
Merge Tactics Equipment
Equippable items, unlocked by rank as you climb.
Showing 22 of 26 equipment
Assassin Blade
The dash happens automatically at combat start, no player input needed — and every knockout scored during that aggression loop feeds back into more Hit Speed.
Silver IIView Full Details →Juggernaut Armor
One shield covers two things — the carrier plus whoever's standing behind it — and that shield specifically blocks crowd control, not just damage.
Silver IIView Full Details →Ranger Crossbow
Every landed attack adds a stack, and those stacks keep building until a hard cap — pure snowball potential on a troop that keeps connecting.
Silver IIView Full Details →Superstar Ring
Two separate benefits stacked on one item: the ability charges faster, and there's a real chance it just fires again for free.
Silver IIView Full Details →Archer Queen's Cape
No player input required — dropping below the HP threshold triggers invisibility automatically, every time.
Silver IIView Full Details →Battle Healer's Blessing
Turns every knockout into sustain — the carrier heals itself specifically off getting kills, not off taking damage.
Silver IIView Full Details →Controller Enchantment
Whatever this troop hits gets controlled — slowed or otherwise locked down by the effect on contact.
Silver IIView Full Details →Dragon Scale
Built specifically around the melee matchup, both directions — better against melee attackers offensively and defensively at once.
Silver IIView Full Details →Mage Wand
One-time disable at the start of combat — the strongest enemy present gets turned into a harmless rabbit before the fight even really begins.
Silver IIView Full Details →P.E.K.K.A's Sword
Damage plus sustain in one piece — bonus damage on hit, with part of that damage converting into HP for the carrier.
Silver IIView Full Details →Thrower Telescope
The entire effect is +1 range — no secondary bonus attached, just reach.
Silver IIView Full Details →Clan Horn
Overwrites whatever trait the equipped troop started with — Clan, full stop, regardless of its original identity.
Gold IIIView Full Details →Forest Flute
Overwrites whatever trait the equipped troop started with — Forest, full stop, regardless of its original identity.
Gold IIIView Full Details →Goblin Lute
Overwrites whatever trait the equipped troop started with — Goblin, full stop, regardless of its original identity.
Gold IIIView Full Details →Noble Trumpet
Overwrites whatever trait the equipped troop started with — Noble, full stop, regardless of its original identity.
Gold IIIView Full Details →Undead Drum
Overwrites whatever trait the equipped troop started with — Undead, full stop, regardless of its original identity.
Gold IIIView Full Details →Legendary Shield
Makes the equipped troop immune to damage and control effects, and knocks back any troop that attacks it.
View Full Details →Legendary Lance
The equipped troop's first hit in combat knocks its target completely out of the Arena.
View Full Details →Legendary Axe
Pulls every enemy near the equipped troop's target inward, then deals area damage to the group.
View Full Details →Rider Emblem
Grants the equipped troop the Rider trait, regardless of its original trait.
View Full Details →Boss Mask
Grants the equipped troop the Boss trait, regardless of its original trait. Available from October, alongside the Boss trait's own return.
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