Work-in-progress Balance Changes for April 2025 (Season 70) - Clash Royale News Blog - RoyaleAPI

  1. tornado nerf - i guess? not very happy with this, though. on one hand, tornado has an extremely high usage rate, but on the other hand it’s a relatively high-skill spell with little competition that keeps a lot of stuff in check, so I don’t see what the point of nerfing it is. the damage of tornado really isn’t the most significant part of the card though, which is probably why you went this route, but all this would really do is make it not kill spear goblins, so it’s actually a pretty good goblin gang buff, which seems to not be your intention here. also makes underlevelled tornadoes fail to kill skeletons and bats, which is… frustrating.

  2. rage - again, doesn’t really change many damage thresholds, unless you’re underlevelled, and I doubt the 50 damage is going to change the outcome of many games. i think rage having a usage rate that high is a bigger problem than tornado, but I would imagine that usage rate will fall a little when the cards it’s used with like lumber evo and prince are nerfed.

  3. goblinstein - i don’t personally have any problem with goblinstein, but I know a lot of people do, and it has a fairly high usage rate, so a small nerf like this seems appropriate. like someone below me said, the ability feels like the strongest part of the card, but a monster HP nerf makes it a little harder to get into position, so I guess it’s a fine change.

  4. dagger duchess - i’m not sure i would consider duchess broken, but i would consider it strong for a tower troop, and a little annoying. a small damage nerf seems appropriate to me, though I will say that its use and win rate might be being boosted by lj evo giant prince meta.

  5. berserker - berserker is cool but a little weak - i was hoping for this change, and am happy to see it

  6. suspicious bush - sure, but the buff other people suggested of making the bush goblins target buildings sounds more interesting to me

  7. evo tesla - i don’t remember what it does so it probably needs a buff

  8. evo lumberjack - ghost damage buff is confusing but realistically this should’ve been 2 cycle to begin with

  9. goblins - i don’t like this rework at all. the only goblin card with a significantly high competitive usage rate is goblin gang and the only one that people complain about is goblin barrel, so it’s kind of a slap in the face to nerf every one except goblin barrel with a change that actually affects goblin gang less than other (underwhelming) cards like curse and drill because of the spear goblins. the reason goblin gang has such a high usage rate is that it works well with reasonably strong log bait cards like wall breakers, princess, and dart goblin, but is much harder for logbait decks to substitute than these cards are. if you’re not running logbait, guards or even reg goblins are almost always better. i can definitely see why you would want to nerf logbait, and even why you would do so by nerfing goblin gang as the most popular logbait card, so i would greatly prefer a deploy time nerf, similar to goblins.

  10. prince should probably be here. it feels very strong and i don’t think it’s just because of lj evo and rage. i was thinking a small health nerf similar to goblinstein monster but other nerfs like charge time could work too

  11. also, the last rune giant health nerf went too far, you should at least partially revert that

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