Work-in-progress Balance Changes for June 2025 (Season 72) - Clash Royale News Blog - RoyaleAPI

Nine cards will tentatively be balanced in June 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-72-balance-wip-june-2025?lang=en

Was the evolution ice spirit that stong? I didn’t find it myself and also I don’t have a good feeling about the goblin demolisher buff. IT’S TOO MUCH😞

Where are polls?

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Seriously? A 3% hp nerf for boss bandit? No prince nerf? What is this balance team doing?

Boss bandit needs more of a nerf, prince needs a nerf, and Regular Pekka could use a little buff like a hitspeed buff or something

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Boss Bandit definitely needs at least a 5% hp nerf or even 8%… prince is currently balanced tho so I don’t really see a need to nerf him- he may rise due to boss bandit nerf, but a preemptive nerf seems a bit much imo

And the boss bandit’s nerf would be a nerf? What crap!

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Also rocket needs a crown tower damage nerf, I would nerf lightnings normal damage and keep the crown tower damage as what it is now and nerf rockets crown tower damage.

My suggestions: :thinking::point_down:

  • Where pekka and evo pekka buff?*

  • Where is tornado buff (reversion)?*

  • evo wizard buff is not enough and is not the way to fix it. Both wizard and evo wizard need a considerable hp buff.*

  • freeze need a considerable damage buff (take out spear goblins at least) or any type of buff.*

  • chef tower need a buff (more hp and quicker cooking time when only on chef tower left, and it will fix the chef tower)*

  • ram rider sight range or pull range to buildings should be reduced (should be same as hog rider).*

  • cannoneer may need a buff, a tower hp buff I suggest which will fix its extremely low usage rate for a long period of time, otherwise a dps buff will be too op.

*Explanations below:

  • An hp or range buff will fix both base pekka and evo pekka. Restore their lost hp which is around 6% more hp. They need both more range/hp and damage buff. But only a considerable hp buff is better and will fix both base pekka and evo pekka.

Pekka hp is supposed to be 3960hp, should be restored. Pekka cannot survive evo megaknight plus prince push or other type of push now, which is not balanced. Pekka is 7 elixer card that is useless on offense, it is the easiest card to defend. Air troops, buildings, ranged units, swarms, ice golem and melee cards can easily defend pekka, which make the 7 elixer investment you spend feel useless. Pekka always does not survive enough to land the final hit when it reaches a tower or a ranged troop on offense. That hp that pekka lost is necessary for the card to function and will fix base pekka and evo pekka’s problems.

-Tornado need a buff (nerf reversion) Most people agree on this (and in the poll made about 2 months ago about the tornado nerf suggestion). If it must be nerfed, then pull strength should be slightly nerfed instead. Not being able to take out bats and spear goblins is really a problem. Many decks do not use a small spell with tornado so they cannot take out spear goblins and bats.

You need to overspend in order to use tornado. And Swarms and bait is everywhere. More expensive decks cannot use tornado now which is problem.

If any tornado must be nerfed then the pull strength to the medium/small size troops should be reduced. Or just make tornado less strong on pulling when there are too many troops inside the tornado.

The damage of tornado should be reverted and is necessarly, and tornado should be a mainly used spell like log and arrows in dealing with swarms. Void need to fixed as well, tornado and void are really unique spells and must be fixed to be viable to most players.

-wizard and evo wizard They are top 3 worst card. Either more hp, 6 tile range, bigger splash radius, or more dps. For its high elixer value, it is the most fragile card and has the worst stats for its elixer cost. Wizard and evo wizard really need an hp buff, they are ranked the second worst evolution by pro players. The base wizard especially need an hp buff to be in par with witch or hunter. Any buff will help, it is not a relevant card at top ladder for a very long time and has the lowest usage rate even in other ladder catogories, it is same as barbarian hut. Executioner, firecracker, goblin stein all overshadow wizard completely.

-Freeze need a damage buff so it can at least take out spear goblins and perferably have same damage as snowball. It is overshadowed by all other spells and have not been used a lot in top ladder for a very long time. Freeze has the least usage rate out of the regular spells (both in ultimate champion and top 1000).

-chef tower dps is way worse than princess tower since the last nerf. It is like a dagger duchess damage when out of daggers. It made the chef tower very weak on defense that even its offensive abilities does not compensate. chef tower slight buff (maybe more hp) and quicker cook time when only one chef tower is left, should be decent.

-ram rider gets pull by buildings played in the middle near the opposite lane, she should not get pulled by that just like hog rider. Otherwise how can ram ridee ever break through when they defend by placing a building the whole match, ram rider usage rate and effectiveness dropped a lot.

:heart:

2 Likes

The cards the really need buffs or nerfs are below:

*Buffs:

-Base Pekka need that hp buff it will fix the evo also.

-Wizard/evo need a buff. Base wizard need hp (perferably) or 6 tile range, or more dps, or bigger spals or other type of buff.
The evo need more shield hp, more explosion damage or more knockback distance.

-Freeze need a damage buff to take out spear goblins (necessary), or any buff will help.

-Chef tower need only small buffs and will be fine, which is more hp and quicker cook time when only one chef tower left.

*Nerfs:

  • boss bandit hp should be reduced to something like 2400-2500 at least.

  • prince should get an hp nerf instead of slower charge. A slower charge will make him really bad against swarms like tombstone and goblin hut. A damage nerf might make him need more hit to take out ranged troops which is a problem.

  • firecracker mostly need a knockback range reduced by 50% perferably. It is really op. She can travel so much distance because of that and she keeps doing damage to troops. However any nerf will help like for example slower first hit or an overall slower hit speed or less damage as you said.
    Also the sparks of the base firecracker are really op. It has an op range and damage.

  • Firecracker is used everywhere even in hog rider cycle where they can outcycle arrows.

  • witch evo with should heal only from her skeletons.

  • goblin drill evo: exactly as you said, it need some spawn damage.

I want to add:

  • most people voted in the previous pull to not nerf tornado so the last nerf should be reverted, tornado is bad now against swarms like spear goblins and bats if you do not have another cheap spell. You need to overspend in order to use tornado. And Swarms and bait is everywhere. More expensive decks cannot use tornado now which is problem. If any tornado must be nerfed then the pull strength to the medium/small size troops should be reduced. Or just make tornado less strong on pulling when there are too many troops inside the tornado. The damage of tornado should be reverted and is necessarly, and tornado should be a mainly used spell like log and arrows in dealing with swarms. Void need to fixed as well, tornado and void are really unique spells and must be fixed to be viable to most players. And tornado should always take out (consistently) evo skeletons when they are multiplying.

  • Void need to be fixed as well and have the same treatment.

  • megaknight evo: really broken on defence, that knockback should be reduced. The megaknight card is not very good, especially on top ladder, but the evo is unfair in different situations. There need to be some rework. The knockback sometimes can make the evo less good on offense.

  • evo dart goblin poison should stay for sometime but not infinetly it is unfair it can take out an entire push when they bait or outcycle arrows.

  • royale recruits have been op for so long. It need an hp or dps nerf. Definetly not balanced and are used everywhere.

  • lightning and rocket might need crown tower nerf. They are really broken and powerful too much value.

  • goblin gang is still really strong.

  • little prince need some buff, better be the guardian range or knockback.

  • evo hunter ability is broken. Troops should be able to move or attack slowly when trapped, or at least the trap net should break out quicker or hunter should fire the trap net after more delayed time.

  • evo valkyre is really op and not balanced.

  • ram rider sight range to buildings should be reduced. Players just place buildings in middle near the opposite lane and they can still pull her. Like how can ram rider ever break through?

  • monk, goblin machine might benefit from slight dps and hp buff respectevly.

  • e golem ane graveyard are really strong. Graveyard gets so much damage on opponents towers even if the opponent spend too much elixer to defend it.

  • battle healer and goblin demolisher might benefit from small buffs.

  • goblin hut spawn speed is insanely good should be reduced.

:heart:

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Base Pekka needs a big buff, the card is dead, even the evolution is trash

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Pretty decent set of changes, but I have a few suggestions:

  1. Buff void as well- it’s horrible atm and has been for quite some time. It got a 32% damage nerf last October, so I’d give it a 20% dmg buff to make it more like lightning again (320->368)

  2. Nerf Boss Bandit’s HP a bit more- instead of 3%, it should be 5 or 8%. It’s used in 19% of GC, and that’s way too high for a 6 elixir card

  3. Rework the other two spawners the same way as Goblin Hut- (except for the elixir cost decrease) make them tankier but only spawn units once enemy units get closer

  4. Finally, buff Evo Goblin Drill; its horrible and needs help- maybe give it another goblin on death or just give it back its knockback on deploy but make it do no damage

LIGHTING does NOT need a nerf :wilted_flower:. 17% is so excessive I thing a 5% on both sides would be more balanced.

Boss bandit only 3% is good people have to Rmbr it’s 6 elixir

Here are my opinions for these changes:
-Boss Bandit nerf: not enough, i don’t know what that 3% HP nerf is going to change
-Lighting nerf: Okay… but i think a 10% nerf would be better, because 17% is too much
-Ice Spirit evo nerf: too much, at least make it to kill minions, princesess, dart goblins, at least an 18% nerf not 33%
-Little Prince buff: Not enough, but it’s a great buff because he can 2 shoots goblins, 3 shoots firecrackers archeers, but anyway.
-And all of these buffs are okay, expet rune giant, it needs more buffs she’s to weak

But i have some suggestions that should be added in the finalized version and the reason why, even supercell won’t listen to comunity


:arrow_down: Electro Spirit
Chain range between troops - 25%
4 → 3 tiles
Reason: Electro Spirit is a very good card at deffending and reseting cards like sparky inferno D and T. The big range that he can chain is broken. So with this nerf he can’t chain to much with other troops, but if the troops are only 3 tiles close to each other.

:arrow_down:Royal Hogs
Damage - 13%
74 → 64
Reason: The annoying chip damage that they do is broken. With the 4 pigs in the tower they do alot of cheap damage. Even with 1 or 2 piggies they do more than 500 damage. So with this change they won’t do more damage. I don’t know if im wrong.

:arrow_down: Boss Bandit ( 2 options)
Option 1:
• Damage - 4%
268 → 257
• Dash damage - 4%
537 → 515
Option 2:
• HP - 7%
2803 → 2611
• Hit speed + 8%
1.2 → 1.3 seconds
• DPS - 8%
223 → 206 dmg/sec
Reason: Boss Bandit is very broken. Her HP her damage dash damage are very broken. To not nerf the card too much like little prince i made 2 options nerf. One of these nerf is enought to balance her i think, or not IDK

:arrow_down: Royal Ghost
Invisibility time + 11%
1.8 → 2 seconds
Reason: It’s very good for 3 elixirs. I wanted to give him a nerf and i found this kind of nerf for him.

:arrow_down:Prince
• Charge distance + 25%
2 → 2.5 tiles
• Hit speed + 7%
1.4 → 1.5 seconds
• DPS - 8%
279 → 260 dmg/sec
Reason: It’s very good, very broken, very quick. With these changes it should be good

Starting with The Buffs :arrow_up:

  • No need to explain for the Buffs, i think everyone would agree on me

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

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

:arrow_up:Electro Dragon
Chain damage + 13%
128 → 145

:arrow_up:Rune Giant
•Enchant shot + 50%
2 → 3 troops
• Enchant duaration after she dies + 100%
5 → 10 seconds
+ the buff that is given

:arrow_up:Evolved Bomber
Bounce distance + 20%
2.5 → 3 tiles
For the evo bomber, it needs a buff, it really fell of after the nerfs

:arrow_up:Evolved Tesla
Pulse damage + 17%
174 → 204

:arrow_up:Tornado
Damage + 60%
84 → 134

:arrow_up:Evolved Pekka
• Heal per Small Kill + 10%
160 → 176
• Heal per Medium Kill + 10%
304 → 335
• Heal per Large Kill + 10%
577 → 635

:arrow_up:Evolved Musketeer
Sniper ammo + 33%
3 → 4 ammo

• These where the suggestions that i had.

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why do they nerf ice spirit so much but don’t want to nerf evo megaknight, who is sitting there anyway?

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Lightning has more chance to hit both the crown tower and other units on the map than the rocket. If the two spells’ crown tower damage is even closer, rocket will be completely useless

Firecracker works well only in bait and hog cycle: in these decks, firecrackers are able to survive and do enough damage on defense and work in counter push without much side effects. In other types of decks there are usually better choices, since her hp and dps is low to work as a solid air defense without fast cycles, the recoil causes her to frequently change targets on offense, and the range makes opponents easy to activate king tower.

Aint no way bandit is only getting a 3% hp nerf. Needs a harsher nerf for sure because it is like defending a bandit with the health of a megaknight

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Agree on every single one of them but really dont understand ice spirit nerf he is fine that is an evo what supposed to be it and 33% nerf will make it so weak & nobody is going to use him. Boss bandit nerf is not enough. Pekka needs a 6% hp buff (TO MAKE HER EVO FINE)as well, Goblin drill need a 3rd wave damage to kill skellys defending

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