Giveaway - July 2026 Season 85 WIP Balance Changes Poll for Clash Royale

By voting in these polls, you’ll be participating in our giveaway. More details available at the end of this post.

The Work In Progress (WIP) changes for July 2026 have arrived. For now, 6 cards have been picked to receive buffs and nerfs, but the final list may be different. The results of these polls will be sent to Supercell and will be taken into account for the final list of changes.

Let’s begin!

1/6 - Evolved Executioner nerf:
Nerf to the Close Quarters Range: from 3.5 to 3.0 Tiles (-14%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

2/6 - Hero Magic Archer nerf:
Nerf to the Ability Range: from 15.4 to 14.0 Tiles (-9%)
Nerf to the Teleport Distance: from 5.00 to 4.00 Tiles (-20%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

3/6 - Hero Balloon nerf:
Nerf to the Skeletrooper Landing Damage: from 256 to 204 HP (-20%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

4/6 - Hero Knight nerf:
Nerf to the Shield HP: from 768 to 512 Hit Points (-33%)
  • Not enough
  • Great nerf
  • Too much
  • Unnecessary
0 voters

5/6 - Hero Tombstone rework:
Nerf to the Tomb Queen Damage: from 320 to 281 HP (-12%)
Buff to the Tomb Queen HP: from 3,379 to 4,044 HP (+20%)
Nerf to the Tomb Queen Spawn Speed: from 2 to 0 Spawns / 5 Seconds (-100%)
Buff to the Ability Cost: from 6 to 5 Elixir (-17%)
  • Not enough
  • Great rework
  • Too much
  • Unnecessary
0 voters

6/6 - Ram Rider buff:
Buff to the HP: from 1,697 to 1,766 Hit Points (+4%)
  • Not enough
  • Great buff
  • Too much
  • Unnecessary
0 voters

Lastly, pick your 3 favourites!

  • 1 - Evolved Executioner nerf:
    Nerf to the Close Quarters Range: from 3.5 to 3.0 Tiles (-14%)
  • 2 - Hero Magic Archer nerf:
    Nerf to the Ability Range: from 15.4 to 14.0 Tiles (-9%)
    Nerf to the Teleport Distance: from 5.00 to 4.00 Tiles (-20%)
  • 3 - Hero Balloon nerf:
    Nerf to the Skeletrooper Landing Damage: from 256 to 204 HP (-20%)
  • 4 - Hero Knight nerf:
    Nerf to the Shield HP: from 768 to 512 Hit Points (-33%)
  • 5 - Hero Tombstone rework:
    Nerf to the Tomb Queen Damage: from 320 to 281 HP (-12%)
    Buff to the Tomb Queen HP: from 3,379 to 4,044 HP (+20%)
    Nerf to the Tomb Queen Spawn Speed: from 2 to 0 Spawns / 5 Seconds (-100%)
    Buff to the Ability Cost: from 6 to 5 Elixir (-17%)
  • 6 - Ram Rider buff:
    Buff to the HP: from 1,697 to 1,766 Hit Points (+4%)
0 voters

Thanks for participating! Remember that if you’d like to see a different balance approach for some cards, or even balance for cards that aren’t listed here, you can write a comment below with the details and reasoning of your suggestion.

Giveaway details

You should complete the polls before 2026-06-28T23:59:00Z in your local time (2026-06-28 23:59 UTC).

  • If you are selected as a winner, you’ll receive a direct message in this forum with further instructions. You’ll need to reply within 48 hours to this message in Discuss; if you don’t, we’ll pick another winner.
  • We do not publicly publish a list of winners. If you do not receive a direct message, it means you haven’t been selected as a winner.
  • Users who attempt to participate in the giveaway with more than one account will be directly disqualified from this giveaway and all future ones, forever.
15 Likes

The Marcher nerf was good but now a good fireball can end him

The ballon nerf was necessary because it defends cards like archers, wizards, musketeers, etc; making a overspending unnecessary

And the Ramrider buff was unnecessary

7 Likes

One of the Best Balance changes so far

4 Likes

Evo exe, hero balloon nerfs were really on point. Aside from that, evo mortar, boss bandit (Less HP/DMG), bowler (Less HP) and evo mega knight (Less tiles thrown) should be nerfed too.

Ram rider was alr powerful, why’d u buff it ……

3 Likes

Evo Exe definitely needs more of a nerf

More Nerfs I suggest:

Evo Mk

Golden Knight (The card was fine before the secret buff, now it dashes too quickly, so I would revert it back.)

Buffs:

Pekka and EVO Pekka (It’s literally being replaced in bridgespam for mega knight or giant skeleton.)

Goblinstein

Little Prince

Barbarian Hut

Void

Skeleton King (Other than that double golem deck it’s not used)

Also, I would love to see miner poison being back in the meta. Defensive decks can be boring but decks should be diverse.

1 Like

In my opinion, they should nerf the travel range of the regular Executioner’s axe by even half a tile.
Also Elixir golem should got damage buff to his bigger forms and nerf to blobs, most of the time they randomly take half of a tower even after response.

4 Likes

Great balance in my opinion.

the balance changes are more of a miss to me

hero tombstone “rework” / “buff” heavy on those quotation marks on buff because they completely removed the ability of the tombstone to kill a pekka which contradicts the current gameplay of hero tombstone in the preview and the 20% hp buff is nothing because it’s easier to kill now because you don’t need to spend more elixir on a splash card. the damage nerf is unnecessary.

Evo exe nerf

good because evo exe provided too much value on defence just for being 5 elixir coming from an Evo exe player.

hero magic archer

bad nerf, it completely removes the skill gap or predicting fireballs now because the fireball is still going to hit the marcher anyways because less to distance and it takes longer to activate, which is terrible.

hero knight nerf

understandable, it was a bailout card and felt nearly impossible to kill on offence + you could activate ability last second before it dies to get more damage, which now gets solved by lowering the shield ho which makes the last second activation less threatening

hero balloon nerf

I don’t understand why they’re nerfing the landing damage again, only thing it’s going to kill at spawn now for a total of SEVEN elixir spent on offence is probably just spear goblins now. a timtoker tryaz gaming said it was an 20% attack nerf on the skeletrooper itself but idk. I feel that balloon is the easiest to counter win con out of everything. because the hero ability doesn’t kill bats.

ram rider buff

- completely unnecessary, buffing the mk/pekka ram rider deck scenes for 0 reason

what I would personally nerf

hero wizard because it has the same amount of defensive potential as evo exe by reducing tornado strength to maybe an in between release and now

cannon cart - way too much hp for it’s ludicrous hit speed and damage

fire spirit damage on towers - does more than fireball for one elixir? seems balanced?

first hit speed of Valkyrie and hog rider, they hit way too fast on their first interaction

what I would buff

change the way the goblin Evo crystal is displayed because you can’t tricky barrel with Evo barrel

Please consider nerfing Eve more. He gets too much value as is and I honestly feel if you make him two cycle, it would be a better experience. I might take the season off fully purely based on how often I see him

1 Like

Nerf Royale is getting boring…

Hero tombstone might be meta finally

I assume we haven’t seen all of the changes, but this feels kinda superfluous apart from the H tomb rework and the H ballon tweak. Evocutioner needed heavy nerfs, and this is only a slight change, while cards in desperate need of buffs for meta diversity like the more underused champions (little prince, gobstine) Pekka, Gob Giant, and so on. Glad they released the new hero and evo in a balanced state rather than overpowering them tho, so greedy cell seems to be reforming a bit. Also, reverse those spell nerfs, kinda making the game into a bunch of hyperaggro decks

We need a poll to give us an opinion on what card gets looked at.

1 Like

these balances are pretty good overall

evo exy nerf is good cuz it was broken. it might need another small nerf.

tomb queen rework is good, but i think hp should only go up 10%

marcher is good

balloon is good

knight is too much, mayb only 20% nerf

ram rider is very good, as it was being dropped for hog and battle ram

Others:

evo battle ram hp nerf

mega knight hp or damage nerf

zappies hit speed nerf

lava hound hp nerf

flying machine range nerf

barb hut buff, spawn 2 more barbs

ice spirit buff by 0.1 seconds to help buff the evo

cannon hp buff

evo skellies first hit speed buff

Evo exe damage need nerf. Range nerf is not good for the card it will ruin the card completely

To be honest ram rider will still need additional buff since it was to weak and underused

1 Like

Cannoneer and pekka are so weak they need buff

1 Like

Nerf cannon cart

3 Likes

My three favorite changes are the Magic Archer nerf, the Tombstone rework, and the Ram Rider buff. The Magic Archer has been too strong for a while, so reducing its range feels fair. I really like the Tombstone rework because it changes how the card works instead of simply making it weaker. The Ram Rider buff is also a good idea because it hasn’t been very popular recently. Overall, I think these three changes will make the meta more balanced and fun to play.

To Add

Mega knight range nerf of melee medium to melee short and a hp nerf of 10%

Nerf fire crak recoil range from 1 tile to 0.75 tiles to match spary recoil

Buff lumberjack that it can break the log

Nerf goblin gang from 3 elixer to 4 elixer

nerf stab goblin hp with 5% why to kill hyper bait for ever