Final Balance Changes for December 2025 (Season 78)
Twelve cards will be balanced in December 2025.
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)
- Evolved Royal Ghost (Nerf)
- Electro Spirit (Nerf)
- Evolved Baby Dragon (Nerf)
- Evolved Valkyrie (Nerf)
- Evolved Cannon (Nerf)
- Evolved Executioner (Nerf)
- Magic Archer (Buff)
- Void (Buff)
- Freeze (Buff)
- Goblin Demolisher (Buff)
- Three Musketeers (Bug Fix)
- Feedback
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 |
Feedback
What do you think about these changes? Leave your feedback below!
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