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

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