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Work-in-progress Balance Changes for October 2022 (Season 40)

September 22, 2022 · 4 min read

These changes are not final — the balance team will take your feedback and work into a finalized version when the season is announced.

Work-in-progress Balance Changes - Clash Royale 2022-10 Season 40 Update
These changes are not final — the balance team will take your feedback and work into a finalized version when the season is announced.

Similar to the previous balance changes, we’ll be having work-in-progress balance changes before they get finalized. From now until Sunday September 25th, you are encouraged to leave your feedback in the Comment section below.

We will read all of your comments on our blog post and on social media to see if there is a strong consensus among players — and will send your feedback to the balance team. Supercell will then make their final adjustments before locking them for October.

Seasonal content will be released later, likely some time next week.

Table of Contents

Barbarian Hut (Rework)

When Barbaian Hut is strong, it tends to lead to an oppressive and defensive meta. But when it doesn’t dominate, it’s hard to justify its 7-elixir costs. So how do you balance it? Supercell thinks that it can be reworked thoroughly by changing its stats significantly. The reworked Barb Hut will cost less, longer time between waves, and less spawned troops overall — but each wave will spawn 3 instead of 2 Barbarians.

Before After
Elixir Cost 7 6
Spawn Time 10 sec 14 sec
Spawn Count 2 3
Life Time 40 sec 30 sec
Death Spawn 2 1
Total Spawned 10 8

FAQ: Why is the total spawn 8 and not 7 (3-3-1)?

Barbarian Hut will spawn 2 full waves (3) followed by 1/3 wave (1), and an additional 1 unit from death spawn. So altogether:

  • 1st wave: 3
  • 2nd wave: 3
  • 3rd wave: 1
  • Death spawn: 1

I was told that the balance team has timed everything just right so that the 3rd wave will spawn exactly 1 unit!

Goblins (Buff)

Goblins will have 4 instead of 3 units in each group. This is a big change — Goblins have always had 3 units since the very beginning. It‘s being adjusted now likely because their usage rate has been low recently. With such stats bump, Goblins will give some serious competitions when players consider putting the popular Skeletons in their decks!

Before After
Count 3 4

Goblin Gang (Buff)

Goblins will have 1 more Spear Goblins, thus going back to the composition at launch, with 3 Goblins and 3 Spear Goblins.

Before After
Count 2 3

Knight (Buff)

Knight’s usage has been a bit low lately, so he will get an HP boost next season — even better stats for his cost!

Before After
HP +2.9% 651 670
HP Level 11 1666 1715
HP Level 14 2206 2271

Elixir Golem (Buff)

After the latest rework, Elixir Golem is still a bit on the weak side, so his hit time will be decreased in all forms — -15% to be exact — giving a faster hit speed overall.

Before After
EGolem 1 Hit Time -15% (Faster) 1.3 sec 1.1 sec
EGolem 2 Hit Time -15% (Faster) 1.3 sec 1.1 sec
EGolem 3 Hit Time -15% (Faster) 1.3 sec 1.1 sec

Cannon (Nerf)

Cannon has seen a huge resurgence in recent seasons, making it the IT card for many cycle decks. It will get an HP nerf (-14%) so players will consider playing some other defensive buildings.

Before After
HP -14% 350 300
HP Level 11 896 768
HP Level 14 1186 1017

Cannon Cart (Nerf)

To coincide Cannon’s nerf, Cannon Cart will also be getting a nerf in its destroyed form.

Before After
Destroyed HP -14% 558 475
Destroyed HP Level 11 892 760
Destroyed HP Level 14 1182 1007

Royal Hogs (Nerf)

I don’t think that Royal Hogs are that strong, but Supercell feels otherwise (must be those Hoggies decks… you know what they are!) so they will be getting a first hit nerf and become 60% slower (+0.15 sec).

Before After
First Hit Time +60% 0.25 sec 0.4 sec

Mortar (Nerf)

Mortar has been a on the strong side for a while now — even the top pro players have commented about it. Supercell will finally give it a fairly significant HP nerf (-13%).

Before After
HP -13% 575 500
HP Level 11 1472 1280
HP Level 14 1949 1695

Mighty Miner (Nerf)

When you see Mighty Miner in almost all meta decks, you know that he is a bit OP. It‘s true that not all the players can pull off his bomb drop, but if you can play this card as well as Carl the Legend does with his LavaLoon Mighty Miner, then you know that the card is strong! Supercell seems to agree with this and he will be getting an HP nerf (-8%).

Before After
HP -8% 2400 2200
HP Level 11 2400 2200
HP Level 14 3192 2926

Feedback

What do you think about these balances?

Join in the discusion in the comments section before September 25 so that those feedback will be considered before they are finalized.

Author: SML
SML (See-ming Lee) is the Founder of RoyaleAPI. He made this site because he loves Clash Royale. Read about the History of RoyaleAPI

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