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

Agree, log bait has been too strong now for months or even years.

Every balance change seems amazing except for the boss bandit and monk. Firstly, the boss bandit should get a hp nerf and make the ability cooldown 8 seconds rather than 5. For the monk, the hp buff is good because a 5 elixir champion should be a bit more durable. The ability nerf can be cut in half to 75% because it really isnt that oppressive. If you really want to nerf the ability then i would suggest nerfing it to 60% but buffing the hp of monk by 10% to compensate. We can all agree that monk without the ability deserves a slight buff.

Evo pekka healing is still not decent and pekka dies quickly before getting valuable healing therefore the evo is bad and not worth it.

Small healing is the main issue. To fix this, at least 3% more healing (high,medium, and low healing) is needed. However, specifically the low healing is bad and need more buff.

And the medium healing set range should include cards with an hp of 500+ like muskuteer and ice wizard. This should help fix the evo.

I like your suggestions. However I think evo wizard should stay one cycle, it is weak, with the addition of increased knockback it might become a decent evo.

Or keep it 5 elixer but increase hp slightly, or 6 tile range. Wizard really need a buff.

Log is too versatile. It has high damage, knockback that even applies to knockback resistant units, and long range. It gets insane value for 2 elixir and boxes out every single other 2 elixir spell in the game including Barb Barrel.

Here’s what I’m saying about this balance change:

Nerf

Witch Evolution
Changed to only heal with her own skeleton

Witch Evolution has a high pick rate because her healing ability can heal any card that includes a skeleton soldier. She should only heal with her own skeleton.

Valkyrie Evolution
HP Multiplier 1.1x→1x -9%

Valkyrie Evolution is too good for the meta. It seems to need a nerf.

Cannon
Damage 212→199 -6%
Cannon has a very good pick rate even without evolution. It should be nerfed even without evolution.

Spear Goblin
First hit time 0.4→0.5 seconds

Spear Goblin’s nerf is to weaken the goblin gang.

Knight
HP1766→1712 -3%

Knight is a very fraudulent card, with a combined pick rate of 20% for both evolved and non-evolved cards. This is the 4th highest overall pick rate. It definitely needs to be nerfed.

Goblin Gang
Deployment time 1.0→1.2 seconds +20%

Even if the first hit time of Spear Goblin is nerfed, it is not enough for Goblin Gang, so an additional nerf should be applied.

Buff

Void
Damage 320→378 +18%

Currently, Void has a very low pick rate due to excessive nerfs, so I think it definitely needs to be buffed.

Rune Giant

HP 2662→2902 +9%
Damage 120→156 +30%

Rune Giant has a very low pick rate compared to other Giants, so it is not used as a main win condition even if it is used. You should buff her so she can be used as a main win condition.

Little Prince

Damage 99→102 +3%

Little Prince has not changed much in pick rate even after the last buff. She needs to be buffed again.

Evolve Wizard

Shield HP 190→200 +5%

Evolve Wizard is one of the worst evolution cards. However, buffing him too much will make him a fraud. Just buff his shields enough to withstand Zap.

Goblinstein

Monster HP 2304→2442 +6%

Goblinstein is one of the worst champions. He should definitely be buffed in this balance change.

Royal Chef

Hit Time 1.0→0.9 seconds -10%

Royal Chef has a very low pick rate compared to other tower units. You should buff him so that he can compete with other tower units with a similar pick rate.

I completly agree on all. But I think evo wizard shield hp should be higher (around 262) or at least 205 hp (survive two shots from berserker and one from knight), this is necessary, otherwise he will still be so weak.

Evo witch has a lot of healing, evo executioner has a lot of knockback and increased damage. That is why evo wizard should also have better shield hp or better knockback, or any type of buff to the evo or the base wizard.

What is clash royale doing is to make a completely new meta which is nice , but here it has problems like:: ICE SPIRIT: I agree that he is better compare to other spirits but cause has a stun and a shock the thing what everyone uses it in offense and defence so why dont make other spirits be good in ever oppositions? My suggestions:

Heal spirit: +0.5 heal radius

Fire spirit: maybe a faster movment and hitspeed would be fine

Electro spirit: the only spirit which is fine

In my opinion i think that Giant skeleton needs his death boomb damege buffed by 25% which will make a difference in arena and help balance the card about 6-9% top decks or just add 3% extra health!?

Ice spirit: I think it was fine as is

Log: Definitely deserves a nerf, hopefully this change doesn’t drastically change its interactions

Evo barrel: Deserved nerf as well

Evo witch: The problem isn’t how much she heals from each skelly, its the fact that she heals from every friendly skeleton. She should only heal from her own skeletons.

Giant skelly, ice golem and mini pekka buffs seem good

Rascals rework is good

Boss bandit: She still needs a health/dmg nerf. Removing HP trigger & adding a second charge seems like a buff with only a 5 second cooldown

Monk: changes seem okay, RG Monk deck honestly needs a nerf overall tho

Evo drill needs a buff or major rework still. Tornado nerf should be reversed, should be able to kill spear gobs. Cannoneer, DD, & Royal chef could benefit from a buff. Prince needs a nerf too.

Agree on all especially tornado nerf reversion and tower troops.

Even as a logbait player I have to agree that the evo barrel needed a nerf. But I also think evo dart goblin needed a nerf too.

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: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:Goblin Curse
Damage multiplier + 50%
.20 → .30
:arrow_up:Goblin Machine
Rocket crown tower damage + 33%
196 → 261
:arrow_up:Evolved Goblin Giant
Spawn frequency + 6%
1/1.8 → 1/1.7
Spawns / second

Man, are you crazy? Do you know how much PEKKA Goblin Giant deck is used in PoL?

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He definitely mains that broken deck

Might be true

Goblin giant pekka goblin machine really needs a nerf… it’s the most popular deck by far and it’s super broken.

I am a pekka player and to be honest By getting bait nerf. This deck will be the best which is way too broken so i agree with you but how? I mean pekka,gob machine,mega minion, are balanced but maybe gob curse and gob giant need getting nerf

I rly like the comments here. Mostly theay all would be great, but Monk.

What did the poor monk do?

I have to use it because all evo’s would be death without it, Dart Goblin, Rocketeer, Bomber, Hunter, Royal Giant (can’t shoot), Executioner, Witch, Wizard, (I don’t see Musketeer as a threat), Mega Knight can’t push it away, Cannon, Mortar, Archers, pushes back Goblin giant and Battle Ram (if not charged). Better tank than evo Knight and can tank or cancell attack on every third hit. (btw I really like that so many ranged cards got evo, I can’t imagine what will happen with minions or spear goblins, but Princess and EWiz evo’s will probably haunt my nightmares)

Don’t need the health boost, nor the damage reduction nerf. It’s perfect that you can essentially only use his ability once, and rarely twice. Anyway, there are two evo now, so it’s a hassle to time the ability well anyway.

Under his “rework” ability, his health is: 10750 hp → 7380 hp (-31.5%)

Now that’s a bit of a deal breaker. “stall the game”, by what metrics? A cycle deck (skeletons, ice golem, ice spirit, etc) stalling more than a Monk.

??? 5 sec ability > whole match ???

If u rly need the nerf, please at least make all interactions consistent. The magic archer but more so the arrows are very random. (as are all the area spells, and rocketeer, and princess (there was a time when it absorbed his entire attack)