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Final Balance Changes for December 2025 (Season 78)

December 1, 2025 · 4 min read

Twelve cards will be balanced in December 2025.

Final Balance Changes for December 2025 (Season 78)

These are the final balance changes for the December 2025 Season 78. They have been applied at season reset, which means that they should are live when you read this!

Table of Contents

Barbarian Barrel (Nerf)

Supercell feels the spell has been offering too much value. Damage drops from 240 to 230, Barbarian HP falls by 4%, and the Barbarians deploy time doubles from 0.5s to 1.0s, which the balance team thinks will make it less effective against mid‑HP troops.

Before After
Damage -4% 240 Hit Points 230 Hit Points
Barbarian Deploy Time +100% 0.500 Seconds 1.00 Seconds

Evolved Royal Ghost (Nerf)

Supercell feels that the previous nerf didn’t land. Souldier damage is reduced from 130 to 102 (−22%), and Souldier spawn damage falls from 261 to 204 (−22%), bringing the Evolution closer to its peers.

Before After
Souldier Damage -22% 130 Hit Points 102 Hit Points
Souldier Spawn Damage -22% 261 Hit Points 204 Hit Points

Electro Spirit (Nerf)

The balance team believes chain control has been too snappy. Shock chain speed slows from 5 to 4 hits per second (−20%), giving opponents more time to react.

Before After
Shock Chain Speed -20% 1/0.2 Hits / Second 1/0.25 Hits / Second
Shock Chain Speed -20% 5.00 Hits / Second 4.00 Hits / Second

Evolved Baby Dragon (Nerf)

Supercell thinks the ally speed‑up can overwhelm in big pushes. The speed multiplier is trimmed from +50% to +40% (−20%). The team will monitor December performance and may align offensive speed boosts with the 30% slowdown standard.

This was further nerfed from the WIP balance changes.

Before After
Speed Multiplier -40% +50% +30%

Evolved Valkyrie (Nerf)

Before After
Ability Radius -9% 5.50 Tiles 5.00 Tiles

Evolved Cannon (Nerf)

Before After
Barrage Damage -8% 304 Hit Points 281 Hit Points

Evolved Executioner (Nerf)

Before After
Close Range Damage -9% 294 Hit Points 268 Hit Points

Magic Archer (Buff)

Since Tornado’s nerf, Supercell feels Magic Archer has struggled. His damage increases from 133 to 143 (+8%), and his durability gets a bump (+8% HP) to help him contend with other ranged threats.

Before After
Damage +8% 133 Hit Points 143 Hit Points

Void (Buff)

The balance team admits the last nerf left Void feeling underwhelming. Single‑target damage rises from 320 to 340 (+6%) to re‑establish pressure on high‑HP units.

Before After
Damage +6% 320 Hit Points 340 Hit Points

Freeze (Buff)

Supercell thinks Freeze lacked bite against swarms. Damage moves from 115 to 148 (+29%), now reliably removing Spear Goblins without changing the card’s core role as a surprise control spell.

Before After
Damage +29% 115 Hit Points 148 Hit Points

Goblin Demolisher (Buff)

The balance team aims to differentiate him from other explosive ranged units. Hit speed improves from 1/1.2 to 1/1.1, a 9% increase in attacks per second, for more consistent pressure.

Before After
Hit Speed +9% 0.833 Hits / Second 0.909 Hits / Second

Three Musketeers (Bug Fix)

This bug fix aims to improve Three Musketeers’ targeting and to reduce wasted shots. Load time is staggered by 50ms per Musketeer, making them less likely to overkill the same Skeletons or Goblins.

Before After
Other 0.000 0.000

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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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