Work-in-progress Balance Changes for August 2025 (Season 74) - Clash Royale News Blog - RoyaleAPI

Twenty cards will tentatively be balanced in August 2025.


This is a companion discussion topic for the original entry at https://royaleapi.com/blog/season-74-balance-wip-august-2025?lang=en
2 Likes

Evo archer damage nerf is too harsh as I am X-bow player and this nerf could kill X-bow

I see it will be better if it become 12% or 15 % nerf rather than 22%

And of course ther is a need for evo goblin drell bugf and (normal wizard with his evo version rework to become valid evo) my suggestion for wizard is by buffing his hp by around 10% and for evo wizard of course he will have the same as regular wizard buff but in addition (give evo wizard special effect (when he has its shield his damage become more by 15%) ) I thik that will make evo wizard valid option in our decks

If you love this idea plz buff X-bow :smiling_face_with_tear::melting_face:

2 Likes

Pretty interesting set of balance changes, but I don’t think a lot of these are needed

Goblin Hut, Evo Archers, and the tower troops are all balanced statistically so I don’t see the need to change them… rage is also an average card and if they want to nerf rage then they should also nerf log and arrows (barb barrel is used as much as rage and it’s not getting nerfed-so why nerf rage?)

I like the minions, zappies, and phoenix changes but I think void and rune giant buffs are in order as well. They are garbage

Dart Goblin evo just needs to not have its poison last forever after death… dart goblin itself also doesn’t really need the rework imo

FC is only overused in mid ladder and she’s balanced otherwise so nerfing her wouldn’t solve that issue- adding or buffing more spells that counter her (like void) could solve the issue

Interesting changes, but kinda unnecessary for the most part (don’t nerf miner SC!)

2 Likes

I like that regular Archers and Zappies got buff. Also good FC rework.

Supercell has to stop messing with Clash Royale, it’s crap after crap

I think many of those balance changes are well-needed and a step in the right direction. Only thing I would add is probably cannon. Moreover, I believe cycle decks as a whole are currently too strong. Fast cycle decks have been dominant on top ladder for a long time, making other archetypes much harder to play competitively.

While this might not be as noticeable lower on the ladder, since newer players may struggle with micro-interactions and precise timing, the problem becomes clear at the highest levels of play, where skill is less of a limiting factor and card strength matters more.

That’s why I think it’s time to consider a new balance system, one that adjusts card stats based on rank. For example, cards could retain their current stats below Ultimate Champion, but be slightly tweaked once players reach that level. This would allow the devs to balance for both casual and competitive players, without compromising one for the other.

I think this kind of approach could make top-tier gameplay more diverse and exciting, while still keeping the game fair and accessible for the wider player base.

1 Like

Like a post said above, a lot of these changes aren’t needed at all.

I like the change for minions, pheonix, and zappies; but nerfs to miner, spear gobs, and rage isn’t needed at all. I also think quite a few more buffs are needed to other cards rather than all these nerfs.

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They nerfed 5 cards from my deck… Miner does not need a nerf, and Evo Dart Goblin nerf is too much, making the poison last 1 second is killing it. The poison is the whole point of the evolution.

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Nerf goblin machine and goblin spell to completely kill the joke that is pekka goblingiant and keeping pekka from getting buffed to make the normal decks playable. And do something about goblingiant sparky as well its probably as bad as pekka goblingiant to deal with. Disregard the golem and zappies buff, they’re both very noskill and not even weak, just outshined, it doesn’t mean you have to make them broken. As for pekka a small damage buff with a small hp nerf would do, or just increase its range again and nerf the evo once more if necessary, the base version should be playable at least.

2 Likes

Very nice balance change. It would be even better if you added a Hog Rider nerf — that card is extremely overused and demands a perfect answer, or it gives the opponent way too much value. It always results in a positive elixir trade if you don’t have a building in your deck.

PEKKA also needs a buff — either to her health or damage — especially since you nerfed her range without compensating in any other way.

As for Recruits, they definitely deserve a nerf. Just because a devp loves the card doesn’t mean it should dodge every balance change it clearly needs.

And I honestly don’t understand why Spirit Empress got a buff — she’s already broken. Or is it just because you haven’t milked enough money from her yet?

Evo Skeleton Barrel is getting out of hand — a 5% damage nerf isn’t going to cut it. You need to reduce the number of skeletons it spawns from the two barrels."

4 Likes

Topic 1: Tower Troops
They are nerfing all tower troops that aren’t the Princess Tower because someone will always complain about them. I wonder why $upercell even added them in the first place. They made all new tower troops in a way that they all will have synergy with some deck archetypes while struggling against/countering others specifically, which will always lead to this infinite hell of:
Pro player decides to play deck x → They face tower troop that is statistically fine, but counters deck x → Pro player goes crying on twitter and on the dev group chat → Devs nerf or rework tower troop.

Topic 2: Blonde riding a dragon
$upercell really wants a card to be viable when it is newly released. I wonder why.

Topic 3: Buffs
Minions and Minion Horde now being Very Fast instead of just Fast will definitely make them safer against spells. I am kinda scared of buffed Phoenix, it may be too fast. Also Zappies buffed, cool.

Topic 4: Nerfs
Evo Skelly Belly nerf is too small, 10% is the minimum.

Topic 5: Reworks
The Evo Witch rework makes me think that the devs are cartoon characters and they write the code as if they are talking to magic being. This is the same thing as when Evo Lumberjack was broken. They said “Evo Lumberjack make ghost but only alive when within Rage radius”, then the magic creature made so any Rage would keep the ghost alive, which broke the game. They said “Evo Witch recover health when ally skeletons die”, then the magic creature made so any ally skeleton would heal Witch upon death, which broke the game.
Btw, nerfing the Evo Archers right after announcing they would give everyone them for free is kinda silly.
About the Dart Goblin rework, YOU ABSOLUTELY DO NOT BUFF DART GOBLIN’S BASE DAMAGE. .1 second delay is not enough for an 11% damage buff compensation, it still already dealt too much damage with too little reaction time already, this is an outright buff to the card for the commoners like me that only face the non-evolved version.
Finally, the Firecracker rework seems to make her less obnoxious and unpredictable, which is something to throw your hands to the air and ask why didn’t they did it earlier.

4 Likes

Most of the changes are good , but there are some that I do not agree with. Dagger Duchess and Royale Chef do not need a nerf, instead they need a buff, because there are 4 Tower Troops, so they should rouhly have a 20 - 25 % usage rate and these two have below 10%. Royale Chef: Minimum Cook Frequency: 1/21 > 1/18 (+14%), Maximum Cook Frequency: 1/35 >1/30 (+14%)
Dagger Duchess: Dagger Charge: 0.9 > 0.8 (-11%). Evolution Skeleton Barrel should have the same death damage as the regular Skeleton Barrel when the first one pops and also when the second one pops. There is no reason for Minions to be very fast. Evolution Dart Goblin needs a Poison Duration of 3 seconds instead, it should not be infinite and Tier 3 Poison Damage should be 230. I am starting with what may seem unlogical balances from the type of buffing a normal version of an evolved card and nerfing the balanced evolved version . That is the ONLY way to increase the usage rate of many normal versions of evolved cards from dead 0% .
Royal Recruits : Damage: 133 > 138 (+4%), Evolution Royal Recruits : Charge Damage: 276 > 207 (-25%)
Goblin Cage : Hitpoints: 780 > 847 (+9%), Goblin Brawler: Hitpoints +10%, Evolution Goblin Cage : Cycles: 1 > 2 (+100%)
Pekka : Range 1.2 > 1.6 (+33%), Evolution Pekka : Max Hitpoints 5640 > 4136 (-27%), Heal per Small Kill: 160 > 124 (-23%)(3.3% of Pekka HP), Heal per Medium Kill: 304 > 248 (-18%)(6.6% of Pekka HP), Heal per Large Kill: 577 > 376 (-35%)(10% of Pekka HP)
Electro Dragon : Damage: 192 > 225 (+17%), Evolution Electro Dragon : Maximum Chains from one attack applied on a certain troop: Infinite > 2, Damage after 3 Chains: 128 > 115 (-10%)
Witch : Hit Speed: 1.1 > 1 (-9%), spawns 3 additional skeletons upon death, Evolution Witch : Heal per Skeleton: 64 > 51 (-20%)
Mortar : Hit Speed: 5 > 4.5 (-11%), Evolution Mortar : Goblin: Deploy Time: 0.2 > 0.5 (+150%), Hit Speed: 4 > 4.5 (+13%)
Executioner : Damage: 168 > 180 (+7%), Evolution Executioner : Damage: 294 > 270 (-8%)
Archers : Hit Speed: 0.9 > 0.8 (-11%), Evolution Archers : Power Shot Damage: 200% > 170% (-15%), Power Shot Min Range: 4.5 > 4 (-11%)
Battle Ram : Charge Distance: 3 > 2 (-33%), Evolution Battle Ram : Gets destroyed after a Crown Tower is hit
Wizard : Elixir Cost: 5 > 4 (-20%), Damage -20%, Hitpoints: 754 > 721 (-5%), Evolution Wizard : Cycles: 1 > 2 (+100%)
Here is the rest of my list:
Buffs:
Cannoneer : Damage: +2%
Golden Knight : Hitpoints: 1799 > 2000 (+11%), Damage: 161 > 174 (+8%)
Little Prince : Damage: 99 > 102 (+3%); Royal Rescue pushback: 2 > 2.5 Tiles (+25%)
Evolution Goblin Drill : Spawned Goblins after the first death: 1 > 2 (+100%)
Berserker : Hitpoints: 896 > 967 (+8%)
Electro Giant : Zap Radius 3 > 3.5 (+17%)
Goblin Barrel : Goblins: Deploy Time: 1.1 > 1 (-9%)
Goblinstein : Monster: Hitpoints +2%
Fire Spirit : Range: 2.5 > 3 (+20%)
Musketeer : Damage: 217 > 225 (+4%)
Hunter : Damage: 84 > 87 (+4%)
Rune Giant : Hitpoints +3%
Valkaryie : Hitpoints: 1907 > 1955 (+3%)
Barbarians : Hitpoints +10% (survive fireball)
Giant Skeleton : Death Damage: 534 > 587 (+10%)
Zappies : First Hit Speed: 1.1 > 0.6 (-45%)
Battle Healer : Damage: 148 > 160 (+8%), Spawn Healing Radius: 2.5 > 3 (+20%)
Firecracker : Projectile Travel (directly horizontal towards the enemy, instead of up and onto the enemy, so that it doesn’t miss quick moving spirits, spear goblins and etc.)
Nerfs:
Boss Bandit : Hitpoints -5%
Evolution Lumberjack : Ghost: Crown Tower Damage: 256 > 58 (-77%)
Evolution Inferno Dragon : Charged Duration: 9 > 5 (-44%)
Magic Archer : Crown Tower Damage: 134 > 96 (-28%)
Prince : Damage: 391 > 356 (-9%), Charge Damage: 783 > 712 (-9%)
Suspicious Bush : Damage: 256 > 228 (-11%)
Reworks:
Evolution Tesla : Pulse Damage: 174 > 115 (-34%), Death Pulse: 0 > 1 (+100%)
Three Musketeers : Troop Count: 3 > 2 (-33%), Elixir Cost: 9 > 7 (-22%)
Void : Single Target Damage: 320 > 335 (+5%), does not do crown tower damage on the tiles next to the crown tower from the outside of the arena (no anti-void placement)
Goblin Machine : Hitpoints -6%, Hit Speed: 1.2 > 0.8 (-25%), Damage: 212 > 142 (-33%)
Barbarian Hut : Elixir Cost: 6 > 5 (-17%), Spawn Count: 3 > 1 (-66%), Spawn Speed: 15 > 4 (-73%), first wave after deployment spawns 2 barbarians, barbarians spawn only if there are units in the range of 6 tiles
Furnace : Elixir Cost: 4 > 3 (-25%), Spawn Speed: 5 > 1.8 (-64%), Fire Spirits spawn only if there are units in the range of 5.5 tiles, Lifetime: 28 > 30 (+7%)
Skeleton King : Hitpoints: 2298 > 2100 (-9%), Damage: Hit Speed: 1.6 > 1.5 (-12%)

2 Likes

Tower troops shouldn’t get reworked or nerfed
Nerfing spear goblin is good
Evo archer nerf is too much it should get something like -%8 damage
If evo witch only get healed by her own skeletons she should get 81 HP so its not too weak and makes sense

I would really hope for a nerf to the evolution of mega knight…

5 Likes

Please Supercell,
I will only ask for you to review the miner nerf, thsi cars has been so strong as a result of the strength of defence in the game. In itself just like the log it is used for its versatility and arguably its strong synergy with very strong cards. Despite its high usage rate on top ladder i would ask you to review this nerf. What is more likely to be the real cause is the miner being collateral. This seems extremely likely when you look at the synergy with evo Wall Breakers.
Furthermore maybe look at some ways to make the meta more sustainable for F2P since such disruptive changes make entire decks unviable.
FUCKING GREEDYCELL

1 Like

There’s a lot to talk about with so many upcoming balance changes. A few of these are well deserved, while others seem to be just for the sake of existing (they’re bad).

  • Dagger Duchess nerf: tower troops are really hard for Supercell to get right as we’ve seen in the past. Out of all the currently existing towers, DD has remained as the most inconsistent of the bunch, currently on the weaker side of things. It’s main gimmick is dealing with swarm units while struggling against tankier units, and the dev team has decided to… make it worse at this particular niche? There aren’t many decks that include this tower troop that happen to be particularly strong this season, unlike in previous season’s (take Evo GG Sparky for example), so this change just seems completely random and unnecessary.
  • Royal Chef nerf: similar to DD, Chef is a bit of an odd case being a tower troop. While statistically he may seem balanced (even somewhat weak compared to others), it’s main gimmick has proven to be too game changing, in some cases completely turning the tide of a game. As a “support” card, this nerf should help tone it, along with a lot of recently trending beatdown decks, just enough. Suttle, but good change overall.
  • Spear Goblin nerf: I’ll be honest, this one caught me by surprise. I had never noticed just how commonly used Spear Goblins are used nowadays, but with the recent Goblin Hut rework, Evo GG still being strong, and Goblin Gang being an overall versatile card across all modes, I can get behind this change. No comment.
  • Miner nerf: does this mean the “NERF MINER” meme will finally die?.. not likely. Miner has historically remained as one of the strongest cards in the meta, not due to its raw stats, but rather the versatility it brings to the game. No other card comes even close to replicating what the Miner can do, so while it may see a small decline in usage, it’ll most likely still see some usage.
  • Evo Skeleton Barrel nerf: I personally have no experience with this card, so no comment.
  • Spirit Empress buff: wow, this card sucks. 6 elixir is a huge commitment, and mechanically/stat wise it doesn’t do enough. I get what the dev team was going for with this one, but this card needs desperate help if it’s ever gonna be good. This card’s main issue is the inability to deal with swarm, combined with a slow hit speed and only mediocre bulk. It’s weak and severely outclassed, so at least two of these flaws need to be addressed or it won’t be seeing usage anytime soon.
  • Phoenix buff: oh, how the mighty have fallen. Mega Minion, being its only real competition, seems to be in a pretty healthy spot right now, so this buff seems pretty solid. Suttle, but good buff.
  • Zappies buff: I sense a Zappies Evo in the not so distant future… with all seriousness, this is a pretty considerable buff. 27% faster hit speed is good for any card, but is it enough? I personally don’t have much experience with this card, but you really only see it in Fireball bait nowadays. Interesting change, but no comment.
  • Golem buff: completely justified, good buff.
  • Firecracker rework: seems more like an overall nerf, however the firecracker itself is pretty bad. Too inconsistent compared to its competition, yet is great with large amounts of units, and it sometimes has its moments. Only time will tell how much of an impact this rework will actually have on the card’s performance, but personally I wouldn’t get my hopes up.
  • Evo Giant Snowball rework: just… why? Supercell needs to understand this is a horrible excuse for an evolution. Its base counterpart is actually pretty useful if you know how to play it, but sacrificing a whole evo slot just for a defensive spell that can sometimes do more harm than good isn’t really worth the risk. This evolution needs a bigger rework, or needs to be straight up removed.
  • Minions rework: no one really ever talks about this card, and with good reason. As easy as it would be to simply buff Minions (which for what they’re worth, they’re not all that bad), they are unfortunately tied to Minion Horde, historically one of the worst cards ever. The main issue is how easy it is to shut down for 5 elixir, as you can get away with a lot using a 1 or 2 elixir trade, which is absolutely ridiculous. We’ve never seen a meta where Minion/Minion Horde have ever been good, so hopefully this change sticks around for at least a whole season, and Supercell doesn’t immediately decide to chicken out and revert this change. Keep in mind it’ll still be just as easy to counter Minions/Minion Horde, but at least they’ll (hopefully) pose a bigger threat when played.
  • Rage rework: justified, good change considering how strong Rage has been over the past few months.
  • Cannoneer rework: why is Supercell trying to suddenly make all tower troops more similar to the Princess? As strong as the Cannoneer may be (in some decks, anyways), this change seems a bit out of place.
  • Evo Witch: justified this card literally warped the meta to its favor. Hopefully it doesn’t completely die out, but it’ll see significantly less usage.
  • Dart Goblin/Evo Dart Goblin rework: justified. Look, I love the little guy, but he’s really deadly if left unchecked (and I’m not talking about the evolved form), potentially game ending even.
  • Archers/Evo Archers rework: generous (not really) buff for the base form, horrible way to kill the evolved form. I don’t expect to see this card get much use in the upcoming season, the nerf to evo Archers is simply too much.
  • Goblin Hut rework: no comment. This is the first time we’ve seen a meta where Goblin Hut is “good” without being necessarily toxic. A lot of it does have to do with new toy syndrome, so we’ll have to wait and see how this settles in.

No suggested changes as this post is already long enough.

2 Likes

A lot of these balance changes look pretty good to me. However, I do not think, a nerf to the evo dart goblin this big is necessary. A nerf this big would just completly kill the evo. As well, there is no reason to nerf miners hitspeed, I think a small nerf to his towerdamage would be enough. Here are my prefered balance changes:

Dart Goblin: Poison Duration: 4 seconds > 2 seconds

Miner: Towerdamage: -5%

I agree with all the other changes, in my opinion there is just a buff missing to the evo goblin drill. I would bring back the spawn damage each time the drill pops out of the ground again.

firecracker good only in midladder, merfing fer will make her useless on top ladder. for last half of the year shes used only in 2 decks and both evo and regulard have super low usage rate

miner dose not need a nerf it is already really bad, firecracker needs to be nerfed into the ground same with boss bandit and buff log

1 Like