Work-in-progress Balance Changes for May 2025 (Season 71) - Clash Royale News Blog - RoyaleAPI

Where is the the prince nerf?! And don’t nerf evo cannon the only thing it has is barrage after that its literally the normal connon.

10% is a perfectly average use rate- barb barrel is used in 11% and no one is saying that card is useless- and x nado used to be an extremely strong combo before the tornado rework in 2020

Also, bomb tower isn’t really meta rn and poison has less usage than tornado (8%) so neither of them have been shown to be good replacements to tornado

It is balanced now and if you are arguing that it’s rates should be higher because of other spells having high use rates the answer is simple- nerf those cards

Where is boss bandit nerf and evo mega knight nerf?

I would recommend buffing some of the cards which have 0-1% usage rate.
I don’t really think any card is broken but just would be good to see some of the weak cards get more viable
For example - rune giant, gob hut, barb hut, mirror, clone, demolisher, golden knight, etc

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Tornado definitely needs 25%damage buff not the revert of 50% but the half of it

It is not just about the rates, it is about that tornado feels weak now in game and not viable now if it can only pulls troop dealing respectful damage or at least take out swarms. The point is Tornado is not solid or viable now, you can use different spell/defensive card options and they will be an better defensive counters than tornado, so tornado now is useless.

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But log and arrows have much higher usage rate at around 35%, plus they can be used very well in defence and offence and they have double and quadriple the amount of crown tower damage respectively. Also splash cards can always be taken out by lightning or fireball plus arrows, so splash cards are not an issue with if they make tornado stronger.

You also have snowball and rage which can take out spear goblins and evolved bats at only 2 elixer, while tornado is a 3 elixer investment that cannot take out spear goblins and bats. You have to deploy another spell with tornado in order to take out all troops plus swarms, which could cost you 5 elixer. Otherwise, why would you spend 3 elixer only to pull troops without taking swarm out. Arrows at only 3 elixer can do better. For example if there is a royal recruits push plus goblin gang and bats, would an 3 elixer investment be justified for tornado if it can only pull these troops back with barely any damage to the recruits and cannot even take out the swarms?

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If tornado must be nerfed, then the pull strength or lower crown tower damage is the better option.

How? Maybe the firecracker doesn’t need a nerf but the rest are fine, the pekka range buff should be like 1.4 and prince and boss bandit are too op

If your going to Nerf Guards, at LEAST make the Boss Bandit
and Prince toned down for the time being in these set of balance
changes. Here are some ideas I had in mind for Boss Bandit and Prince.

• Boss Bandit
1.2 > 1.4 Attack Speed
12.5% HP Nerf 4073 > 3563

• Prince
2 > 2.5 Charging Range
5% HP Nerf 2790 > 2650

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I mean the rates show it isn’t in fact useless; but I can admit that it’s a bit annoying how little damage it does

I think a radius nerf to 5 tiles and a 60% damage buff (can kill spear goblins) would be a neat idea

Actually a pull strength nerf wouldn’t be a bad idea- directly limit its ability instead of its overall strength

I’m just happy we are able to keep this discussion civil :slight_smile:

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Buff gaint skeleton

Base Pekka needs a buff. Not Evo pekka.

Either bring back the range and nerf the Evo a little, or just increase it’s hp. 7 elixir card feels like a joke when it gets countered by a few cycle cards

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Here are some potential other balance changes what can be Implemented
into the game for May balance changes.

• Wizard

  • 15% HP Buff 1097 > 1262
  • 5.5 > 6 Range
    Reasoning: Wizard hasn’t received much attention from
    the developers over the years, apart from recently added evolution.
    These sets of buffs I hope will make it more appealing for players
    to use.

• Barbarian Barrel

  • 4.5 > 7 Range
    Reasoning: Barbarian Barrel lost Its spark when it received
    Its rolling range nerf on the 3/9/2018 and 7/6/2022, I believe its time
    we rekindled it!

• Baby Dragon

  • 1.5 > 1.4 Attack Speed
  • 3.5 > 4 Range
    Reasoning: Baby Dragon is a very underrated card,
    and very rarely seen in the balance changes. I would like
    to see this card make its way into some more decks.

• Archers

  • 5 > 5.5 Range
  • 7.5% HP Nerf 442 > 409
    Reasoning: This change would help Archers in some scenarios
    when dealing with troops what out range them. With how impactful
    range buffs are, a slight HP nerf is justified for the range buff.
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  1. Boss bandit NEEDS a emergency HP nerf. This thing is just unstoppable and decks without a tank just instantly lose (queen pigs for example). Sometimes even with something like a knight it still somehow finds a way to win and the HP really needs at least a 10% nerf.

  2. Prince needed a charge range nerf, it’s literally the most broken regular card in the game rn. No further explanations needed, it’s already crazy it wasn’t nerfed last time around and managed to dodge.

  3. Guards do NOT need a nerf. But their usage rate is so high! Thats because of the Boss Bandit and Prince. It’s as simple as that. Decks simply cant defend against those 2 without guards and a mini tank/tank. Super unnecessary nerf and I’m sure if the above 2 are put on check guards will fall out of the meta.

  4. Where are the buffs? Can we get buffs for some off-meta cards like golden knight or goblin demolisher?

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The Tornado nerf should be removed, it is now very unviable against cards like evo bats, spear goblins,etc. Those bait cards are cheaper than tornado and can do massive damage overtime. The nerf makes small defenses against them unviable

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I agree on wizard, also like the baby dragon buff suggestion, he and wizard are overshadowed cards that need some deserved help to be as solid compared to other ranged units.

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Exactly thats what I am saying

Thanks! Wizard is quite hard to get into a healthy state
from its current, without making it broken in the process.
5 > 4 Elixir could be an option here as well, that could be
a bit too much, so didn’t suggest. Baby Dragon is alright,
yet held back by its short range in scenarios. With the extra
0.5 range, Baby Dragon would be able to clean up troops
more easier, which would benefit it greatly.