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

The changes are fine BUT the Tornado nerf is horrible. For example if you look at Golem (the deck is dead since Gobstone release and you are doing absolutly nothing against it thanks): Opponent plays recruits wallbreakers dumb at the bridge. You are going for barbbarrel Nado and the wallis WON’T DIE against 5 Elixir of small spells = Balanced ig (not). The Nado does nothing not even goblins are one hit by the tower after hitting them. Instead of buffing some cards which are maybe at place 80 overall: Look at the top 1000k players: 3M and Golem are worse than non evo mk non evo pekka non evo ice spirit and non evo everything. (Tbf even if everybody hates the card egolem is very bad as well at the moment). Do something about that and not about cards that where OP for about 3 years straight and fell of a little bit for about 2 weeks…

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Very interesting insights, man! A lot of the ideas suggested are very good. For the record, I don’t think all of those cards necessarily need to be changed in the very next balance changes, but it would be interesting to see a lot of them be implemented throughout the upcomming seasons.

If I had to suggest a way of balancing evo mk, since it is true he’s really good on defence but sometimes worse on offence than the regular version, I’d suggest making it so he only uppercuts troops when there is only one. This way, if there is a swarm of at least 2 troops, he’ll just act like the regular mk. It’d still be good against defending Pekkas and Princes which are typically good counters to it. Also, imagine you put an offensive evo mk at the bridge and the opponent defends with ebarbs. Depending on the placement of the ebarbs, evo mk could uppercut them or not.

So if ebarbs surround and mk can’t damage both with a single attack, he uppercuts them one by one. Then when both are in front of him, he attacks them both in one splash damage attack like regular mk (I know evo mk conserves the splash in his uppercuts but sometimes it doesn’t work, I think due to the range at which he can uppercut).
But if ebarbs are just placed in front of him from the start, he’ll splash them both without uppercutting them, which may seem like a nerf (and it sort of is in that situation) but against goblin gang, skarmy and such, I think he’d do better.

Edit: also, in another post you said pekka should one shot piggies, hunter and fisherman. I agree with piggies and fisherman, but not hunter. I don’t know if there is a way of balancing those 4 cards in such a way.

Minus the ghost, prince, e-spirit and e-dragon, they’re good suggestions.
I simply disagree with those 4 because:

E-spirit, for only 1 elixir, can’t really be broken being so cheap. Sure, he gets value with the chains, but knowing that he deals less damage than the ice spirit, I don’t think I’d have enough of a reason to use him over the ice spirit if this change were implemented. It depends though, I don’t know how much it would affect him.

Prince is honestly not so good anymore, although I think a small hp nerf would be a healthy change for him. For the boss bandit, option 2 would be the most optimal.

E-drag and ghost, I just don’t see the reason. I think they’re fine the way they are currently. Pigs also seem a bit unnecessary, but I don’t verse them enough to be able to properly judge that suggestion. Perhaps it is good.

Edit: I just checked E-dragon’s stats this past week and he’s not doing so well. I hope it’s just because of evo witch, but yeah, wow, maybe he does need a damage buff. But honestly, if it were up to me to decide a buff for him, I think a hp buff would be more in line to what he needs. Not enough to survive lightning or void, but just enough to maybe get one more hit in in certain scenarios.

@RoyaleKing @doil2011 completely agree with you guys!

Yea. As always I completely agree on that the tornado nerf need to be fixed.

Goblin Huts should have their spawn time nerfed from 2 seconds to 2.2 seconds.

My Ideas for some of these balance changes

Boss Bandit
• 7% HP Nerf 2803 > 2607
• Ability 1 > 2 Elixir

Little Prince
• 9% DPS Buff 99 > 108
• Ability 3 > 2 Elixir

Cannon Cart
• 12% HP Buff 1730 > 1938

Lightning
• Tower Damage Nerf 2% 318 > 312
(Rocket is more of a problem than Lightning is,
at least nerf that in the same set of balance changes too)

Ice Spirit
• 5% Blast Damage Nerf 163 > 155