Balance Changes — January 2025 (Season 67)
A sweeping 25-card patch that trims a wide slate of Evolutions — Bomber, Electro Dragon, Ice Spirit and Skeletons among them — while buffing splash units like Baby Dragon and Witch and reworking Lumberjack's rage.
Supercell opened the year with its largest patch in months. The December balance pass had been publicly deferred into January, so this update carries a double load: Evolution nerfs across the board, quality-of-life buffs for underused splash troops, and consistency fixes to charge ranges and building targeting.
Goblinstein's Doctor and Ram Rider came down after strong finishes to 2024, while Goblin Machine was rebuilt into a slower but harder-hitting unit.
Reworks
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- Evolution Heal per death now scales with the destroyed troop's HP
- Evolution Heal (small troops, <990 HP): 282 → 142 (-50%)
- Evolution Heal (medium troops, 991–1989 HP): 282 → 282
- Evolution Heal (large troops, >1990 HP): 282 → 565 (+100%)
Evolution change — swarm-based healing is much weaker, tank kills heal far more.

- Rage Duration: 6s → 5.5s (-8%)
- Damage: 242 → 256 (+6%)
Now one-shots Guard shields in exchange for a shorter dropped Rage.
Buffs
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- Charge Range: 3.5 → 3 tiles (-14%)
Reaches full charge sooner; part of a game-wide charge-range consistency pass.

- Attack Splash Radius: 1.2 → 1.5 tiles (+25%)

- Attack Splash Radius: 1 → 1.5 tiles (+50%)

- Damage: 135 → 212 (+57%)
- Hit Speed: 0.9s → 1.2s (+33%)
- Damage per Second: 150 → 176 (+17%)
Slower swings but a clear overall damage increase.

- Damage Increase Time: 2.25s → 2s (-11%)

- Damage: 720 → 754 (+5%)

- Projectile Speed: 600 → 1000 (+67%)
Nerfs
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- Cloaking Cape Cooldown: 15s → 17s (+13%)
Limits her to one ability use per deployment in most matchups.

- Shield Hitpoints: 892 → 824 (-8%)
- Hitpoints: 820 → 824

- Slow Duration from Anchor: 2.5s → 1.5s (-40%)

- Doctor Hitpoints: 885 → 721 (-19%)

- Hitpoints: 1767 → 1696 (-4%)

- Evolution: one attack can no longer damage the same enemy twice
Evolution change — the bouncing bomb no longer double-hits a single target.

- Evolution: added a visual indicator on the Decoy Barrel
Evolution change — the fake barrel is now easier to identify.

- Evolution Ice Blasts: 3 → 2 (-33%)
- Evolution Ice Blast Damage: 110 → 163 (+48%)
Evolution change — fewer but harder-hitting blasts, a net nerf.

- Evolution Charge Range: 1.5 → 2 tiles (+33%)
- Evolution Charge Damage: 273 → 266 (-3%)
Evolution change — charge distance brought in line with other charging units.
Adjustment
(1)
- Added sight clipping
No longer locks onto buildings that are out of practical reach, matching other building-targeters.





