Clash Royale’s June 2026 update arrived with the launch of Season 84, and it is one of the heaviest patches Supercell has shipped in years. It adds a Princess Evolution, the game’s first building-based Hero, a mode with no deckbuilding at all, a new win-streak event, and a progression rework that retires King XP for good.
Clash Royale is still one of the genre’s tentpoles, and it earns its place among the best mobile strategy games for exactly the kind of deck and timing decisions this patch shakes up. Here is the full rundown of what changed.
Princess Evolution Turns Slow Into a Win Condition
The headline card is Evolved Princess. Her first shot, and every third after that, fires an icy arrow that slows nearby enemies on impact. The part that matters for deckbuilders is what happens when she dies. Her arrows drop to the ground and leave a frost zone that keeps slowing any troop that walks through it.
That lingering slow makes Evolved Princess a real zone-control tool, not just chip damage from the back line. Slow-and-punish decks that stall a push before a tower or splash unit cleans it up just found a new favorite. You unlock the Evolution with Evolution Shards or through the Upgraded Pass Royale.

Hero Tombstone Is the First Building You Play as a Hero
Hero Tombstone is the first building-based Hero in the game’s history. You drop it like a normal Tombstone, and it behaves like one until you tap the ability. Regal Revival then destroys the building and raises Tomb Queen from the ground to go after enemy buildings.
The catch is the cost. The ability runs 6 Elixir and it kills your Tombstone the moment you fire it, so the timing is the whole skill. Push it too early and you waste the building. Hold it too long and the value evaporates. Better still for free-to-play players, you can pick up Hero Tombstone for free through the Undead Bazaar event that comes with the season, so you will not have to spend resources on the base card.

Princess Gambit Throws Out Deckbuilding
Princess Gambit is the new mode, and it strips the format down to instinct. There are no decks. You draw randomly from a pool of 40 cards as you play, and you will rarely see the same card twice, so every card you place has to count. Card levels and Evolution or Hero forms are pulled from each player’s actual Collection, and matchmaking works like Trophy Road.
At the start of each match the game shows you which cards will appear in their Evolution and Hero forms, and those forms are active from the first drop with no cycling required. It is also sudden death with only the two Princess Towers in play, so the first player to take one down wins outright. For anyone tired of laddering against the same three netdecks, a mode that rewards adapting to whatever you are handed is a welcome change of pace, and it doubles as a sandbox for cards you would never normally build around.

Victory Run Rewards Win Streaks Across Any Mode
Victory Run is the season’s new recurring event, and the loop is simple. Win a battle in any mode and you move one step up a reward track. Lose a battle and you lose a life. You start with 3 lives, or 4 if you have upgraded Pass Royale.
When your lives run out, you either reset to your last checkpoint for free with lives refilled, or spend Gems to stay on your current step. Every few wins you hit a checkpoint that locks in your progress, improves the rewards ahead, and restores your lives. The event is limited-time but returns several times across the season. Because any mode counts, the safe play is to grind your strongest ladder deck rather than gamble on high-variance modes like Princess Gambit while a streak is on the line.

Collection Levels Replace King XP
This is the structural change with the longest reach. King XP and King’s Journey are gone, swapped for a Collection Level system. Your Collection Level is the sum of all your card levels, plus 5 for every Evolution and every Hero you own. Every card upgrade adds one level, and rarity does not factor in.
Rewards come faster than the old track. The first one lands at Collection Level 20, then every 10 levels after that, tightening to every 5 levels past 1500. When the update goes live, every player also gets one-time celebration rewards based on their starting Collection Level, claimed automatically on first login. Here is how those tiers break down, per Supercell’s release notes.
| Collection Level | Gems | 5-Star Magic Lucky Chests | Banners | Tower Skin |
|---|---|---|---|---|
| 20–200 | 500 | 1 | — | — |
| 201–400 | 750 | 1 | — | — |
| 401–600 | 1,000 | 1 | — | — |
| 601–800 | 1,500 | 1 | — | — |
| 801–1000 | 2,000 | 1 | 1 | — |
| 1001–1200 | 2,500 | 1 | 2 | — |
| 1201–1400 | 3,000 | 1 | 3 | — |
| 1401–1600 | 3,500 | 2 | 4 | — |
| 1601–1800 | 4,000 | 2 | 5 | — |
| 1801–2000 | 4,500 | 3 | 6 | — |
| 2001+ | 5,000 | 3 | 6 | 1 |
Masteries change alongside it. Tasks now pay out Gold, and more of it, while the Gems and Wild Cards that used to live in Mastery tracks have moved to Collection Level milestones with higher totals overall. One reassurance for veterans worried about the swap: Supercell says your King Tower Level will either hold or go up after the transition, never drop.
Seasonal Arena II Bans Your Most-Used Cards
Seasonal Trophy Road is back, and it now splits in two after you finish the main road. Arena I plays like the old version with any deck you like. Arena II is the interesting one. The eight cards you won with most in Arena I get banned, so you have to build something new from scratch.
To keep that fair, Arena II boosts every card to at least Level 15, so a shallow collection does not sink you. Clear both arenas and you earn the 2026 Seasonal Trophy Road badge, with progress resetting each season for a fresh set of rewards. Between this and Princess Gambit, the patch is clearly nudging players off riding one optimized list all season. That is good news for anyone who thinks the ladder has gone stale.
Pass Royale, Mini Pass, and the Smaller Stuff
A few quality-of-life changes round out Season 84, nicknamed Stone Cold. You can now skip Pass Royale tiers with Gems at a rate of 10 Gems per Crown. A lower-cost Mini Pass shows up for short windows of about 5 to 7 days as a lighter alternative to the full pass. Catch-up rewards help players who fall behind their arena’s average, and Global Tournament spectating is back, so you can watch top players live again. One caveat worth flagging: Supercell notes that the Mini Pass and the Pass Royale streak rewards are still being tested, so they may not appear for everyone right away.
What This Means for Players
- Slow-control decks get a real tool. Evolved Princess and her lingering frost zone reward stall-and-punish play.
- Timing skill matters more. Hero Tombstone’s 6-Elixir, building-sacrificing ability is a high-skill swing.
- One-deck players are on notice. Princess Gambit and Seasonal Arena II both push you to play outside your comfort list.
- Progression is friendlier. Collection Levels and the reworked Masteries hand out rewards more often than King XP did, which helps free-to-play accounts the most.
