Work-in-progress Balance Changes for October 2025 (Season 76) - Clash Royale News Blog - RoyaleAPI

Weakest cards currently:

Void (it’s getting rework soon I think)

Barbarian Hut (probably also getting reworked)

Rune Giant (small buff would be fine but nothing too crazy)

Cards like Electro Dragon and Archers are carried by Evolutions so I don’t know if there should be any changes.

And definitely Phoenix needs attention. Either make it 5 elixir and revert all nerfs, or give it small buff because currently it makes no sense to use it over Mega Minion.

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This balance change is the worst balance change ever. It’s so bad that it’s better to not make any balance changes at all. Furthermore, Supercell is ignoring user feedback and pushing through this nonsense. Now, I’ll tell you whether or not to patch each card individually.

Berserker: Don’t nerf.

Bomber: Don’t nerf.

Furnace: He should only be nerfed in his evolved state.
Goblin Drill: Don’t nerf.

Goblin Hut: Don’t nerf.

Goblin Giant: Reverting his HP to pre-August 2023 buff levels should be sufficient. Don’t nerf anything else.

Goblin Machine: Don’t nerf him. If you nerf him, he’ll be a discarded card with a 0% use rate. The nerf to Goblin Giant alone should be sufficient.

Guards: I think it’s better to match the initial hit time of Skeleton.

Minions: Instead of nerfing hit speed, nerf the range.

Skeletons: Don’t nerf them.

Vines: No other stats need nerfs, but their damage should be reduced by about 33%, from 335 to 225.

Evolved Baby Dragon: Good nerf.

Evolved Cannon: Instead of nerfing the rocket launcher damage, move the rocket launcher’s top attack position down to make it harder to use as support.

Evolved Goblin Cage: Good nerf.

Evolved Valkyrie: Good nerf. This nerf seemed necessary for months, and it’s finally here.

Evolved Wall Breakers: Don’t nerf them.

Evolved Witch: Good nerf.

Royal Chef: He was trash before the HP buff, to the point of being an unusable tower. What’s the point of reverting it back to what it was before that buff?

Leave the status effect multipliers for Rage, Ice Wizard, etc. untouched. If this is tampered with, the meta will be completely destroyed.

I think fixing the Prince and other charge bugs is a good idea.

Also, it seems like some cards need to be buffed to this list.

Berserker nerf makes sense since you get too much value for 2 elixir, maybe hit points reduction would be better. They should not nerf bomber and drill, their evolutions are the worst. The nerf to the furnace is good since troops will now reach it faster. Goblin hut and evo wall breakers have a decent usage, and they already nerfed them before. The nerf to goblin giant and goblin machine makes sense, but I think it’s too much since they both were nerfed many times, and they just have a good synergy. Minions nerf seems good, but I still think they should lower their range. Ice wizard and skeletons are decent, since ice wizard is weak and skeletons are only used as a cycle card. Guards and evo cannon seems okay. Evo baby dragon will probably die, just like the evo bomber. The nerf to the vines is good, but they’ll probably continue nerfing it until it dies (as it happened with void) Rage is only used in goblin giant decks, so it shouldn’t be nerfed again, now it only lasts 4 seconds. So now the only evo with extra hit points are barbs. They shouldn’t nerf Valkyrie and brawler, without their extra health, they’re not worth it, as the Valkyrie draws troops towards her, they damage her a lot, and cage has a low usage. Maybe a 10% health reduction for evolutions, but a 5% increase on both versions. And they basically nerfed prince and charge troops. They made no buffs, and some cards should be buffed Little prince, rune giant, void, Evo ice spirit, Evo drill, phoenix (maybe make it cost 5 and revert some of the nerfs), barb hut definitely rework. They got low usage and low win rate.

I suggest that the number of cycles for 4-elixir evolved cards be dependant on the average elixir of the deck.
For example:

  • When adding the evolved Baby Dragon to a deck with an average elixir of 3.8 or less, it becomes two cycles.
  • If the average elixir is greater than 3.8, it becomes one cycle.

Such a good idea but that just works with some evos

Bomber and goblin drill nerf are kinda strange.

I dont understand why they will get nerfed, especially bomber he is a mid card already.

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Although some cards are currently stronger than others this meta feels very fun to play if you play those cards which is a big reason for the recent surge in popularity. These changes seem to me like they will push everyone to play fire cracker hog cycle decks again which will make players grind every game like the pros do which is not what casual players are looking for. We just want to have fun playing the game and push ladder. Also bring back fun challenges with rewards

I agree evo cannon barrage splash radius of each one is too strong. Evo executioner needs a nerf.

I think boss bandit is not balanced even in top ladder if you play the right deck and you force the opponent to be low on elixer then boss bandit will get insane value, especially since you can use her ability to do so many powerful strategies like vanishing back to have your crown towers attack troops or getting so many dashes on support cards and mini tanks and using the ability two times for extra dashes. The damage she does is insane and the hp combined with that damage is too much hp.

Base Wizard can be listed with them as well and his evo could be the second worst evo after evo goblin drill.

They’ve officially killed every deck
I think Electro Giant decks will finally be viable because it’s been mostly untouched (except for Tornado and Lightning) or maybe even a 3 Musketeers meta..? Okay I’m coping

Graveyard is dead, Drill is dead, Gob Giant Machine is dead (Thanks Supercell). Evo skeletons…. Wow.

Are you dumb? We needed these balance changes last season because of how terrible the meta has gotten

Unbelievable bias in these changes. It doesn’t take a genius to see that this is going to promote a bait/recruits meta, even with the removal of the three card cycle. Almost every single card in drill got significantly nerfed. The bomber nerf was COMPLETELY uncalled for, and it will plummet to horrid usage rates. Killing a completely balanced card for no reason. While drill is debatable, why is it getting a nerf when half of the other drill cards are getting nerfed?? The nerf to snowball will definitely balance it and this is just completely unnecessary. Drill isn’t even overpowered by any means, 5% usage rate is not much. Not to mention the nerf to other cycle cards. ABSOLUTELY BIASED AGAINST DRILL.

Berserky: Still kinda crazy to me that a 2-elixir card with this high of a DPS can survive an equal level Fireball, but a nerf is a nerf, nonetheless.

Bomber/Evo Cannon: They got fine tuned to 304HP / Barrage Damage, which still one-shots everything that the barrage did previously, with the exception of Wall Breakers. Oh, well.

Evo Baby D: I still have no idea why Supercell insists in being inconsistent and not releasing 4-cost evos as 2-card cycle from the get go. In my ideal world, cards with 4 or less elixir should all be 3-card cycle and 5 or more should all be 2-card cycle, but I know it would never happen in the real world.

Royal Chef: LMAO, another month, another tower troop nerf, wonder if they are ever going to release a new one again.

General: Nerfing rage, nerfing slowdowns, nerfing hyper offensive cards, nerfing defensive cards. Shid, talk about trying to actually balance things, instead of focusing in one problem at a time. No deck in Top 200 is going to be untouched in this set of balance changes, which is to be applauded. Of course, some decks got massively punished, intentionally or not (I don’t believe 5/8 cards of the only Lava deck in Top 200 got nerfed because of this one deck in specific), while others got light nerfs, even though they were meta, like the Recruits Fireball Bait that only got a basic Evo Brawler nerf (and Evo Recruits charge glitch patched, which shouldn’t even be in the game in the first place).

Next month’s meta SHOULD be interesting to see it developing, betting on Broken Bandit Bridge Spam, Recruits Fireball Bait and Balloon to be quite common decks.

It’s heavily biased towards bait and recruits. They killed drill for absolutely no reason, nerfed a whole lot of stuff but bait, recruits, and more remain untouched. It’s clear that there’s gonna be an RG/bait/recruits meta.

Overall, this balance seems decent, the only real issue is that the skeletons change absolutely nukes evo skeletons. If this balance change actually goes through, THEY NEED TO READD THE FOURTH EVO SKELETON or the evolution will be completely useless.

Otherwise, maybe tone down drill nerf and give ice wizard and ice golem a minor damage boost to compensate for slowdown nerf, and don’t nerf bomber that change can’t be justified.

Nerf mega knight and boss bandits health and make Witch not do aoe damage.

It’s a good thing it will take more goblin machine rockets to kill cards like musketeer, wizard, ice wiz. Medium health cards dying in 2 rockets is insane considering you have to place them in such a specific way to not get hit by the rocket, not to mention it doesn’t matter anyway because he’s just going to move in and kill it anyway.

“Supercell is interested in hearing what you think about these changes before finalizing them”. Yeah, we all know this is a big fat lie, but let’s talk about these changes anyways. I’m at 15k/UC and have experience with balancing in other games, but take my comments with a grain of salt either way.

  • Berserker nerf: with how much it’s been showing up recently across so many decks, I’m not surprised this nerf has finally come. Rightfully deserved.
  • Bomber: for those wondering, this is just to stay consistent with the upcoming Vines nerf. Vines will still counter Bomber, but will survive all other incoming small spells (Zap, Snowball, etc.) and the same applies to Evo. Kinda random at first, but sure.
  • Furnace “nerf”: technically a nerf, but it just means it’ll be able to reach further targets a bit faster now. On the other hand, it’ll theoretically be countered more easily (this also applies to Evo), and this card has been a real pain since its release, so well deserved.
  • Goblin Drill: Top 200 is ruled by this card, however the reaction time required to properly counter Drill was already fine, so I’m not sure what they’re trying to accomplish here. For those wondering, with a fast enough reaction time, you can fully shut down Drill save for the initial burst damage with no prediction required. Plus, SC still needs to address the Evo which is easily the worst in the game right now.
  • Goblin Hut: fair, this card has been relevant ever since the rework. Hopefully this helps tone it down just a bit.
  • Goblin Giant nerfs: this card has been dominating for a while now, so it’s time to tone it down. Not sure if these changes alone will be enough, but it’s definitely a step in the right direction.
  • Goblin Machine nerfs: this card has similarly taken over the meta, but for different reasons. After the buff a few months back, it simply does too much for a single card. The rocket nerf of all things is probably what’s going to hurt it the most, but GM has been single-handedly carrying beatdown decks for a while now, and i think the whole community can agree this change is more than deserved.
  • Guards nerf: never been a problematic card, I’m surprised to see this change at all. Shouldn’t affect it either way.
  • Minions nerf: deserved, but Minion Horde is still atrocious. SC needs to get rid of this card. Minions themselves are definitely in need of a change, though.
  • Skeletons nerf (there’s a lot): for years Skeletons have provided way too much value, and since the release of Evo Witch a lot of other Skeleton based cards are making a comeback. Deserved, but it’ll be interesting to see how this impacts the rest of the meta, as there are a LOT of Skeleton-based cards (including the upcoming Evos Skarmy).
  • Vines nerf: unhealthy for the game, this card never should’ve been added. Freeze was already bad enough, but Vines takes it so much further for 1 less elixir. I have a feeling Vines will still be present within the meta after the changes, but thank God it’s getting such drastic changes.
  • Evo Dragon nerf: deserved, I don’t think people realized just how overpowered speed control is in any game until this Evo.
  • Evo Cannon nerf: a lot of people are still sleeping on this Evo. For those wondering, the nerfed Barrage Damage is still just enough to take out Bomber.
  • Goblin Cage Evo + Valk Evo nerfs: I’ma be honest, I wasn’t even aware these Evos has health buffs. With that said, I don’t actually know if this’ll have any major impact on the cards or not. The only reason Evo Valk is “good” as of right now anyways is due to all the beatdown decks running around, but with Evo GG + GM getting nerfed, I doubt it’ll be as strong.
  • Wallbreakers Evo nerf: this Evo is unhealthy for the game, as it provides way too much value for just 2 elixir, whether defensive or offensively. Needs a bigger nerf.
  • Evo Witch nerf: fair, but it’ll probably still be really strong in the meta even after the changes.
  • Royal Chef nerf: this Tower Troop is really hard to get right, but such a big health nerf might be too much.
  • Rage Boost + Slowdown effect nerfs: all deserved, maybe with the exception of Ice Golem, but I guess this was done for consistency. Like mentioned earlier, any form of speed control is really overpowered.

Bomber nerf is to stay consistent with the Vines nerf. It does just enough damage to still take it down.