Clash Royale Balance Changes Update 12/11


After two months, we will be seeing new balance changes in Clash Royale! As predicted, there will be nerfs to both the hog and the knight, two completely overpowered cards. This should be the start of the December update for Clash Royale. Here’s are the full list of nerfs and buffs in this balancing update for Clash Royale!

As always, nerfs will be listed in red, while buffs are in blue.

  • Hog Rider: Hit speed to 1.6sec (from 1.5sec), first attack comes 0.1sec slower
  • Knight: Hit speed to 1.2sec (from 1.1sec)
  • Prince: Hitpoints +5%, hit speed to 1.4sec (from 1.5sec)
  • Damage Spells (Fireball, Lightning, Zap, Log, Poison, Rocket, Arrows): Damage -5% to Crown Towers
  • Ice Golem: Death Damage slow effect duration to 1sec (from 2sec)
  • Skeleton Barrel: Added Death Damage
  • Giant Skeleton: Hitpoints +5%
  • Guards: Damage +5%, hitpoints +5%, hit speed to 1.1sec (from 1.2sec)
  • Goblins (affects Goblins, Goblin Gang, Goblin Barrel): Damage -6%
  • Elixir Collector: Hitpoints -13%

Clash Royale Balance Changes Update 12/11

Balance Changes Nerfs

There are two incredible nerfs here, coming from the hog and the knight. These two cards were so overpowered, so it is good to see them take a step back. I don’t really understand why damage spells got another reduction to crown tower, unless Clash Royale is coming out with a new HUGE damage spell. I’m glad to see an ice golem nerf, as we were seeing him in many hog decks, along with other decks as a defensive unit. I like the goblin nerf, making it spread throughout the three goblin units; all three were pretty peak of the meta. Lastly, we have the elixir collector, which should see severe drops in use as a fireball now guts it alive. All in all, I think the Clash Royale team did a great job with these nerfs.

Balance Changes Buffs

It’s been rumored that the prince would be receiving a buff soon, and sure enough, he gets a huge nerf in these balance changes. The skeleton barrel, which has seen almost no use after its release, will now be getting a death damage, something that should make it more attractive to players. Two more underused skeleton cards, the giant skeleton and guards, will be get HP increases, while guards also get damage and hit speed buffs. A fair range of buffs, but I wish they also hit some other cards like dart goblin and tombstone.

To sum this all up, I am super stoked about the nerfs to hog and knight as those were clearly two of the best cards in Clash Royale. We will have to see what happens to goblins as well. Thanks for reading and comment below what you think of these balance changes!

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49 thoughts on “Clash Royale Balance Changes Update 12/11

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  6. Once Guards is arguably the top 10 BEST cards in the game, this change has a 30% chance to make them back to the top 10 since Goblins are at the top 10 and they’ll be nerfed

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    • I think guards will need to beat out skeleton army and goblin gang more than goblins. Goblin gang took a hit with the goblins nerf and skeleton army is easy to be zapped/logged down. It will be interesting to see if guards will beat SA, GG, and goblins here!

      Liked by 1 person

  7. Overall it’s a great change (Except nerfing the Elixir Collector and not nerfing the Executioner), I appreciate the fact that they finally paid attention to Prince, Guards, Hog Rider and Knight. But I think Ice Golem is fine

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    • I was looking for a nerf to tornado as well, that is too OP right now. It can take out a hog by itself, which is TOO much for a spell

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      • NO BUFF AT ALL! One of the most OP cards in the game right now!

        Also, I think 4 elixir would destroy the purpose of the card. I think ideally its duration should be decreased

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      • Well not only it can take it out, but it can use the Hog Rider as a tool to activate the King which is worse than seeing it killing the hog Rider

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      • Yeah, miner, hog rider, and goblin barrel can all activate the king’s tower at the hand of an unskilled user. With a skilled user, practically any card can activate.

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  8. If this change will make Guards too great, I think supercell should slightly change the Skeleton Army to the point where it’s even to them since those 2 were always different. Early on Guards are much better than the Skeleton Army but now Skeleton Army is much better than Guards

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  9. Definitely NOT enough for Giant Skeleton , the issue is that he’s too easy to distract and his normal damage is really poor, not his HP

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  10. “I don’t really understand why damage spells got another reduction to crown tower, unless Clash Royale is coming out with a new HUGE damage spell. ” well everyone hates surprise Rocket final blow right?

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