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

Bro did NOT cook with these changes… I mean, some of them (about 1/4) are good suggestions, but my god did you suggest a crap ton… Implementing them all at the same time would be BEYOND crazy. Some of the good ones imo are: Boss Bandit, Evo Witch, Tornado (maybe too much but the idea is good), Rune Giant, Giant Skeleton (maybe too much but the idea is good), Prince and Princess, Void, Evo Wizard, heal spirit, Pekka (the idea is good, but the buff percentage is too high) and Barbarian Hut. Others like tesla, tombstone also might be good, although not sure if they would impact the game in a healthy way since they’re defensive buildings. The rest of changes, to me, seem either unnecessary, bad in theory, or just a manifestation of your personal bias (Which is fine. I just don’t agree).

Bro, garbage… are you high?

Also @Full4

Small healing is the main issue. 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.

Agreed

I really think Evolution Goblin Drill Needs a buff, - for example, bring back the knockback or damage of the second and third spawn, just please do it as it is very weak right now.

I also really think Evolution Royale Recruits needs a nerf, - for example, make the charge after losing the shield take longer or make the damage to the Recruits overall less, please do this.

Another thing is the Log needs less of a nerf, like instead of 9% nerf do 3-5%

Last one is Goblin Demolisher needs a small health buff , it dies very easily so I think this is nessesary.

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THIS IS WHAT EVERYONE WANTS. YEAHHH we need this guys in a balance team really

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Evo drill not viable since 10-2024 ):

Please Supercell consider a small buff for thr evo drill or rework as well

Bring more reworks to cards that never been used by anyone like barb hut, clone, mirror, freeze and nerf all evos.

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I think everything is great, except for Monk, Rascals and Log. Sure, buffs are kinda meh and probably won’t change much, but they’re a step in the right direction.

I think Monk should only get the damage reduction, and not the HP buff. I can see why they gave it the HP buff, but I don’t think it needs it, RG Monk decks are extremely broken currently and I think Monk should just get the nerf. I still think it will be pretty great after these balance changes and maybe they should nerf other cards in the deck, but that is another topic for discussion.

I think Rascal Girls shouldn’t die to log, kind of like archers, but maybe they could soften down on the Rascal Boy buff (and remove the Rascal Girl nerf). Rascal Boy buff could be toned down a little bit, but it’s a step in the right direction, due to Rascal Boy by itself being a below average card (I would say one of the worst cards in general). Rascals as a group would be much better if it was harder to kill Rascal Girls.

I think Log didn’t deserve the nerf (yet again). All small spells are decently viable, and Log isn’t really that broken. If they’re trying to nerf cycle, they should nerf things like cannon, which is an extremely good card for 3 elixir. Cannon can counter everything Tesla and Bomb Tower can, for -1 elixir. I think cannon should be reworked to be more like Berserker is to Knight. I think cannon should be a decent card for it’s elixir cost, not better than Tesla, but not horrible. I also think releasing a new 3 elixir building to give cannon some competition would be good to the overall balancing of buildings.

Overall, above average balance changes, though a few odd things in there. I really hope they change a few of those, but I like them so far.

I got to UC this season using only Golem. I wouldn’t say “unplayable”. I agree it’s straight unplayable in certain matchups but cycle and bait aren’t one of them.

GOLEM LOVE!
(He doesn’t need a massive buff, he’s fine in the right hands, though I would say an indirect buff is most likely, but if they were to strengthen him somehow, a couple hundred hitpoints couldn’t hurt 0.0 …

The cards they are modifying I mostly agree with. I think GK NEEDS a nerf to ability cooldown AT LEAST, goblin hut needs a health nerf, if not another spawnrate nerf. Those 2 are objective.
Personal: E-Golem study a rework because it’s SO MUCH matchup dependant, in HIS way. You cannot defend him with some deck, that’s it. 3 Elixir you cannot even punish when they play it; PLUS it can scam games with pure 3x spam.
Recruits: Easiest brainlessest card in the game. 8 elixir,+1 recruit.
Firecracker: Princess stands still and dies to log, firecracker escapes melee(and ranged aswell) and doesn’t. Firecracker FULL counter a mortar cause she doesn’t get killed by it, meanwhile HITS your tower. I(I) would nerf the health till dies to log, but opinion, objective instead NERF CROWN TOWER DAMAGE, expeccialy of the longer range.
Hearthquake should get a tower damage reduction aswell, basically, in a spell only cycle mirror beats fireball, that’s not ok.
Evo valk: remove air DAMAGE. I see it’s a tornado make her pull stuff, she shouldn’t counter bats(most iconic interaction) but in general it’s just stupid.

The evolved executioner feels too strong on defense. Its dps and knockback combined with the amount of hp are insane (not only for lavahound players but many decks)

Evo recruits are way too strong since they do really high amounts of damage and charge insanely quickly!

Overall I am NOT happy with the log nerf (underleveled players have HUGE problems

Ice Spirit is currently ranked 5th in pick rate, and the current proposal seems weak for a nerf. The freeze duration should be increased from 1.2 seconds to 1.0 seconds, and the reduction should be increased by 17%.
I think the 12% HP buff for Ice Golem is too much. Buff only 6% HP from 1198 to 1270.
Ram Rider is also low in pick rate, and P.E.K.K.A evolution is increasing in pick rate, but Ram Rider is forgotten. Her HP should be buffed by 4% from 1696 to 1767.