User blog comment:Captain GLeen Du Grande/The best solution to fix the Elite Barbarians + other balance changes ideas/@comment-29396184-20181123134527

I honestly have no idea how would your Elite Barbarian buff work since from 970 to 1358 is a pretty massive change I think I would keep their very fast move speed but decrease their hitspeed to 1.4sec so they can deal with swarms slightly better and their health from 970 to 1007 at tourney standard.

For Archers I don't think 1% health buff is going to do anything and if they can survive the Barbarian it will take away a cool feature the Barbarian Barrel has over The Log I believe they should really ramp up the damage by 27% while nerfing the hitspeed to 1.4sec that way the Archers will have the same damage per hit as the Rascal Girls but a slower hitspeed so they won't just outclass them for their higher health

I do agree with the health buff for Sparky maybe ramp it up more like 9% to 1300 like it's original release but what I believe Sparky needs the most is a splash radius increase to like a fireball or maybe even a Freeze Spell if she needs it that badly and the range increase to 5 tiles so she can get that first shot quicker.

I don't agree with Magic Archer costing 3 elixir simply due to the fact that there are many other 3 elixir ranged units and in that elixir category Magic Archer might provide too much value however I do agree he needs a 6% health buff to 520 and a damage buff to 100 so he can tank 1 more hit and kill things with 1 less hit.

I believe Miner is fine it has it's been a strong card to use it's just that his counters aren't as effective as they used to be on him.

Prince I would just nerf what made him powerful in the first place his health (More than a Bowler you what now....) which needs a nerf by 5% he is meant to be a high risk high reward card for his high elixir cost with very scary damage output and charge speed. I would actually give him more of a hitspeed buff like his brother to improve his chance against swarms slightly.

Dark Prince I would buff it's damage even more to 220 at tourney standards but if he does need a HP boost I would return his shield to 266 rather than his health.

For Giant Goblin Supercell wants the Giant Goblin to be like another choice to the Giant which is being able to snowball and also punish because of the Giant's 5 elixir cost so I think making the Giant Goblin cost 5 with a health nerf would make him more versatile.

Royal Recruits I agree just revert the 12% damage buff they got and then it's good.