Work-in-progress Balance Changes for September 2025 (Season 75) - Clash Royale News Blog - RoyaleAPI

Less than a day ago · August 21, 2025 · 2 min read


This is a companion discussion topic for the original entry at https://royaleapi.com/blog/season-75-balance-wip-september-2025?lang=en
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Pretty interesting set of balance changes, here are my thoughts: (pretty long, read at your own risk)

Minions- honestly just nerf their range to 2 tiles; this is what it used to be before the range simplification in 2019… but this change isn’t bad in it of itself

Spirit Empress- way too harsh. This card is very strong but this nerf is too much. I would instead revert its hit speed back to 1.5 seconds and maybe increase its first hit attack time

Evo furnace- pretty good nerf, but we will have to wait and see if the evo is balanced after this… I’m afraid not though

Cannoneer- istg SC just wants to remove tower troops at this point. Every time their use rate hits 20% they just nerf them. If they just buff his damage by 5% to one shot WB again (320-334) and still go through with the nerf then I’d be happy

Dark Prince- nice buff, no complaints. I really don’t have much else to say about it

Little Prince- he’s one of my favorite cards so I’m biased, but I wish that he would get a 3% damage buff (99-102) so he can 2 shot goblins and 3 shot archers and FC again… but with the other two buffs this might be too much. Overall great buffs though

Goblinstein- good buff but I don’t think this will be enough… maybe 6% could be the sweet spot (2304-2442) but we will have to see for this change as well

Goblin Curse- very interesting change, and I don’t mind removing the damage amplification as it is often used for that and not the goblins, but I would like to see it either get a bigger buff to compensate (like I said, it’s often only used for the dmg amplification) or give it the rework that Abdod proposed- make it so it can’t be used past the pocket (its limit would be where you can place troops once two towers are down) to minimize the toxicity of it on offense

Sorry for yapping so much- I just really like discussing game balance. I am wondering where the void rework is since Donald had teased a rework on Twitter, but I guess it’s not coming yet (please make it happen and also buff rune giant, evo GD, and evo wizard)

Alright I’m done!

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#buff_gaint_skeleton add buff gaint skeleton nerf mega knight

Evo Furnace needs to be nerfed more. It should spawn a Fire Spirit after every 3 attacks instead of after every attack.and you should nerf its range too.

Spirit Empress should die to Lightning.

P.E.K.K.A needs a buff to her range or HP or make her one shot hogs.

Berserker needs to be toned down. Ever since you made it two-shot Goblins, it’s been getting way too much value for just 2 elixir. She’s the perfect mini-tank for many cycle decks.

and I don’t understand why you’re nerfing Goblin Curse. It’s only really viable in heavy decks, since it mainly punishes cheap cards in cycle decks.

dont forget to nerf recruits .

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Buff:

  • Pekka
  • Wizard or its evo
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Not bad, I think Goblinstein could use a bigger buff like an ability damage buff maybe. Canoneer may need a little more of a hit speed nerf like 2.3 instead of 2.2. Spirit Empress needs a range nerf. Goblin curse is going to be dead after this so maybe the damage amp. should be 10% instead. The rest seem fine to me

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I think those are good balances but you need to nerf furnace because it’s too strong and nerf witch firecracker and also hog rider tesla and mighty minor.I think you should buff boss bandit .

Don’t nerf:

  • Cannoneer
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Not bad balance changes but

Minuns range should be reduce instead of ther hit speed as this make no sense that thay could full counter X-bow and the tours could not hit thim as I am X-bow player

And furnace range should be reduced to make it more balance

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why are they removing goblin curse’s damage amplification? do they want the spell to be kept as a secret 8th card until the enemy plays a swarm card at the tower? completely removing it’s most important effect for no reason

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Pekka is just too good now need a nerf.

Buff:

  • tornado and freeze damage to kill spear goblins.
  • Pekka hp and wizard/evo wizard hp

Do not nerf:

  • Cannoneer.

    Its first hitspeed should be slightly buffed so both wall breakers do not connect in if they are deployed in a certain placement.

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Honestly, I think the Goblin Curse nerf is a really bad move. It’s going to make the card way less useful and super matchup-dependent, basically turning it into a weak, generic zap that most people won’t bother using. I wouldn’t be surprised if its usage drops to Void levels, which barely sees any play right now. Please, Supercell — don’t ruin a unique card and hurt the game’s variety just for the sake of a few people complaining.

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nerf:

•PEKKA

•wizard

•cannonneer

Agree with canoneer but what wizard and pekka nerf?

Decent changes compared to usual but some of these are really stupid. Just revert the cannoneer rework completely, with a small health buff maybe since it has been nerfed harshly and unnecessarily. Every single tower troop aside from princess will be dead with this change. Spirit Empress nerf seems too harsh, 5% might be better. Just completely revert the log and ice spirit nerf, what is the point of 1%? The champion buffs are good, but little prince needs some damage buffs since he’s really weak. Goblinstein could use a slightly bigger buff. The minion’s range is just stupid, it should be reverted and maybe replace with the speed buff to experiment, but the range is just dumb. The damage doesn’t need a nerf.

A bunch of these changes are just completely out of the blue imo.

  • Minions: I’ve said it before, and I’ll say it again. As long as Minion Horde is in the game, 3 elixir Minions will always suffer in silence. Minions themselves aren’t that bad as a standalone card, but a better change would be nerfing their range to 2 tiles rather than hit speed.
  • Spirit Empress: I’m surprised this card is actually viable now, which sucks since SC is basically killing it again. Clearly the dev team has no idea what they’re doing, as a nerf this harsh will just make it unviable again, which is a shame considering mechanic wise this card has a unique concept. SC should slowly reduce it’s max health over time (say, 2-3% at first) while monitoring its performance to see how it adapts rather than an instant 10% decrease.
  • Evo Furnace: no joke, this card has taken over the meta. It’s already been nerfed once, and it’s probably still going to be very influential, however not nearly as badly as it is now. Can’t say I disagree with this change.
  • Cannoneer: at this point SC is just purposely screwing with their player base. What’s the point of offering new tower troops if all the other variants will be significantly worse? With the exception of the princess, tower troops should excel in one aspect in particular, yet the dev team is doing the exact opposite (mind you, they did it last season too). They need to revert the changes from the previous season, or tower troops will eventually fade out.
  • Dark Prince: probably the most confusing upcoming change. Dark Prince has always been good, and is currently on the stronger side of things with a 50% WR. Why is it getting a buff exactly? This card offers insane versatility, in between the 360 degree splash mechanic when charging, the shield and the cost, this card is fine as is. No need for any sort of changes.
  • Little Prince: the player base has been howling for this one for a while. No comment, at least this card is FINALLY getting some much needed attention. My only complaint is that LP should be able to function better as a standalone card rather than relying so heavily on the Guardian.
  • GobStein: I’ve personally been playing GStein since the day it came out. Although it’s not nearly as game defining as it once was, I’m not sure the buff was really necessary.
  • Goblin Curse: if it weren’t for this post, I never would’ve remembered the damage multiplier this card provides. GC is a BAD card, and I don’t think this removing the multiplier is a fair trade off for what it got.
  • The Log: lel why… I’m not even gonna bother with this one. SC trolled so hard by making it so overleveled DG wouldn’t die to Log. What are they even going for here…

Changes that NEED to happen some time in the near future:

  • Evo WB: for 2 elixir, these guys provide WAY too much value. Removing the death damage from the barrel alone would be a huge sigh of relief, as it’s too easy to use these guys defensively and still get some chip damage.
  • Rune Giant: this card was kinda clever in theory, but in practice is a disaster and needs a serious rework. It’s too situational to provide support (which is supposed to be its main gimmick) and too weak to function as a standalone card.
  • Minion Horde: this card needs to go. It’s never been good, it’s never going to be good.
  • Rascals: has a lot of potential, but the girls in the back could use their health back. A small buff to avoid dying to Log would be perfect.

the cannoneer rework should just be reverted completely, it was stupid. with this nerf, it will be a dead tower troop

FULL HONEST REVIEW: WHY ARE WE DESTROYING THE WHOLE POINT OF CURSE? MAKE IT 10PERCENT NOT 0! Buff giant skeleton too weak and evo pekka is useless so is evo hunter, the net barely lasts and hog rider still gets hit… NOW NERF, NERF ELIXIR GOLEM WAYYYY TO OP, takes down my tower sooo fast its 3 elixir and it is genuiny so op, at least make the blobs give us 1 elixir big they get way too much value, next nerf royal recruits damage, it is genuinly outstandingly overpowerred. PLEASE READ THIS

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