Balance Changes - 2022 February (Season 32)
Balance Changes - Clash Royale 2022-02 Season 32 Update These balance changes are live on Thursday, February 3rd, 2021. February 2022 [...]
update balance
These balance changes are live on Thursday, February 3rd, 2021.
Table of Contents
- Balloon (Rework)
- Buff or Nerf?
- Prince (Rework)
- Dark Prince (Rework)
- Giant (Buff)
- Mini Pekka (Buff)
- Inferno Tower (Buff)
- Musketeer (Buff)
- Hunter (Buff)
- Archer Queen (Nerf)
- Golden Knight (Nerf)
- Royal Hogs (Nerf)
- Ram Rider (Nerf)
Balloon (Rework)
While these changes might seem like a simple redistribution of damage, the overall effect could be considered a Balloon nerf. The total damage will be the same as before, but the distribution in smaller hits makes it less dependent on timing. This means that it’s now more likely to get additional hits in time. However, these improvements aren’t enough to compensate for the first hit, which now will be significantly weaker.
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Before | After |
---|---|---|
Damage -33% | 600 | 400 |
Damage Level 11 | 960 | 640 |
Damage Level 14 | 1272 | 848 |
Hit Time -33% (Faster) | 3 sec | 2 sec |
Hit Speed +50% (Faster) | 1/3 | 1/2 |
Buff or Nerf?
After balance changes, Balloon’s damage is better / worse / has no change depending on the time. Check out the chart below where we plot a Level 14 Balloon’s damage over time.

Prince (Rework)
The horse of the Prince now not only sprints with his charge, it now also jumps over the river! This mechanic is similar to Hogs and Rams, but this is the first troop-targeting troop that has it; similar to how Mega Knight and Bandit and also jump/dash over it.
Hitpoints are reduced due to his already fairly strong stats and this new ability, which makes him more versatile.
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Before | After |
---|---|---|
Hitpoints (HP) -4% | 1255 | 1200 |
HP Level 11 | 2008 | 1920 |
HP Level 14 | 2660 | 2544 |
Jump Over River Ability | New |
Dark Prince (Rework)
Like the other prince, he can now jump over the river, at the cost of a slight hitpoint decrease.
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Before | After |
---|---|---|
Hitpoints (HP) -3% | 775 | 750 |
HP Level 11 | 1240 | 1200 |
HP Level 14 | 1643 | 1590 |
Jump Over River Ability | New |
Giant (Buff)
One of the main assets of the traditional Giant are his hitpoints, the key stat for his strength as a tank. This buff aims to make him a more popular win condition.
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Before | After |
---|---|---|
Hitpoints (HP) +4% | 1861 | 1930 |
HP Level 11 | 3945 | 4091 |
HP Level 14 | 5229 | 5423 |
Mini Pekka (Buff)
His sword swings are very powerful, but too often arrive a second too late, preventing him from delivering a last hit that could be critical in the battle. A faster attack speed should improve his underwhelming win rate and make him a better tool to chop down opponents of all sizes.
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Before | After |
---|---|---|
Hit Time -6% | 1.7 sec | 1.6 sec |
Hit Speed +6% | 1/1.7 | 1/1.6 |
Inferno Tower (Buff)
A lot of electric abilities have been added to the game in recent years, and that has made this building much less reliable. Now it will load up its damage faster and switch between opponents more easily, making it less vulnerable to resets.
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Before | After |
---|---|---|
First Hit Speed +25% |
Musketeer (Buff)
The ranged attacker that once dominated the meta has fallen behind Archer Queen and other versatile troops. A faster hit speed makes her better against swarms and bulkier troops, as it’s directly related to the total damage output.
Three Musketeers are also buffed because of this buff.
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Before | After |
---|---|---|
Hit Time -9% (Faster) | 1.1 sec | 1 sec |
Hit Speed +10% (Faster) | 1/1.1 | 1/1 |
Hunter (Buff)
While stats show him to be a solid option in specific decks, his overall usage is very limited. A slight improvement in the speed of his first attack should make him more versatile, and hopefully more popular.
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Before | After |
---|---|---|
First Hit Time -11% (Faster) | 0.9 sec | 0.8 sec |
First Hit Speed +13% (Faster) | 1/0.9 | 1/0.8 |
Archer Queen (Nerf)
This champion is the most used card in Grand Challenges. Her ability makes her a deadly range troop, and many players considered her a win condition due to how often she could lock to the opponent’s tower. Reducing the move speed while her ability is active should make this happen less frequently.
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Before | After |
---|---|---|
Move Speed During Ability | Medium | Slow |
Golden Knight (Nerf)
Despite being the least popular of the 3 champions, Golden Knight is still a fairly strong card that can seem unpredictable due to its long dash chains. This reduction in dash range will make it easier to predict his next targets. At the same time, the increased cooldown will make it harder for players to use it repeatedly to defend against swarms.
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Before | After |
---|---|---|
Ability Cooldown | 8 sec | 11 sec |
Dash Range | 6 | 5 |
Royal Hogs (Nerf)
As one of the few swarmy win conditions, these pigs have a very strong influence in the meta. The balance changes from last year made them too strong, so this reduction in damage will weaken them a bit.
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Before | After |
---|---|---|
Damage -3% | 36 | 35 |
Damage Level 11 | 76 | 74 |
Damage Level 14 | 101 | 98 |
Ram Rider (Nerf)
A small bug fix that acts as a slight nerf. Perfect for a troop that had become the most popular win condition while not having high win rates.
The Clash Royale balance team would like to thank @MaxirusCr for bringing this to their attention!
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Before | After |
---|---|---|
Slow Effect won’t affect spawn speed | New |
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