Clash Royale 2025 Q4 Hero Update - November 2025
Details of the new Clash Royale Q4 update for November 2025.
Last week we shared a first look into the 2025 Q4 Update, which focused on game economy changes. This was shared ahead of the other update news to give players a heads-up and some margin to prepare.
Now we are closer to update day (November 24th), so we can cover most of the other details. There are still a few more things that we’ll share over the coming days!
Table of Contents
- Q4 Update Overview
- 2025 Recap and Context
- Levels are just stats?
- Game Economy Changes - Part 2
- Missing Changes
- Buying Cards with Gems
- Elite Wild Card conversion
- Evolution Boxes
- Crystals for cosmetics
- New Rarity Equivalence
- New Arenas: 12,000 Trophies
- Trophy Road Rewards
- Reward Levels
- Lucky Chest changes
- 1-Star Lucky Chest
- 2-Star Lucky Chest
- 3-Star Lucky Chest
- 4-Star Lucky Chest
- 5-Star Lucky Chest
- Lucky Chest summary
- Lucky Chest upgrade chances
- Pass Royale Changes
- Our final thoughts on the game economy
- New Player Levels
- Total XP
- Level Conversion
- Level Up Chests
- Heroes
- Hero Slots
- How many Heroes?
- Evolved Heroes?
- Hero Abilities
- No Cycles
- Ability Button Layout
- Release Date
- Unlocking Heroes
- Hero Fragments
- Hero Boxes
- Earning Hero Boxes
- Summon a Hero
- Duplicate Hero Conversion
- The First 4 Heroes
- Musketeer: Trusty Turret
- Knight: Triumphant Taunt
- Giant: Heroic Hurl
- Mini Pekka: Breakfast Boost
- 3D Troops
- Bug Fixes & Other Changes
- Best Season Results
- Evolution Slot Unlocks
- Gameplay Fixes
- Other Changes
- Feedback
Q4 Update Overview
This update introduces a lot of separate changes, so it can be a bit confusing to piece everything together.
To make things simpler, we want to start by highlighting the ones that seem the most relevant:
- New: Level 16
- New: Heroes and Hero Slots
- New: Evolution Boxes
- Change: Trophy Road extended to 12K Trophies
- Removed: Elite Wild Cards (old level 15)
- Removed: Magic Books and Magic Coins
And some relevant but temporary changes are:
- Seasonal Arenas removed
- Ranked battles capped at Level 15
Lastly, a few other changes:
- 3D Troops
- Pass Royale changes
- Lucky Chest changes
- Buy cards with Gems
- Crystals, new currency for cosmetics
- Merge Tactics emotes
- Merge Tactics new content
The Merge Tactics new content was shared yesterday in a separate blog.
2025 Recap and Context
During 2025, Clash Royale has made many changes to improve the experience of most players. Among others, some highlights were:
- Removal of chests timers and chest slots
- Removal of Season Shop
- Extended Trophy Road
- Added Seasonal Arenas
Overall, short-term player retention seems to have improved significantly, and this is pushing the game to grow a lot. The better metrics mean that Supercell is able to spend more on user acquisition, and many millions of players have returned to enjoy the new experience.
Now Supercell is looking towards the future, and making changes to ensure these players still want to play in the long-term. To do that, this update is providing a significant rework of the game economy.
The rework mainly targets the last stages of account progression, reached once a player has cards at Level 14. The main effects will be:
Remove Elite Levels, which can be up to 10x more difficult than previous levels. The new level system returns to gradual requirement increases.
Extend the progression road by adding levels and more collection layers.
Levels are just stats?
One of the most relevant dilemmas regarding new levels is if it should be tied to new content or not.
Suppose a new level is a necessary addition to the game. The question that follows is: Should it unlock new content? Or just provide stat boosts? Both options have drawbacks.
Just stats means that players may find the new level underwhelming and pointless. It extends progression, sure, but that may not be enough justification to have your progress partially reset.
Adding new content has several issues as well. For starters, power discrepancies with underleveled players would increase. It could also be underwhelming for lower level players to see this new content is unavailable for them; the more interesting the new feature is, the worse it would feel to be left out. There are also balance issues, alienating content for creators...
There may be even more factors considered by the Supercell team, but regardless, the final choice for this update was to add Level 16 as just stats. All the new content paired with this update will also be available for other players, and not locked behind Level 16.
Game Economy Changes - Part 2
Last week we looked at some of the changes coming with this update, but there was some stuff we couldn’t cover at the time.
We won’t repeat all the details we have shared already, so if you are interested in them, we encourage you to read our previous blog. In short, we covered:
- Level 16 upgrade costs
- Level caps in Ranked
- Removal of Magic Books
- Removal of Magic Coins
Today we’ll look in detail into a few other sections:
- New Player Levels
- Buying Cards with Gems
- Lucky Chest changes
- Rewards from new arenas
- Pass Royale changes
- Increased rewards
Missing Changes
But before that, we wanted to briefly mention some of the changes we didn’t get. These are parts of the game economy that would make sense to scale with an additional level, but will remain as they are:
Clan donations won’t increase, you can only request 40 Common cards or 4 Rare cards each time.
Trade Tokens also maintain their same trade amounts, and remain impossible to earn since Global Tournaments were disabled.
Buying Cards with Gems
As other ways to spend Gems have been removed, spending this currency to boost your progression has become quite hard.
After the update, you’ll be able to complete missing cards for your upgrades with Gems. The Gem prices of cards change based on rarity and also the level of the card.
As card levels go up, Gem prices per card generally get a bit cheaper, but the card requirements increase much faster than that discount.
If you wanted to buy all the cards needed for a Level 16 upgrade, this is what it would cost:
| Rarity | Cards Needed | Gem Price |
|---|---|---|
| Common | 7,500 | 2,700 |
| Rare | 1,400 | 3,000 |
| Epic | 180 | 3,900 |
| Legendary | 20 | 4,200 |
| Champion | 15 | 6,000 |
Overall, it doesn’t look like great value, but it’s unclear where else players should spend Gems. Now that Bonus Rewards from Global Tournaments are gone, there aren’t great alternatives. Playing Challenges may be the best option for now, but it’s not good for rookie players.
Elite Wild Card conversion
Unfortunately we aren’t allowed to share the EWC conversion rate to Gems before the update is released. This means we won’t be able to share our suggestions on whether to save or spend this resource.
Evolution Boxes
Evolution Boxes are a new way to unlock evolutions. These boxes have 3 rarities:
- 3-Star: 1 random Evolution Shard
- 4-Star: 2 random Evolution Shards
- 5-Star: 6 random Evolution Shards
For an Evo Box that starts at 3-Stars, you’ll get an average of 1.7 Evolution Shards.
| Info | 3-star | 4-star | 5-star |
|---|---|---|---|
| Upgrade Chance | 21.0% | 9.0% | - |
| Outcome | 49.3% | 45.6% | 5.1% |
For an Evo Box that starts at 4-Stars, you’ll get an average of 2.8 Evolution Shards.
| Info | 3-star | 4-star | 5-star |
|---|---|---|---|
| Upgrade Chance | - | 11.0% | - |
| Outcome | - | 79.2% | 20.8% |
For 5-Star Evo Boxes, you’ll always get 6 Evolution Shards.
Evolution Boxes will be available as rewards from Live Events. Our guess is that this new item may replace the specific evolution shards that are available every season, but we’ll have to wait until next season to find out more.
Crystals for cosmetics
This new currency for cosmetics will absorb all the extra cards you get with maxed cards. This means that overflow progress won’t cycle back to your underleveled cards, as it did with EWCs.
The conversion rates for each rarity are:
- Common: 1 card ➜ 1 Crystal
- Rare: 1 card ➜ 6 Crystals
- Epic: 1 card ➜ 60 Crystals
- Legendary: 1 card ➜ 600 Crystals
- Champion: 1 card ➜ 1,200 Crystals
We don’t have any gameplay to show how Crystals can be used, but we were told they can be spent to buy Emotes. Any Emotes purchased with Crystals will have a special frame.
New Rarity Equivalence
These conversion rates for Gems and Crystals are very interesting and informative, as they show us how the developers are valuing each of the card rarities relative to each other. Until this update, we used to have Elite Wild Cards for these comparisons.
In the following table we compare:
- EWC: Elite Wild Card conversion values, the relative values of the old economy.
- Level Req: normalized card requirements for Level 16 upgrades. This may not be accurate if Common cards are easier to upgrade by design.
- Gems: normalized price per card when using Gems to buy missing cards for an upgrade
- Crystals: conversion values into this new currency
| Rarity | EWC | Level Req | Gems | Crystals |
|---|---|---|---|---|
| Common | 1 | 1 | 1 | 1 |
| Rare | 5 | 5 | 6 | 6 |
| Epic | 20 | 42 | 60 | 60 |
| Legendary | 1,500 | 375 | 583 | 600 |
| Champion | 4,000 | 500 | 1,111 | 1,200 |
The relative values obtained from Gems and Crystals are very similar. It seems safe to say that these are the new references for game economy analysis.
Out of these two, Crystals seems like the best option due to the round numbers and simple ratios:
- 1 Rare card is equivalent to 6 Common cards
- 1 Epic card is equivalent to 10 Rare cards
- 1 Legendary card is equivalent to 10 Epic cards
- 1 Champion card is equivalent to 2 Legendary cards
New Arenas: 12,000 Trophies
Last week we also mentioned that 4 new Arenas would extend the Trophy Road from 10K to 12K Trophies. The new 2,000 Trophies are spread evenly across 4 arenas:
| Arena | Name | Start | End |
|---|---|---|---|
| Arena 25 | Lumberlove Cabin | 10,000 | 10,499 |
| Arena 26 | Royal Road | 10,500 | 10,999 |
| Arena 27 | Musketeer Street | 11,000 | 11,499 |
| Arena 28 | Summit of Heroes | 11,500 | 12,000 |
Seasonal Arenas will be paused temporarily, and all players above 10K trophies will be moved back to complete the new arenas and earn all the new rewards.
Trophy Road Rewards
The rewards for climbing the new Arenas of Trophy Road are mainly given as random chests; the relevance of specific cards and Elite Wild cards seems gone.
There are a total of 28 rewards in this extended range of 2K trophies, and in this table we have aggregated them by category:
| Item | Amount |
|---|---|
| Gold | 120,000 |
| Gems | 800 |
| Common Lucky Chest | 8 |
| 1-Star Lucky Chest | 4 |
| 3-Star Lucky Chest | 3 |
| 5-Star Lucky Chest | 1 |
Reward Levels
This update is simplifying the way in which rewards scale as you progress in Trophy Road. Now there will be 2 main types of reward levels:
- Legacy Chest size (hidden)
- Lucky Chest levels
- Hero Box levels
Legacy Chest size was mainly used to define chest sizes in the past. As most chests have been removed from rewards, this value is not used often. Gold Crates use a similar scaling system, but their rewards are defined separately.
Lucky Chest levels and Hero Box levels are newer; each is used for their respective randomized rewards. These levels are a way to show a simplified version of the increased rewards to players, but they don’t tell the whole story.
For example, Lucky Chests Level 16 are reached at Arena 28, and their details show "2200% rewards". It seems this value comes from the ratio of Gold rewarded from Lvl 1 LC (50) and the Lvl 16 LC (1,100). But not all reward categories scale in the same way as Gold. For example, the smallest amount of Common cards grows from 2 to 34, which would give a label of "1700%".
We don’t really need to use these generic stats, as we can just look at the specific amounts of each reward category. Some of these have changed significantly due to the removal of Magic Books and other rewards.
Lucky Chest changes
The following stats refer to maximum rewards, which are obtained at *Arena 28 *(11,500+ Trophies). Rewards at lower arenas would have slightly lower rewards, for example:
- Arena 15 (5K Trophies): ~55% of max rewards
- Arena 19 (7K Trophies): ~73% of max rewards
- Arena 25 (10K Trophies): ~91% of max rewards
This reward scaling generally means that whenever new arenas are added, rewards get slightly better for players who reach them.
1-Star Lucky Chest
Rewards available from this chest are:
| Category | Type | Chance | Amount |
|---|---|---|---|
| Gold | 50% | 1,100 | |
| Random Cards | Common | 26% | 34 |
| Random Cards | Rare | 24% | 7 |
This is a very basic kind of reward, most commonly obtained from the daily rewards.
2-Star Lucky Chest
Rewards available from this chest are:
| Category | Type | Chance | Amount |
|---|---|---|---|
| Gold | 38% | 4,400 | |
| Random Cards | Common | 20% | 138 |
| Random Cards | Rare | 19% | 28 |
| Random Cards | Epic | 18% | 3 |
| Tower Troops | Epic | 1% | 3 |
| Cosmetic | Banner | 4% | 1 |
3-Star Lucky Chest
Rewards available from this chest are:
| Category | Type | Chance | Amount |
|---|---|---|---|
| Gold | 29% | 17,600 | |
| Random Cards | Common | 19% | 550 |
| Random Cards | Rare | 17% | 110 |
| Random Cards | Epic | 17% | 14 |
| Random Cards | Legendary | 10% | 2 |
| Random Cards | Champion | 3% | 1 |
| Tower Troops | Epic | 1% | 14 |
| Tower Troops | Legendary | 1% | 2 |
| Cosmetic | Emote | 4% | 1 |
4-Star Lucky Chest
Rewards available from this chest are:
| Category | Type | Chance | Amount |
|---|---|---|---|
| Random Cards | Common | 16% | 2,200 |
| Random Cards | Rare | 15% | 440 |
| Random Cards | Epic | 15% | 55 |
| Random Cards | Legendary | 8% | 6 |
| Random Cards | Champion | 3% | 4 |
| Tower Troops | Epic | 0% | 55 |
| Tower Troops | Legendary | 1% | 6 |
| Wild Cards | Common | 8% | 735 |
| Wild Cards | Rare | 8% | 147 |
| Wild Cards | Epic | 7% | 18 |
| Wild Cards | Legendary | 7% | 2 |
| Wild Cards | Champion | 7% | 1 |
| Evolution | Shards | 6% | 2 |
5-Star Lucky Chest
Rewards available from this chest are:
| Category | Type | Chance | Amount |
|---|---|---|---|
| Random Cards | Common | 17% | 7,500 |
| Random Cards | Rare | 15% | 1,400 |
| Random Cards | Epic | 15% | 180 |
| Random Cards | Legendary | 8% | 20 |
| Random Cards | Champion | 3% | 15 |
| Tower Troops | Epic | 0% | 180 |
| Tower Troops | Legendary | 1% | 20 |
| Wild Cards | Common | 8% | 2,500 |
| Wild Cards | Rare | 8% | 465 |
| Wild Cards | Epic | 7% | 60 |
| Wild Cards | Legendary | 7% | 7 |
| Wild Cards | Champion | 7% | 5 |
| Evolution | Full Evo | 5% | 1 |
Lucky Chest summary
There are a lot of details in these tables, so let’s summarize the most relevant insights:
- Gold can only drop from 1S, 2S and 3S chests.
- Wild Cards can only drop from 4S and 5S chests.
- Banners appear in 2S, and Emotes in 3S.
- No more Wild Shards.
- New 2 random shards from 4S chest.
The random card rewards from 5-Star chests are designed to match the card requirements of Level 16. This means that you’ll always be able to upgrade whatever card you get, supposing you have also saved some Gold.
Overall, these changes may feel quite underwhelming as we transition away from Magic Books; getting 60 Epic Wild cards from a 5S chest should be disappointing to anyone used to the old system.
Our guess is that these changes are a strong push to make Wild Cards and Epic cards feel more valuable. We expect this to take some time to work; as players experience new constraints from upgrading cards, they’ll reassess the perceived value of many of these items.
Currently, Epic cards have a bad perception mainly due to the very low EWC conversion they had; so this may be an intentional overcorrection.
Lucky Chest upgrade chances
Aside from the complete rework to item pools we just covered, there are also some adjustments to the upgrade chances of each chest.
Although technically the changes affect the upgrade chances of each spin, that framing is not as useful to know the odds of getting a 5S chest. That’s why we prefer looking at the outcome probabilities for each rarity instead.
If you start with a 1-Star chest of 4 spins, the outcomes are:
| Version | 1S | 2S | 3S | 4S | 5S |
|---|---|---|---|---|---|
| Old | 31.6% | 43.9% | 20.1% | 4.0% | 0.3% |
| New | 31.6% | 43.0% | 20.3% | 4.1% | 1.0% |
| Change | 0.0% | -0.9% | +0.1% | +0.0% | +0.7% |
If you start with a 2-Star chest of 4 spins, the outcomes are:
| Version | 1S | 2S | 3S | 4S | 5S |
|---|---|---|---|---|---|
| Old | - | 33.4% | 45.6% | 20.0% | 1.0% |
| New | - | 33.4% | 45.6% | 19.7% | 1.3% |
| Change | - | 0.0% | 0.0% | -0.3% | +0.3% |
If you start with a 3-Star chest of 4 spins, the outcomes are:
| Version | 1S | 2S | 3S | 4S | 5S |
|---|---|---|---|---|---|
| Old | - | - | 41.0% | 57.0% | 2.1% |
| New | - | - | 41.0% | 57.0% | 2.1% |
| Change | - | - | 0.0% | 0.0% | 0.0% |
4-Star chests aren’t a thing anymore, they only exist as outcomes. And 5-Star chests have a 100% chance to finish as 5-Star.
Overall, the 5-Star chest probabilities are getting big relative buffs; for example, an increase from 0.3% to 1.0% is more than 3x. But in absolute numbers, these chests will still be quite rare.
Pass Royale Changes
This update introduces 2 Pass Royale variants:
- Below Arena 15: Evolution Pass
- Arena 15+: Hero Pass
Players under Arena 15 don’t have access to Heroes, so the rewards related to this mechanic are replaced with other items:
- In the premium tier, the Evolution Pass includes 6 Wild Shards, and Hero Pass includes a new Hero.
- In the free tier, all the Hero Boxes (5 in total) are replaced with 2-Star Lucky Chests.
The free tier of Pass Royale has some minor changes. The Giant Chests are replaced with 2-Star Lucky Chests, and Hero Boxes have been added.
The changes for the premium tier are more significant. Most of the low tier Lucky Chests have been removed, and rewards have moved to Wild Cards, giving paying players more agency over their upgrades. And of course, the new Evolution is replaced with a new Hero.
It’s unclear if premium Pass Royale will now always feature Heroes instead of Evolutions; or we may see them alternate in the future.
Our final thoughts on the game economy
Overall, these changes will undoubtedly feel like progression nerfs to many players, but we think it’s worth looking a bit deeper to understand the effects they will have.
Given that both the upgrade requirements and rewards are changing, it’s inappropriate to draw direct comparisons with the old system. With Books and EWCs out of the picture, the relative value of normal cards and Wild Cards changes significantly.
We think the main takeaway should be that choosing upgrades now carries a big premium. There will be 2 ways to guide your upgrades:
- Buying cards with Gems
- Using Wild Cards
This gives Wild Cards a very valuable and exclusive power. They used to be a useful boost for mid-level players, and now they will become key to anyone looking to max out a specific deck.
In summary, this economy rework is not a simple nerf to slow down progression. It’s a complete rework that will change how players value resources and plan their card upgrades.
New Player Levels
Together with the new card levels, this update brings new Player Levels and King Tower Levels.
Player Levels are increasing from 70 to 90, and King Tower Levels from 15 to 16 (like cards).
The new player level requirements to level up your King Tower are:
| Type | Player Level | King Level | XP Aggregate |
|---|---|---|---|
| Old | 42 | 14 | 203,770 |
| New | 42 | 14 | 203,770 |
| Old | 54 | 15 | 653,770 |
| New | 54 | 15 | 593,770 |
| New | 75 | 16 | 6,438,770 |
The new King Tower level, Level 16, will be available at Player Level 75. To reach this level, you’ll need to collect almost 10x the amount of XP you needed to reach Level 15 before the update.
This sounds like a lot at first, but to understand the reason for this huge increase we first have to look at the XP rewarded by leveling up cards to Level 16.
Each card you upgrade to Level 16 will give 200K XP; this is 4x as much as Level 15, which gives 50K XP. The amount of XP rewarded by each upgrade isn’t changing for previous levels, so in regard to XP it won’t matter if you upgrade cards before or after the update.
Total XP
If we add together all the XP you can earn from cards and tower troops, we have approximately:
- 700K from upgrading everything to Level 14
- 7M from upgrading everything to Level 15
- 32M from upgrading everything to Level 16
This is quite more than the total needed to reach Level 90 with the new system, 27M XP. In other words, you’ll need to upgrade around 103 cards to Level 16 in order to reach Level 90... and don’t forget to donate cards to your clan mates, every bit helps!
Level Conversion
The new Player Level system is very similar to the old one. Until Level 50, none of the XP requirements will change; after Level 50, each level will be slightly cheaper.
This chart shows how the aggregate requirements per level start diverging at Level 50:
In total, the XP required to reach the last level is increasing from 5,653,770 (old Level 70) to 27,438,770 (new Level 90).
The reduction in level requirements doesn’t mean that if you have completed these levels you’ll be at a disadvantage. Old levels will be converted to new levels considering the changing requirements.
Using the chart of aggregate XP, it’s easy to see how this migration would work:
Some specific examples of level migration based on aggregate XP are:
- 410K XP: Old Level 50 ➜ New Level 50
- 2.0M XP: Old Level 60 ➜ New Level 63
- 5.7M XP: Old Level 70 ➜ New Level 73
Level Up Chests
Level Up Chests used to give better rewards. When a 2022 update separated 14 levels into 50, the original rewards became very diluted in order to maintain the total rewards. Since then, the rewards from Level Up chests have been very underwhelming considering how much time and XP is needed for each level.
Unfortunately, this isn’t changing with this update. This is what the chest for reaching Level 90 looks like:
Another relevant change is that new levels won’t give Evolution Shards anymore. From Level 50 to Level 70, every other level would reward you a random shard instead of the usual Level Up chests. From Level 70 to 90, it will just be chests.
What isn’t going away is the big Level Up chests from levels that match King Tower upgrades. As before, these levels will provide players all the Tower Troop cards and Gold needed to upgrade Tower Princess.
At Player Level 75, which unlocks King Tower Level 16, this is what the chest looks like:
On top of the usual rewards, it includes 120K Gold and 7,500 Tower Princess cards.
Heroes
Heroes are a new kind of troop that introduces unique Hero Abilities.
Like Evolutions, Heroes are variations of normal cards. To enable them in your deck, you’ll have to:
- Unlock a Hero form
- Place the card in a Hero Slot
Heroes are very similar to Champions, as they both have Abilities that can be triggered with the Ability Button. In fact, now Champions are considered Heroes, so to use them in your deck you must place them in a Hero Slot.
Hero Slots
Upon release, players may have up to 2 Hero Slots. These slots are unlocked by reaching specific arenas:
- Slot 1: Arena 15 (5K Trophies and Player Level 24)
- Slot 2: Arena 25 (10K Trophies and Player Level 24)
Hero Slots are available in Trophy Road, Ranked, Duel Decks, Clan Wars, Grand Challenges... Some special modes may not have 2 slots, just as we’ve seen with Evolution slots in the past.
The first Hero Slot is the #3 card slot of each deck, and the second one is the #4 card slot. This may cause some issues as we adapt to these new requirements; copying some decks may result in invalid card orders. If you notice any of these issues in RoyaleAPI, please report them and we’ll fix them as soon as possible.
Why 2 Hero Slots and not just 1? We don’t have a direct answer from the game designers, but it could be mainly due to how Champions overlap with these slots. Having just 1 would mean that anyone with a Champion in their deck would not be able to enjoy Heroes, strongly harming the appeal of this card rarity.
Having 2 Hero Slots also means that you’ll now be able to have 2 Champions in the same deck. But will you prefer to have another Champion over a Hero form?
How many Heroes?
If we add together the amount of Champions and cards with Hero Cards, we have:
- 8 Champions
- 4 Hero cards
So when this feature is released, there will be a total of 12 Heroes you can fit into the Hero Slots.
Evolved Heroes?
Some cards may have both the Hero form and Evolved form available, but due to the card slot configuration, you can’t choose both at once. Your options are:
- Evolved form in an Evolution Slot
- Hero form in a Hero Slot
- Normal form in a normal slot
Hero Abilities
Hero Abilities are like Champion Abilities, they cost Elixir and may have a cooldown. You’ll be able to see ability stats in one of the card stat tabs, although we won’t be covering that today.
No Cycles
Heroes don’t need to be played several times in order to activate their abilities. As with Champions, the Ability Button becomes available whenever the Hero is deployed.
The main difference between stronger and weaker abilities will be in the Elixir Cost.
Ability Button Layout
Having 2 Heroes in the same deck wouldn’t be that appealing if you only had 1 Ability Button, so this is going to change with the update.
Now you may have up to 2 Ability Buttons active at once.
The position of the Ability Buttons will be slightly customizable with 3 options:
- Left
- Right
- Both Sides
To change this layout, players can go into Settings > More Settings > Ability Button Layout.
The position of each ability is determined by the order in your deck slots, not the order in which you deployed your Heroes. So for example, if you have Goblinstein in the #3 slot, Lightning Link will always be the ability towards the left.
Release Date
Heroes won’t be available the day of the update (November 24th). Instead, we’ll have to wait until the start of the new season, on December 1st.
Unlocking Heroes
The main ways to unlock Heroes will be:
- Hero Fragments
- Pass Royale
Hero Fragments
Hero Fragments are a new resource in the game. You can earn them from Hero Boxes, which will be found in Events and Pass Royale.
To "summon a Hero", you’ll need to collect 200 Hero Fragments.
You can track your progress towards the next Hero Summon in the Magic Items tab. This feature also shows you how many of the available Heroes you have unlocked.
Hero Boxes
Hero Boxes are similar to Lucky Chests, as they have multiple rarities and random chances to upgrade. We’ll share more details about them tomorrow, with our next blog.
Earning Hero Boxes
Hero Boxes will be available in Live Events and with the free track of Pass Royale every season.
Summon a Hero
Whenever you reach 200 Hero Fragments, you get to "summon a Hero", which gives you a random Hero from all the ones available.
This means that you may get a Hero that you have unlocked already, which will trigger the Duplicate Hero Conversion.
The possibility of getting duplicate Heroes will affect players in different ways. Soon after release, with only 3 Heroes available, it will be quite common to get a duplicate.
Over time, as more Heroes are released, there will be 2 different experiences:
Advanced players trying to collect all the Heroes will struggle to find the few they are missing.
New and returning players will face a wider pool of locked Heroes, so it will be quite unlikely for them to get a dupe.
Duplicate Hero Conversion
Getting a duplicate Hero will certainly be disappointing, but at least it will give you some rewards to help you get to another box faster. Duplicate Heroes convert into:
60 Hero Fragments
Cards of that Hero card
Details for the card conversion amounts will be shared tomorrow.
The First 4 Heroes
We’ll share more details of each of the 4 new Heroes over the coming days. Until then, we can just share some basic details for each of them and their powerful Hero Abilities.
Musketeer: Trusty Turret
If you thought Musketeer and her boomstick were close, wait ‘til you meet this Hero’s boom building! Hero Musketeer spawns a short-range auto-turret right in front of her, dealing AOE damage when placed and targeting air and ground units.
Knight: Triumphant Taunt
Hero Knight now uses his masterful mustache to twist the tide of battle in your favor. Use his ability to taunt nearby enemies (and Crown Towers!), luring them to attack him, but not without having to break through his shield first!
Giant: Heroic Hurl
This guy packs a serious punch! Hero Giant throws a nearby troop into the opposite lane, stunning them and doing damage on landing. Handy!
Mini Pekka: Breakfast Boost
Hero Mini P.E.K.K.A’s love for pancakes is secret to no one! And now, the more pancakes he eats, the stronger he becomes. Every pancake he eats levels him up one level. So keep on stacking! Hero Mini P.E.K.K.A can stack up to five pancakes, giving you up to five extra levels!
3D Troops
Although this may seem like a minor change, we think it has the potential to become quite relevant in the near future.
Until now, troops displayed in the arena have been based on 2D renders. Each troop had a map of positions saved as static images, and movement animations would use these as separate frames. The end result is fine, and most players never realize this is how troops are displayed.
But as the Supercell team has mentioned a few times, this system has some limitations. Producing variations of these assets is complex and expensive, and it is likely one of the reasons why troops have never received skins.
Note: the Clash Royale version maintained in China has already experimented with troop skins, but they still used the old system of 2D renders.
When Merge Tactics was introduced into Clash Royale, we learned that this mode had been built with 3D models. Supercell hinted towards this future, for example, this is what they mentioned at the time:
For the first time in Clash Royale, all Troops are fully 3D in this Mode — that means smoother animations, more detail, and a modernized style. It’s the same classic look, just upgraded.
While these new models aren’t part of the main game yet, that could change. Depending on how you, the community, enjoy them — and how they perform — 3D models might make their way into Clash Royale in the future, opening up a lot of new visual possibilities!
With 3D now in play, the team is also exploring new ways to add cosmetics. Rulers will be the first to get Skins, but other types of visual upgrades and effects are already being tested.
Merge Tactics isn’t just a new Mode — it’s helping shape the future of Clash Royale. It introduces new tech that will modernize the entire game over time, like bringing in 3D characters, flashier VFX, crazier abilities, and fully 3D environments. It’ll also make it easier to add new features across the board in the future.
In hindsight, these comments were quite clear about the intentions behind these changes. Will we see troop skins soon?
Heroes are how these new models will be introduced in the classic arena. The 3D troops are deployed in the arena just as normal ones, but if you look carefully, you may notice the differences compared to normal troops; some Heroes make it more obvious than others.
The elements that stood out the most to us were:
More complex reflections and metallic textures.
Smoother animations, especially noticeable in flexible objects such as Hero capes.
Different frame rate compared to normal troops.
There are also possible drawbacks for these changes. For example:
Some players have noticed that Merge Tactics drained much more device battery than normal Clash Royale battles, could this be due to the 3D engine?
3D models and skins may make new designs easier to implement, but this could also lead to more complexity and less clarity in gameplay.
Take a look by yourself and let us know what you think. Do you think these models are better or worse? Do they stand out too much? Which skin ideas would you like to see added?
Bug Fixes & Other Changes
Best Season Results
Many players have been frustrated for months, as new results in Ranked mode wouldn’t update the "Best Season" result displayed on profiles.
This update seems to fix these issues, but we don’t know if it will affect past results retroactively, it may only count for future seasons. We’ll find out next Monday!
Evolution Slot Unlocks
Until now, unlocking Evolution Slots was linked to Player Level. With this update, the requirement is changing to specific arenas:
- Evo Slot #1: Player Level 7 ➜ Arena 3 (600 Trophies)
- Evo Slot #2: Player Level 30 ➜ Arena 10 (3,000 Trophies)
This means players will unlock evolutions sooner, and make the slot system more consistent with Hero Slots.
Gameplay Fixes
Firecracker Evolution, Valkyrie Evolution, and Tornado no longer deal excess damage to Crown Towers
Monk takes damage from Firecracker’s projectile while his ability is active
Three Musketeers have smarter targeting and won’t shoot the same troops as often
Miner will no longer collide with troops while underground
Various fixes to Royal Ghost Evolution
Goblinstein’s active monster has a Champion crown indicator
Other Changes
Numerous crash fixes and stability improvements
New deploy sound for Royal Hogs Evolution will be added for the winner of the Royal Hog Calling Competition
Feedback
Do you have any questions or feedback about the update? Let us know in the comments.
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