Work-in-progress Balance Changes for March 2025 (Season 69) - Clash Royale News Blog - RoyaleAPI

I do like that concept. Evolution snowball literally has a 0% usage rate and 50% win rate in ranked right now, but the damage buff might be a bit too much, especially since it already has the ability to push back troops lots of tiles, so I think we should just let the current buff happen and see how the evolution fits in the meta.

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I agree with everything you just said, but man, idk if supercell is gonna buff some of these cards, especially the spawner cards like furnace, goblin hut, and barbarian hut. For now, we have to take in the reality that these cards are dead.

I agree. Supercell should just remove these nerfs or nerf the tower damage of other small spells.

True, many of the small 2 elixir spells (other than log if the nerf gets used as well) will actually do more damage than arrows even though arrows is a medium spell, which in my opinion, is really disappointing. The log nerf should be removed as well for the same reason.

Sadly, we have come to the reality of this game. Where are the buffs to many spawners, like barb hut, goblin hut, and furnace? What about golden knight, minion horde, and mother witch, and many others? As far as I remember, supercell hasn’t touched these cards and we just have to take it in that these cards are dead. Now arrows and log do much less tower damage than other small spells like zap, etc, despite arrows being a medium spell.

Please reply if you feel the same as I do.

That’s a cool concept, but its kinda like the evo tesla, which would make evo e-wiz too broken since it actually moves. Maybe nerf the death damage or stun duration so it would be a balanced evo. Supercell has already released enough broken evos and then nerfing them after everyone bought the broken evo.

Make Lightning Have A Priority

The only melee cards without a standardized range is melee “short” cards which have a 0.8 tile range or lower, but all melee medium cards have a 1.2 tile range, and all melee long cards have a 1.6 tile range. Giving a 1.4 tile range would break this rule/standardization

She doesn’t need the range to be viable. A damage increase would give an inherent advantage against other melee cards since she’d be able to take them out with greater ease, especially her evo form

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Chef does not need a buff he can still level up more than 1 card

Make Lightning and Rocket deal 200 damage to towers they should not be a reliable way to get damage since it garunteed and also make firecracker die to log since it provides more offensive and defensive value then a princess and also make evolutions for more elixir so it isn’t a priority to use them

This is like saying cannoneer needs a buff because it’s bad against swarms

Arrows and log tower damage nerf is weird.First, if supercell think these spell cards are too strong , they can consider making them less stable like make it cost a little longer (0.2s maybe) for the arrows to connect. Moreover, if supercell think these spell cards needs replacement, then try to release new spell cards or buff void. I think void is a very good potential replacement for arrows. Only if you make void more stable.

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The balance changes feel lackluster, some changes are good like ewiz and evo snowball but others are questionable like log and arrows nerf, at least for arrows it should be a diff nerf cuz i dont like the idea of nerfing tower dmg to the point even tornado does more dmg

I think tower troops arent a good idea and chef should stay bad but since they are buffing it, smaller scale buffs are fine imo

Also can we get buffs to cards that arent used in the game, or very maginally used like 3m, barb hut and golem for starters… For 3m i would like to see an indirect buff by making pump be available in starting hands again, just because the game has evolved so much now and there’s so much punishable stuff u can do that i dont feel 3m can be as oppressive as in 2018 or so

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Firecracker needs a nerf. To her shot time

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If you decided to nerf log and arrows, consider to nerf poison too please… And please do some changes in Clan Wars too… Thank you…

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GOLDEN KNIGHT BUFF NEEDED!

I have been trying to use the Golden Knight for a while now and I realized two things; for one, his dash works maybe 50% of the time and two, he costs to much elixir, I find that since he’s worth 4 elixir he should be better than a knight (Which he isn’t)

Dash: His dash range back in the day used to be really good as he would make amazing connections, I’m aware that he was considered broken at the time, however, with so many other broken cards in the game currently I don’t see why not they would give him his 6 tile range back.

Elixir Cost: Since the Golden Knight seems to die quicker then a normal knight and he also has less hit points, I think he should only cost 3 elixir since he is quite literally worse than a knight.

Buff Ideas: For one they need to rework his dash, his dash is too inconsistent. I found that his A.I. glitches whenever there are troops scattered around him. For example; if you use the ability and there is a troop moving across the map (Horizontally) he will just lag in his running mode and not dash so I think they need to fix this and bring back his 6 tile range dash & if they don’t want to do this then they need to make him dash onto more troops specifically for skeleton army. I always hate going against skeleton army since the Golden Knight can only dash to ten troops I think it should be increased to 15 troops.

Secondly they need to buff the Golden Knight himself, like his damage, Bro can’t even one shot goblins this makes me so mad as I have lost so many games to goblin drill because he cant one shot them (which the knight can by the way). Also his hit points need some sort of buff. I am only able to use the ability once because he just dies quickly so they need to give him some more health.

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they want us to play recruits

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Hi!
Last time i made a list (february season) for what you guys should change and you guys did nothing! Im typing some of them again and some new changes that you guys should so something. Firstly let’s discuss about the changes that are made;
Arrows nerf - Reduced crown tower damage doesn’t make sense to me. They don’t do that much crown tower damage alredy. The only problem for Arrows is the big radius for 3 elixirs.
Log nerf - Same as the arrows it doesn’t make sense.
And for other changes im Ok. But void and royal chef buffs aren’t enough.
Here’s a list that you guys should change. Some of them i alredy wrote in the february WIP changes discuss.

:arrow_down:Guards
• Shield HP - 6%
256 → 241
• First hit time + 25%
0.4 → 0.5 seconds

:arrow_down:Arrows
Total radius - 12%
4 → 3.5 tiles

:arrows_counterclockwise:Rune Giant
• Bonus damage - 20%
220 → 176
• Enchant limit + 50%
2 → 3 troops

:arrow_down:Berserker
HP - 9%
831 → 756 (too much HP for 2 elixir)

:arrow_up:Void
Damage + 25% ( 1 target)
320 → 400
+ the rework that is given

:arrow_up:Little Prince
• Guardian’s dash damage + 48%
207 → 306
• Guardian’s first hit time - 40%
0.5 → 0.3 seconds
( I alredy wrote this on FEB WIP Changes)

:arrows_counterclockwise:Evolved Pekka
• Heal per death - 25% (1990 > - hp troops)
565 → 423 (2x → 1.5x multiplier)
• Heal per death + 32% (0 → 990 hp troops)
142 → 188 (÷2 → ÷1.5)

:arrow_up:Evolved Tesla
Pulse duaration + 100%
0.5 → 1 second

:arrow_up:Evolved Dart Goblin
• Posion damage - 18%
51-307 → 42-252
• Poison doesn’t stack anymore after getting killed.
( I alredy wrote this on FEB WIP Changes)

:arrow_up:Bomber (Evo Bomber)
First hit speed + 100%
0.2 → 0.4 seconds

:arrow_up:Barbarian Hut
• HP + 12%
1166 → 1306
• Spawn speed - 34%
15 → 10 seconds

:arrows_counterclockwise:Golden Knight
• Damage + 29%
161 → 208
• DPS + 17%
178 → 208 dmg/sec
• Hit speed + 11%
0.9 → 1 second
• Dash damage + 24%
335 → 415
• Ability cooldown + 50%
8 → 12 seconds

:arrow_up:Mini Pekka
Range + 50%
0.8 → 1.2 tiles

:arrow_up:Goblin Machine
Rocket crown tower damage + 33%
196 → 261 (÷2 → ÷1.5)

:arrow_down:Goblinstein
• Ability cooldown + 18%
17 → 20 seconds
• Lightink link activation time + 30%
1 → 1.3 seconds

:arrow_up:Mother Witch
• Hit speed - 10%
1 → 0.9 seconds
• DPS + 11%
133 → 148 dmg/sec

:arrow_up:Dagger Duchess
• Damage + 23%
112 → 138
• DPS + 23%
249 → 306 dmg/sec

:arrow_up:Cannoneer
• Hit speed - 8%
2.4 → 2.2 seconds
• DPS + 9%
161 → 175 dmg/sec

:arrow_up:Evolved Giant Snowboall
Roll distance + 12%
4.5 → 5 tiles
+ the buff that is given

:arrow_up:Royal Chef
• Hit speed - 20%
1 → 0.8 seconds
• DPS + 25%
109 → 136 dmg/sec
+ the buffs that are given

-I hope You guys liked these changes, and I hope you can do something now!
Lots of support for the team❤

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Arrows and Log Nerf is baseless, this will mean the end of <3.5 Average Elixir decks forever. Cannon Damage Nerf is not bad, but then Tesla will rule the Meta. So nerf Tesla Damage Also. Electro Wizard needs a +10% Damage Buff, not just +5%. Rage Duration Nerf means Evo LJ’s Ghost will be less painful to deal with. Give a +10% Health Buff to Royal Chef Tower Troop. Also buff Golden Knight’s Hitpoints by 10%. Buff Goblin Cage’s (both Normal and Evo) Duration by 30%, and make Cage Evo a 2-Cycle Evolution. Similarly, make Evo Lumberjack’s Ghost deal the same damage as Normal Lumberjack, but also make this Evo a 2-Cycle one.

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Please don’t nerf the spells as they play a key role in keeping the game balanced. Also, canon is pretty balanced, only evo canon is OP.

Please nerf evo dart goblin. It shouldn’t stay infinitely on a troop.