Published: August 4, 2026 · Source: Supercell’s official notes · 53 cards
August 2026 brought one of the biggest balance updates in years. The main patch on August 4 had three big ideas: nerf the 1-Elixir Spirits that had replaced spells and support troops in many decks, make Hero and Champion abilities single-use, and rework cards that had long been either oppressive or forgotten. A few smaller tweaks followed on August 26.
Below you’ll find every change with its Level 11 values; the stats in our card guides were updated accordingly.
On August 26 the Evolution’s spear damage and Rage duration were reduced; it was nerfed again in September.
Champions that suffered from the switch to single-use abilities were buffed: the Doctor deals 47% more damage, while the ability’s damage per second went down. On August 26 the Monster lost a few hitpoints.
All four Spirits dropped from 230 to 215 hitpoints and no longer connect with Crown Towers on their own. A volley of Archers, Archer Queen, Musketeer and Tesla now take them out in one shot (Bomber did too, until his damage dropped to 212 in September).
Spirits had replaced spells in many decks because every placement guaranteed a positive Elixir trade. With fewer hitpoints, their value is more situational.
Projectile range down to 7 tiles so it no longer clips towers from behind the bridge (same for Executioner).
No more guaranteed tower damage when it surfaces; the Goblins it spawns hit a little harder instead.
Damage down 20%: the threat of around 700 tower damage if left unanswered was too punishing.
Slightly more damage after the move to single-use abilities.
He keeps his charged-up hit speed briefly while moving and his Guardienne hits harder; on August 26 his ability damage went up by 25%.
On August 26 his damage went up 13%; on top of the reflected zaps, his punches now do more work.
Void was completely redesigned into the first 5-Elixir damage spell. Its single-target damage more than doubled, giving an answer to tanky ranged troops like Bowler, Executioner and Hunter other than 6-Elixir spells.
Base damage is now 43, so he two-shots Skeletons at every level.
Tomb Queen got more damage, hitpoints and sight range, to work as a standalone win condition.
The base Mortar fires faster and the Evolution slower; both now share the same hit speed.
Barbarians got more hitpoints; the Evolution lost its bonus hitpoints but its Rage lasts longer.
Goblin damage went up 4% (including the Goblins from Goblin Gang, Goblin Barrel and Goblin Drill), while Hero Goblins’ Banner Brigade got smaller.
Evolved Witch now only heals from her first Skeleton wave, but heals much more from it and has more maximum hitpoints.
She no longer heals herself, but her hitpoints and damage went up a lot. Persistent self-healing was considered frustrating to play against.
Now slows by 15%, like Poison, so troops can’t escape the cursed area before turning into Goblins.
The rocket flies faster but fires less often; melee damage and hitpoints went up.
She no longer stops to enchant, so she keeps up with her support troops, and she got more hitpoints.
Fixes wasted shots on troops at the edge of its range: slower hits, but more damage per hit; overall damage per second went up by about 1%.
Except for Boss Bandit, every Champion and Hero ability is now single-use per deployment instead of running on a cooldown. Supercell felt cooldowns didn’t add enough meaningful gameplay. This mostly hit cards that used their ability repeatedly, such as Golden Knight, Archer Queen and Monk; the weaker ones (Goblinstein, Little Prince, Mighty Miner) were buffed in the same update.
Cycle decks running several Spirits lost both their tower pressure and their safe Elixir trades, and decks with real spells and support troops came back. For cards whose Evolution dominated (Archers, Valkyrie, Mega Knight, Goblin Barrel, Giant Snowball), power was moved from the Evolution to the base card, and classics like Mortar, Barbarians and Goblins are more playable in their base form.
Use the deck builder to see which decks are stronger now with your own cards.
Classic decks that include cards changed in this update: