nerf , the canon cart damage per second need to be nerfed

1 Like

We need either the evo skeleton nerf or the evo ice spirit nerf. I think the ice spirit evolution is below average evolution. Because it’s mainly used in cycle decks that rely on it to defend against evolved tanks like evolution Pekka, and evolution goblin giant.

The archer queen Nerf is unnecessary because archer queen is only ever seen in Royal hogs EQ. Cards like Goblin Stein And Little Prince are already used over the archer queen. And her ability Is what makes her such a good threat Against decks that counter the users win condition.

I would’ve loved to see a Golden night Buff in this update. Because the card has not been relevant for a very long time And it would’ve been a great card to Shift the meta

ADDITIONAL

evo Zap:
add the 3rd zap with no damage.

Ice Wizzard:
nerf⬇️ splash radius to 1.2 tiles
buff⬆️ spawn slow duration to 2s

evo Mega Knight:
nerf⬇️: pushnack every 2hits, cannot pushback Golem and eGaint.

evo eDragon:
rework🔄: the lightning chains hit 10-15 times regardless eDragon being stunned, freezed or dead

evo Cage and evo Cannon:
redesign their animation🔥 PLZ, and btw, i dont think the evo cannon is a good idea.

Goblin Machine:
buff⬆️ the projectile speed

Little Prince: rework🔄
buff⬆️
range: 5.5→6
pushback distance: 2.5→3 tiles
ability damage distance: 4→5 tiles
(while the dash and push back effective distance remain 4 tiles, they are separated now)
speed up 1: 3→2 hits
speed up 2: 6→5 hits (it was 4 when he was released)
nerf⬇️
hp: 700-350=350 (die for arrows)used to be his core feature but…

void rework🔄:
2 hits and same total damage

spawn buildings⬆️:
add spell vulnerability and buff thier hp

I agree with part. I think archer queen could be toned down slightly, and this nerf will honestly barely hurt her. I do agree with the evo edrag nerf and I think that cannon cart might need a bigger nerf. As for the MK IDK. It is just so bad cause pekka is everywhere that it is uncertain how good it rly is. I would let them meta settle first.

I almost entirely agree but. Ice spirit could use a small nerf maybe, evo skellies have been too good for too long, and i like the GK buff and i think monk could be buffed too. I think the perfect nerf for the skellies would be to give them a max number of skeleton spawns at like 20 maybe (number might be too low idk). The idea is to prevent them from getting unlimited value and they can then be made more consistent, maybe by letting them have 4 starting units and letting them have a faster first hit speed or something. That way they cannot counter huge pushes single handedly but can still consistently get major positive elixir trades.

Nah, Archer queen, evo skeletons, and evo icespirit are fine as is. It’s the beatdown oriented meta that made those cards in piggies 2.9 cycle deck shine that much over other decks that use these evos.

I partially agree, but they are too effective vs beatdown, so I think the could use a slight tweak to make them worse vs beatdown but better vs other decks.

For voting parts you should clarify. For cards that received a buff and nerf for different aspects, you should clarify if voting for “too much” actually means that the card received too much buff or too much nerf.

I voted that normal recruits and evo recruits increased damage is unnecessary. They are already too op and the reduce charge distance is minimal that it wont make them much weaker. So you should not increase their damage per second. I believe recruits already received a dps and hp buff long time ago which made them really powerfull and this should be nerfed. They require you opponent to spend like 13 elixer or more to counter 7 elixer recuits. Even the normal recruits are strong. Recruits are even much much stronger when you place any troops behind them for support. I see recruits almost every one or two matches, all the community already know that recuirts are broken and everyone plays the op recruits.

Goblinstein really broken, 5 elixer is not enough and maybe should be a 6 or 7 elixer card because it really gives you much more value than that. The doctor keeps stunning and the monster is almost 2600 hp (very tanky), all that is very good for a only 5 elixer card. Or you should much nerf the damage of the electric link ability or maybe make it 3 elixer or more. The doctor stun speed should be reduced by a lot, it is too op. Combined with the too much health of monster, this card is broken. Too much value. It is like if the doctor costs 2 elixer and keeps stunning and monster cost 3 elixer and has health like a goblin giant.

Evo mega knight, evo electro dragon, and royale chef should 100% be added to the balance changes as they are broken.

Evo electro dragon should have a chain limit of 12 so that it does not do more than 4 times its base damage against troops.

Evo mega knight actually really need to only can pushback units every two hits and not every hit. His pushback should be nerfed as well it is too strong. The time units are flying should be decreased and the pushback should not be too far. Because evo megaknight keeps pushing troops and especially big tanks back and his supporting units keep damaging the opponent’s units that are in flying state. He also have some much health so he keeps pushing opponents units back which is a big problem.

Royal chef pancacke time should definetly be 25 seconds at least (probably more).

The prevoius nerf to ram rider made it so that ram rider sometimes need one more hit to take out a building and one more hit to take out a tower, which was enough of a nerf because even though she has faster charge speed, but it will take her many more seconds to take out towers and buildings.

This means if you if nerf the ram rider more, she will be much much weaker and it will be an over nerf because she now wont even reach the tower or buildings anymore in many cases.

The evo pekka nerf to the low healing is too much as evo pekka only needed a small nerf to be balanced. Support cards like ice wizard, musketeer, and any troops that are not goblins or skeletons should be considered as a medium heal for evo pekka, because pekka need so much time, distance, and effort to reach these troops. They also damage the pekka a lot from distance.

Base pekka is actually in a better state with the range buff it received a while ago, but it still in many cases finally reach the tower or opponent troop and does not land the final hit. Pekka actually used to have around 4000hp but it has been nerfed alongside with the range buff that pekka recieved years ago (i am talking about what happened years ago). Since then, pekka suffered and would always not deliver the final hit after reaching a tower. I am talking about base pekka. I know Evo pekka is ok and not weak, but I focus that base cards are in good state regardless of their evo. The evo of any card could be balanced later. the base pekka need a slight hp buff to land the final hit to a tower. A damage buff to take out royal hogs and knight in two hits is what she needs. Pekka is know to be and should be “strong” and her hits after reaching a tower or a defensive troop should be more rewarding.

Dagger duchess, maybe her problem is that she is very very weak when she is out of daggers and against tanky troops. So maybe right approach to buff her is by having a faster attack speed when out of daggers, and not by giving her more daggers overall as she might be too strong against bait troop and other troops at the bridge. If you could increase her attack speed when out of daggers but also this does not mean increasing her charge speed. She actually need slower dagger charge speed. But make it so that she can always attack even when out of daggers and that attack should be faster, not neccessarily having anything to do with increasing her charge speed.

Or another way could be by buffing her dagger damage overall, but having less dagger than six so that she don’t become too powerfull against units spammed at the bridge.

Mini pekka is already op, I was going to mention this so that he gets a nerf. He already does insane amount of damage to big and normal units. Now by increasing his damage by 4 or 5%, he will even be more broken.

Evo skeletons should have a limit amount of how much can be spawned. This crucial in solving the problem. This is more important than having 3 skellies. But any nerf is needed anyway.

The normal Firecracker and the evo firecracker is op. They need a nerf. And so is evo archers. We should not have arrows in every of our decks just for these kind of cards because it means these is no deck variety. The firecracker and evo archers still can get their value in cycle decks and arrows bait decks. These two cards in their normal state are already strong.

Goblin machine need more buff (more hp and better rocket accuracy). Dark prince definetly need more buff.

Finally, muskuteer is really op in dps , she is like a cannon cart with more range, and you need 6 elixer( fireball plus log for ex) to take her out. She can stop medium and big tanks easily in defense.

4 Likes