Final Balance Changes for October 2024 (Season 64)
Eighteen cards are getting balanced.
balanceFinal balance changes are here!
These will go live on 2024-10-08 Tuesday, around 8-9am UTC. Exact time to be determined.
Table of Contents
- What’s New
- Bomber (Nerf)
- Goblin Demolisher (Nerf)
- Void (Nerf)
- Evolved Pekka (Nerf)
- Evolved Tesla (Nerf)
- Tesla (Buff)
- Evolved Wizard (Nerf)
- Cannoneer (Nerf)
- Evolved Mortar (Nerf) - New
- Goblin Curse (Buff)
- Goblin Machine (Buff)
- Skeleton Barrel (Buff)
- Suspicious Bush (Buff)
- Evolved Goblin Cage (Buff)
- Evolved Goblin Drill (Rework)
- Evolved Zap (Rework)
- Magic Archer (Bug Fix)
- Mother Witch (Bug Fix)
What’s New
- ⭐️ Evo Mortar (nerf): First hit speed
- ⭐️ Cannoneer (nerf): Damage
- ⭐️ Evo Pekka (bigger nerf): HP
- ⭐️ Magic Archer (bug fix): -1 HP
Bomber (Nerf)
Remember when Supercell buffed Bomber to obliterate Barbarians in 3 hits and vaporize Spirits in 1? They realized that they’ve got a bit carried away, and are dialing it back a notch. Barbs are safe(ish), but Spirits can breathe easy now. No more random snipe fests!
Before | After | |
---|---|---|
Damage -2% | 230 Hit Points | 225 Hit Points |
Goblin Demolisher (Nerf)
The demolisher’s dynamite will get a haircut. Shorter fuses mean you’ll need to be quicker on your toes to shut down his charge once he hits half health. It’s like playing hot potato, but the potato explodes!
Before | After | |
---|---|---|
Duration -30% | 10 Seconds | 7 Seconds |
Void (Nerf)
Void has been having a field day against 5-elixir ranged troops and buildings. Time to end the all-you-can-eat buffet! It’ll need some backup now to take down the big guns.
Before | After | |
---|---|---|
Damage -32% | 472 Hit Points | 320 Hit Points |
Evolved Pekka (Nerf)
Pekka has been sneaking through defenses like a ninja in full armor. Supercell is closing those loopholes, so no more Hail Mary breakthroughs. Time to actually plan your pushes!
Before | After | |
---|---|---|
Heal per Kill -20% | 471 Hit Points | 376 Hit Points |
Bigger nerf!
Evolved Tesla (Nerf)
Remember when Supercell experimented with giving Evolved Tesla an extra shockwave? Yeah, that was overkill. They’ll be taking away its bonus shock but giving regular Tesla a bit of love to compensate. Balanced, as all things should be.
Before | After | |
---|---|---|
Other | - | - |
Tesla (Buff)
Before | After | |
---|---|---|
Hit Speed +9% | 0.83 Hits / Second | 0.91 Hits / Second |
Evolved Wizard (Nerf)
Less chaos, more magic. Evolved Wizard’s been treating the arena like a bouncy castle. He will be toning down that extreme knockback to keep things less chaotic. No more impromptu flight lessons for your troops!
Before | After | |
---|---|---|
Pushback -25% | 4 Tiles | 3 Tiles |
Cannoneer (Nerf)
This guy has been too good at everything. Supercell is planning to slow down his first hit and trimming his damage. Wall Breakers might actually break walls now, and tanks won’t melt quite so fast.
Before | After | |
---|---|---|
First Hit Time +33% | 0.60 Seconds | 0.80 Seconds |
Damage -4% (New) | 401.00 Hit Points | 386.00 Hit Points |
Evolved Mortar (Nerf) - New
Previously, Evolved Mortar lacked the first-hit delay common to most troops and buildings, including its unevolved counterpart. This inconsistency contributed to the card’s recent dominance. To address this, Supercell is implementing a first-hit delay matching the regular Mortar. This adjustment will hopefully balance gameplay and encourage more strategic use of the popular card.
Before | After | |
---|---|---|
First Hit Time | 0.00 Seconds | 1.00 Seconds |
Goblin Curse (Buff)
The Clash Royale balance team has beefed up Goblin Curse’s damage. Now it’ll actually feel like a curse to those pesky Skeletons, Bats, and Spear Goblins. They’ll be gone a full second earlier.
Before | After | |
---|---|---|
DPS +20% | 25 Hit Points / Second | 30 Hit Points / Second |
Goblin Machine (Buff)
This mechanical menace is hitting the gym. More HP means more rockets, and more rockets mean more fun (for you, not your opponent).
Before | After | |
---|---|---|
HP +5% | 2,196 Hit Points | 2,304 Hit Points |
Skeleton Barrel (Buff)
Skeleton Barrel’s death damage will get a boost. Now, chipping away at towers will be more rewarding, even if your opponent’s packing cheap counters.
Before | After | |
---|---|---|
Death Damage +9% | 133 Hit Points | 145 Hit Points |
Suspicious Bush (Buff)
These sneaky Bush Goblins have been pumping iron. Now they can lug that Suspicious Bush around at full speed. Surprise attacks just got a whole lot… surprising-er.
Before | After | |
---|---|---|
Speed +33% | 45 | 60 |
Evolved Goblin Cage (Buff)
Supercell is syncing up Evolved Goblin Cage’s damage ticks to once per second. It’s more consistent, more likely to get a hit in before going down, and overall, just more damaging. Win-win-win!
Before | After | |
---|---|---|
Hit Speed +10% | 0.91 Hits / Second | 1.00 Hits / Second |
Evolved Goblin Drill (Rework)
You spoke, Supercell listened! No more damage and knockback on re-emergence, and the submerged Goblins will pop up as fast as their drill-destroyed brethren. Oh, and the balance team threw in an extra Goblin for good measure.
Before | After | |
---|---|---|
Damage and knockback of 2nd and 3rd spawns | - | Removed |
Deploy time for Goblins spawned after submerge Added | - | New |
2nd Submerge Goblin +1 |
Evolved Zap (Rework)
Three zaps were too much of a good thing. It’s being cut down to two, but that second zap will pack a full punch. Plus, it’ll all happen faster now. Zap zap!
Before | After | |
---|---|---|
3rd Strike Removed | ||
2nd Strike Damage +104% | 94.00 Hit Points | 192.00 Hit Points |
Magic Archer (Bug Fix)
Mortar vs Magic Archer: Consistency is Key! Supercell fixed a weird interaction where Mortar was treating level 11 Magic Archers differently than level 15 ones. Now, it’s always a two-hit KO, no matter the level. Fairness for all!
Before | After | |
---|---|---|
HP 0% | 532 Hit Points | 531 Hit Points |
Mother Witch (Bug Fix)
Similar to Magic Archer, Mother Witch will receive a 1HP nerf so that her interaction with Mortar will be consistent at all levels.
Before | After | |
---|---|---|
HP 0% | 532 Hit Points | 531 Hit Points |
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