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

with your proposed hitspeed nerf its gonna have less dps than tower princess :skull:

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Okay, so, for the changes included:

Cannoneer nerf shouldnt be included. Its only used because Furnace is broken. Dont kill it please.

Evo Furnace needs a bigger nerf, its crazy.

Curse should have the dmg amplification, nerf it by a bit but dont remove it completely.

Rest are fine. What i think should be included:

Small Berserker hp nerf

Prince charge nerf, maybe half a tile?

Regular E-drag buff. Useless, people only use it evolved, i suggest a hp buff to both but then a slight chain lighting damage nerf to the evo to compensate.

Barb Hut rework is coming sooner or later, i have a rework but the team might already have an idea. Make the Hut spawn 10 Barbs in total, the Hut itself needs a HP buff too. Here is how it looks: First wave: 3 Barbs. Second Wave: 2 Barbs. Third Wave: 2 Barbs. When its destroyed: 3 Barbs again. This makes it less offensive but it rewards you if it gets spelled down, which is the biggest issue of the Hut. Right now, the third wave spawns only 1 Barb because of the lifetime. So for this to work, you need a 31 sec lifetime.

Evo Drill buff. Give it damage whenever it pops out. Not a lot, but it needs something because its literally worse evolved.

Slight Rune Giant buff, the dmg buff she does should stick around a bit longer when she is defeated.

For Void, i think the damage should be increased when there are multiple troops in it. I think the single target damage is enough.

Good changes, but curse literally doesn’t make sense. This card is more popular than log (or arrows or any small spell) in the current meta (check top 200). And it’s only used in the same braindead goblin giant decks that’s never fun to play. Curse needs a huge nerf and I think this rework might even end up making it better since it does what it used to do as a standalone spell (w/o needing the second small spell). Idk about everyone else, but I’m tired of curse, and I genuinely think the damage should be nerfed rather than buffed. Or just unchanged and remove the damage amp, not whatever it is right now. It does NOT need a compensation, I think the whole idea is to nerf it.

Missing nerfs: Evo Gobgiant, Goblin Machine, boss bandit

Giant and machine are in that one broken deck, and with curse + machine is in Egolem decks too. Decks like this, where u can just go in first play without any regard for what your opponent is doing and still win the game are just unhealthy and need to be nerfed. Maybe Hit speed nerf for gob giant and HP nerf for machine?

Boss bandit is so overlooked right now but it’s still an issue. It’s basically still in it’s prime and if you’re playing a cycle deck without a guards or a mini tank (sometimes even knight is not enough) you just instantly lose. Needs a nerf to the HP for sure, and maybe even a nerf to the ability cooldown. People just put it at the bridge and mindlessly spam the ability 3-4 times and it always gets a positive trade too, unless very specific counters are used.

Buffs: Tornado, Bomb Tower, Balloon

Nado is literally dead. It doesn’t kill +1 skeletons and doesn’t kill spear goblins. Even decks that are literally based their playstyle on Nado (splashyard) have completely dropped it, since it’s literally a dead card for 3 elixir. Very subpar spell right now, and I think the damage nerf was too much. I think I even saw RemiEli (magic archer nado top ladder player) not use it in his deck at some point.

For the bomb tower, I think we can all agree that it’s the worst building in the game. There’s almost no reason to play it over Tesla, cannon, hut, or even cage. Give it a damage buff or something, please.

HOT TAKE: balloon needs a buff. Hear me out, there are literally 8 people using it in the top 200 right now, and I think we can all agree that it’s nowhere near in a good spot right now. Plus, with the vine spell coming next season (which hard-counters balloon), I think it’ll be a bottom 5 win condition. A small speed or damage buff wouldn’t hurt, but I also know a lot of people don’t like balloon in general and prefer it to be bad so theres that as well.

Why are people saying how Dark Prince was strong before? it has literally been average card overshadowed by Prince, Valkyrie, Ghost… This buff is awesome.

I like these changes, specially the spirit empress nerf because she was annoying to face, though i think we all can agree that she needs to die to lightning. But the goblin curse nerf should be reworked, like you can argue that it is a strong card, but removing the damage amplification entirely? The card will be completely useless after that change and would be sitting with the void spell and clone spell at the bottom of the tier lists. And the canoneer nerf doesn’t make any sense at all, like a guy below pointed out, it should at least get a damage compensation for that extra 0.1 second hit speed.

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Finally some proper balances!

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Why did supercell always forgot about ELITE BARBS, like it has been more than 15 season without a changes so it’s completely forgotten and abandoned even on top ladder. Just buff of make an Evo for them at this point because they absolutely deserves an evolution ngl…

This is the wrong approach to the goblin curse situation. This just removes a unique feature of it, but it’s still going to be ridiculous and used in toxic decks. Instead of reworking goblin curse, the rage rework should just be completely reverted because it was stupid. It’s moreso its deck that needs a nerf than goblin curse; evo gg has been insanely strong and unbeatable. Also very toxic.

Seeing Dark Prince getting buffed is refreshing and long overdue.
However Dark Prince needs more HP, not more damage. I understand
it has the shield mechanic, but it gets easily wiped out by literally anything.

Here are some suggestions for this reason for balance changes.

• Boss Bandit 1.2 > 1.4 Hit Speed/ Getaway Grenade 3 > 13 Seconds Cooldown
Boss Bandit is still quite strong within the game and terrorizing lower arenas
due to how much value she brings for 6 elixir. This change would make them still
viable and less stressful to play against.

• Bowler 5% HP Nerf in exchange for the ability to knockback Prince and Dark Prince.
Bowler is already hindered enough due to their slow 2.5 hit speed and short range of
4. Also, it would make sense for Bowler to be able to knock back both of these cards,
due to them rolling a massive boulder towards them. This change would make Bowler
more flexible and reliable within certain matchups.

• Three Musketeers 9 > 8 Elixir and adjust their formation
so they won’t be easily countered by Lightning. Make the spawn
similar to how Royal Recruits spawn but 1 on the left lane, 1 in the middle
and 1 on the right lane. This will negate the chance of them being wiped
off the board almost instantly when deployed. This change would make
them more pressuring as a card because the opponent can’t afford to
ignore the left and right musketeer.

Because it is braindead card and should not be good.

Agree on tornado

A buff to Balloon’s death bomb damage would be fine.

I think the buff for dark Prince is realy necessary. He gets easily overshadowed from Otter Minitanks

Here we go again

I like these changes overall but i disagree with the cannoneer nerf and goblin curse rework.

Bro Cannoneer doesn’t do that much damage anymore. The only good thing is that he has a slightly faster hit speed. And your reverting it?

No Supercell.

Or maybe do this:
• Hit speed - 5%
1/2.1 → 1/2.2
Hits / second
• Damage + 6%
320 → 340
• DPS + 1%
152 → 154 dmg/ sec

After this change is perfectly balanced in my opinion

So it has a slighty slower hit speed but it deals more damage
And it can one shoot w.breakers bombers, 2 shoot barbarians ecc…
For the curse it doesn’t need any change
It’s balanced in my opinion

But i have some suggestion:

I do suggestions every month in royaleapi disscus and i don’t want to repeat the same changes every month, so these changes are new from me.

:down_arrow:Furnace (Evo Furnace)
Range - 8%
6 → 5.5 tiles

:up_arrow:Evolved Furnace
Hot spawn frequency - 50%
1/1.8 → 1/3.6
Every one attack → every second attack

:up_arrow:Tornado
• Area damage + 60%
84 → 134
• Crown tower damage + 60%
27 → 43

:up_arrow:Goblin Demolisher
• Damage + 10%
186 → 205
• DPS + 10%
155 → 170 dmg/sec

:up_arrow:Rune Giant
• HP + 4%
2662 → 2768
• Enchant duaration after she dies + 100%
5 → 10 seconds

:up_arrow:Evolved Goblin Drill
Damage and Knockback of 2nd and 3rd spawns added

:down_arrow:Prince
• Hit speed - 6%
1/1.4 → 1/1.5
Hits / second
• DPS - 6%
279 → 261 dmg/sec

:down_arrow:Earthquake
Crown tower damage/second - 15%
53/3 → 45/3

:up_arrow:Void
Damage (1 target) + 25%
320 → 400
( i have wrote this change, like… every balance changes, but still isn’t buffed)

:up_arrow:Zappies
• Hit speed + 12%
1/2.1 → 1/1.9
Hits / second
• DPS + 12%
55 → 61 dmg/sec

:up_arrow:Evolved Goblin Cage
Capture range + 33%
3 → 4 tiles

:up_arrow:Evolved Wizard
Shield HP + 34%
192 → 256

:up_arrow:Evolved Electro Dragon
Extra chain damage + 15%
128 → 148

:repeat_button:Evolved Musketeer
• Sniper damage - 14%
391 → 336
• Sniper ammo + 33%
3 → 4

:down_arrow:Guards
First hit speed + 50%
0.4 → 0.6 seconds

:up_arrow:Pekka
HP + 7%
3760 → 4029

:up_arrow:Mother Witch
• Hit speed + 11%
1/1 → 1/0.9
Hits / second
• DPS + 11%
133 → 147 dmg/sec

:up_arrow:Heal Spirit
Heal radius + 40%
2.5 → 3.5 tiles

:counterclockwise_arrows_button:Evolved P.E.K.K.A
• Heal per Small Kill + 46%
160 → 235
• Heal per Medium Kill + 12%
304 → 342
• Heal per Large Kill + 4%
577 → 602
• Maximum HP multiplier - 20%
50% → 40% bonus HP
• Maximum HP + 0%
5640 → 5640

Some of these changes i have alredy wrote on other balance changes, on royaleapi disscus, but i rewrote some important changes that really should be added.

4 Likes

Don’t nerf spirit Empress

This balance changes decent in my opinion here the balances i think to do

1. Little prince really necessary buff but i think he need the dmg buff the are taking him in the last patch with her 99 - 102 is perfect but overall good buff

2. Minions im still think they will stay broken the best change to do is to nerf the range from 2.5 to 2 tiles will make him more balanced

3. Dark prince really loved this change

4. Goblin stein no change anything he need more hp buff like 7% will make him Better

5. Cannoneer nerf not needed supercell pls the only make him better its bcus the furnace meta bro if you make this change so bring back little bit dmg for him like 3% or 4% but i think its not needed

6. Goblin curse really interesting change and i love this bcus it will change the beatdown decks to counter him more easily

7. Spirit empress loved this change but i think maybe reduce her dmg its needed too

8. Void the worst spell in the game with 0% used pls it need more dmg in single att like 320 - 340 something like this

Hope the supercell will make this changes in the game

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The furnace really didn’t have a problem with the spawn frequency, I think it was more of the range. It’s unbalanced that the furnace outranges cards like tesla and archers, which allows it stand in the same place in a lot of situations and snipe cards from across the bridge. The fact that it was alive and continued to spawn spirits for so long is why it was annoying.

Also, tornado needs a buff. So many people have been asking for this because ever since the damage rework, it basically can’t kill anything except for skeletons. When it used to do 2 ticks, it was actually usable against minions, goblins (spear and stab), and lavapups. Now it’s completely useless.

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needed that dark prince buff already! maybe also buff his charge time to be like the prince’s? or nerf prince’s because he charges so fast seriously it’s op

Agree I think dark prince still need a quicker charge to be good.

Totally true what you said about tornado. Me and many people always request for buffing it, tornado is really not viable.

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