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Final Balance Changes for October 2024 (Season 64)

October 4, 2024 · 5 min read

Eighteen cards are getting balanced.

Final Balance Changes for October 2024 (Season 64)

Final 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

  • ⭐️ 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

Final Balance Changes for October 2024 (Season 64)

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
Author: Alpe123
Alpe is the Director of Content and Esports at RoyaleAPI.

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