Published: October 6, 2026 · Source: Supercell’s official notes · 17 cards
On October 6, 2026, one day after the Shocktober season started, Supercell released a balance update touching 17 cards. It has two main ideas: pull back the cards that have taken over the meta in recent months (Minion Giant, Evolved Cannon, Barbarian Barrel, Royal Ghost), and bring long-neglected win conditions (Goblin Barrel, Goblin Drill, Lava Hound, Ram Rider, Wall Breakers, X-Bow) closer to the best tower-takers. Three Musketeers and Elixir Collector were also adjusted together.
Below you will find every change with its Level 11 values and what it means. The technical stats and balance history in our card guides have been updated for this patch.
Hero Ice Wizard was nerfed for the second time in a month. The snowman’s freeze damage was cut in half; according to Supercell it no longer kills very low-hitpoint troops such as Skeletons and Bats while freezing them. The freeze duration had already dropped to 5 seconds in September.
Evolved Cannon’s barrage got slightly weaker. It still clears low-hitpoint troops like Dart Goblin, but it is less effective against big pushes.
After the Barbarians hitpoint buff in August, Barbarian Barrel became the go-to small spell for both cycle and control decks. Its damage dropped to 215; according to Supercell it no longer fully stops Wall Breakers on its own.
It lives longer but produces more slowly: one Elixir every 15 seconds instead of 13. The total Elixir it produces over its lifetime stays roughly the same, but paying back the 6-Elixir investment now takes about 90 seconds instead of 78. The goal is to make Three Musketeers playable without relying on the Collector.
A second nerf after September’s damage cut: hit speed slowed to 1.7 seconds, and damage per second fell from 112 to 98. Every second it spends at the tower now does less work.
Royal Ghost had spread from control and bridge-spam decks into bait and cycle decks; its hitpoints dropped to 1152, so spells and splash damage clear it more easily. The same update gave it a tiny damage fix to remove an inconsistent Level 16 interaction against Electro Wizard.
No numbers changed, but the skeletons now spawn closer together. They are still excellent at distracting single-target cards, but The Log, Zap or a splash troop now catches all three more easily.
The Goblins from the barrel now land their first hit after 0.3 seconds. They start damaging the tower a little sooner, and the gap grows if the opponent’s Log or Zap is late.
Part of the spawn damage removed in August is back: Goblin Drill once again deals a small guaranteed amount of damage to the tower when it surfaces.
Lava Hound’s own attack got stronger: damage per hit rose by a third while the hit speed got a bit slower. Overall its damage per second went from about 40 to 47, so the opponent has to respond faster once it reaches the tower.
The ram hits harder. Ram Rider now deals more damage at the tower, both with normal hits and with the charge.
Part of the damage lost in the big August nerf is back. Together with the Barbarian Barrel nerf, Wall Breakers are a bit harder to stop.
Damage per hit rose to 61, and damage per second went from 145 to 152. Once X-Bow locks onto the tower, it takes it down a little faster.
The cast time of his ability (Pensive Protection) dropped from 0.93 to 0.7 seconds. Monk now gets his protection up faster under spells or heavy fire.
Hitpoints rose to 906. A small buff, but they survive a little longer on offense. It goes hand in hand with the Elixir Collector nerf.
Damage rose to 168, but the Dashing Dash range dropped from 5.5 to 5 tiles. A bug fix a few months ago made Golden Knight dash to the edge of a target instead of its center, which gave him extra reach; the new range compensates for that.
Bug fix: while throwing spears, Evolved Elite Barbarians now see troops up to 6 tiles away; before, they ignored troops outside their base sight range.
The winners of this patch are the long-neglected win conditions: Goblin Barrel, Goblin Drill, Lava Hound, Ram Rider, Wall Breakers and X-Bow were all buffed at once. Bait decks win twice: their own cards got stronger, and Barbarian Barrel, one of the most common small spells against them, got weaker.
The losers are the meta cards: Minion Giant deals less damage to the tower, and Evolved Cannon and Royal Ghost were trimmed. Adjusting Three Musketeers and Elixir Collector together may push those decks to try another card in place of the Collector.
Classic decks that include cards changed in this update: