The final Season 86 balance changes are locked. Forty cards are affected, and this is the biggest patch in years: all four Spirits lose 6% of their HP, ability cooldowns are removed from most Heroes and Champions, Void becomes the first 5 Elixir damage spell, and two recurring-heal cards get rebuilt. Below is every card with its before and after numbers, what changed since the work-in-progress list, and our read on the meta. Everything goes live with Season 86 on August 3.
Card icons are official Supercell artwork, pulled from the Clash Royale API and used for identification. Every card name links to its live decks and win rates. For the season's new cards and modes, see our TV Royale August 2026 breakdown, and for the banners and emotes going free alongside it, our current QR codes.
What Changed From the WIP List
We covered the work-in-progress list when it dropped on July 24, so here is exactly what moved between then and the final patch. This is the useful part if you already read the WIP version.
The Spirit vote resolved to Option 1
The community picked the HP cut over the movement-speed cut. All four Spirits go from 230 to 217 hitpoints (-6%), which is enough to make them die to a single hit from cards like Archers, Musketeer and Tesla, while keeping their movement speed and dodge potential intact.
Revised since the WIP list
Witch Evolution: overheal ratio raised to 1.73x (was 1.58x on the WIP list).
Battle Healer: far larger damage and hit-speed swing than announced, and she no longer heals herself or other Battle Healers.
Goblinstein: added an Ability DPS nerf on top of the Doctor damage buff.
Alongside the usual balance batch, Season 86 bundles a set of bigger swings: the Spirit nerf, a sweep across Heroes and Champions, a run of experimental reworks aimed at long-broken mechanics, and a couple of bug fixes. Supercell's stated goal is to shake up the meta and give forgotten cards a second chance.
Spirit Nerfs
This is the most meta-relevant change in the patch. A 1 Elixir card that chips towers, distracts, and enables constant low-risk pressure has been a fixture of far too many decks. The community voted between losing HP and losing movement speed, and the HP cut won. All four Spirits share the same nerf.
Our read (projection): Option 1 is the softer of the two options in practice. Spirits keep the movement speed that lets them dodge projectiles, so the skill ceiling stays; they just lose the chip damage and fold to more single hits. Expect the churn to land hardest in cycle decks, where a 1 Elixir card that no longer touches the tower has to justify its slot purely as a reset. You can watch how heavily the live meta leans on them in our daily card usage and win rate data.
Heroes & Champions
Two threads here: abilities get simpler, and a few weak Champions get help.
Ability activationsMultiple per deploy→Single useNerf
Every ability becomes single-use, with one exception: Boss Bandit, whose design is built around rapid consecutive activations. It affects 8 of the 14 Heroes and 7 of the 8 Champions. It is a light nerf, since squeezing a second activation out of one deployment was already uncommon outside long defensive stands.
The Doctor damage buff was already on the WIP list, but the Ability DPS cut is new. Goblinstein is rarely picked yet posts strong competitive win rates, so this trims the ceiling while raising the floor.
The extra base damage lets his opening hit two-shot Skeletons.
Experimental Reworks
The most volatile part of the patch. These target cards that fuelled unhealthy patterns or got nerfed into irrelevance, and Supercell has explicitly said they may be reverted if they do not land. The headline theme is the end of infinite self-healing: both Witch Evolution and Battle Healer are rebuilt so they can no longer top themselves up forever.
Revised upward from the WIP list: the overheal ratio now climbs to 1.73x (+40%) instead of the originally announced 1.58x. Crucially, only the first four Skeletons heal her, so she can no longer top herself up forever by spawning more.
Heavily revised since the WIP list. The damage and hit-speed swing is far bigger now: much more damage per hit at a much slower rate, which raises DPS but drops healing per second. She also no longer heals herself or other Battle Healers.
The headline rework: Void becomes the first 5 Elixir damage spell, built to answer tanky ranged units. Damage roughly doubles while the cost rises 67%, so its damage per Elixir still improves.
Most of this was on the WIP list; the HP bump is the new addition. Faster rockets matter less than the numbers suggest, since projectile speed does not change DPS.
She now enchants while moving instead of pausing, and stops wasting enchants on kamikaze troops like Wall Breakers or Spirits.
Void is the one to watch (projection): going from 3 to 5 Elixir sounds brutal until you notice the damage roughly doubles while the cost only rises 67%, so its damage per Elixir improves. If it lands, it becomes a dedicated 5 Elixir answer to tanky ranged units like Bowler, Executioner and Hunter, and opens a spell slot the game has never had. Hut fans: Supercell said Barbarian Hut did not make this batch but is high on the list.
Bug Fixes
These fix inconsistent interactions rather than power level, though both change how the cards play. Ronin, added in the July 2026 update, gets his first correction.
The newest card gets its first correction: parry and melee damage no longer land on the same tick against a charging Dark Prince, and his parry no longer cancels the Golden Knight dash.
Stats are reallocated so it stops wasting a shot on a target it already killed at the edge of its range. Net DPS is essentially unchanged.
Normal Changes
The traditional part of the patch. A recurring theme: where an Evolution has been overshadowing its base card, the base gets a buff and the Evolution a matching nerf, usually until both forms share a stat. Values shown are at card Level 11. The Goblin damage buff appears in several rows because Goblins live inside nine cards, and they all inherit it.
Special Form Reworks
Pairs of cards balanced against each other, normally by buffing the base form and reworking the special form.
The single most impactful nerf in the patch. He now alternates uppercuts with normal hits instead of uppercutting every attack, which halves the defensive value that made the Evolution feared.
The WIP list only had the cycle nerf. The final version also raises trapped-enemy DPS and traps new enemies faster, softening the nerf into a partial rework.
The WIP list only touched Tomb Queen damage. The final adds sight range and HP. Supercell says if she still misses the meta after this, they will look at reworking her to target troops.
Ice Arrows now fire on every second shot instead of every third. The shorter slow duration matters less than the extra frequency, so it reads as an overall buff.
New for the final list. Because the base Furnace leans on Fire Spirits, its Spirits take the -6% HP nerf but the building spawns them faster to compensate. Applies to the normal and Evolved forms.
New for the final list. The Backpack Goblins now throw spears as fast as the normal Spear Goblins, for both the normal and Evolved forms.
These are the final Season 86 numbers from Supercell's official balance blog, going live with the season on August 3. Card icons are official Supercell artwork used for identification. Browse all update coverage for every past and future season, or read the July 2026 update for the changes currently live.