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

As much as I do like the idea of rebalancing based on formats, Greedycell is too lazy to do it, though I do agree this would be a great addition to the game. A lot of cards are consistently good across all modes/formats, some are only good in competitive and bad in casual, some are the complete opposite, some are too niche and only appear once in a blue moon, and some just suck equally across all modes. There’s too many cards to keep track of at this point, and balance changes alone won’t fix the issue as it’s a never-ending cycle.

They should buff the little prince because among all the champions he is the worst and in the meta it is practically not used. Maybe you would need a buff to the damage of the LP or one to the range of his attack from 5.5 to 6. Or you would need a buff at the range of the guardian’s entrance from 4 to 5

Additional Changes I’d like to add to the balance changes
for August 2025.

• Dart Goblin 6.5 > 6 Range.
It still be able to provide value, not as much as before after this change.
This card outranges Wizard, Witch, Baby Dragon, Spear Goblins and Archers.
Already has fast attack speed and strong damage output compared to
the cards mentioned above at the cost of 3 elixir.

• Miner 1.2 > 1 Hit Speed in exchange for 10% HP Nerf
1.2 > 1.3 Hit Speed for this card is just uncalled for. Miner’s core
function for players is to chip away at the tower with strategic timing,
decision making during matches and doesn’t wipe out towers
within a few seconds either. People may disagree with this change
I’m suggesting, but believe its the correct route for this card.

• Bowler Rework 12% damage nerf in exchange for ability
to knock back both Prince and Dark Prince and 2.5 > 2.2 attack speed.
It feels quite wrong that a massive rolling boulder can’t even knockback
Prince and Dark Prince but a rolling log can. Also, Bowler is a great
card for countering swarms, but is severely hindered by their slow attack
speed and limited to very few decks because of it.

• Cannoneer 11% Damage Nerf (386 > 344)
Cannoneer’s damage was the main thing it had going for it
and was good for dealing with beatdown. Nerfing it by 17% is a bit
overkill for faster attack speed, especially for a tower troop like
Cannoneer. 11% is fair and more than enough to make it viable
against beatdown.

• Archers 5 > 5.5 Range.
A range buff to the base archers would make them more
appealing for players to use instead of opting for evo only.
Not to mention, this would be cost effective at dealing with
Minions and Minion Horde now, now that minions have been
buffed from fast to very fast movement speed.

• Baby Dragon
3.5 > 4.5 Range and 20% Damage Buff.
Now that Spirit Empress is in the game,
its Air Form would completely render Baby Dragon
useless. Only advantage what Baby Dragon has over
Spirit Empress is Splash Damage. I believe a buff
to Baby Dragon now is more than justified. Not to
mention, this card hasn’t been touched in years!!

• Goblin Drill 300 > 400 Burrowing Speed and 50% Spawn Damage
Increase. Upon release in 2021, Goblin Drill was very influential
in the meta and needed to be toned down. 4 years later the skill
gap of the players in 2021 has increased dramatically and is well
equipped to deal with Goblin Drill now.

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Very important Changes to add:

  • Buff tornado and freeze damage to kill spear goblins
  • buff pekka and evo pekka hp
  • buff wizard and evo wizard hp

:heart:

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Regarding the suggested card changes:

  • Cannoneer damage nerf is a lot, at least allow him to kill a barbarian in two shots as used to be. A very small hp buff could benefit him and compensate as well.
  • royal chef may need very small hp buff otherwise will be unplayable outside on deck.
  • evo dart goblin poison should not stay infinetly on troops.
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Absolutely brilliant balance changes but I do think that a couple additions are necessary. Firstly, the skeleton barrel evo needs to have ideantical death damage to the regular barrel, and the additional barrel needs to have no death damage at all. PEKKA urgently needs a buff since its really weak outside of goblin giant pekka. That singular deck needs the synergies nerfed such as the goblin machine in order to make PEKKA useful again in its “real decks”. I’d suggest bringing back the long range which has proven to make it a lot more useful. However, if this buff makes pekka too strong, then slightly nerf a different aspect of the card.

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Other important card changes to add:

  • boss bandit hp nerf and also maybe damage nerf
  • royale recruits nerf
  • evo inferno dragon nerf. After full charge it can destroy tower in like 2 seconds.
  • evo valkyrie really broken
  • evo cannon nerf
  • evo executioner nerf
  • evo megaknight and base megaknight need a rework. He is broken in defending pushes, but in offence he is only decent.
  • dark prince less tiles to charge and/or more dps or hp
  • rocket tower damage nerf. Its really op.
  • hog rider nerf. Damage maybe
  • evo drill maybe need buff
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Torando win rate and overall rating at top 1000 is the lowest of all the regular spells like zap and fireball, etc (not including spells like royal delivery, clone, goblin barrel, etc). Freeze as well is the least used spell (not including spells like goblin barrel, royal delivery, etc). They both need damage to kill spear goblins to function it is a necessity. Otherwise after applying them on troops like swarms they leave all those swarms (including spear goblins) not wiped out. 3 and 4 elixer is a lot for spells that do not kill spear goblins in swarms.

Pekka base need more hp to land final blow before it dies. Evo pekka on its own is not good and underwhelming. Need more healing.

Base wizard might benefit from a very small hp buff (35 more hp) to allow him to survive a prince charge because wizard is the most fragile card for its high elixer cost.
Evo wizard need more shield hp. Hp is the most important aspect that they both require to fixed and balanced. However any other type of buff to them would help since they are bottom tier cards for so long.

Evo skeletons for one elixer can get a value more than 10 elixer if you do not have a spell on hand or valkyrie. They multiplay so fast it is extremely difficult to wipe them out even if you habe multiple troop helping out. Also tornado should consistenly always wipe them out (it does not often).

Royal chef is truly unplayable outside one deck. The nerf will make royal chef more awful. There need to be compensation. Chef will be balanced now on its offensive ability. But on defense he was awful and will now be more bad overall as a tower troop.

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Overall great balances, hitting on a lot of problem cards in the meta right now like evo witch, gob hut, dart goblin and damn I’ma throw firecracker in there as well cuz i swear she’s the most annoying card in the game in any trophy range.

Some suggestions though:

Bait as an archetype is completely out of control right now and needs to be nerfed really hard. Half the decks in the meta right now are mindless bait spam decks (mortar skele barrel bait, miner evo wallbrakers evo bats, logbait with evo dart), since all the recent balances have been nerfing the spells that counter them (nado, log, etc).

How I would do this:

  1. dart gob nerf → remove the damage buff. It’s one of the most problem cards, just make it a nerf. Evo Dart nerf is solid, that will fix the problem if paired with this.
  2. goblin gang → people just mindlessly spam this card at the bridge and it’s in most of these bait decks. I think removing that spear goblin is lowk valid since ever since it got it back it’s been so annoying to deal with. Even if you knight or valk on the side it still sneaks in a few shots due to the stagger/push and it’s way too good at pressure and takes like 0 skill to actually play (drop at bridge is all u need to do and half the time its a good play).
  3. skele barrel → make them both stagger so the skeletons can die to log all at once without tower damage or make it so that it’s -10% death damage. because decks without a building instantly take 2000 damage to this (literally).
  4. evo wallbreakers → where is the nerf??? same as skele barrel literally broken if you dont have a building. the death damage on defense is also way too broken. swarm also doesn’t work against it. nerf it please!!!

Another big issue in the meta is those curse rage goblin machine decks (gob giant pekka and egolem). These decks are a huge problem too and I think nerfing the commonalities is the best way, especially with rage getting a buff.

  1. Machine nerf → reduce its range or HP, it’s way too annoying to defend right now. all you do is drop it behind your tank and rage and you literally cant stop it without losing half your tower. Egolem and pekka gob giant cant be allowed to do this. nerf!
  2. Curse → This probably wont get changed but curse needs a nerf. Maybe reduce the damage amp? this card with machine is also a huge problem.

ALSO:

BUFF BABY DRAGON!! This card is gonna be bottom five in the game (it’s already pretty damn close right now) due to the spirit empress, the pheonix buff, evo inferno and all the other better air options (even splashyard is running stien instead of it now, it’s completely dead). Nobody can name a single meta deck with baby dragon so it’s time for a significant buff to let it compete. Nobody would be against this.

NERF BOSS BANDIT: cmon guys, do I even need to explain this one? -10% Hp at least

Overall, good balances, I’m happy a lot of the problem cards (that I didn’t talk about) were addressed, but I do want to stress that bait is a huge problem right now. The miner nerf and the evo archers nerf is kinda questionable (right before we get it for free???) but it’s whatever i guess. Also the evo snowball nerf I’m confused what “speed” even means but we’ll see i guess. Cheers

Pekka can’t be allowed to be that good since it was the best card in the game before with the range, but now that they nerfed the range they gave it a bunch of healing buffs so if you add range back, it would be better than the OP pekka from that meta.

I do agree we need to make pekka better, but it needs to be at absolute certainty that the gob giant pekka deck dies, because it’s way too op right now (58% win rate for braindead gameplay is actually diabolical). So some kind of middle ground + heavy nerfs to that one deck (machine and evo gob giant maybe?) could make this work.

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BUFF Dagger Ducthess

Nerf EVO Witch and Hog Rider

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What i completely disagree on it… the fucking royale chief is probably a joke tower troop like has less health less damage and just level up 4 troops the whole game if you are lucky, Dagger duchess is so easy to deal with like just drop tanky thing to remove ammo and then just spam the tower and win

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Yeah why they don’t get the point the card itself is piece of s… like just average player can’t deal with it but in pro play she is unplayable the only way to play her was gobgiant deck which you r nerfing gob curse and machine

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Totally agreed on wizard and its evo

I totally agree that goblin gang will still be really op and need more nerf like a less spear goblin

I agree that cannoneer damage nerf should not be that harsh. What you suggested 11% is good.

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I think new balance changes overall good.
Obvious need to nerf:
Boss bandit: -15%hp, -5%damage. Obvious why

Damage from ram rider snare to 85. She deal so much damage some card die while killing her

Suspicious bush goblins: -20% damage too much damage for 2 elixir cost

Wall breaker:-15% damage they do too much damage for 2 elixir

I think need to buff:

Golem:+5% hp and damage, and golemit hp by 10%. Golem is too expensive, for his price he is too bad. He need a buff

Skeleton king: +5% and damage, that card never has been good

Overall i think game is average balanced. But game have so much annoying cards like royal recruits, i does not play so much against some cards, its just my opinion for card i played against. I’m not so good at this game. I start play game recently.

P.S. about damage from ram rider snare, i mean damage on 11 level from 104 to 85.

I want to add ram rider sight range to building should be reduced so she is in par with hog rider. Opponents just place building in the middle closer to the other lane and they still pull her. How can she ever break through?

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Cannoneer rework is good but can we at least make it 1 shot wallbreakers, as a mortar player this is the one interaction that I enjoy, as a benefit of using cannoneer.

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Yes agreed