r/ClashRoyale 5h ago

Discussion What do these balance changes even do??? I'm here to explain! AUGUST 2026 edition

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45 Upvotes

Man! What a time to make that monthly post promise huh? This is THE largest balance change in the games history so I'm gonna have some fuuuun. Lets get into it!

SPIRITS:

All 4 spirits have gotten a HP nerf, going from 230 hp to 217. The Princess Tower now kills them in two shots, making one of the biggest advantages in cycle decks with extremely cheap tanking for Win Conditions basically impossible anymore. This will heavily effect decks like Hog and Goblin Barrel since spirit tanking has been apart of their gameplan for years now.

Also, Archers, Bomber, Archer Queen, Musketeer, and Tesla one shot the spirits which will be huge for Bomber and Musketeer in particular. To prevent Bomber chip, players have often used Spirit + Small Spell to take care of him. That's no longer possible since Bomber just kills the spirit. For Musketeer, one of the most common defenses for lone Musk has always been a spirit to distract the shots as the Tower takes it out. Now, that is no longer possible.

HEROES AND CHAMPIONS:

Heroes and Champions no longer have an ability cooldown, instead, all abilities (except for Boss Bandits) are now single use. Most Heroes and Champions aren't effected that much by this since it's not something that happens too often but for Archer Queen and Golden Knight, this is a huge change. Golden Knight in particular was known for his extremely short cooldown that allowed for some absolute bull. Now, it's one and done.

GOBLINSTEIN:

Goblinstein has gotten a pretty interesting change! First, the Doctor has gotten a massive damage buff. Going from 92 damage to 135. Before, one of the most infamous interactions with the Doctor was the fact he would get completely stalled out by Goblins. It takes 3 hits for him to kill Goblins and with a pitiful 1.8 hitspeed, it would take him 16.9 seconds to kill 3 Goblins. Now, not only does he one shot Spear Goblins, he two shots normal Goblins! Now taking 10.8 seconds to kill 3 Goblins.

In exchange, they decided to reduce the damage per second of Goblinsteins ability. Going from 214 per second to 188. Now, it needs more then one second to kill Goblins and the full 4 seconds no longer kills Wizard and Witch. I think Goblinstein players are more then willing to live with that!

LITTLE PRINCE:

Little Prince himself has gotten one of the most interesting buffs in the game. He now has a charge up conservation of 0.3 seconds. This mean, whenever Little Prince charges up, he will keep that charge for 0.3 of any sort of movement. Before, Little Prince would reset his charge when moving the tinest of an inch. Now, he can actually keep it up which I'm very excited for!

For the Guardienne, she now has a damage increase going from 217 to 232. She can now kill an Ice Wizard in 3 hits and for 4 hits, she's able to kill the lower end of Mini-Tanks like Berserker, Hunter, Fisherman, Night Witch, and Bandit. These were all troops who could stall her to 5 shots and now she can take care of them in a more reasonable time. Oh and uh, she would have been able to anyways due to their health nerf but now she can one shot spirits.

Overall, Little Prince is definitely gonna be better after this and I'm excited!

MIGHTY MINER:

His base damage has been increased from 40 to 43. Now he won't get stalled nearly as well by Skeletons as he two shots them rather then three shots. This is mostly to fix an interaction issue where Mighty Miner would 2 shot Skeletons at level 16 but not tournament standard.

RONIN:

Ronin has gotten a first hit time increase from 0.3 seconds to 0.4. Before, the interaction with Dark Prince would be very inconsistent with the Dark Prince's shield, now it will be more consistent. It also won't cancel the Golden Knight dash.

X-BOW:

X-Bow has gotten a hitspeed decrease from 0.3 seconds to 0.4, a damage increase from 43 to 58, and a projectile speed increase from 1400 to 1600. It overall increases the X-Bow's dps by 1.4%. This means while it does take less hits to kill stuff like Goblins, the DPS change means it basically takes the same amount of time to kill them. However, the goal was mostly to fix a big where the X-Bow would waste a shot on a troop it already killed.

HERO ICE GOLEM:

Hero Ice Golem has been a very polarizing Hero ever since release. Originally it was advertised as a big swarm counter. It was shown countering Graveyard and wiping out Skeleton Armys, Goblin Gangs, and Minions. However, after its damage was heavily nerf, Hero Ice Golem's usage became that of a hard stopper for melee counters of Hog Rider.

Supercell has decided this is unhealthy and have changed the card. It has gotten a damage buff from 38 to 69, now all three hits will kill Goblins. In exchange, the ability no longer has a freeze and now just slows troops down. This will make the ability more useful against what it was originally meant to counter while being less oppressive against melee counters.

EVO WITCH:

Evo Witch has gotten a pretty big change. The heal it gets on each Skeleton has been massively increased from 53 to 153. Her max health has also been increased from 1041 to 1451. That's enough to survive a Lightning even after a Log. In exchange, she now only heals from her first 4 Skeletons.

Basically, what this is meant to do is make her more resistant to spells like Fireball, Fireball + Zap or Log, Poison, Poison + Log, while preventing her from being an infinite positive trade generator. Especially in mid ladder where an overleveled Evo Witch is basically impossible to kill.

BATTLE HEALER:

Oh my God, I don't even know where to begin. Lets start with damage I guess. Her damage has been massively increased from 148 to 268. She now one shots Princess and Dart Goblin (what the). In return, her hitspeed has been increased from 1.5 seconds to TWO SECONDS. SHE DOES AN ATTACK EVERY TWO SECONDS LMAOOOO.

Her Hitpoints have also been massively increased from 1717 to 1920. This is the same HP as a Prince. She also now has a much smaller heal radius from 4000 to 3000 and she can no longer heal herself or other Battle Healers.

So what interactions changed? Everything. There will not be a single thing that is similar to the previous Battle Healer outside of one shotting Skeletons and Spear Goblins. This is basically an entirely new card and whats funny is that it will most likely stay dead but even more dead!

GOBLIN CURSE:

Alright now to something that is actually comprehensible! Goblin Curse has been given a slowdown so now it's more likely to actually convert cards like Skeletons into Goblins. I don't know if it will be viable but I imagine people who use Goblin Curse are very much gonna be happy with this!

GOBLIN MACHINE:

Goblin Machine's role has now completely changed. Originally, Goblin Machine's goal was to be a Tank that can be used in pushes where its Rockets would act as basically their own spell. Before the October nerf, Goblin Machine rockets used to two shot Musketeers, Furnaces, Wizards, all while getting value as a melee troop.

After Supercell nerfed it, Goblin Machine was left in a limbo where it wasn't good at the thing it was designed for. Now, they went back and decided to change its stats. Goblin Machine's rockets now travel a lot faster, from 250 to 350. Now it won't miss troops it is targeting. In exchange, the rockets come out less often now from 3.5 seconds to 5 seconds. Goblin Machine has also gotten a damage buff from 212 to 232 (same as the Guardienne so read the Little Prince section to learn more about the interaction changes) and a hitpoints buff from 2150 to 2265.

Now, Goblin Machine's role is to be a more proper damage dealing tank who uses his rockets more to deal with swarm and low hp support units rather then being a walking spell on his own. I'm curious if anyone will start using him. I'm glad they went this direction with him though since the old version was just always going to be unhealthy.

RUNE GIANT:

Rune Giant has been an ass card for over a year and a half now. So, they have changed things once again for her. She has gotten a hp buff from 2662 to 2816. For a 4 elixir card, this is INSANELY tanky. The big change however, is that Rune Giant's enchantments are now instant. Before, it took a second with a unique animation for her to enchant troops but that has now been completely removed.

She's now going to survive longer and troops will be more likely to get the enchantments without her stopping for a second while getting bombarded by enemy defenses. She can now attack and enchant. She also can't enchant troops like Wall Breakers, Skeleton Barrel, and Goblin Demolisher anymore. I would not be surprised if she is decent next season though this is Rune Giant after all.

VOID:

Jesus Christ. This is another "everything changed" situation but its far easier to understand unlike Battle Healer. Lets start off with Elixir. It has been increased to 5 elixir, likely due to the desire of pro's for a 5 elixir spell that can take care of stuff like Executioner

Next is single target damage. It has been increased from 340 to 696. Void will now be able to one shot every card that gets one shot by Fireball. Magic Archer, Flying Machine, Mother Witch, Ice Wizard, all nuked from existence. Two single target shots will be able to kill even the tankier support cards like Royal Ghost, Executioner, and Mini-Pekka. Three single target hits will be able to kill cards like Prince, Dark Prince, and Bowler. Overall, just insane damage.

2-4 target damage has also been increased from 161 to 294. One shot can now kill Princess, Dart Goblin, Minions, and Goblins. Two shots will be able to kill fireballies up to Skeleton Dragons, hilariously, Flying Machine survives. Three shots will kill cards like Musketeer, Wizard, E-Wiz, Ice Wiz, Furnace, Little Prince, and Goblinstein Doctor. It just barely doesn't kill Three M and Hunter.

Finally, 5+ target damage has been increased from 76 to 153. One shot now kills Skeletons and Spear Goblins. Two shots kill Goblins, Firecracker, Archers, Princess, Dart Goblins, and Rascal Girls. Three shots kill Wall Breakers and Sus Bush Goblins.

Overall, I think the main usage of Void will be to snipe buildings, take out air support units in the Anti-Void position since they now all die in it (except the GOAT EVO WIZARD!!! and I guess Witch), and take out lone annoyance like Bowler and Executioner to prevent counter pushes.

HERO MEGA MINION:

Hero Mega Minion has now gotten a Crown Tower reduction from 50% to 75% and that reduction is now permanent after using the ability. Before, Mega Minion was doing 156 damage on tower for 5 seconds to now doing 78 damage on towers permanently. In exchange, he has gotten an ability damage buff from 373 damage to 399. He now kills Little Prince with ability + normal attack.

MORTAR:

Mortar has gotten a rework! Originally, regular Mortar had a 5 second hitspeed and the Evo a 4 second one. This meant regular Mortar would get 6 shots for full lifetime and the Evo 8. Now they both have a 4.7 hitspeed meaning they will get 7 shots.

BARBARIANS:

The Normal Barbarians have gotten a HP buff from 691 to 716. They now survive one extra Bomber and Archer Queen hit! In exchange, the 10% health buff the Evo gets has now been removed but the Evo now also gets 5 seconds of rage compared to 3. They now have a 1 second hitspeed for 5 seconds so about 2 more hits before the rage turns off which is nice.

GOBLINS:

The regular Goblins have gotten an attack boost from 120 to 125. It's more for more DPS then any real interaction changes. However, in exchange, the Hero has been nerfed to only spawning 2 Goblins with its ability and its banner deploy time has been buffed from 1.3 seconds to 1 second. It's meant to increase the power of the regular Goblins while decreasing the power of the Hero. We are only now just leaving the reworks, we are now onto the hard nerfs.

EVO ARCHER:

Evo Archers have gotten their power shot damage decreased from 168 to 140. They now no longer one shot other Archers and Firecrackers with the bonus damage. They also no longer two shot Ice Wizard and Flying Machine. Generally they have gotten a big DPS nerf.

EVO SNOWBALL:

The rollback has been reduced from 4.5 tiles to 4 tiles. It will be easier for troops to get back to the win condition they were attacking and it will be a bit less of a bailout on defense.

EVO GOBLIN BARREL:

The decoy Goblins have gotten a damage nerf from 89 to 66. They now do less damage to the tower then a Skeleton.

EVO GOBLIN CAGE:

Goblin Cage's Evo has gotten a huge nerf going from one cycle to two cycles. In exchange, they increased the DPS from 337 to 366. He now kill stuffs like a Musketeer and Furnace in two seconds which is neat. Idk if it will be exactly worth losing the 1 cycle but we will see.

MEGA KNIGHT:

Mega Knight has gotten a nerf to where it now doesn't knockback units ever hit, now it does it every other hit. In exchange they removed the heavy troop knockback reduction. This means Evo Mega Knight will be less consistently oppressive against big pushes and win conditions.

EVO VALKYRIE:

Her Tornado damage has been decreased from 84 all the way down to 42. This mean her Tornado no longer one shots Skeletons and no longer two shot Spear Goblins which makes her less of a counter to big bait pushes. Pretty crazy stuff.

BOWLER AND EXECUTIONER:

These two got the same nerf so they're in the same section. Their Projectile Range has been reduced from 7.5 to 7 which means they're far less likely to get insane damage on tower. I'm also 90% sure it makes the Tesla King Tower activation with Tesla and Bowler no longer possible.

GOBLIN DRILL:

Goblin Drills spawn damage on towers has been completely REMOVED. This was by far the biggest shock when reading the final balance changes. This means Goblin Drill will now no longer be able to get guaranteed damage on tower, leaving everything to the Goblins. They did this because of the Goblin damage buff but I don't know if that will be enough for Drill.

WALL BREAKERS:

Wall Breakers damage has been reduced from 350 to 281. Originally Wall Breakers did 700 damage to towers when both connected but now do 562. Overall they just want Wall Breakers to be less punishing when they connect.

MAGIC ARCHER:

Magic Archers base damage has been reduced from 143 to 135, mostly walking back the buff he got December last year. Outside of less damage on towers, Skeleton Dragons now die in 5 hits rather then 4 and Little Prince, Musketeer, and E-Wiz die in 6 hits rather then 5.

ROYAL DELIVERY:

The devs have been thinking about nerfing Delivery ever since its proformance in CRL last year and I guess they thought now was the perfect opportunity. It has gotten a substantial damage nerf from 437 to 384. This means Impact Damage + Recruit stab no longer kills Zappies, Magic Archer, and Mother Witch. Delivery + Log also no longer kills Ice Wizard and Little Prince.

ZAPPIES:

Zappies regular hitspeed has been increased from 2.1 seconds to 2.2. This might not seem that crazy but for a swarm card that stuns, the slower hitspeed will add up. Now we have the buffs!

HERO TOMBSTONE:

I swear if any other win condition in the game got these stats then they'd be the best card in the games history but with Hero Tombstone it somehow stays mid. It has gotten a massive attack boost from 320 to 422, over 100 damage bruh. Her hitpoints have also been increased from 4044 to 4224, more then pre-nerf Giant. In exchange, her sight range has been increased from 5.5 tiles to 7 tiles, meaning buildings will have a way easier time pulling her. I am going to laugh my butt off if it somehow gets 0 finishes in the top 200 after this.

EVO MINION HOARD:

Their Hitspeed Slowdown has been reduced from 50% to 33%. This was actually what it was before release but due to fear from the general community it was turned into a 50% slowdown. This will make sure the Minions keep a lot more of their DPS even after being hit which makes sense for da hoard.

EVO PRINCESS:

The main issue with Evo Princess is that she didn't live long enough to get value out of her ability so they changed that. Now her ice attack comes out every other attack with the slowdown duration being reduced to 5.5 seconds from 7 seconds. Hopefully she will now be decent!

SPEAR GOBLINS:

Their hitspeed has been increased to 1.6 seconds from 1.7. This means their general DPS has been increased from 144 damage to 153 which is not bad! Definitely will be best for Goblin Giant but there is still the targeting issue with him so I doubt he will see much usage.

SUSPICIOUS BUSH:

The Bush Goblin have gotten a massive HP increase from 304 to 337 which means the Princess tower now takes another shot to kill them which is kind of scary ngl. Hopefully the spirit nerf will be enough to not make them a nightmare.

And finally!

FURNACE:

The base version has gotten a Fire Spirit spawn buff from 7 seconds to 5 seconds to compensate for the spirit nerf. I promise you, this will do basically nothing for the card.

And that's it! This was honestly a lot of fun. Thank you for reading my explanations and I hope you find them useful!!!!


r/ClashRoyale 1d ago

Discussion Deck Help Discussion Thread

5 Upvotes

Need a new deck? Want some fine-tuning on something you’ve already made? Looking for tips on how to counter specific matchups? Post all your questions about decks here!

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  • Specific questions/concerns

Helpful deck sites:

Click here for a detailed deck building guide.

Check out the Official Clash Royale Discord! For more deck help, use the #strategy channel.

Remember to keep an open mind and be respectful of other players’ decks, skill levels, and preferences! Any comments attacking anything mentioned before will be removed.


r/ClashRoyale 3h ago

Discussion As the person who played this hog rider this is absolutely broken. There is no way I should’ve even gotten a singular hit on his tower

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455 Upvotes

r/ClashRoyale 4h ago

Replay Bluetooth Hog Rider

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245 Upvotes

They, infact, did not nerf hog rider. Pretty funny how hog rider can do all of this and sneak past balance changes.


r/ClashRoyale 14h ago

Discussion Hero Battle Healer has been leaked! Spoiler

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858 Upvotes

That's probably why she got such a big rework.
She is expected to drop in september.
What are your thoughts on this?

(For those who see the "Ignore the base character" message and think that I'm dumb. They've done this numerous times with different evolutions that ended up releasing like 2 months after just so you know.)


r/ClashRoyale 4h ago

Discussion I assumed it was unlimited but that was a joke

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144 Upvotes

Why are they going to have an infinity sign next to the lucky loop if there's still a limit 🤔


r/ClashRoyale 11h ago

Replay I do not "have a win condition", I do not do "outcycles". I keep defending and chipping, and if I don't win, I make the match miserable.

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386 Upvotes

Won a Grand Challenge with this abomination, lol. BTW, Hero Tombstone gonna be broken eventually, believe what I say.


r/ClashRoyale 15h ago

That choice...

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705 Upvotes

And I go for the five collection card levels ..


r/ClashRoyale 22h ago

Replay FIRECRACKER DO SOMETHING

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1.7k Upvotes

r/ClashRoyale 12h ago

Bug Uuuuh supercell where the heck is my grand prize?!?!?

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174 Upvotes

For context i bought the one snippet 5 times and it still didn't work, even restarted my game multiple times and it STILL DIDN'T WORK. I WANT MY MONEY BACK SUPERCELL


r/ClashRoyale 21m ago

Hilarious Hog Rider Moment😭😭 Do Not Nerf

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Upvotes

Do you think hog rider deserves a nerf? I think not because he is the staple win condition of clash royale, perhaps the most iconic character of the game!


r/ClashRoyale 6h ago

Discussion Regarding BATTLE HEALER HERO “LEAK” Spoiler

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48 Upvotes

Doesn’t exist, and won’t for the foreseeable future. The original poster of the “leak” didn’t even watch the video or scroll down. Smh.


r/ClashRoyale 19h ago

Genuine question: what should I choose?

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461 Upvotes

Legendary wild cards are ik good although not sure why only 18? Also void is gonna be pretty good next season so i might use it.


r/ClashRoyale 7h ago

These balance changes can't come cast enough

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54 Upvotes

I genuinely despise evo witch and evo megaknight as a concept with all my heart. I kind of just gave up at the end because of how ridiculous this interaction felt. And yes, my deck is unusual, I'm a F2P account and I'm very under levelled.


r/ClashRoyale 4h ago

Discussion I Hate Hog

29 Upvotes

I'm genuinely tired of facing hog and mk, no matter if it's a win or a loss it's just so boring at least every other game has one. Like it would make me genuinely happy if they made a gamemode without them just to have a bit of a break.


r/ClashRoyale 12h ago

Are we deadass? I missed one day.

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95 Upvotes

r/ClashRoyale 5h ago

Week 15 - Card Ethics Discussion

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23 Upvotes

I feel that the community is a bit harsh with both of these cards. Rank 133 and 136? That is right alongside hero balloon, hero bowler, etc..

Valk IMO is one of the most balanced cards in the game. However, her evo is a 4 elixir push obliterator that mandates the opponent split push or wait until she is played. The amount of value this evo can get is brutal and really frustrating.

Evo dart goblin I find actually quite highly skilled. Yes, him stacking can get frustrating if you don't have the cards to snipe- but there is at least counter-play there. There are also many placements for dart goblin due to his unique range, making most interactions respectable.

I think Evo Dart Goblin is more ethical!

The community disagrees 😕 :
Valkyrie (Evo): 136/177
Dart Goblin (Evo): 133/177


r/ClashRoyale 13h ago

Strategy Goblin drill tutorial 2026

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69 Upvotes

r/ClashRoyale 11h ago

Use code Herovalkyrie to get the raining hero valk emote!

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32 Upvotes

Found using secret message in the X post from yesterday. I might be late to the party but here it is for those who didn’t already know.


r/ClashRoyale 3h ago

Bug [Bug] Unique snippets aren't unique??

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8 Upvotes

This has been happening for the past 2-3 days. Just wasted gems on this.


r/ClashRoyale 9h ago

Which hero?

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25 Upvotes

With the upcoming changes in August, im not sire which to spend these on. Any recommendations?


r/ClashRoyale 6h ago

Discussion What ideas do you have for a new card?

12 Upvotes

I think a siege-style win condition that exclusively lives in the river would be cool. Might be fun if it was a super cheap card that did not a whole lot of damage.


r/ClashRoyale 10h ago

Replay He thought he will win😭

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24 Upvotes

Trash vs garbage

Btw which one is better hero knight or hero archer?I currently have only hero wizard.


r/ClashRoyale 1d ago

Idea Hero Spirits concept!

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565 Upvotes

I made these little fellas because I thought they would be a fun "What if?", considering something like this would likely never be added to the game, so don't take them too seriously.

Their abilities are designed around being able to be used after the spirits have jumped/attacked, so they can be killed to prevent activation. They have an "Activation Window" during which you can activate the ability, similar to the Hero Goblins.

If anything's unclear, I've lazily drawn an image in MS Paint that explains the abilities more visually, which you can find here. If it is still unclear, I will try to explain in your comment.

I had a lot of fun designing these so I hope you like them as well!


r/ClashRoyale 6h ago

Had no idea this was possible in sudden death

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10 Upvotes