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By the RoyaleTracker Team@RoyaleTrackerGGUpdated August 1, 2026
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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.
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 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.
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.
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Hitpoints | 230 | 217 | -6% |
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.
Two threads here: abilities get simpler, and a few weak Champions get help.
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Ability activations | Multiple per deploy | Single use | Nerf |
He keeps his charged-up hit speed for a moment after taking a step, so a single retarget no longer drops him out of his DPS tier.
| Stat | Before | After | Change |
|---|---|---|---|
| Hit speed kept while moving | 0.0s | 0.3s | +0.3s |
| Guardian melee damage | 217 | 232 | +7% |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Doctor damage | 92 | 135 | +47% |
| Ability DPS | 214/s | 188/s | -12% |
The extra base damage lets his opening hit two-shot Skeletons.
| Stat | Before | After | Change |
|---|---|---|---|
| Base damage | 40 | 43 | +8% |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Heal per Skeleton | 53 | 153 | +189% |
| Max hitpoints | 1,040 | 1,451 | +40% |
| Overheal ratio | 1.24x | 1.73x | +40% |
| Skeletons that heal her | Every one | First 4 | Capped |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Damage | 148 | 268 | +81% |
| Hit speed | 1.5s | 2.0s | -25% |
| Damage per second | 99 | 134 | +35% |
| Heal per second | 67 | 50 | -25% |
| Heal radius | 4.0 tiles | 3.0 tiles | -25% |
| Heal area | 50.3 sq | 28.3 sq | -44% |
| Self-heal | Yes | Removed | Removed |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Elixir cost | 3 | 5 | +67% |
| Hit speed | 1.0s | 1.2s | -17% |
| Damage, 1 target | 340 | 696 | +105% |
| Damage, 2-4 targets | 161 | 294 | +83% |
| Damage, 5+ targets | 76 | 153 | +101% |
| Tower damage, 1 target | 48 | 97 | +102% |
| Tower damage, 2-4 targets | 25 | 51 | +104% |
| Tower damage, 5+ targets | 17 | 35 | +106% |
Picks up a slow effect, the same mechanic Poison already carries.
| Stat | Before | After | Change |
|---|---|---|---|
| Slowdown | 0% | -15% | New |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Rocket hit speed | 3.5s | 5.0s | -30% |
| Rocket DPS | 87 | 61 | -30% |
| Rocket projectile speed | 250 | 350 | +40% |
| Melee damage | 212 | 232 | +9% |
| Hitpoints | 2,150 | 2,265 | +5% |
She now enchants while moving instead of pausing, and stops wasting enchants on kamikaze troops like Wall Breakers or Spirits.
| Stat | Before | After | Change |
|---|---|---|---|
| Hitpoints | 2,662 | 2,816 | +6% |
| Enchantment cast delay | 1.0s | 0.0s | Removed |
| Enchants suicide troops | Yes | No | Removed |
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.
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.
| Stat | Before | After | Change |
|---|---|---|---|
| First hit time | 0.3s | 0.4s | +33% |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Hit speed | 0.3s | 0.4s | -25% |
| Damage | 43 | 58 | +35% |
| Damage per second | 143 | 145 | +1% |
| Projectile speed | 1,400 | 1,600 | +14% |
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.
Pairs of cards balanced against each other, normally by buffing the base form and reworking the special form.
A core troop that appears inside nine other cards, so this damage buff quietly ripples through the whole Goblin family below.
| Stat | Before | After | Change |
|---|---|---|---|
| Damage | 120 | 125 | +4% |
Gets the Goblin damage buff but pays for it with a faster deploy and a weaker ability payoff.
| Stat | Before | After | Change |
|---|---|---|---|
| Damage | 120 | 125 | +4% |
| Deploy time | 1.3s | 1.0s | -23% |
| Ability spawns | 3 Brigades | 2 Brigades | -33% |
Its real Goblins inherit the damage buff, but the decoy Goblins are cut down.
| Stat | Before | After | Change |
|---|---|---|---|
| Normal Goblin damage | 120 | 125 | +4% |
| Decoy Goblin damage | 89 | 66 | -26% |
The base form speeds up so both Mortar forms now share a hit speed.
| Stat | Before | After | Change |
|---|---|---|---|
| Hit speed | 5.0s | 4.7s | +6% |
Slowed to match the base Mortar, closing the gap between the two forms.
| Stat | Before | After | Change |
|---|---|---|---|
| Hit speed | 4.0s | 4.7s | -15% |
| Goblin damage | 120 | 125 | +4% |
| Stat | Before | After | Change |
|---|---|---|---|
| Hitpoints | 691 | 716 | +4% |
The HP multiplier is removed so both forms share the same base HP. The net effect on the Evolution is roughly -6% HP, offset by a much longer ability.
| Stat | Before | After | Change |
|---|---|---|---|
| Hitpoints | 691 | 716 | +4% |
| HP multiplier | 1.10x | 1.00x | -9% |
| Ability duration | 3.0s | 5.0s | +67% |
Reworks that only touch the Hero forms of two cards.
The freeze on his third blast was too oppressive with Hog Rider, so it becomes a slow plus real damage. All blasts combined now kill Goblins.
| Stat | Before | After | Change |
|---|---|---|---|
| 3rd blast effect | Freeze (-100%) | Slow (-30%) | Reworked |
| 3rd blast damage | 38 | 69 | +82% |
Pushed toward killing troops rather than crumbling towers: half the tower multiplier, but now permanent, plus a small warp damage bump.
| Stat | Before | After | Change |
|---|---|---|---|
| Tower damage multiplier | 0.50x | 0.25x | -50% |
| Tower multiplier duration | 5.0s | Permanent | Reworked |
| Warp damage | 373 | 399 | +7% |
Eight cards take a straight power cut, led by the biggest single nerf in the patch.
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Special hit frequency | Every hit | Every 2nd hit | -50% |
| Heavy troop knockback | 2.5 tiles | 4.0 tiles | +60% |
| Stat | Before | After | Change |
|---|---|---|---|
| Power shot damage | 168 | 140 | -17% |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Card cycles required | 1 | 2 | +100% |
| Trapped DPS | 337 | 366 | +9% |
| Trap cooldown | 0.5s | 0.3s | -40% |
| Stat | Before | After | Change |
|---|---|---|---|
| Tornado damage | 84 | 42 | -50% |
| Tornado tower damage | 25 | 12 | -52% |
No longer clips Crown Towers from behind the bridge.
| Stat | Before | After | Change |
|---|---|---|---|
| Projectile range | 7.5 tiles | 7.0 tiles | -7% |
Same fix as Bowler: no more clipping towers from behind the bridge.
| Stat | Before | After | Change |
|---|---|---|---|
| Projectile range | 7.5 tiles | 7.0 tiles | -7% |
| Stat | Before | After | Change |
|---|---|---|---|
| Death damage | 350 | 281 | -20% |
| Stat | Before | After | Change |
|---|---|---|---|
| Projectile range | 4.5 tiles | 4.0 tiles | -11% |
Five cards get a lift, headlined by a second attempt at making Hero Tombstone viable.
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Tomb Queen damage | 320 | 422 | +32% |
| Tomb Queen sight range | 5.5 tiles | 7.0 tiles | +27% |
| Tomb Queen hitpoints | 4,044 | 4,224 | +4% |
Invisible Minions are slowed less than before.
| Stat | Before | After | Change |
|---|---|---|---|
| Invisible hit speed multiplier | 0.50x | 0.67x | +34% |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Ice Arrow frequency | Every 3rd | Every 2nd | +50% |
| Slowdown duration | 7.0s | 5.5s | -21% |
| Stat | Before | After | Change |
|---|---|---|---|
| Hit speed | 1.7s | 1.6s | +6% |
The Bush Goblins get a little more health.
| Stat | Before | After | Change |
|---|---|---|---|
| Bush Goblin hitpoints | 304 | 337 | +11% |
Six changes that were not on the WIP list at all and appear for the first time in the final patch.
New for the final list. It no longer guarantees chip on the Crown Tower, but the Goblins it spawns hit slightly harder.
| Stat | Before | After | Change |
|---|---|---|---|
| Tower damage | 26 | 0 | -100% |
| Spawned Goblin damage | 120 | 125 | +4% |
New for the final list, applied to both the normal and Hero forms.
| Stat | Before | After | Change |
|---|---|---|---|
| Damage | 143 | 135 | -6% |
| Stat | Before | After | Change |
|---|---|---|---|
| Landing damage | 437 | 384 | -12% |
| Stat | Before | After | Change |
|---|---|---|---|
| Hit speed | 2.1s | 2.2s | -5% |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Fire Spirit hitpoints | 230 | 217 | -6% |
| Spawn speed | 7.0s | 5.0s | +40% |
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.
| Stat | Before | After | Change |
|---|---|---|---|
| Spear hit speed | 1.7s | 1.6s | +6% |
Nothing here is live until August 3, so treat the following as projections rather than results. The Spirit nerf is the change that reshapes deckbuilding: roughly a third to a half of competitive lists run at least one Spirit, almost always in the cheapest slot. Strip the chip damage and a lot of lists suddenly have a slot to argue about.
Evolved Mega Knight alternating uppercuts with normal hits is the largest single nerf by impact. The uppercut is the entire reason the Evolution is feared on defence, and halving its frequency turns him from a wall into a heavy troop that occasionally launches something. The knockback buff does not come close to compensating.
The Bowler and Executioner range cuts look tiny at -7%, but 7.5 to 7.0 tiles is exactly the kind of change that flips specific matchups. Pair that with Void explicitly targeting both cards and it is clear Supercell wants tanky ranged units answerable again. Watch Hero Goblins too: his deploy time drops back to 1.0s, undoing last season's nerf, which may quietly return him to bait decks.
Once the patch lands we will have real ladder data within days. Our meta decks hub and card win rates both update daily from live battles, so they are the fastest way to see which of these changes mattered. For the evolution reworks specifically, our evolution tier list ranks every evolution against the other evolutions on the same measured data. New season modes, including K.H.A.O.S, are covered in our TV Royale August 2026 breakdown.
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.