Less than a day ago · December 26, 2025 · 3 min read
This is a companion discussion topic for the original entry at https://royaleapi.com/blog/season-79-balance-wip-january-2026?lang=en
Less than a day ago · December 26, 2025 · 3 min read
This ain’t enough; all the nerfs aren’t enough.
1~Reduce the number of skeletons from Evo Skeleton Barrel.
2~Hero Musketeer’s turret needs both an HP and damage nerf.
3~Fix the bug where, when Evo Skarmy is placed in the middle of the river, the general gets separated from the army, giving the opponent way too much value.
4~Hero Knight needs a radius reduction to his ability, and the ability should not last until the knight dies.
5~ Nerf Evo Witch. She gets way too much value if you don’t have a perfect answer for her, and she’s massively overused.
6~ 3M needs a nerf
Lastly, you guys slept way too long on P.E.K.K.A. She deserves a buff—she’s been dogshit for far too long.
Hog Rider needs a nerf, Pekka and Evo Pekka need buffs, boss bandit needs a health nerf, Evo knight needs an ability range or length time nerf and barb hut needs a rework
Ram rider previous nerfs last year were a lot. She still needs a very slight hp buff to connect to tower more often (since the last nerfs made her connect to tower less). Or a slight charge damage buff or reduced tile charge speed. Those could be a better option since she only connect once or twice during a push. Her buildings sight range deserves to be changed to that of a hog rider.
Barbarian barrel deploy time nerf was enough to nerf it. Remove the damage nerf as now it is so much worse with then last two nerfs. Damage buff is so bad (cant even remove evo wall breakers and recruits shield).
Wizard/evo and pekka/evo need a buff.
Tornado and barb barrel need a damage revert (were harsh nerfs made it not functional).
reduce evo skeleton barrel skeletons,hero musk turret decrease health and small range nerf,nerf evo witch healing, nerf 3m needs a nerf i dont know what to nerf but they need one nerf, egolem maybe increase elixer cost to 4 or nerf health/damage of egolem blobs,nerf the boss bandit more,buff evo pekka healing, rework or nerf evo executioner he gets too much value on some match ups and gets litle value on other,also buff barbarian hut,rune giant,evo barbs,wizard,evo bats,and if the graveyard gets the rework increase skeletons from 14 to 15
buffs/nerfs on this balance changes and additions:
Explanations*:
I would rather see a indirect buff to the little prince by buffing the Guardian rather than a damage increase to little prince.
Guardian Buff:
Range: Melee Medium (1.2 tiles) → Melee Long (1.6 tiles)
Gains Knockback Immunity (only for Guardian not Little Prince)
Even with the recent damage increase to the guardian, the little prince still remains underused. I think these two buffs would be very helpful to at least making the little prince more balanced. The longer range would be a great buff as seen with how the PEKKA was strong when given this buff, but luckily the guardian doesn’t hit as hard as the PEKKA. And with the knockback immunity he would be better offensively when going up against troops or spells such as the Bowler, the Evo Executioner, or fireball. As this buff was given to both the Mighty Miner and the Skeleton King and it did help them out.
Also evo bomber needs a buff, the card has been bad for a long time now and almost never gets real value, and is a free tower activation
Never thought I’d see the day graveyard looses its random pattern. This is one the most insane balance changes ever
Honestly not bad changes but it’s not gonna be enough for some of these
Skeleton barrel : needs a bigger nerf like 8% to death damage
Hero musketter : That’s not gonna change much it needs a Hp nerf by like 9% plus a attack speed nerd to 0.5 to 0.7
Hero mini pekka: it should be enough but might need a other 5% nerf to the healing
Hero knight :It isn’t enough the shields hp need a bigger drop it to at least 500hp
Evo skeleton army: It’s not bad of a nerf but please fix the bug with the hero musk
Boss bandit: Amazing nerf but did we really had to buff the attack speed???
Little prince: okay buff but isn’t gonna be enough make it where it could two tap spear goblins at least and buff the guardian ability damage again by 8% ALSO MAKE IT WHERE THE GURDIAN DOESN’T TAKE KNOCK BACK
Real buff evo bomber^^^
These are honestly pretty great balance changes, but I still have some thoughts:
Evolved Skeleton Barrel: Good change, as it can’t kill minions now, but I think it needs a bigger nerf overall to balance it- I’d personally argue for a 15% death dmg nerf (238-202) so it can still kill goblins, but that could be a bit extreme. Overall still happy with this change though
Hero Musketeer: Good change, really no complaints here, I will give the devs some credit for not making heroes as oppressive on release as evos were, and seemingly properly balancing them, but we’ll have to see
Hero Mini P.E.K.K.A: Another good change, maybe nerf it to 25% instead of 30% but that’s pretty much my only suggestion. Leveling mechanics are fundamentally flawed so there’s really no room to change that unfortunately, unless it receives a big rework, which they probably won’t do (at least not yet…)
Hero Knight: Meh change. I think it needs a slightly bigger nerf (10% instead of 6; 819 to 737) or a nerf to the taunt radius- from 7.5 tiles to 7 or even 6.5 tiles, cause 7.5 is way too much in my opinion. However, it’s not the worst change in the world
Evolved Skeleton Army: Great change, as I wasn’t sure how they could balance this evo, but this is a very good way to nerf it while keeping it’s ability the same. They could also nerf the general’s hitspeed to match the skeleton’s (1 second to 1.1 seconds) but it’s not necessary
Boss Bandit: This is a very good rework in my book. They are making it less annoying to deal with but not nerfing it’s overall DPS, and making the Boss Bandit’s counters more reliable, while still keeping it strong one on one, is a good direction for the card. They could also nerf it’s dash time from 0.8 to 1 second, but this may be a bit much included with the other changes
Furnace: Great change; I’m happy that the devs are buffing this card, as it’s been pretty bad since it’s last nerf. I always thought it’s hitspeed was too slow to begin with anyway. No complaints here
Ram Rider: Solid change, but I’d personally like to see it’s damage nerf reverted instead of this change, or maybe just both of them. I am biased since I use her in my main deck, but I don’t think this change will do much. Like with all changes though, we’ll have to see
Giant Skeleton: Ok change, but I don’t think this changes any major interactions and only really makes the card more defensive. However, he’s not the best right now and any change is better than no change
Little Prince: Great change! I’ve been asking for this specific change for months and he’s finally getting it! This means that he’ll be able to two shot goblins and three shot archers, firecracker, and bomber, which is very helpful since his damage and DPS is pitiful right now… However, he’s so bad at the moment that I’d argue for another buff on top of this one, like reverting his range back to 6 tiles, but I am biased since he’s my favorite card. Very happy with this change though!
Graveyard: Good change, but I’m speaking more so conceptually than the change itself. I think it needs a buff to 15 or even 16 skeletons to be good again since removing it’s RNG is a very big nerf! I don’t know exactly how this is gonna affect the card, so this may be an overreaction on my part, but it’s certainly going to change up the meta game. Props to the devs for taking a big swing with this card and finally addressing it’s most problematic aspect
Additional Balance Changes Suggestions: I think that they NEED to buff and/or rework Rune Giant, Clone, Barb Hut, Goblin Machine, Evolved Goblin Drill, Evolved Bomber, Evolved Goblin Giant, Evolved P.E.K.K.A., Evolved Wizard, Evolved Ice Spirit, as well as another buff to Void, Goblinstein, and Phoenix!
All in all, regardless of my complaints, these are some pretty great changes and let’s hope that the January 2026 meta is a solid one! (Sorry for writing so much, I just like discussing the balance changes!)
I don’t believe the range would be very effective, but the knockout would be quite helpful, to be honest.
Definitely; It’s pretty awful and I would rework it so it can double dip on damage again, but make it’s second and third bounces do 20% less damage (225-180)
This is a interesting buff for LP, but I really think that the base card also needs some help in order to stand out from other ranged options. I think giving the Guardian the knockback immunity on top of the LP damage buff would be a good change, as the range increase makes it a bit too different from Knight in my eyes
NERF
Hog, Battle Healer, Elixir Collector, Freeze, EVO Witch, Heroic Giant ability (no need to hit AIR units)
• Boss Bandit
Nerf the HP of the Boss Bandit and decrease the hit speed from 1.1 > 1.4.
The changes you propose will be an exact repeat of Evo Tesla with the
implementation of the death pulse. The propose changes don’t address
the main issue with Boss Bandit at all, which is mostly the health.
• Hero Knight
Apart from the obvious route to take with Hero Knight being a range nerf.
I would like to also suggest that buildings are immune to the taunt ability.
The ability should be used to distract troops from attacking your win condition
when on the crown tower or building, not being able to retarget buildings onto
the Hero Knight. This change would keep certain archetypes in check and
prevent them from running rampant.
• Evo Skelly Barrel
5% > 12% Death Damage nerf. (238 > 209)
This change will make the death damage less impactful,
and give nearby units more chance to clean up the skeletons
dropped.
**• Ram Rider **
Similar to Boss Bandit’s proposed changes. This doesn’t
address the main issue with this card what people have.
6.5% HP Buff 2466 > 2627 and 17% Charge Damage Buff 729 > 853.
This change isn’t absurd if you compared Ram Rider to Prince.
Prince has longer range, immune to knockback, deals 1.1k damage
at Level 15 upon impact with the Crown Tower, more HP and faster hitspeed.
• Goblin Drill / Evo Goblin Drill
Spawn Speed 3 > 2.5 Seconds
37 > 70 Crown Tower Damage
Added Crown Tower Damage to Evo Drill (Per Wave)
The problem with Evo Drill, its too easily countered and doesn’t get any more valuable
than the base Goblin Drill. This change will make the card a little bit more viable at
getting more damage to the crown tower.
• Fire Spirit
This card should have a crown tower damage stat added to it.
If left ignored, it deals 300+ to your tower. For 1 Elixir that is a bit
too much value gained. Without changing any core interaction
for defensive capabilities. 300 > 175. This change will make it
less punishing to ignore Fire Spirit.
• Dart Goblin
I love using this card for its defensive capabilities.
Yet for 3 elixir, it provides too much value than what most
4 or 5 elixir cards can give you for a positive trade.
My suggestion is to nerf the range from 6.5 > 6, it will
still provide great offensive and defensive value for 3 Elixir.
Reducing its building sniping capabilities would balance it.
Hero Knight’s ability should be unable to re-target buildings onto
the Hero Knight itself. It feels off that a building that doesn’t convey,
contain or exhibit any form of emotion can be taunted and retargeted
so easily. This and a slight range nerf would balance it out. The ability
should be used for flanking or averting attention to guarantee value
for example cards like Goblin Drill or Graveyard.
Bomb Tower should be at least some form of viable to counter the
cheap swarm cards, not to mention Evo Royal Hogs and Royal Recruits
what is popular in the game currently.
Only way they could rework Evo Megaknight if they added new stats specifically
to that Evo alone. Depending on how large the troop is, they should be knocked back
less further, but dealt slightly more damage from being knockback a distance.
Megaknight is long overdue from Supercell to be attempted to be reworked into a
viable state competitively. They haven’t bothered due to community outrage
what this card has received over the years, players investing money and in game
resources levelling it up and sadly best left alone.
Dart Goblin’s range should be nerfed from 6.5 > 6, it provides too much
value for its cost. Great pressure offensively, defensively and ability
to snipe buildings safely is too much.
Wizard HP Buff and Range Increase to clean up swarms more easier
would help it quite a lot. Its long overdue for a rework and far less
problematic than Megaknight can be for most players.
P.E.K.K.A. Medium > Long Range and Sight range decrease hopefully
would improve PEKKA’S place in the game currently. PEKKA is too
distractable as well, reducing the sight range hopefully should increase
their chances of connecting on the crown tower.