Work-in-progress Balance Changes, Season 68 (February 2025)

Firstly lavahound doesn’t seem that bad if you have good elixir advantage against lavahound then your probably good and to note chef is what made lavahound meta dominate. As for rune giant it fixes the massive damage bug both firecracker and hunter have as an certified electro giant player I have to lighting on the goblin machine, rune giant, and hunter just to even defend it properly against rune giant’s most popular deck and had to slowly chip my opponent away hoping it’s enough somehow. As for forgetting about evo pekka tbh they should nerf the big kill heal as it’s the main problem because if you do a massive push all the pekka player needs to do is one evo pekka and evo electro dragon to delete it completely and the counter push is basically impossible to defend. For goblinstein tbh they should kill the card instead of give it a small nerf. As for someone mentioning little prince needs a buff I’d recommend reverting the dmg nerf the little prince faced (not the dash dmg from the guardian). As for evo snowball it would pretty much needs a tiny buff and it should be 4.75 instead of 4.5 I don’t feel confident about 5 tiles so I just picked a middle number in between both. For dart goblin it should be the same but for the evo. Just kill it already and remove the poison splash and only affect one unit that it’s targeting not just delete an entire push like the evo electro dragon and evo tesla when they were at they’re peaks. As for the evo goblin giant nerf it’s alright but can they do something with the leveling thing on the chef to not buff the units spawned by the leveled up unit. Chef nerf might be overkill for it but justified for me as I feel like the best way to get a unit off the meta is to kill it with a severe nerf to the point of unviability and slowly buff it until it’s healthy again so it wouldn’t be unfair right away and they should also do emergency nerfs twice as frequently as sometimes it could lead to a card that is kept in check to become overpowered if the balance changes or the emergency nerf resulted in worsening its counter.

Honestly in my opinion I think the balance changes look quite good. I feel that dart goblin although my favorite card needed to be toned down and a bit and overall it feels like they’re doing good. I feel the pekka evo is maybe a bit too strong still? Maybe a slight HP gain back nerf could be considered balanced but other than that I feel that they did good this time! :+1:

This is every mid ladder child screaming at supercell for not nerfing mid ladder monsters. AND YES THIS MEANS YOU AS YOU ARE DEFINITELY ONE OF THOSE PEOPLE SCREAMING AT SUPERCELL FOR NOT NERFING MEGAKNIGHT AND FIRECRACKER BOTH ARE BALANCED AND YOUR JUST TRASH AT THE GAME AND WHEN YOU TRY TO IMPROVE YOU FACE A STUPIDLY BRAINDEAD PLAYER WHO HAS ZERO BRAINCELLS AND SPAMS A TON OF MID LADDER MENACES AT YOUR FACE AND YOU SOMEHOW SCREW UP AND LOSE TO A MID LADDER MONSTER WHO THROWS THE CONCEPT OF TOP LADDER DECKS AND SKILL OUT THE WINDOW RESULTING IN SCREAMING AT SUPERCELL ON TWITTER TO NERF THOSE STRATEGIES.

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Firstly dagger duchess is ok with the projectile speed buff as it makes it to where spamming dart goblin outright becomes pointless, secondly she’s very good at dealing with bait decks that spam at the bridge except for spamming princess at the bridge, secondly little prince shouldn’t get the dash buff because it will not be fun… (yes I’m referring to him deleting 25 elixir pushes with one guardian dash), void was a bad concept so it should stay dead, evo bomber after the bouncing bomb nerf isn’t as prevalent as it used to be and it would be rare for you to get a lot of damage from this guy yet even encounter him as most cycle decks aren’t using evo bomber to get easy damage, also a better idea is for situations with counter pushes because all it takes is one evo pekka and an evo electro dragon to delete an entire push outright, for evo dart goblin the poison should just stop leeching onto other units and also shouldn’t splash onto them aswell if one unit is given the poison from the evo dart goblin it should be the one that receives the damage from the dart goblin to be poisoned for a limited duration, evo tesla should have a decently slower shockwave and that it would catch more units instead of just catching a couple that just ran into its shockwave somehow, for guards they’re the only thing keeping evo pekka balanced so once evo pekka dies they’ll probably be b tier if evo pekka falls off the meta completely soooo they’ll probably be around averaging 5% to 12% if I had to guess after evo pekka truly falls off.

Honestly, I am fine with all these changes, but I have a slight problem with the balance changes.

See, they are now just fixing the meta, which they absolutely should. But I would like to see changes to more cards that have been performing low.

Take for wxample the Golden Knight. It’s such a fun card, but for the recent two years it has been performing low due to better options for champions.

They said they wanted all legendaries to be viable cards, so why wouldn’t they want that with an even rarer selection of cards. It only has to be a few slight buffs to get him into the meta.

This would than also fix the issue with Goblinstein, as he would get less prominent in the meta. All champions should be in a nice middle ground, and Golden Knight is performing the lowest of them all.

You must also think of the decks that would come from such a change. Golden Knight was most of the time used in decks like three musketiers and electro giant. These decks have been in a rough state over the last couple of months, so a buff to a component of both decks would make them meta again, and the meta would be more diverse.

My proposed changes:

Golden knight buff:

  • 20% damage

368 - 442

  • 30% dash count

10 - 13

Can now dash to more troops with one ability.

I hope Supercell will do something with this. Make Golden Knight have a place in the meta again.

Why you people still complain about evo Pekka. It was good before the nerfs but now it’s not that good, Pekka is very very weak ( she is very slow , easily distracted, easily defended) ,and the reason why players still use it because of the support cards like goblinstein, Evo e-drag, both of them kill the sworms cards that kills her , those are the cards that needs more nerfs not the Pekka. That’s what I hate about evolutions in order to balance them they have to nerf the base forme that was already balanced before the evo.

Here are my thoughts about the balance changes:
Dart Goblin: Good nerf.
Goblinstein: Good nerf.
Lava Hound: This nerf might be too much, maybe reduce it to like 4 or 5%.
Rune Giant: Sure, but idk why it has such a low win rate tho in ranked (48%)
Evo Goblin Giant: This nerf is too much, reduce it to like 1.6 spawns/second.
Royal Chef: I’m not exactly sure about this one, the nerf might be too much, but we can try it and see how the chef fits in the meta.
Fire Spirit: Good buff.
Musketeer: Good buff, it’s a really small buff anyways.
** Evolution Snowball**: One of the worst evolutions in the game right now, so this is a good buff.

Let me know what yall think of my thoughts, and please like this comment so royaleapi could see this <3

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It’s better to remove the champion cards from the game since they’re only champions in name. I liked the little prince and he died, I liked the goblinstain and he died too.

Wrong. Evo has already been nerfed into the ground.

Pekka was busted even before the evo came out.

Supercell please read all these comments. We need many cards to be balanced, just doing them for 7 is not nearly enough.

Also please have them every month from now

I believe a Giant Skeleton buff is in order (unless you guys are making an evo for him).

Here are a handful of potential balance changes you could implement

(option 1)
-Death bomb blast radius increased by .5
-Death bomb now deals double damage to buildings (equivalent to the amount of damage his bomb deals to crown towers)

(option 2)
-Hitspeed changed from 1.4s to 1.1s

(option 3) (this one is a bit wacky)
-Targets buildings/towers when they are 1.5 tiles away (or less)

Or some combination of these

This card feels straight-up unplayable right now. He is in desperate need of a buff, and has been needing a buff for a LONG time. Really hope supercell can at least give him breadcrumbs this balance patch.

In my opinion Pekka needs NERF
Void needs Buff,
Golden knight needs Buff
Heal spirit little Buff
Evolution Barbarians and Evolution wizard buff
Zappies Buff.
If maybe some extra buff is added to encourage more the creation of a different meta would be better and I expect at least one of these things to happen…

Analisi e proposte di bilanciamento su Clash Royale

Approvazione Buff:

Spirito del Fuoco: Trovo molto valida l’idea di aumentare il raggio d’azione da 2 a 2.5. Questo miglioramento lo rende più efficace contro carte numerose come scheletri, goblin e sgherri, aumentando così la sua versatilità.

Palla di Neve Evoluta: Finalmente un incantesimo poco sfruttato nel meta riceve il potenziamento che merita. Un aumento del raggio d’azione darà più opportunità per sfruttare i vantaggi e riportarlo al centro delle strategie.

Critica sui cambiamenti proposti:

Goblin Cerbottaniere: Non concordo con il nerf del 5% al ​​suo attacco. Considerando che ha già pochissima vita, ridurre ulteriormente il suo potenziale offensivo lo penalizza troppo. Per fortuna la sua velocità non è stata toccata.

Moschettiere: Ritengo ingiustificato il buff alla velocità di attacco. La carta è già molto forte e veloce; un miglioramento di sbilanciare il gioco.

Chef Royale: Il nerf alla velocità d’attacco mi sembra eccessivo, anche se capisco quello alla velocità dei pancake. Se la velocità d’attacco passa da 0.9sa 1.0s, preferirei che si compensi aumentando il danno, ad esempio portandolo da 109 a 137 (al livello 11).

Proposte di modifiche aggiuntive (livello 11):
Nerf:

Gran Cavaliere: Ridurre il danno ad area (268 → 232) e il danno da salto (537 → 414) per bilanciarne l’impatto devastante in partita.

Fuorilegge: Danno in scatto ridotto (387 → 298), punti ferita ridotti (907 → 886), e un lieve nerf al danno normale (193 → 187) per ridurre il suo dominio.

Arciere Pirotecnico: Diminuire i punti ferita (304 → 256) e il danno totale (64x5 → 64x4). Anche la velocità di colpi (3s → 3.5s) e la portata (6 → 5.5) dovrebbero essere ritoccate per rendere meno dominante.

Rielaborazioni:

Drago Elettrico: Meno punti ferita (950 → 862) ma più danno (192 → 232) e una portata maggiore (3.5 → 4). La velocità dei colpi potrebbe essere leggermente ridotta (2.1s → 2.3s) per bilanciare.

Barbari Scelti: Aumentare il danno (384 → 434), ma rallentare i colpi (1.4s → 1.7s) e ridurre la velocità (rapida → media). I punti feriti scendono da 1341 a 1241 per bilanciare l’aumento del danno.

Cavaliere: Incrementare il danno (202 → 272), ma ridurre i punti ferita (1766 → 1721) e rallentare i colpi (1.2s → 1.5s). Inoltre, portata modificata dalla media distanza a distanza ravvicinata.

Appassionato:

Stregone di Ghiaccio: Aumentare il danno (90 → 181), il danno iniziale (83 → 109), ei punti ferita (688 → 721). Migliorare anche la durata del congelamento (1s → 1.3s) per aumentarne l’impatto.

Sgherri: Migliorare i punti ferita (230 → 257), il danno (117 → 131) e la velocità di colpi (1s → 0.9s). Aumentare anche la velocità generale da rapida a molto rapida.

Strega: Potenziare il danno (134 → 158) ei punti ferita (838 → 924). Ridurre il tempo di generazione degli scheletri (7s → 6s) e aumentare la portata (5.5 → 6).

Mini PEKKA: incrementare i punti feriti (1361 → 1771) e cambiare la portata da avvicinata a lunga distanza, per rendere più competitivo.

Spaccamuro: Migliorare i punti ferita (331 → 398) e il danno (392 → 414), rendendoli più resistenti ed efficaci.

Spirito della Cura: Aumentare la cura al secondo (400 → 432), migliorandone l’utilità nei mazzi di supporto.

Queste modifiche potrebbero apportare un equilibrio più variegato e stimolante. Spero che verremo presi seriamente in considerazione.

Dart Goblin: Good nerf.
Goblinstein: Good nerf.
Lava Hound: Good nerf.
Rune Giant: Good nerf.
Evo Goblin Giant: Good nerf.
Royal Chef: Don’t nerf it.
Fire Spirit: Good buff.
Musketeer: Doesn’t need buff in normal state, needs buff when evolved.
Evolution Snowball: Good buff.

The items below need to be translated or added.
Goblin Gang: Spawn time 1.0→1.2 seconds +20%
Balloon: HP 1680→1562 -7%
Cannon, Cannon Cart: Damage 212→192 -9%
Cannon Evolution: Damage 212→192 -9%, Rocket Cannon Range 2.5→3.0 tiles
Tesla Evolution: Pulse range 5.5→6.5 tiles +19%, Pulse damage 148→202 +37%
Void: Damage 320→410 +28% for 1 target
Giant Skeleton: Attack speed: 1.4→1.3 seconds -7%
Hunter: Initial attack speed 0.8→0.6 seconds -25%
Little Prince: Damage 99→110 +12%
Monk: Damage 140→155 +11% Combo Damage 422→465 +11%
Golden Knight: Damage 160→180 +12%
Cannoneer: Damage 386→394 +2%

All of these nerfs are good, expet lava hound and chef nerfs. Lava hound is a weak card, the thing that makes it strong is just the clasic lavaloon deck, so you just need to nerf popular cards in that deck like the evo valkyrie, balloon, arrows, etc. Lava hound doesn’t deserve that nerf. Even after that, the chef nerf is too much, idk.
But i made some changes that needs to be addet in the finalised version of the changes.

:arrow_down:Guards (Option 1) / (Option 2)
Shield HP - 6% First hit speed + 50%
256 → 240 0.4 → 0.6 seconds

-Guards are pretty strong for 3 elixir. They counter so many heavy troops. They even survive arrows. So if we decrase the shield HP (Option 1) a little bit, they won’t be able to survive arrows anymore. This is also reverting the last buff that they got on January 2024, when they were able to survive arrows. Option 2 is to decrase the first hit time. They first hit speed is fast, which results on them getting alwasy a hit on troops or crown tower. So i gave my opinion, and you guys better take this as a serious change. Guards are pretty underrated.

:arrow_down:Arrows
Total radius - 13%
4 → 3.5 tiles

-Arrows are the best card in clash royale rn. They do so much damage and have a big radius only for 3 elixir. They almost counter 3-4 elixir range units with the help of the tower. But the big radius is the problem. If we decrase the radius by half tile, it’s going to effect the card balancing then. I now it seems like a big nerf, but guys they srsly need a big nerf. Like everybody wants this card to get nerfed.

:arrow_up:Little Prince
• Guardian’s dash damage + 48%
• Guardian’s first hit speed - 40%
0.5 → 0.3 seconds

-Little Prince is one of the most forgetten cards in clash royale history, and it’s very bad, nobody uses it affter the huge nerfs that it got. He deserves more buffs but i only gave him 2. The guardian’s ability is useles. It doesn’t even do that much damage. You’re telling me that a log (2 elixir) does more damage than a woman charging with a full speed that it cost 3 elixir. Cmn supercell buff the guardian’s dash damage is pretty useles to waste 3 elixir for nothing. Even the guardian itself is super waeak. Just increase the first hit time a little bit and it can be useful some times. I hope you’re considering these changes seriousily.

:arrow_up:Void
Damage + 25% (1 target)
320 → 400

-Void is the same as little prince. It fell off so hard affter that - 32% damage. It’s soo bad rn that nobody wants it. So if we increase the damage to the 1 targets it could be more useful in some situations.

:arrow_down:Evolution Dart Goblin
• Poison damage to troops - 18%
51-307 → 42-252
• Poison doesn’t stack anymore affter getting killed.

-The main strong thing of Evo D.Goblin is the poison effect. It does so much damage when it goes red color. It can melt tanks within a second.
So it really needs a damage decrease so it can be more balanced. Also the main thing is that when the Evo D.Goblin dies when it has effect a troop with poison, the poison doesn’t go until the troop die. So with the new change the poison won’t be stacking anymore in troops forever. It will only going to stay for 4 seconds.

:arrow_down:Pekka (Evo Pekka)
First hit speed + 40%
0.5 → 0.7 seconds

-Evo Pekka is one of the most popular cards in the game. The nerfs to it wasn’t enought. One of the main thing that nobody understands is the first hit speed. The faster first hit speed makes the Evo Pekka to heal faster when a troop it’s deployed. And sometimes a normal pekka get’s 1 hit every time on towers with only 1 hp. So if we decrease the first hit time it will balance it a litte bit more. But we can juts revert the last range buff that it got in March 2024, but i think pekka needs that large range and if we decreased i thing it will be a hugge nerf for her. For better option we can decrease her first hit time.

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

-Bomber (Evo Bomber) it’s in the same situation as Pekka. Bomber’s first hit speed is so fast. This makes that evo bomber can conect with the tower faster because it shoot very fast on his first hit speed. So if we decrease the bomber’s first hit time it’s going to be a very good nerf.

:arrow_up:Golden Knight
• Damage + 20%
161 → 193
• Dash damage + 100 (2×)
193 → 386
• DPS + 20%
178 → 214 dmg/sec

-Golden Knight is the same as little prince. So bad. He has low damage and low DPS. He really needs a buff like this that i made. And the dash damage needs to be increased like all the other cards that dash, that their dash damage is 2× of their normal damage

:arrow_up:Dagger Duchess (Option 1) / (Option 2)
Damage + 23% Dagger stored
112 → 138 + 25%
8 → 10 daggers

-Dagger duchess really needs a buff. Im not saying that is that terribile but a damage or dagger buff will not be that bad. The option one buff will make duchess one shot spear goblins, two shot minions spirits dart goblin rascal girls, for shot magic archers, mother witches, etc.
The option 2 buff it’s going to allow her to shoot 2 extra daggers which changes a lot of interactions.
Which is better:
Option 1 (total damage): 138 × 8 = 1104 damage
Option 2 (total damage): 112 × 10= 1120 damage
It looks like with the second buff it only does a little bit more damage, but that surerly won’t change much.

:arrow_up:All the spawners need a buff.
Like all of them need a 10% HP buff, faster spawn speed, IDK. Just buff all of them.

:arrows_counterclockwise:Evolution Tesla
• Pulse duaration (nearby area, 0 → 2 tiles) + 300%
0.5 → 2 seconds
• Pulse duaration (middle area, 2.5 → 4 tiles) + 100%
0.5 → 1 second
• Pulse duaration (remote area, 4.5 → 6 tiles) + 0%
0.5 → 0.5 seconds

-Evo Tesla is getting a weird rework. So how it works? Lisen to me. Evo Tesla now stuns troops with a different amount of time. Her pulse in now divided by 3 zones (nearby, meddium, and remote area). Nearby area is from 0 → 2 tiles.
Middle area is from 2.5 → 4 tiles. Remote are is the farest zone which is from 4.5 → 6 tiles.
Now when you deplot her the pulse is going to be with 3 different colors. The nearest pulse zone is going to be a dark blue color. The meddium zone is going to be a blue color. And the remote zone (farest zone) is going to be an light blu color. Now when the pulse catches a troop on the near zone the troop is going to stay longer, up to 2 seconds. When it’s caught on the meddium zone is going to stay for 1 second, and for remote zone isn’t going to change.
So this is a great rework for tesla becuase you want to put tesla near troops so you get that 2 seconds pulse duaration.

These were my changes i hope you can do something because i stayed 1 hour and 3 minutes to write all of that.

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Analisi e proposte di bilanciamento su Clash Royale

Approvazione Buff:

Spirito del Fuoco: Trovo molto valida l’idea di aumentare il raggio d’azione da 2 a 2.5. Questo miglioramento lo rende più efficace contro carte numerose come scheletri, goblin e sgherri, aumentando così la sua versatilità.

Palla di Neve Evoluta: Finalmente un incantesimo poco sfruttato nel meta riceve il potenziamento che merita. Un aumento del raggio d’azione darà più opportunità per sfruttare i vantaggi e riportarlo al centro delle strategie.

Critica sui cambiamenti proposti:

Goblin Cerbottaniere: Non concordo con il nerf del 5% al ​​suo attacco. Considerando che ha già pochissima vita, ridurre ulteriormente il suo potenziale offensivo lo penalizza troppo. Per fortuna la sua velocità non è stata toccata.

Moschettiere: Ritengo ingiustificato il buff alla velocità di attacco. La carta è già molto forte e veloce; un miglioramento di sbilanciare il gioco.

Chef Royale: Il nerf alla velocità d’attacco mi sembra eccessivo, anche se capisco quello alla velocità dei pancake. Se la velocità d’attacco passa da 0.9sa 1.0s, preferirei che si compensi aumentando il danno, ad esempio portandolo da 109 a 137 (al livello 11).

Proposte di modifiche aggiuntive (livello 11):
Nerf:

Gran Cavaliere: Ridurre il danno ad area (268 → 232) e il danno da salto (537 → 414) per bilanciarne l’impatto devastante in partita.

Fuorilegge: Danno in scatto ridotto (387 → 298), punti ferita ridotti (907 → 886), e un lieve nerf al danno normale (193 → 187) per ridurre il suo dominio.

Arciere Pirotecnico: Diminuire i punti ferita (304 → 256) e il danno totale (64x5 → 64x4). Anche la velocità di colpi (3s → 3.5s) e la portata (6 → 5.5) dovrebbero essere ritoccate per rendere meno dominante.

Rielaborazioni:

Drago Elettrico: Meno punti ferita (950 → 862) ma più danno (192 → 232) e una portata maggiore (3.5 → 4). La velocità dei colpi potrebbe essere leggermente ridotta (2.1s → 2.3s) per bilanciare.

Barbari Scelti: Aumentare il danno (384 → 434), ma rallentare i colpi (1.4s → 1.7s) e ridurre la velocità (rapida → media). I punti feriti scendono da 1341 a 1241 per bilanciare l’aumento del danno.

Cavaliere: Incrementare il danno (202 → 272), ma ridurre i punti ferita (1766 → 1721) e rallentare i colpi (1.2s → 1.5s). Inoltre, portata modificata dalla media distanza a distanza ravvicinata.

Appassionato:

Stregone di Ghiaccio: Aumentare il danno (90 → 181), il danno iniziale (83 → 109), ei punti ferita (688 → 721). Migliorare anche la durata del congelamento (1s → 1.3s) per aumentarne l’impatto.

Sgherri: Migliorare i punti ferita (230 → 257), il danno (117 → 131) e la velocità di colpi (1s → 0.9s). Aumentare anche la velocità generale da rapida a molto rapida.

Strega: Potenziare il danno (134 → 158) ei punti ferita (838 → 924). Ridurre il tempo di generazione degli scheletri (7s → 6s) e aumentare la portata (5.5 → 6).

Mini PEKKA: incrementare i punti feriti (1361 → 1771) e cambiare la portata da avvicinata a lunga distanza, per rendere più competitivo.

Spaccamuro: Migliorare i punti ferita (331 → 398) e il danno (392 → 414), rendendoli più resistenti ed efficaci.

Spirito della Cura: Aumentare la cura al secondo (400 → 432), migliorandone l’utilità nei mazzi di supporto.

Queste modifiche potrebbero apportare un equilibrio più variegato e stimolante. Spero che verremo presi seriamente in considerazione.

I agree with the evolved goblin giant, firespirit, musketeer and evolved giant snowball balances. Do not nerf the normal dart goblin and make it so that the poison effect from the evolved dart goblin expires 3 seconds after his death, lower the duration of the poison cloud from 4 to 3 seconds and decrease the third tier poison damage from 307 to 230. Do not nerf the monsters hp and instead increase the elixir cost from 5 to 6, nerf the lightning link damage from 107 to 86. Keep the **lava hound and pups** damage buffs and nerf the lava pups hp from 216 to 202, keep the **rune giant**s nerf, but also remove the enchantment when the rune giant is dead, apply the initial bonus damage from the first attack instead ot the third and buff his hp from 2803 to 2976. Keep all the nerfs of the royale chef, but do not nerf his hit speed. Here are the rest of my suggestions:

Buffs :arrow_up:
Dagger Duchess: Dagger charge: 0.9 > 0.8 sec (-11%)
Cannoneer: Damage +2%
Golden Knight: Damage: 161 > 174 (+8%), 40% shield after the ability for 2 seconds
Little Prince: Royal Rescue Damage: 207 > 241 (+16%)(the same damage as a barbarian barrel), Royal Rescue pushback: 2 > 2.5 Tiles (+25%)
Monk:strong text Damage: 140 > 152 (+9%), Combo Damage: 402 > 456 (+8%)
Evolution Tesla: Pulse Damage: 148 > 133 (-10%), Death Pulse: 0 > 1
Evolution Archers: Range: 6 > 7 (+17%)
Evolution Royal Giant: Recoil Damage: 81 > 128 (+58%)
Void: Single Target Damage: 320 > 338 (+6%)
Rascals: Rascal Girls Hitpoints 261 > 304 (+17%)(survive log)
Rocket: Projectile Speed: 350 > 500 (+43%)
Barbarians: Hitpoints +10% (survive fireball)
Hunter: Narrower Attack, First Hit Speed: 1.1 > 0.8 (-27%)
Witch: Damage: 134 > 147 (+10%), Hit Speed: 1.1 > 1 (-9%), spawns 3 additional skeletons upon death
Mother Witch: Damage: 133 > 147 (+11%)
Electro Giant: Zap Radius 3 > 3.5 (+17%)
Executioner: Axe Time: 1.5 sec > 1.2 sec (-20%)
Royal Giant: Hitpoints: 3164 > 3232 (+2%)(same hp as a goblin giant)
Goblin Demolisher: Lifetime: 8 sec > 9 sec (+13%)
Dark Prince: Charge Distance: 3 Tiles > 2 Tiles (-33%)
Giant Skeleton: Death Damage: 534 > 562 (+5%)
Zappies: First Hit Speed: 1.1 > 1 (-9%)
Suspicious Bush: First Hit Speed: 0.6 > 0.4 (-33%), Damage: 227 > 228
Goblin Curse: Damage Amplification: 20% > 25% (+25%), Damage per second: 30 > 40 (+33%)
Battle Ram: Charge Distance: 3 Tiles > 2 Tiles (-33%)
Battle Healer: Spawn Healing Radius: 2.5 Tiles > 3 Tiles (+20%)
Firecracker: Projectile Travel (directly horizontal towards the enemy, instead of up and onto the enemy, so that it doesn’t miss quick moving spirits, spear goblins and etc.)

Nerfs :arrow_down:
Evolution Mega Knight: Knockback each third hit
Evolution Pekka: Max Hitpoints 5640 > 4136 (-27%), Heal per Small Kill: 142 > 124 (-13%)(3.3% of Pekkas HP), Heal per Medium Kill: 282 > 248 (-12%)(6.6% of Pekkas HP), Heal per Large Kill: 565 > 376 (-34%)(10% of Pekka`s HP)
Evolution Goblin Cage: Cycles: 1 > 2 (+100%), Goblin Brawler Hit Points Boost (removed)
Evolution Mortar: Hit Speed Boost (removed)
Evolution Wallbreakers: Damage Boost: 76.5% > 50% (-17%)
Evolution Battle Ram: Gets destroyed after a Crown Tower is hit
Graveyard: Skeleton Spawn (Non-RNG)

Reworks :arrows_counterclockwise:
Wizard: Elixir Cost: 5 > 4 (-20%), Damage -20%, Hitpoints: 754 > 720 (-5%)
Goblin Machine: Ranged Attack Minimum Range: 2.5 > 3 (+20%), Hitpoints +5%, Hit Speed: 1.2 > 0.8 (-25%), Damage: 212 > 136 (-36%)
Skeleton King: Soul Summoning spawns all of the Skeletons at once, Maximum Skeleton Count: 16 > 15 (-6%)
Mini Pekka: Damage 754 > 720 (-5%), Melee Range: 0.8 > 1.2 (+33%)
Barbarian Hut: Elixir Cost: 6 > 4 (-33%), Spawn Count: 3 > 2 (-33%), Spawn Speed: 15 sec > 15.5 sec (+3%) Hitpoints 1166 > 848 (-27%)
Goblin Hut: Elixir Cost: 5 > 4 (-20%), Hitpoints: 848 > 530 (-38%), Spawn Speed: 11.5 sec > 15 sec (3 Waves > 2 Waves), Spawn Count: 3 > 2 (-33%), 3 spear goblins always shooting and deploying after the building gets destroyed
Furnace: Elixir Cost: 4 > 2 (-50%), Hitpoints: 848 > 685 (-19%), Lifetime: 28 sec > 20 sec (-29%), Spawn Speed: 5 sec > 10.5 sec (6 Waves > 2 Waves), Death Fire Spirit: 1 > 0 (-100%)

1 Like

first wait to see if Pekka is the issue or the chef is the issue.
Pekka nerf didn’t feel that much because chef boost her so much.
Now let’s see how she performs with chef being nerfed before doing something.
What surprised it’s not seeing an E-drag nerf.

2 Likes

Ram Rider’s lass rope damage is too strong

Pekka deserves a slightly nerf. Canon tower needs attack quicker. Heal spirit needs a buff.