Published: September 23, 2026 · Source: Supercell’s official notes · 18 cards
Supercell shipped September’s balance changes in two steps: a big update on September 8 with nineteen changes, and four smaller tweaks on September 16 that included the brand-new Minion Giant. The main idea of this round is to take power away from Evolution and Hero forms that grew too strong over the past months and give it back to the base cards. Wizard, Bomber and Battle Ram got stronger base versions while their Evolution or Hero forms were toned down.
Below you’ll find every change with its Level 11 values and what it means. The stats and balance history in our card guides have been updated for this patch.
In its launch week, Hero Ice Wizard’s snowman ability stopped entire pushes. With the freeze down to 5 seconds, it now delays a push instead of killing it outright.
The ability lost half a second. It became single-use in August and is still strong, but it now deals its damage in a shorter window.
Only nine days after release, the new card lost 11% of its damage. It no longer takes towers down as quickly on its own, so playing it with support matters even more.
Landing damage was already cut in June; after this second reduction the Skeletroopers struggle more to finish off mid-hitpoint troops when they land.
The knockback that scatters defenders is a little shorter, so defending troops get back into position sooner.
The Evolution that arrived in August dominated the meta; after the August 26 nerf, its spear range and Rage duration were trimmed again.
Freeze became a very popular pick after its damage buff in December 2025. At 3.5 seconds, Balloon and Graveyard decks need to time it more carefully.
All spells lost Crown Tower damage in June, and Fireball was trimmed a second time. Its damage to troops is unchanged, so its defensive value stays the same; finishing towers with spells just got harder.
Hitpoints dropped to 1228, but its death slow now lasts 2.5 seconds. It soaks less damage, yet buys more time for the push behind it when it dies.
A second hit speed nerf in two months. With stuns coming less often, Zappies are less reliable at resetting Inferno and charging cards.
A small but important number: 215 damage now takes out the other Spirits (Ice, Electro and Heal Spirit were cut to 215 hitpoints in August) in one hit at equal levels.
After the August bug fix held him back, Ronin now swings every 1.3 seconds (285 damage per second) and clears small distractions faster.
Her damage was considered too low for a 6-Elixir single-target card, so she got a small boost.
The Goblin Brawler that pops out of the cage is tougher, making the base card playable again after its Evolution nerf.
The biggest rework of the patch: Hero Mega Minion now warps back to where he started after taking out his target (or after 3.5 seconds). His tower damage penalty is gone, but he now hunts backline troops instead of chasing towers.
Ability duration is down to 3.5 seconds, enough for only two tornadoes.
Shield hitpoints dropped to 176, so a Giant Snowball (179) now breaks it on its own.
The base Wizard got stronger: with 304 damage he takes out Archers and Firecracker in one shot at equal levels. His first attack is slightly slower, while his Evolution and Hero forms were nerfed.
The Evolution’s bomb bounces further, covering a wider area to make it worth an Evolution slot.
Damage dropped to 212. An important side effect: he no longer takes out the 215-hitpoint Spirits in one shot at equal levels.
Longer sight range: Battle Ram now notices defensive buildings from further away, so it is easier to pull with a building.
Golem also sees buildings from further away. Both cards could walk past standard building placements; this puts them in line with other win conditions.
The winners of this round are cards played in their base form: Wizard is now a valuable splash card even without his Evolution, while Ronin and Goblin Cage are sturdier on defense. The losers are the most played cards of recent months: Freeze, Fireball, Zappies and Ice Golem.
In fast cycle decks with Hog Rider and Ice Golem, Ice Golem dies sooner but its death slow lasts longer. Decks that plan to finish towers with Fireball need to redo the math: spell-cycling a tower down may now take one more cast.
Classic decks that include cards changed in this update: