This is my first balance changes on this forum and I hope you can respect my hard work (whether you agree or not).
Skeleton Army: Count to 16
Skeleton Army was really OP at 16 doots back then , but with the subsequent Goblin Gang release, this overload of calcium is rarely seen at competitive play. Adding 2 Skeletons can make Skeleton Army a viable alternative to the Goblin Gang.
Wizard: Spawn Damage Added
The Wizard is overshadowed by the Executioner which has almost twice the health for the same elixir. Adding a splash spawn damage which deals half the damage as the Wizard's Fireball might get the Wizard to be used in competitive play. However, the Wizard is really popular and strong in mid-arenas where the Executioner isn't unlocked yet, so that might cause a problem in these arenas.
Guards: Shield Hitpoints Increased by 21%
This change will disallow The Log and Arrows to one-shot the Guards' shields which makes them very vulnerable on defense and useless on offense. Multiple other troops are now unable to one-shot the Guards' shields, which will make them more deadly on defense.
Knight: Hitpoints Reduced by 12%
The Knight is one of the strongest mini-tanks in the game, being especially versatile on defense. A 12% hit point decrease will let it be one-shot by a Rocket, already a 6-3 elixir trade. This might also boost the usage of the Valkyrie, which is currently rarely seen in competitive play.
Ice Golem: Elixir Cost Increased to 3
If Knight gets a nerf, then Ice Golem will be the dominant mini-tank. Increasing the Ice Golem's cost to 3 because of the Knight nerf will not only not increase its usage; it can slow down the current fast-paced meta everyone's annoyed about.
Fireball: Damage Decreased by 9%
This will lessen the overleveling for the Fireball in Clash Royale. Currently, a Fireball can one-shot a Wizard, Musketeer, and Electro Wizard one level lower. This can be a problem in ladder especially when someone is using a low leveled Three Musketeers. Decreasing the Fireball's damage will force the Fireball to be two levels higher to one-shots the previously-mentioned troops.
Lightning: Elixir Cost Decreased to 5, OR
Rocket: Elixir Cost Increased to 7
The Lightning is currently much weaker and less used in competitive play than the Rocket. An elixir decrease in the Lightning or an elixir increase in the Rocket will differentiate these two spells, the Lightning being the cheaper one being that it deals less damage and only targets three units. I consider the elixir cost decrease because if the Rocket is increased, Elixir Collectors wouldn't be able to be directly taken out for a neutral elixir trade.
Hog Rider: Initial Hit Delay Increased by 0.5 Seconds
The Hog Rider is currently very strong and hated by the community, being the highest-used win condition in the game. It seems to always get a hit on the tower in competitive play. Increasing his initial hit by half a second will slow down the current fast-paced meta.
Lava Pups: Now Deal Splash Damage (Like a Baby Dragon (In a Nutshell))
The Lava Pups spawned from the Lava Hound are just weak Minions that attack slower. In addition, the Lava Hound is very weak and can be ignored on offense unlike the Giant or Golem. Making the Lava Pups deal splash with increase the Lava Hound's usage in competitive play as well as adding a new alternative to cheap low-health swarms.
Skeleton Barrel: Now Deals Charge Damage
The Skeleton Barrel is very underpowered right now. It can be ignored when reaching your tower; only the Skeletons have to be dealt with. I think a Bait-like feature can be added to the Skeleton Barrel where you need to use one unit to defend two offensive attacks. However, this can add another alternative to Bait decks, which are very popular and very annoying to deal with. The Skeleton Barrel has yet to popularize since it hasn't even been officially released yet, but Supercell can experiment with buffs, because the Skeleton Barrel is exteremly underpowered.
Mega Knight: Hitpoints Decreased by 3%, Walking Glitch Removed
The Mega Knight's mustache provides way too much power, having one of the highest winrate in the game. Being a very popular win condition in Arena 10 and a very high winrate in challenges, Mega Knight deserves a small nerf. The weird interaction where the Mega Knight walks to a unit instead of jumping to it when he's far enough will also be removed.
Mortar: Range Glitch Removed
When a troop attacking the Mortar is placed exactly on its sight range, the Mortar doesn't shoot anything and just sits there. This can be very annoying to all Mortar users and possibly game-changing.
Inferno Tower and Inferno Dragon: Resets Beam When Taking Out Shields
The Inferno Tower and Dragon shouldn't tear through shields then tear through the actual troop. This is also an indirect buff to the Guards, Dark Prince, and Cannon Cart, three very underused and underpowered cards in the game.
Bats: Speed Decreased to Fast
The Bats are flying Skeletons, so they should act like flying Skeletons! The Bats are currently faster than these doots, which really helps the fast-paced meta and kind of replaces Minions in competitive play. With their speed decreased, they will be less threatening with quick pushes and make the Minions an alternate card in competitive play.
Freeze: Radius Increased by 0.5 Tiles
The Freeze was once of the best cards in the game with a big radius, but with gameplay strategy changes and new card releases, it's very underpowered. Increasing its radius more might make it an alternative to other very popular spells in competitive play.
Royal Giant and Elite Barbarians: Complete Rework
Royal Giant and Elite Barbarians are the only two heavy win conditions that are also Common, very underpowered at torunament standard but somewhat overpowered when overleveled in the ladder mode. A complete rework is needed for these two controversial troops for they are a very broken concept, not nesesscarily positively.
Comment below for what you like and/or dislike and/or what you want to change. Thanks for reading.
- How Do You Like These Balance Changes12 votes
All of Them  8.33%
Most of Them25.00%
Some of Them41.67%
Few of Them16.67%
None of Them  8.33%
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