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Chaos 3.0: the 20 New Modifiers
About every 45 seconds you pick one of two upgrades. Elixir cost stays the same. Every card is level 11.
What Is Actually Published
Shocktober adds 20 cards to the C.H.A.O.S pool. Supercell's season notes name the dates and the badge, not the cards. The table below is the list that GameRant (30 September, credited to Tryaz) and Showgamer (1 October) both printed before release. Rigged Royale checked those two on 20 October and found them card for card the same. If the text in your match disagrees, the match is the one that counts.
Blackout runs 19–26 October and uses your deck. Draft runs 19 October–2 November and deals the cards. Power Surge runs 26 October–2 November and uses your deck. Older C.H.A.O.S cards stay in the pool with their old modifiers. Showgamer says the new 20 can arrive in phases, so a card missing on day one may show up later.
The 20
| Card | Common | Rare | Epic |
|---|---|---|---|
| Archers | Each hit lowers the target's level. | Two Evolved Firecrackers instead. | Super Archers: more hit points, shots pull like a Tornado. |
| Balloon | 20% faster. | Below half health, drops three Skeletroopers. They splash when they land. | An extra bomb on every hit. |
| Battle Healer | Larger heal radius. | Nearby allies move and attack faster. She still heals. | A nearby friendly troop that dies comes back as a clone. |
| Bomb Tower | Hits air, and 20% more range. | The bomber is Evolved, so bombs bounce. | On death, bombs ground targets across the arena, towers included. |
| Bowler | 30% more range and hit speed. | The boulder chains through targets. | Boulders explode on impact. |
| Cannon | 25% more range. | Explosive shots, so it splashes. | On death, a small Cannon Cart. Low damage, enough health to matter. |
| Cannon Cart | A shield that breaks before hit points do. | Slows under half health. Under 25%, it becomes a building. | Double damage. Under half health, a large range increase. |
| Earthquake | Pulls enemies in while it damages them. | More damage, and it pushes troops out of the area. | Travels across the arena and shakes the path. |
| Electro Dragon | Longer stun. | Casts Zap on a timer while it is alive. | Each attack pulses. The pulse also hits your own troops. |
| Electro Giant | Larger shock radius. | Spawns invisible Electro Spirits as he attacks. | A standing Tornado pulls enemies into that shock. |
| Elixir Collector | More health and a longer life, so more elixir. | Explodes on death, and you get 2 elixir. | Every 2 elixir it makes, it spawns an Elixir Golem. Destroying that Golem pays the opponent. |
| Goblin Cage | The Brawler moves 50% faster. The cage does not change. | On death: the Brawler, two Spear Goblins, and two Goblins. | More health. Heavier reinforcements on death, including a Goblin Giant. |
| Goblin Machine | Hits air, and the attack splashes. | Four small rockets. | Charges the target while launching a Fireball. |
| Lightning | If the target lives, a second strike hits the same spot for half the damage. | Leaves a field that keeps damaging whoever stands in it. | Up to six strikes. Unused ones wait for the next enemy that walks in. |
| Miner | Damage climbs while he stays on one target. It resets when he switches. | Five times the damage to troops. Each hit heals the enemy tower. | A buried trail. Enemies that cross it take damage and get knocked back. |
| Phoenix | The egg hatches faster. | Two eggs on death. Both have to live to hatch. | After it dies, it comes back as another Phoenix. |
| Sparky | Double hit points. A Rocket does not kill it. | After the first shot, the next charges faster. | Shots pierce, the way Magic Archer's do. |
| Tornado | Lasts much longer. | Larger radius, stronger pull, longer duration. | Moves for 15 seconds and Zaps enemies it catches. |
| Wall Breakers | Three, not two. | Faster. | Evolved Wall Breakers, and more runners keep coming out behind them. |
| Mega Minion | Invisible until the first attack. | Hits slow movement and attack speed. | Four Mega Minions. One tool page says six small ones. The two full guides say four. |
Three Picks That Fight You
Rare Miner looks like a troop delete until the tower you are hitting starts healing. Epic Elixir Collector prints Golems that pay the opponent when they die. Epic Electro Dragon's pulse hits your own push, so it belongs in front, not behind a tank.
The preview in this video got several of those backwards or never finished them. Battle Healer's Epic brings your troop back, not the enemy's. Earthquake's Rare pushes troops out. It does not wall the lane for eight seconds. Goblin Machine's Common is air and splash, not a fatter rocket. Goblin Cage's Common is move speed, and the Rare spawn is Spear Goblins plus Goblins, not daggers. Wall Breakers' Epic is the Evolved card plus extra runners. The video stops at "welcome to hell." Miner’s Common is the stacking damage. The "doing nothing" moment is the bonus resetting when he changes target.
Written by Colin Liu · Published October 25, 2026
Season dates and the unpublished card list: Supercell, Shocktober. Modifier text: GameRant, Showgamer, and Rigged Royale, linked above. No public win rate exists for these upgrades. This article is not affiliated with, endorsed, sponsored, or approved by Supercell. See Supercell's Fan Content Policy.