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

@ColossalCannibal Read what I said about log in this post, they seriously need to revert the nerf…

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for real, it really needs a buff

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Good changes,but I would like share some of my ideas:

.Reduce HP buff to Ice Golem(%6 or %8 would be enough)

NERFS:
:arrow_down:Evo Archers:Long Range Shot Damage Multiplier =>2x to 1.7x

:arrow_down:Spear Goblins:First hit time => 0.4 sec to 0.5 sec
(Also affects goblin hut goblin gang.)

:arrow_down:Evo Dart Goblin:Poison Duration =>Infite to 3 sec

BUFFS:
:arrow_up:Archers:First Hit Time => 0.5 sec to 0.4 sec

:arrow_up:Magic Archer:First Hit Time =>0.7 sec to 0.6 sec

REWORKS:
:arrows_counterclockwise:Wizard:
:arrow_down:Health Points => 755 to 720 hp
:arrow_down:Hit Time => 1.4 sec to 1.5 sec
:arrow_down:First Hit Time => 0.4 sec to 0.6
:arrow_up:Elixir Cost:5 elixir to 4 elixir

:arrows_counterclockwise:Evo Wizard
:arrow_down:Cycle: 1 to 2
:arrow_up:Shield Knockback: 3 to 3.5 tile

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what am i supposed to say? i have been playing golem since this game was created! heck, i use it even in clash of clans!!

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Can’t wait to play against the new meta Mirror Logbait next season !! Since Logbait players will abuse the log nerf by mirroring there princess/dart goblin so it will survive to log!

THANK YOU SUPERCELL FOR MAKING SUCH GARBAGE BALANCE CHANGES!

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Giant Skeleton needs a way bigger of a buff to his main attack damage, I suggest a 6% - 8% buff in order to make him more of an aggressive card. This way Giant Skeleton will be able to counter push more efficiently and allow him to reach the tower a bit more often.

Another solution could be giving him an evolution.
Allowing him to throw a bomb once, similar to Cannon evolution, will allow him to be able to push forward more consistently. His death bomb could be his gunpowder backpack which currently had no uses other than design.

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Clone can get a simple buff. Pushing troops .5+ tile more will allow it to change many interaction and help push troops to the tower more often.

Another change is giving it an evolution. Allowing it to give every cloned troop an 1 HP shield will help it tremendously against small spells.

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boss bandit, evo wbs, evo archers, evo dart goblin and spear goblins all need serious nerfs imo

It is this they just made an mistake

The monk has always needed an hp boost, nobody complained when it recieved an hp boost in the past nor before this meta, my guy, the only reason the monk is only doing so great is because of the new evo hunter, without it it would be still overlooked, the damage reduction is fine as its always been balanced, the nerf is also good al it still doesnt affect gameplay as it only last for a few seconds. The amount of time this saved me from an annpying boss bandit and evo megaknight/pekka has always been greatly appreciated.

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No matter what others say, we should not reduce how heavy of a nerf goblin barrel is getting. We need to nerf bait significantly in order to keep heavier decks viable.

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Pekka/evo pekka
Wizard/evo wizard
Tornado

All need a buff

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Buff evo Pekka, she’s dead

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Below are details of the suggested buffs (more important suggestions).

These are my humble suggestions for the next balance changes: :slightly_smiling_face:

The following cards are lacking (have weak usage rate, and underperforming based on my extensive testing in ulitmate champion).

Tornado
Since the last nerf (not killing spear goblins) Tornado feels unplayable in high elixer decks and its only usage is only from low elixer decks that have a small spell in addition to tornado and they still need to spend extra elixer. I suggest to revert all the nerf or at least make it kill spear goblins. The main issue is the broken pull strength not the damage, so nerf the pull strength and the card will be tuned down but still playable.

Pekka/Evo Pekka
Both need more hp or healing. Evo pekka is somewhat decent only need slight buff. However, the base is very weak, its 7 elixer and always dies quickly on offense and defense before landing the final hit when reaching towers or troops. An 6% hp buff to the base should fix it and its evo as well so this is the ideal buff. But still any other buffs to these two cards will help (for example 0.1 faster hitspeed, more damage, or longer range).

Wizard/Evo wizard
the evo and base card have the worst usage rate and are very weak even after the last buff. They basically need more hp and/or shield hp. Ideally an hp buff where the base card can survive prince charge (around 33 more hp) and about 11 more shield hp (survive zap) should fix both cards at once. More hp is essence because it fixes the real issue (being a very fragile 5 elixer card and having stats like dps, range, etc, that are not worth the elixer cost and is overshadowed by other splash cards like executioner and its evo) however, Other options like a 6 tile range, or more dps, or splash radius could be chosen instead.

Freeze/chef tower
Freeze killing spear goblins is the ideal buff because A horde of spear goblins not dying to freeze is a major problem. Any other small buff could work too. Freeze is one of the least effective and popular spells for too long (not killing spear goblins make the spell very not appealing and not worth 4 elixer).

Royal chef is somewhat decent now he is good on offensive pressure but on defense he is way worse that is way people do not use it. A very small hp buff or a quicker cook time (after one chef tower is destroyed) maybe 31 seconds for example should make him more competent compared to other towers.

I hope I was clear on each point, there other suggestions I have, but lets just focus these for now. Thank you very much.

:heart:

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The other cards that still need some changes are:

Boss bandit
Should recieve a considerable hp nerf. She get so much value.

Evo witch
Should heal only from her skeletons

Prince
Should recieve hp nerf. He get too much value mainly the damage.

goblin hut
Need slower spawn speed

cannoneer
Might benefit of a small hp buff (50-70 more hp)

Recruits
Need a nerf either damage or hp

dark prince
Need less tiles to charge or more hp

Firecracker
Reduced knockback

Goblin gang
Still op

Rocket
Less crown tower damage

Evo valkyrie
Too broken need nerf

Evo dart goblin
Poison not stay infinetly

Evo goblin drill
Add some spawn damage to extra spawn.

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Alright, here are my thoughts on the changes, just to get them out there for my own satifaction

Giant Skeleton: Nice that it’s getting a buff, but not sure this will do much, if anything. I’d buff it’s hitspeed or health but this can’t hurt him

Ice Spirit: solid nerf- cycle decks with IS are too dominant right now and this should serve to limit it’s versitality a bit

Ice Golem: great buff- I think this might finally make him a solid mini tank again outside of hog 2.6 and loon cycle

Log: good nerf, as it doesn’t change any major interactions, but we should probably nerf arrows a bit to, so as to not make them take log’s place in the meta (in terms of usage rate, not in terms of viability)

Evo Witch: Just make it so she can only heal from her skeletons… this is what they should have done in the first place

Mini P.E.K.K.A. : Solid buff, not sure how impactful it’ll be, but it can’t hurt and hopefully he will find a place again (he only has a 3% usage rate and 44% win rate so he’s not great rn)

Evo Goblin Barrel: another nerf to cycle, which I’m all for. Not that I hate cycle, but it’s just really strong right now and the evo barrel is certainly part of the reason for that. Good change

Monk: Kinda odd it’s getting a rework considering it’s rates are kinda mid- 4% UR with 51% WR- but I’m not necessarily opposed to it. I honestly think they should try and make the ability 2 elixir and either rework the Monk back to 4 or just buff it’s stats more to compensate, since it’s a pretty strong ability. If they don’t go down that route, then I would prefer nerfing it’s shield to 60% like evo knight (for consistency) and buffing it’s health further, maybe by 6%

and finally, Boss Bandit: This is a pretty weird change since I don’t really know how it would affect her, but I don’t think this or ANY rework is a good change. I would just nerf her health by a further 5% (2702-2567) and see where that puts her. Her tankiness is really the main issue, but you could also increase her hit speed to lower her DPS, since she does the same damage as a Giant Skeleton but attacks 0.2 seconds faster. Decreasing her damage is another route as well, but I personally prefer a health or hitspeed nerf

Sorry for yapping so dang much, I just like discussing balance changes lol

Ice Spirit
Idk why we’re nerfing regular ice spirit. Literally makes no sense. Nerfing the evo is justified I guess, but why even bother with the regular? It’s likely going to kill the card, I think buffing the other spirits (like giving fire spirit some of its damage back) would be better.
LOG
A lot of these spell nerfs have made no sense to me. Idk why we keep changing their values and interactions every balance like they’re the real problem. This nerf is super unnecessary and bait is already so strong and it’s going to be a nightmare if you’re under-leveled. Log isn’t even an oppressive spell, it’s just versatile. Why??
Evo Barrel
Justified. Bait players always have a tank with the fake barrel so it’s HP never mattered anyways since its basically the real barrel. good nerf
Evo Witch
Good nerf. Idk if it’ll be enough since last time’s nerf almost did nothing. Maybe a rework where skeletons not spawned by her heal a less amount?
Giant Skele, Ice Golem Mini Pekka, Rascals
good
Boss Bandit
If we remove the ability it’s literally just a big version of the bandit. Idk why we’re taking away the uniqueness of a card without properly nerfing it. The ability isn’t the issue it’s the hp. Last time the 3% actually did nothing. We needed like at least 10% or something to make a change. Completely busted card please just nerf the HP.
Monk
I think this card genuinely just needs a nerf rather than this rework. It’s in the right direction but Monk RG has been so oppressive in the meta recently. It has no unwinnable matchups because of the broken Monk and Evo hunter. These type of cards just aren’t healthy for the game imo, they just instantly shut down anything.

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I’m happy Log is finally getting a proper nerf, however it needs 264 damage to be able to take out AQ with the combination of a Poison. At 263 damage + Poison’s 736, that’s only 999 damage, and AQ has 1,000 hp. Give it that 1 damage back so the interaction stays the same.

The issue with Evo Witch is her synergy with Graveyard. It’s the only meta deck she’s used in anymore after her first nerf last month. Reducing her heal will only further make her reliant on solely being useable in Graveyard decks, it would be better to only make her heal from her own Skeletons instead. The community has been asking for this since her release. Please listen.

Giant Skeleton is one of the worst cards, and is much more deserving than a measly 4% damage buff. He should have his damage increased to 288, which is the same as Bowler, and would allow him to 3 shot things like Witch and Royal Hogs, which are both popular units in this meta.

Mini Pekka also deserves a 1% damage buff, and while that sounds insignificant it will allow him to 1 shot Elixir Golemites, which he normally is not very good against.

Monk getting a 10% damage reduction to his ability is too much. Reduce it to 75% and this would actually be a fair rework.

Everything else are great changes, though I’m quite surprised at how large of buffs both Ice Golem and Rascals are getting.

I think the girls would need to have their damage decreased further to 117, or even 107 like Archers, to compensate for the massive buff the boy is getting. At the same time though I love Rascals, and they haven’t been useful in years, so I’m honestly fine if this rework makes them op for a month or a couple weeks depending how op they ended up being.

I’m also hoping that Ice Golem can used in more decks next season, but not to the point where he replaces all the other mini tanks.

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How does evo hunter synergize with monk? Do you mean RG decks?

Why do you think log needs a nerf?
I honestly think its the most balanced and versatile and reliable cards right now. This nerf takes away its reliability, like for example a -1 log can’t even one shot a +1 princess or dart goblin, which is a huge indirect buff to log bait, which is already very good. Maybe next season people with logbait will run royal chef or mirror.

I agree, Evo witch should be reworked.

I don’t see a big difference between 70% and 80%. This is a overall buff for the monk