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

Prince and Lightning both need a nerf, I’m tired of this meta of no skill or brains. Prince needs his damage or charged nerfed as he is way to fast and does way to much damage and lightning needs to have a radius nerf or remove a strike, lightning has been way to strong lately

Now for cards that need to be buffed, Golden Knight, as he needs his 6 tiles back, Little Prince, needs an ability buff, and then Rune giant, you guys for some reason completely killed the card but hopefully you guys can bring it back as it has cool mechanics

“Just cause you like the card doesn’t mean it doesn’t need the nerf.”

Quit reposting the same stupid comment. This makes tornado completely useless for anything other than pulling troops. For 3 elixir, that doesn’t make sense. You’d have to use another 2-3 elixir to stop any push for a total of 5-6 elixir. How is that balanced?

Just because you haven’t learned how to counter tornado doesn’t make your comment valid.

Some of these changes are wild. Balance team gotta be smoking. I’d much rather see something like this:

Rage: Duration -0.5s (5.5s > 5s).

Tornado: Radius nerf, adjust pull strength accordingly.

Dagger Dutchess: Doesn’t need a nerf.

Evolution Tesla: Pulse Damage +30% (148 > 192).

Berserker: Hitpoints +9% (832 > 907, same as Bandit and Night Witch). Damage +4% (102 > 106).

Bush Goblins: Troop Targeting > Building Targeting.

Goblin Change: While I support the change, there’s no justifying that evo Gob Giant, Gob Curse, evo Mortar, Gob Drill and evo Gob Drill deserve such massive nerfs. Especially both the Drill variants and Gob Curse, as they’re all very underperforming. They need some form of compensation if this change is implemented.

  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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Balance Change Proposal – Making the Game Fresh and Exciting Again

I wanted to make the game more fun, and what better way to do that than by drastically changing most of the cards? My goal with this proposal is to refresh current interactions so that even players who have grown tired of the meta can experience new and exciting gameplay. Here’s a full list of my balance changes, with explanations where needed:

Card Changes:

Evo Lumberjack: Keep him in one or two cycles (doesn’t matter much to me—he’s boring as-is). He should be boostable by Rage again (duration buff). When attacking, he becomes visible to troops only, not towers. He doesn’t have HP like a normal troop, but can be removed by being hit a certain number of times (e.g., 10 hits). This adds interesting counterplay, especially with units like P.E.K.K.A.

Evo Dart Goblin: Increase HP so he survives Log and small spells, but still dies to Arrows. Reduce poison damage by 50% to balance his high DPS.

Duchess: Increase total daggers to 10 (from 8) or increase range to 7.8 or 8 (currently underwhelming for a Legendary, especially compared to the Chief).

Healer: Heal herself in enemy territory for 90 HP/sec. Reduce her healing to allies by 25%.

P.E.K.K.A (Normal): Should have long range.

Evo P.E.K.K.A: Medium range.

Evo Royal Recruits: Reduce HP by 6%, but increase damage by 5% (includes charge).

Evo Royal Giant: 15% damage reduction. Add a new slam attack every 2 seconds while walking, dealing splash damage (equal to a Skeleton’s HP) in a small area—no knockback. Slightly slows his walk.

Evo Firecracker: No longer slows troops.

Evo Wizard: Shield regenerates over time if not broken.

Mini P.E.K.K.A: 3% HP reduction so Sparky can kill it fully. A single 4-elixir melee troop shouldn’t survive a hit from Sparky.

Monk: Should cost 4 Elixir, or his ability should activate faster.

Little Prince: Range increased from 5.5 to 6.

Goblinstein: Should be able to kill Spear Goblins in one hit.

Ram Rider: Rune Giant effects should apply to the rider, not the ram.

Evo Goblin Giant: 2-second spawn speed. Nearby Goblins gain a small shield or healing buff while he’s alive.

Goblin Drill: Lifetime increased to 15 seconds.

Wall Breakers: 20% HP reduction, 15% damage increase.

Evo Valkyrie: One-cycle. Tornado effect duration reduced from 0.5 to 0.25 sec.

Elixir Golem: Gives only 3 Elixir to the opponent (instead of 4). Also gets a 25% damage reduction.

Mother Witch: 0.8 hit speed and 5% HP reduction. She should die to Log + Zap. Long attack time makes her weak vs. high-HP units.

Evo Skeletons: Spawn 2 skeletons. Hit speed reduced to 0.8 sec (normal Skeletons keep 1.0 sec).

Mega Knight: Jump damage reduced by 16%. Normal attack damage reduced by 5%. Hit speed set to 1.6 sec. (High toxicity needs fixing.)

Evo Mega Knight: Only the second hit causes knockback, not every hit. (Too spammable for such a strong effect.)

Balloon: Death damage reduced by 10%.

Zappies: 15% HP reduction. Either reduce cost to 3 Elixir or increase range from 4.5 to 5.

Evo Bats: 25% HP increase, but hit speed nerfed to 1.5 sec from 1.3.

Electro Giant: Hit speed buffed to 2.0 (from 2.1). Reflect damage increased by 7%.

Mighty Miner: Should target highest-HP enemy, not the weakest.

Lava Hound: 13% HP buff. (Yes, it’s controversial, but we need more fun and variety.)

Night Witch: 50% damage reduction. Gains range (6) and can only hit one target (no splash).

Electro Wizard: Range increased to 6, damage reduced by 15%. (He’s meant to stun, not burst damage.)

Bandit: Dash range reduced from 3.5–6 to 3–5. A 3-cost card shouldn’t dash across the map.

Royal Ghost: 10% damage reduction. Invisibility makes him hard to counter.

Miner: Range changed from medium to short. +2% tower damage.

The Log: +9% area damage.

Golem: Medium range instead of short. Hit speed from 2.5 to 2.7.

X-Bow: Hit speed increased to 0.5 sec. +2% damage.

Bowler: Range increased to 4.5. Projectile range reduced to 7 (from 7.5).

Prince: Charge damage reduced by 35% vs. troops and 50% vs. Princess Tower.

Witch: Summon speed increased to 7.4 sec.

Poison: 5% damage increase.

Freeze: 5-second duration. Radius 2. Cost increased to 5 Elixir.

Dark Prince: 5% HP reduction. Should kill skeletons if hitting 5+ targets.

Clone: Adds a 1-HP shield to all cloned units. Now costs 4 Elixir. Clones match original level (e.g., if original is level 14, so is the clone).

Goblin Barrel: 10% slower deployment speed (gives more time to react).

Goblin Curse: 5% increased damage per second.

Barbarian Hut: 40-second lifetime.

Rocket: Radius increased to 2.5, but damage (including tower damage) reduced by 25%.

Royal Hogs: Speed reduced from “very fast” to “fast.”

Goblin Demolisher: Range increased to 5.5.

Flying Machine: Speed changed from “fast” to “normal.”

Hog Rider: 15% damage reduction.

Bomb Tower: 10% damage reduction. Lifetime increased to 35 sec (from 30).

Evo Battle Ram: Pushback damage increased by 20%.

Fireball: Radius increased to 3. Tower damage reduced by 15%.

Goblin Cage: 25-second lifetime increase. Brawler spawns after 2.5 seconds and doesn’t deal immediate damage. (Still acts like a mini-P.E.K.K.A after.)

Musketeer: Range reduced to 5.

Earthquake: Duration reduced to 2 seconds.

Mega Minion: Hit speed reduced to 1.25.

Tombstone: 15% HP increase.

Heal Spirit: Lasts 3 seconds, but healing amount remains the same (e.g., 528 total HP at level 14).

Tesla: 15% damage reduction. (Too dominant with X-Bow.)

Cannon: Range increased to 5.

Minions: 10% HP increase.

Giant Snowball: 5% area damage increase.

Evo Giant Snowball: Slowdown effect lasts 5 seconds.

Ice Spirit: Freeze duration increased to 1.5 sec. 6% HP reduction.

Electro Spirit: Range 3. Chains to 6 targets.

Goblin Machine: Hit speed buffed to 1.1.

Rocket (again): Hit speed changed to 3 sec, damage buffed by 5%.

Golden Knight: Hit speed changed to 1.0.

Giant Skeleton: Hit speed set to 1.8.

Archer Queen: Ability cooldown increased to 30 sec. Range increased to 5.5. Damage reduced by 10%. (Feels overpowered compared to Little Prince.)

Elixir Collector: Production speed increased to 9 seconds. Cost increased to 7 Elixir.

Minion Horde: Now spawns 7 Minions (instead of 6) for more DPS without affecting counter strategies.

Fire Spirit: 5% damage reduction.

Hoooo boy, it’s that time again… alright, here’s me yapping for 10 minutes knowing damn well no one’s gonna see this.

Tornado + Rage nerfs: I see a lot of people complaining about these two in particular. Both spells have been incredibly popular across all formats for a while now, and people seem to be forgetting they exist for the sake of providing utility, while the damage is just a bonus. Looking at the numbers a bit closer, Rage will still be able to OHKO Spear Goblins, while Tornado will still be able to deal with Skeletons (but no longer be enough for Spear Goblins). The raw utility both cards bring to the game (mainly Tornado and the ability to provide redirection, a commonly overpowered mechanic across other games) has proven to be the deciding factor in between a win and a loss, so toning them down seems a bit fair. Personally, I think people are just overreacting and these two will remain strong within the meta.

Gbstein: it’s been nearly 6 months since this card was released and it’s still an absolute unit. Hell, I play Gbstein CC bait and even I can agree this thing is too strong, however a good part of that is due to the versatility it provides rather than the sheer stats. Feels a bit unnecessary but I don’t see this card magically phasing out of the meta anytime soon. Approved.

DD damage nerf: one extra dagger was really all it took to make this card good again, huh… honestly, I don’t think this card is really that strong on its own, but rather being a tower troop, it’s performance is reliant on the environment. It’s just a matter of seeing how this change plays out. Approved.

Berserker + Sus Bush buffs: honestly these are a bit weird to me. Both cards are clearly underperforming, but the way they were approached doesn’t seem right. Berserker is a cheap, frail card that focuses on speed, so a damage/hit speed buff seems more appropriate. Sus Bush on the other hand is a fun concept, but in practice can be very hit or miss. As it currently is right now, even if the Bush Goblin’s reach the tower, they can easily be dealt with using a mini tank/swarm. If I could suggest a change to this card, it would be adding “impact” damage similar to Gdrill or Skeli Barrel, making it slightly more demanding to deal with from afar.

Tesla Evo buff: this is an unfortunate case of a defensive evolution with no offensive value. It’s not necessarily bad, it’s just outclassed by other evolutions. Evolutions bring a whole new set of pressure to each game, and any card that isn’t able to perform similarly will always be a bit behind compared to others, so while the change is a nice thought, Tesla Evo is similar to the DD in that it revolves more around the environment. Nonetheless, an okay change. Approved.

Evo LJ: I’ve been playing LJ since forever and I’ll be honest, this card has always been able to creep its way into the meta, the Evo just pushed it more towards the broken side. Right now a good portion of the meta revolves around using it / keeping it in check, so this rework seems pretty solid. Approved.

Goblins: yeah no that’s a lot of changes, I’m not going over every individual one. Apparently this change is supposed to help tone down cards like GG or Gang while giving other swarm cards a chance to shine, however the other swarm cards aren’t exactly doing too well in such a power crept environment (just look at Minion horde for example). I really can’t say how these will impact the meta, as it’s… A LOT, however I do expect some serious changes. Only time will tell how badly this messes up the meta.

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I have an idea for a buff to Giant Skeleton. Perhaps his bomb damage could be increased by 35%. Its normal damage would go from 535 damage to 721 damage (just enough to 1 shot the Goblinstein and Musketeer) and its tower damage would go from 1070 damage to 1442 damage.

His bomb’s damage has been incredibly lackluster since its damage got hashed a few years ago. I would love to see some of its former power restored. Even 29% so it can 1 shot the Ice Wizard or even a smaller buff would be much appreciated.

If anyone from Supercell is reading this post I ask you to at least consider a buff to the Giant Skeleton’s death bomb in a future balance change.

what the f***g going on in that company really?

How the hell you think it could be better if bersercer need night witch health he is just 2 elixir and has good damage each hit has so fast hit speed and has way more hp than 1 elixir spirits & larries

Guys, we all know that this season has brought the worst update Clash Royale has ever had, and I really want to ask you: before giving your opinion, please think about it for a moment—consider all the consequences.

Right now, we have a bunch of well-known decks, but many of them have become completely useless and weak in this meta, while a few others are being overused. This has led to many players losing interest in the game. For example, boring and defensive decks like Princess Bridge Spam have become way too common, while LavaLoon has fallen off drastically.

P.E.K.K.A. Bridge Spam was one of the most fun decks back when P.E.K.K.A. Evolution was around, but three seasons ago, it got nerfed just because of some really baseless complaints from the community—and now, does anyone even see it in the meta?

Now, you guys are saying, “Nerf Prince,” but next season, you’ll be asking for a buff again. Please think carefully about which cards actually need buffs or nerfs. In my opinion, P.E.K.K.A. and Dagger Duchess need buffs, while Mega Knight Evolution definitely needs a nerf.

So before making balance change requests, consider the real consequences. Do you really want to play in a broken season with completely unbalanced cards?

Evo Dart Goblin and Evo electro dragon need some tunning
It’s incredible frustrating that if you don’t have arrow or lightning it’s impossible to deal against them with out them getting TO MUCH value

Why would they do that the removed the infinite stun a little after it came out

Honestly this Is a based take… like at least give him a little range buff on his dash ability!

It’s true. I actually use Tornado in my main deck and love the card but it definitely needs a nerf. It has had a dominating presence for quite a while now.

People keep saying that the Evo E Dragon needs a nerf but then its grand challenge win rate isn’t even that good. Is it just that the infinite chain mechanic isn’t fun to play against? I’m genuinely just asking. And yes, I do play the card and can say that when it’s played it either gets tremendous value or not much at all and there’s not much of an in-between. Pairing it with Tornado is often a must just to get value out of it in a push. I also know what it feels like to get my entire push shut down by an Evo E Dragon dropped by my opponent.

The issue is that everyone it’s using lighting because it counters the most broken cards
But if you don’t have lightning it’s incredible hard to deal against him

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You may have a point. I just looked at the Lightning usage rate in grand challenges and it’s 21% right now! Perhaps if the Lightning usage rate falls the Evo E Dragon would actually need a nerf.

My Megaknight WB :sob::sob::sob: Draggers ner f is to much

Heal spirit and elite barbarians are both used in a completely broken evo goblin giant, sparky, electro wizard deck that just got a huge buff by electro wizard one shotting spirits. Do not do these changes at all. Heal spirit is also used in giant beatdown which is also broken.

Because she’s one of the worst cards ever put into the game