Work-in-progress Balance Changes for August 2023 (Season 50)
These changes are not final — the balance team will take your feedback and decide on a finalized version.
balance wip
Work-in-progress balance changes are here! Supercell is interested in hearing what you think about these changes before finalizing them. Make your opinions heard in the next 1-2 days. Leave feedback in the comments below. We will always send our write-up to Supercell, but we will definitely mention or even quote yours if you make strong arguments for / against a specific change.
There are 6 balances in total — 3 buffs and 3 nerfs.
Seasonal content will be released before the end of the season.
Table of Contents
- Goblin Giant (Buff)
- Battle Ram (Buff)
- Tesla (Buff)
- Firecracker Evolution (Nerf)
- Royal Giant Evolution (Nerf)
- Mighty Miner (Nerf)
- Thoughts
- Feedback
Goblin Giant (Buff)
Supercell wanted players to consider more variety of Win Conditions. oblin Giant is getting a buff becasue of that.
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Before | After |
---|---|---|
Hit Points +6.0% | 1967 | 2085 |
Hit Points Level 11 | 3147 | 3336 |
Hit Points Level 14 | 4170 | 4420 |
Battle Ram (Buff)
Same reason as above — Battle Ram does not see a lot of use as a win condition, so it’s getting a buff.
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Before | After |
---|---|---|
Charge Distance -14.3% | 0.35 tile | 0.3 tile |
Tesla (Buff)
As an attempt to offset the popularity of Bomb Tower, Tesla will gain a bit of Hit Speed. In turn, getting higher DPS (+9%) when hitting units.
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Before | After |
---|---|---|
Hit Time 8.3% shorter | 1.2 sec | 1.1 sec |
Hit Speed 9% faster | 1/1.2 sec-1 | 1/1.1 sec-1 |
DPS +9% | DMG/1.2 sec-1 | DMG/1.1 sec-1 |
Firecracker Evolution (Nerf)
Many people feel that Firecracker Evolution is too strong. She’ll get an HP nerf after balances, but still won’t die to Arrows. I know that the balance team likes to do small nerfs. Let’s hope that it is enough, and if it’s not in the live action, be willing to nerf her health further.
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Before | After |
---|---|---|
Hit Points -7.0% | 170 | 158 |
Hit Points Level 11 | 435 | 404 |
Hit Points Level 14 | 576 | 535 |
Big Sparks Duration -20% | 2.5 sec | 2 sec |
Small Sparks Duration -20% | 2.5 sec | 2 sec |
Royal Giant Evolution (Nerf)
The initial hit point buff was +30%. It was quickly nerfed to +20%. This balance now changes RG Evolution to +10%.
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Before | After |
---|---|---|
Hit Points -8.3% | 1440 | 1320 |
Hit Points Level 11 | 3686 | 3379 |
Hit Points Level 14 | 4881 | 4474 |
Mighty Miner (Nerf)
Mighty Miner continues to be one of the most popular champions in the game. Besides being an able defender, his lane-switching abilities allows him to be a strong attacker, especially during end-game. My increasing his Damage Duration, it will now take longer for him to charge up to full damage.
Note: Damage Duration is the time for Mighty Miner’s variable damage to charge from 0 to max completely.
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Before | After |
---|---|---|
Damage Duration 1 +12.5% | 2 sec | 2.25 sec |
Damage Duration 2 +12.5% | 2 sec | 2.25 sec |
Total Damage Duration +12.5% | 4 sec | 4.5 sec |
Thoughts
Card evolution is an interesting concept and a very good way to spice up a game. However, the way that the Card Evolutions are functioning right now, they give way too great of an advantage. From a design point of view, the Clash Royale team intends Evolutions to always give an advantage. But from the player perspective, having them cost the same elixir but an always advantageous play makes them incredibly unbalanced.
The traditional way of balancing is to match stats with the appropriate elixir cost. With evolution cards now available that always gives an advantage, that balance philosophy no longer applies. Right now, unless all 109 cards in the game have evolution abilities, it’s really hard to play any decks without being severely disadvantaged.
As long as a card is already balanced in the non-evolved form, an evolution that buffs the stats will inevitably lead it to be too strong. There are 3 main ways to make evolved cards balanced:
- make non-evolved cards weaker
- make evolutions more gimmicky, instead of stat buffs
- add drawbacks to evolutions, which compensate the advantages
Having a long list of evolutions that balance each other would be viable in the future, when there are 10+ evolutions. But that can't address the imbalance issues in the short term.
The question I have for the Clash Royale team is simple — will they consider changing this design philosophy so that evolution cards can come with disadvantages so that the elixir-stats balance will be restored? Or will we continue with this design trajectory, and hope that by the time more cards have evolution, that all the cards will balance itself?
The current work-in-progress balances are heading towards the right direction, but I feel that it’s not enough. For example, having Firecracker Evolution not dying to Arrows will continue to keep the card OP. She has so many abilities already, and shouldn’t require opponents to spend more than her 3-elixir cost to remove her from the arena.
Feedback
Share your thoughts on these balances in the next couple of days so that your feedback will be included in the decisions. Leave your comments in the discussion below.
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