Work-in-progress Balance Changes for July 2025 (Season 73) - Clash Royale News Blog - RoyaleAPI

Ten cards will tentatively be balanced in July 2025.

Work-in-progress balance changes are here! Supercell is interested in hearing what you think about these changes before finalizing them.


This is a companion discussion topic for the original entry at https://royaleapi.com/blog/season-73-balance-wip-july-2025?lang=en
1 Like

YESSSS, Finally those stupid decoy goblins get a nerf. Take that bait players :sunglasses:

Buff clone :pray:t6::pray:t6::pray:t6:

1 Like

Finally bro. Those decoys were pissing me off

1 Like

Another skeleton’s bomb buff? Oh boy…
I think monk rework is good but it has much hp already, no need +3% for a 5-elix champion

The Boss Bandit change is so stupid, the HP trigger was the thing that made her unique, she should’ve gotten another nerf and maybe also buff skarmy and give it 1 extra skeleton.

No nerf to dart goblin? No nerf to goblin machine? Evo archers? Recruits? Bro what…

Bring back polls

6 Likes

I hope the buff of Ice golem stay don’t be decreased at the final balance changes as I want to return to my X bow 2.9 that I love :sweat_smile:
As the Ice golem HP was a huge challenge for this deck

And I of course I heat boss bandet but I see the rework too harsh so I think it will be better if the apility cooldown become around 3 seconds I think that will make sense :sweat_smile:

All these Buffs are great, but Boss Bandit rework sound like a buff for me because you now can use ability whenever you want.
HERE are some changes that i suggest:

:red_circle:Royal Hogs (Nerf)
:red_circle:Electro Spirit (Nerf)
:red_circle:Boss Bandit (Nerf)
:large_blue_circle:Evolved Witch (Rework)
:green_circle:Tornado (Buff)
:green_circle:Goblin Demolisher (Buff)
:green_circle:Little Prince (Buff)
:green_circle:Rune Giant (Buff)
:green_circle:Giant Skeleton (Buff)
:green_circle:Evolved Goblin Giant (Buff)
:green_circle:Evolved Goblin Drill (Buff)
:green_circle:Evolved Battle Ram (Buff)
:green_circle:Evolved Tesla (Buff)
:red_circle:Prince (Nerf)
:red_circle:Princess (Nerf)
:red_circle:Inferno Dragon (Nerf)
:red_circle:Evolved Inferno Dragon (Nerf)
:red_circle:Earthquake (Nerf)
:green_circle:Tombstone (Buff)
:green_circle:Void (Buff)
:green_circle:Goblin Machine (Buff)
:green_circle:Goblin Curse (Buff)
:green_circle:Sparky (Buff)
:green_circle:Zappies (Buff)
:green_circle:Evolved Archeers (Buff)
:green_circle:Evolved Goblin Cage (Buff)
:green_circle:Evolved Wizard (Buff)
:green_circle:Evolved Electro Dragon (Buff)
:green_circle:Evolved Knight (Buff)
:green_circle:Evolved Bats (Buff)
:large_blue_circle:Evolved Musketeer (Rework)
:red_circle:Guards (Nerf)
:red_circle:Royal Ghost (Nerf)
:red_circle:Golden Knight (Nerf)
:green_circle:Mother Witch (Buff)
:green_circle:Battle Healer (Buff)
:green_circle:Evolved Zap (Buff)
:green_circle:Evolved Pekka (Buff)
:green_circle:Evolved Bomber (Buff)
:green_circle:Evolved Royal Giant (Buff)
:green_circle:Berserker (Buff)
:green_circle:Barbarian Hut (Buff)
:green_circle:Cannoneer (Buff)
:green_circle:Dagger Duchess (Buff)
:green_circle:Royal Chef (Buff)

:arrow_down:Royal Hogs
• Damage - 13%
74 → 64
• DPS - 13%
61 → 53 dmg/sec

:arrow_down:Electro Spirit
Chain range between troops - 38%
4 → 2.5 tiles

:arrow_down:Boss Bandit
• Damage - 4%
268 → 257
• DPS - 4%
223 → 214 dmg/sec
• Dash damage - 4%
537 → 515

:repeat:Evolved Witch
• Heal per Skeleton + 32%
64 → 84
• Maximum HP + 5%
1040 → 1092
• Only Heals from her own Skeletons

:arrow_up:Tornado
• Area damage + 60%
84 → 134
• Crown tower damage + 60%
27 → 43

:arrow_up:Goblin Demolisher
• Damage + 10%
186 → 205
• DPS + 10%
155 → 170 dmg/sec

:arrow_up:Little Prince
Guardian charge damage + 14%
230 → 262

:arrow_up:Rune Giant
• Enchant shot + 50%
2 → 3 shots
• Enchant duaration after she dies + 100%
5 → 10 seconds

:arrow_up:Giant Skeleton
• Death damage + 12%
535 → 600
• Crown tower death damage + 12%
1068 → 1200

:arrow_up:Evolved Goblin Giant
Spawn frequency + 6%
1/1.8 → 1/1.7
Spawns / second

:arrow_up:Evolved Goblin Drill
Damage and Knockback of 2nd and 3rd spawns added

:arrow_up:Evolved Battle Ram
Pushback damage + 21%
212 → 257

:arrow_up:Evolved Tesla
Pulse damage + 18%
174 → 205

:arrow_down:Prince
• Hit speed - 6%
1/1.4 → 1/1.5
Hits / second
• DPS - 6%
279 → 261 dmg/sec
• Charge distance + 25%
2 → 2.5 tiles

:arrow_down:Princess
First hit speed + 33%
0.3 → 0.4 seconds

:arrow_down:Inferno Dragon (Evo Inferno Dragon)
HP - 8%
1295 → 1190

:arrow_down:Earthquake
Crown tower damage/second - 15%
53/3 → 45/3

:arrow_up:Tombstone
• Spawn frequency + 32%
1/4 → 1/3
Spawns / second
• Spawn on death + 25%
4 → 5 skeletons

:arrow_up:Void
Damage (1 target) + 25%
320 → 400

:arrow_up:Goblin Machine
Rocket crown tower damage + 33%
196 → 261

:arrow_up:Goblin Curse
Damage multiplier + 50%
.20 → .30

:arrow_up:Sparky
First hit speed - 30%
1 → 0.7 seconds

:arrow_up:Zappies
• Hit speed + 12%
1/2.1 → 1/1.9
Hits / second
• DPS + 12%
55 → 61 dmg/sec
• First hit speed - 18%
1.1 → 0.9 seconds

:arrow_up:Evolved Archeers
Power shoot range - 22%
4.5 → 3.5 tiles

:arrow_up:Evolved Goblin Cage
Capture range + 33%
3 → 4 tiles

:arrow_up:Evolved Wizard
Shield HP + 43%
192 → 275

:arrow_up:Evolved Electro Dragon
Extra chain damage + 25%
128 → 160

:arrow_up:Evolved Bats
First hit speed - 16%
0.6 → 0.5 seconds

:arrow_up:Evolved Knight
Damage reduction + 17%
.60 → .70 reduction

:repeat:Evolved Musketeer
• Sniper damage - 14%
391 → 336
• Sniper ammo + 33%
3 → 4

:arrow_down:Guards
First hit speed + 50%
0.4 → 0.6 seconds

:arrow_down:Royal Ghost
Invisibility time + 11%
1.8 → 2 seconds

:arrow_down:Golden Knight
Maximum dashes - 20%
10 → 8 dashes

:arrow_up:Mother Witch
• Hit speed + 11%
1/1 → 1/0.9
Hits / second
• DPS + 11%
133 → 147 dmg/sec

:arrow_up:Battle Healer
• HP + 9%
1717 → 1872
• Heal per attack + 20%
100 → 120
• Spawn heal + 10%
200 → 220

:arrow_up:Heal Spirit
Heal radius + 40%
2.5 → 3.5 tiles

:arrow_up:Evolved Zap
• Second strike damage + 21%
192 → 232
• Second strike crown tower damage + 21%
58 → 70

:arrow_up:Evolved P.E.K.K.A
• Heal per Small Kill + 10%
160 → 176
• Heal per Medium Kill + 10%
304 → 335
• Heal per Large Kill + 10%
577 → 635

:arrow_up:Evolved Bomber
Bounce distance + 20%
2.5 → 3 tiles

:arrow_up:Evolved Royal Giant
Recoil damage + 33%
81 → 108

:arrow_up:Berserker
• Damage + 18%
102 → 120
• DPS + 18%
204 → 240

:arrow_up:Barbarian Hut
HP + 12%
1166 → 1306

:arrow_up:Cannoneer
• Damage + 8%
386 → 416
• DPS + 8%
160 → 173 dmg/sec
• First hit speed - 12%
0.8 → 0.7 seconds

:arrow_up:Dagger Duchess
Dagger stored + 13%
8 → 9

:arrow_up:Royal Chef
• Max Cook speed + 18%
1/35 → 1/30
Pancakes / second
• Hit speed + 11%
1/1 → 1/0.9
Hits / second
• DPS + 11%
109 → 121 dmg/sec

Tell me if these changes are needed or not

They basically buffed her…

(post deleted by author)

They are over nerfing evo witch, she doesn’t need any more nerfs

I’m glad to see the Giant Skeleton slated for a buff. I would have preferred a buff to his bomb but buffing his normal damage will definitely be a big help. He’ll definitely make it to the tower slightly more often as well.

These balance changes are pretty good! I do suggest that the giant skeleton bomb damage buff should be replaced with a damage buff instead. I think this would help the card better.

golem is straight up unplayable in this garbage cycle meta. why am i spending 8 elixir on a slow rock just to watch some guy spam cannon, ice spirit, and a 1-elixir skeleton distraction every 2 seconds? by the time golem gets to the bridge, the opponent has already gone through their entire deck twice and has a full counterpush ready. and what do i get? two useless golemites that die to a sneeze. death damage is a joke, and even his own shadow moves faster than him. golem used to be a threat, now he’s just free elixir for any cycle player with wifi. buff him or rework him before he becomes a meme card forever

3 Likes

Log doesnt need a nerf

2 Likes

i miss when golem actually felt strong. he was my favorite card for a long time, and it used to be so satisfying setting up that big push and watching him crash into the tower. now it just feels like no matter how well i play, he gets shut down so easily by cheap cycle decks and swarms. i get that he’s supposed to be slow and heavy, but right now he just feels clunky and not worth the elixir. i’d love to see him get a little love, nothing broken, just enough to make him viable again. it sucks watching your favorite card slowly fade out of the game. also, with the new wave of the sneaky golem memes, it would be a perfect opportunity to give him a eeny tiny buff. just saying.

5 Likes

Ice Spirit
Why does Supercell keep nerfing this card? It isn’t broken and literally nobody is complaining about it. It is just the best spirit out of all the others. Maybe buff the other spirits? I’d say revert this useless nerf

Log
Great! Now log can’t even kill a slightly damaged firecracker love it bro!!!

Seriously, what is this stupid nerf?
It isn’t broken, just reliable and very versatile. Revert this asap.

Level +1 log won’t kill a firecracker, and a underleveled -1 log won’t even kill a DART GOBLIN OR EVEN A PRINCESS AND WILL NOT TAKE OUT GUARDS SHIELDS!!! WTF!!!

This is a huge indirect buff to logbait, as most people don’t have there log level 15 because it isn’t needed.

JUST LEAVE THIS CARD ALONE

Decoy Goblin
Finally, this stupid card got nerfed It’s about time because they never nerf log bait.
The decoy goblin’s did way too much damage. Good nerf.

Evo Witch
Nothing to say.

Giant Skeleton
RoyaleAPI got it wrong, this isn’t death damage its the damage via regular attack. Good buff as giant skeleton usage rate is almost 0%

Ice Golem
I think they overbuffed the ice golem a little too much, maybe tone it down a bit. Decent buff

Mini Pekka
Why did this card get buffed all of a sudden? Does a developer play this card or something? When will they understand that this buff will do nothing and people will still not play this card because of the amount of distractions/cards to counter it.

I think they solely buffed this card so it can be a viable counter to boss bandit after the nerf.

Rascals
Good buff, big buff actually imo.

Boss Bandit
They took the unique part about her being a champion. I really don’t know what to say its a buff and a nerf.

Monk
So basically a buff, so buff for RG decks. Great definitely what we needed! They could have just nerfed the damage reduction.

They need to completely revert the log nerf and even the ice spirit.

Just because a card has a high usage rate doesn’t mean it’s always overpowered Supercell.

3 Likes