Along with the second client update comes the second balance changes of the year! There are lots of changes, and we expect to see a shift in the meta. Unlike previous balances which are applied when the season changes, these balances will go live when the game client is updated.
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Fire Spirit (Rework)
Before
After
Elixir Cost
2
1
Unit Count
3
1
Damage +6%
178
188
Hitpoints +109%
91
190
Range +25%
2
2.5
Damage Radius +47%
1.7
2.5
Fire Spirits — and in turn, Furnace — are weak and underused at the moment.
Through this rework — by having it cost the same as all the spirit cards as well as making it viable viable with a larger Fireball-like splash damage — the Clash Royale team hopes that more players will try them out.
As the unit count got changed, the name of the card has been changed to Fire Spirit without the S.
Furnace (Rework)
Before
After
Each Wave
2 spirits
1 spirit
Time per Wave
9 sec
7 sec
Wave Count +2
5
7
Lifetime -2%
50 sec
49 sec
Alongside the rework of Fire Spirits, Furnace will get a rework as well.
It will now spawn 1 Fire Spirit every wave, with each wave having 7-second intervals (as opposed to 9 seconds right now).
Rascals (Buff)
Before
After
First Hit +0.2 sec faster
1 sec
0.8 sec
Rascals are mostly used in Log Bait decks, but are rarely seen in other archetypes.
Supercell hopes that giving the Rascal Girls a small buff will make players want to include this trio with bubble-gum slings into more decks.
Cannon (Buff)
Before
After
Hit Time -10%
1 sec
0.9 sec
DPS +11%
Usage for Cannon and Cannon Cart are both low at the moment, so Supercell is hoping to give both of these cards a small buff.
Cannon Cart (Buff)
Before
After
Hit Time in destroyed state -10%
1 sec
0.9 sec
DPS +11%
Note that this Buff applies to the Cannon Cart in its destroyed / broken state only.
The Hit Time for the Cart before it is broken remains the same as right now.
Giant Skeleton (Buff)
Before
After
Death Damage to Towers
444
888
Giant Skeleton has been completely removed after his most recent nerf.
By doubling his Death Damage to towers, he now deals a LOT of damages.
When we had playtested this during a balance test session, we were quite surprised by how much death damage there was.
It’s like a mini-game of clearing his way to the tower and then getting a high reward if succeeded.
— Pavel, Clash Royale Balance Team
Elite Barbarians (Nerf)
Before
After
Sight Range +9%
5.5
6
Although on paper it would appear that EBarbs are getting a buff, this is in fact intended to be a nerf — and more specifically, to take care of one key issue with Elite Barbarians right now.
Very often, when troops are deployed in the center of the battle field, one EBarb will ignore those troops and go straight onto the towers.
By extending their sight range, they will be more easily distracted once the balance is live.
Golem (Nerf)
Before
After
Death Damage -28%
259
186
Supercell feels that Golem decks are overly strong.
With this change, Golem’s death damage will not be enough to eliminate Archers / Minion Hordes — thus making them viable options for defense.
Ice Wizard (Nerf)
Before
After
Hitpoints -3%
590
570
The Clash Royale balance team felt that Ice Wizard gives too much value for a 3-cost unti that doesn’t die to a 4-cost spell.
After this change, Ice Wizard will die to Fireball.
We foresee a heavy Fireball-bait meta next season.
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