How to Play Merge Tactics

A complete beginner's guide to Clash Royale's auto-battler · Season 11

Beginner GuideUpdated for Merge Tactics Season 11

How do you play Merge Tactics?

Merge Tactics is Clash Royale's four-player, round-based auto-battler. During the Deploy Phase, you spend Golden Elixir to buy, position, bench and merge troops. During the Battle Phase, your deployed team fights automatically. Build stronger merge levels, activate Traits, adapt to the match Modifier and protect your Ruler until you are the last player standing.

4 Players

Four Rulers enter each match.

2 Phases

Prepare first, then watch the battle play automatically.

3 Shop Choices

Buying a troop refreshes the available selection.

4 Golden Elixir

Each player receives four Golden Elixir per round.

On this page20 sections

What is Merge Tactics?

Merge Tactics is a round-based auto-battler built into Clash Royale. It uses troops you already recognise, but you do not play it the way you play a normal match: instead of placing cards in real time, you spend Golden Elixir between rounds to assemble a team, and that team then fights on its own.

  • It uses familiar Clash Royale troops, but it does not play like the main game.
  • It is round-based. Each round gives you time to prepare, then the fighting resolves on its own.
  • Four players compete in the same match, each with their own Ruler and their own board.
  • You do not bring a prepared eight-card deck. Your team is assembled during the match itself.
  • Almost every decision happens before the fighting starts, not during it.
  • The last Ruler still standing wins the match.

How it differs from a normal Clash Royale match

Players

Normal: Usually 1v1 or 2v2

Merge Tactics: Four players per match

Your cards

Normal: You bring a prepared deck

Merge Tactics: A shared seasonal troop pool, drawn during the match

Pacing

Normal: Continuous real-time match

Merge Tactics: Rounds, each with a preparation step

Resource

Normal: Elixir regenerates as you play

Merge Tactics: Golden Elixir is granted each round and spent in the shop

Control

Normal: You place and time every card yourself

Merge Tactics: Combat resolves automatically once the round starts

One match, step by step

  1. Read the Modifier

    Every match has a Modifier that changes the rules for all four players. Check it first — it can change what is worth buying before you spend anything.

  2. Review the three shop choices

    The shop offers three troops. Look at what they cost, which Trait they carry, and whether any of them match something you already own.

  3. Buy, place, bench or merge troops

    Spend Golden Elixir on troops that improve your deployed team. Position them on the board, keep spare copies on the bench, and merge matching troops into stronger versions.

  4. Activate useful Traits and assign Equipment

    Deploying enough troops that share a Trait activates a team-wide bonus. If you are holding Equipment, assign it to a troop now — an unassigned item does nothing this round.

  5. Watch the deployed teams fight

    Your deployed troops fight automatically. You can keep buying and selling between the shop and your bench, but the troops on the board are committed.

  6. Take or deal Ruler damage, then prepare again

    Losing the round damages your Ruler. Winning it damages someone else's. Then the next Deploy Phase begins and you adjust.

The cycle continues until only one Ruler remains.

Deploy Phase vs Battle Phase

Every round has the same two halves. Knowing exactly what you can and cannot do in each is the single fastest way to stop losing rounds you could have won.

Deploy Phase — you decide

  • Buy troops from the shop
  • Sell troops you no longer want
  • Move troops around the board
  • Place troops from the bench
  • Merge matching troops
  • Assign, move or unequip Equipment
  • Change your positioning
  • Scout your opponents and re-read the Modifier

Battle Phase — it resolves

  • Your deployed troops fight automatically
  • Board positioning cannot normally be changed
  • Troops you buy now go to the bench, not the board
  • Buying and selling continues between the shop and the bench
  • A matching bench purchase can merge at the start of the next Deploy Phase
You are not controlling the fight

Nothing in the Battle Phase lets you aim, time or retarget a troop. Everything you influence, you influenced before the round began.

Golden Elixir: the match economy

Golden Elixir is what you spend inside a match. It is not the Elixir bar from a normal battle — it arrives in a fixed amount each round and it is yours to allocate.

  • Golden Elixir is the currency you spend inside a match. Every player receives four per round.
  • Troop costs here are specific to Merge Tactics, so a troop may not cost what the same card costs in the main game.
  • Stronger or more flexible troops generally cost more.
  • Every purchase refreshes the shop, so buying is also how you see new options.
  • Merging matching troops into a stronger troop gives you 1 additional Golden Elixir. That is the standard merge reward every player gets, not a Ruler perk.
  • Selling a merged troop generally returns its combined cost minus one Golden Elixir, so churning through purchases is not free. Exceptions exist — a troop whose own ability changes its sale value will not follow the usual refund.
  • Certain troops, Rulers and Modifiers can change the usual economy — read what is actually in front of you.
  • Saving Golden Elixir does not earn interest on its own. Only an active Modifier can change that.
Beginner rule

Spend with a purpose. Buy when a troop improves your deployed team, completes a merge, activates a Trait or helps you cycle the shop toward something you actually need.

The shop and the shared troop pool

  • The shop shows three troops at a time.
  • Buying a troop refreshes the available selection, which is how you work toward a specific card.
  • All four players draw from the same shared pool rather than from personal decks.
  • Because the pool is shared, a troop several players are chasing can become harder to find.
  • Scouting your opponents between rounds is how you notice which troops are contested.
  • Exactly what is in the pool can change between seasons, and generated troops, Supers and the active Modifier can all affect availability.
Why the shared pool matters

Because every player draws from the same collection, the troop you want is not guaranteed to appear. A second plan is usually better than waiting.

Browse every Merge Tactics troop

The bench and Team Size

  • Troops on the board fight. Troops on the bench wait and do nothing this round.
  • Benched troops do not count toward Trait thresholds — only deployed troops do.
  • If you buy a troop when your board is already full, it goes to the bench.
  • Anything you buy during the Battle Phase goes to the bench.
  • Opponents can see how many troops you have benched, but they appear as unidentified shadowed figures rather than named cards.
  • The bench is where you hold future merges and situational answers.
  • A full bench is a real cost: it can block a purchase you actually want.

Team Size

Team Size controls how many troops you can have deployed at once. Some Quest Orbs, Rulers and Modifiers can change it, so treat the number you see in a given match as the number that matters.

Merging troops into higher star levels

Merging is the mechanic the mode is named after. Two matching troops combine into one stronger troop, and that stronger troop still only takes a single slot on your board.

1★ + 1★2★
2★ + 2★3★
3★ + 3★4★

Higher merge levels may depend on the available shared pool, generated troops, Supers or the active Modifier. Treat the top of this ladder as possible, not as something every match offers.

  • The troops have to match. Two copies of the same troop at the same star level combine.
  • Each merge produces a stronger version of that troop.
  • Every merge also pays you 1 additional Golden Elixir. Merging is the one action that strengthens your board and adds to your economy at the same time.
  • Some Ruler abilities and some Modifiers grant further rewards when you merge. Those stack on top of the standard 1 Golden Elixir — they do not replace it, and a Ruler is not where the base reward comes from.
  • A merged troop still occupies a single Team Size slot, which is part of why merging is efficient.
  • A merge cannot be undone, so it is worth a moment's thought before you commit.
  • Combining copies frees up board or bench space you can then reuse.
  • A high star level is powerful, but it does not replace sensible Traits and positioning.

Merge or keep separate?

Merge when

  • The extra strength matters in the fights you are actually losing
  • Board or bench space is tight
  • It completes an upgrade on the troop your team is built around
  • A Ruler Quest or the active Modifier rewards merging

Consider waiting when

  • The separate copy is currently doing useful work on the board
  • A different purchase would activate a more valuable Trait threshold right now
  • The active Modifier changes the normal merge decision

Traits and how synergy works

Every troop carries a Trait. Deploy enough troops that share one and the whole team gets a bonus. Merging makes one troop stronger; a Trait makes your team stronger — they solve different problems, and good boards usually do both.

  • A Trait activates once enough eligible troops sharing it are deployed.
  • Only deployed troops count. Benched troops contribute nothing.
  • Thresholds and effects can change between seasons, so read the in-game Trait panel.
  • The shop can highlight troops that would help an active Trait, which is a useful nudge while you are learning.

Season 11 examples

Season 11 mechanic

These thresholds come straight from CrownStats' current Season 11 dataset — 8 Traits are active right now.

Clan trait — Clash Royale Merge Tactics
Clan

At 2 fielded Clan troops, every one of them gets +35% max HP and the strongest also gets +20% Hit Speed; both numbers roughly double again at 4 fielded.

  • 2Clan troops gain +35% max HP; strongest Clan gains +20% hit speed.
  • 4Clan troops gain +70% max HP; strongest Clan gains +40% hit speed.
Noble trait — Clash Royale Merge Tactics
Noble

Damage and damage reduction climb together at every threshold — +25%/+25% at 2 Nobles, up to +60%/+60% once all 6 are fielded.

  • 2Nobles take 25% less damage and deal +25% damage.
  • 4Nobles take 40% less damage and deal +40% damage.
  • 6Nobles take 60% less damage and deal +60% damage.
Undead trait — Clash Royale Merge Tactics
Undead

Every ally knockout — not just an Undead troop's own kill — permanently stacks HP and damage onto each Undead troop, and that per-knockout gain itself grows at higher troop counts: +1% at 2, up to +6% at 6.

  • 2Each ally KO permanently grants each Undead +1% HP and damage.
  • 4Each ally KO permanently grants each Undead +2% HP and damage.
  • 6Each ally KO permanently grants each Undead +6% HP and damage.
Every Trait and threshold

Positioning your troops

Where you put a troop decides what it fights and how long it survives. The board is a grid, and the simplest useful model is to think in two bands.

Durable troops in the forward band, fragile damage behind them — spread across columns rather than stacked in one.

  • Durable melee troops usually belong nearer the front, where they meet the enemy first.
  • Fragile ranged troops usually need something in front of them to survive long enough to shoot.
  • Enemies with area damage punish tightly grouped teams, so spreading out can matter more than any single placement.
  • Abilities that jump, charge, pull or target the backline can punish a predictable formation.
  • Reposition between rounds once you have seen what your opponents are fielding.
  • Read each troop's ability, because targeting rules differ from troop to troop.
  • Check the active Tile and Modifier before you settle your formation.
  • Your placement locks in when automatic combat begins, unless a specific effect moves a troop.
Guidance, not a rulebook

This section is practical guidance rather than an official rulebook. Merge Tactics does not publish exact targeting or aggro numbers, so treat these as starting habits and adjust to what you actually see happen in a round.

Rulers: your ability and your life total

  • Your Ruler is your life total. Protecting it is the whole objective.
  • Every Ruler has its own unique ability, and that ability shapes how the run plays.
  • Losing a round damages your Ruler.
  • When your Ruler reaches zero HP you are eliminated from the match.
  • Some Ruler abilities affect your economy.
  • Some create Equipment, Buildings or battlefield effects.
  • Some Rulers or their summons can enter combat through their own ability.

Current Rulers (10 available)

Royale King — Clash Royale Merge Tactics Ruler
Royale KingRoyal Commission

Every round lost pays out consolation Elixir — a random amount between 4 and 8, applied going into the next round.

Spirit Empress — Clash Royale Merge Tactics Ruler
Spirit EmpressFusion Foresight

+1 Elixir on every single merge, board-wide — the more merging happens, the more this Ruler's economy compounds.

Goblin Queen — Clash Royale Merge Tactics Ruler
Goblin QueenGreener Grin

Doubles as a Goblin for trait-counting purposes on top of her own kit, and a full third of her knockouts drop a bonus Goblin.

Every Ruler and ability

Ruler Quests and Quest Orbs

  • Each Ruler carries its own quest inside the match.
  • Every quest has three milestones.
  • Completing a milestone awards the matching Quest Orb.
  • Because each Ruler's quest is different, each one rewards a different way of playing.
  • What a Quest Orb contains can change between seasons.
  • A quest is a bonus, not an instruction — wrecking a working board to force a milestone usually costs more than the Orb returns.

Season 11 Quest Orb rewards

Season 11 mechanic

Quest 1 Orb

3 Elixir OR one random piece of Equipment from the 8-item basic pool

3 Elixir8-item pool

Quest 2 Orb

6 Elixir OR one random piece of Equipment from the 14-item pool

6 Elixir14-item pool

Quest 3 Orb

+1 Team Size OR one 3-Star Troop costing 4 or 5 Elixir

+1 Team Size10-troop pool
Official release notes these rewards come fromFull Quest Orb reward pools

Equipment

  • Equipment adds an extra effect to the troop you attach it to.
  • It can come from Quest Orbs, from a Ruler ability, or from the active Modifier.
  • You assign Equipment during the Deploy Phase.
  • It is not assigned automatically — an item left sitting on your bench does nothing that round.
  • A troop normally carries one piece of Equipment.
  • You can unequip and reassign Equipment during a Deploy Phase if a different troop needs it more.
  • Some Equipment is limited — a number of hits, or a durability budget.
  • Some Equipment instead grants a Trait or a lasting effect.
  • Items differ, so read the individual piece rather than assuming they all behave the same way.

Season 11 Equipment examples

Season 11 mechanic

22 pieces are active this season. A few, to show how differently they read:

Assassin Blade equipment — Clash Royale Merge Tactics
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.

Juggernaut Armor equipment — Clash Royale Merge Tactics
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.

Ranger Crossbow equipment — Clash Royale Merge Tactics
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.

Superstar Ring equipment — Clash Royale Merge Tactics
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.

Archer Queen's Cape equipment — Clash Royale Merge Tactics
Archer Queen's Cape

No player input required — dropping below the HP threshold triggers invisibility automatically, every time.

Battle Healer's Blessing equipment — Clash Royale Merge Tactics
Battle Healer's Blessing

Turns every knockout into sustain — the carrier heals itself specifically off getting kills, not off taking damage.

Every Equipment piece

Modifiers, Tiles and special rules

  • One Modifier applies to the whole match and changes the rules for all four players equally.
  • Read it before your first purchase, because it can change what a good purchase even is.
  • Tiles can teleport, hide, heal, harm or otherwise affect troops standing on them, depending on the Modifier in play.
  • When a Modifier's own text contradicts general advice, the Modifier is what is true in that match.

What a Modifier can change

  • Economy
  • Shop rules
  • Team Size
  • Merging
  • Board positioning
  • Tiles
  • Buildings
  • Available troops
  • Quest Orbs

Season 11 Modifier examples

Season 11 mechanic

22 Modifiers are in rotation this season. Four of them:

Last Survivor modifier — Clash Royale Merge Tactics
Last Survivor

The map itself becomes the threat — poison spreads across the battlefield as the round progresses, not tied to any single troop.

Orb Galore modifier — Clash Royale Merge Tactics
Orb Galore

Starts everyone with an Orb before the match even begins, then hands out another one to every survivor each time a player is eliminated.

Abyss Tile modifier — Clash Royale Merge Tactics
Abyss Tile

One tile, one kill — anything that lands on it is destroyed immediately, and then the tile itself is gone for the rest of the round.

Cursed Tile modifier — Clash Royale Merge Tactics
Cursed Tile

The curse does two things: HP drains away while the troop stands there, and if it's knocked out while still cursed, the damage radiates outward to nearby troops based on its own max HP.

Every Modifier

Buildings

Buildings arrive through Modifiers rather than the shop, and they follow their own rules — which is exactly why they surprise new players. 5 are available.

  • A Building you get from a Modifier arrives on your bench.
  • It only joins the fight once you deploy it.
  • Once deployed, a Building normally cannot be moved or sold.
  • Buildings do not count toward your Team Size, so they do not cost you a troop slot.
  • Buildings do not count toward the Ruler HP deduction when you lose a round.
  • A Building loses HP when something attacks it, rather than decaying on a timer.
  • Each Building has its own range, damage and HP.
Every Building and its stats

What are Supers in Season 11?

Season 11 mechanicSeason data last verified: 10 September 2026

Supers are a current-season mechanic rather than a permanent rule. Everything in this section can change when the season or the monthly rotation does.

  • Supers are powered-up five-Elixir versions of regular troops.
  • Each player is randomly assigned four Supers at the start of battle.
  • A Super can be sold for Elixir like any other troop.
  • Supers have their own upgrade requirements and their own abilities.
  • Monthly rules can change without resetting the full Season 11 Starsteel Road.

Monthly Super rotations

Season 11 rotates its Supers monthly. Each rotation is labelled with the month it belongs to, and one that has not started yet is marked as upcoming rather than described as though it were live.

September: Rider Supers

Live now

September's Rider Supers receive their advanced effect at 4 Stars.

October: Boss Supers

Upcoming

October's Boss Supers transform into a second stage once they drop below half HP.

Only the rotations Supercell has actually announced are listed. Later months in the season appear here once there is an official source to cite for them.

Season 11 — what changed

September 1 – December 1, 2026

New troops: Dark Prince, Hog Rider, Ram Rider, Prince

All four launch with the brand-new "Rider" trait — tiles a Rider touches are awakened, granting allies on those tiles bonus Hit and Movement Speed.

Ruler rework: Echo Sage

A redefined once-per-round knockout charge, with an updated Ruler Quest requiring 2/4/8 troop knockouts in one game.

5 new Equipment pieces

Legendary Shield, Legendary Lance, Legendary Axe, Rider Emblem, and Boss Mask.

17 troops reworked

Including Barbarian, Archer, Valkyrie, Knight, Musketeer, Princess, Royal Giant, Spear Goblin, Dart Goblin, Goblin Cage, Bomber, and Baby Dragon.

Starsteel Road: Diamond League threshold raised

3,000 → 4,000. Season structure also changes — no monthly resets, running the full Sep 1 – Dec 1 window as one span.

Official Season 11 release notes

Winning, placements and rewards

  • The last Ruler still standing finishes first.
  • First and second both count as winning placements.
  • Winning placements can earn Battle Rewards and Starsteel.
  • Every round you win awards one Crown.
  • How much Starsteel you gain or lose depends on your final placement and how your rank compares with the rest of the lobby.
  • First place gains more than second. Fourth loses more than third.
Exact amounts live with the data

Starsteel gains and reward tiers move with the season, so this guide does not print fixed numbers. The Rewards page renders the current ladder straight from CrownStats' dataset.

Beginner strategy

The rules above are documented. This section is CrownStats' own guidance — habits that usually help while you are learning, rather than hidden mechanics.

  1. Read the Modifier before buying

    It applies to the whole match, so it is the cheapest information you will get all game.

  2. Build a frontline and a backline

    Something durable in front, something damaging behind it. A team that is all one or all the other usually folds.

  3. Activate a Trait you can actually reach

    Consider committing to a threshold you can hit rather than collecting unrelated troops that each do a little.

  4. Merge, but watch Team Size

    Merging is efficient because a stronger troop still takes one slot, but consider keeping enough bodies on the board — a very small deployed team usually gets surrounded.

  5. Keep some bench room

    A completely full bench can stop you buying the troop you have been waiting for.

  6. Scout between rounds

    Looking at what your opponents have deployed tells you what to reposition against and what is contested in the pool.

  7. Reposition against what hurt you

    Area damage, jumps, pulls and charges all punish specific formations. Moving one troop can change a round.

  8. Assign Equipment before the round starts

    An unassigned item on the bench contributes nothing. This is one of the easiest points to leave on the table.

  9. Do not count on saved Elixir growing

    There is no interest unless the active Modifier says so, so hoarding without a plan is usually just unspent value.

  10. Adapt when a troop is contested

    If several players are chasing the same card, a second plan is usually better than waiting for the pool to cooperate.

  11. Let the Ruler Quest follow your plan

    Consider taking milestones that your board was going to earn anyway rather than rebuilding around them.

  12. Re-read seasonal mechanics when the season changes

    Troops, Traits, Modifiers, Equipment and special mechanics can all rotate. Last season's habits can quietly stop working.

Common beginner mistakes

Each of these is a specific, fixable habit. Open one to see what to do instead.

Treating Merge Tactics like normal Clash Royale

There is no real-time card placement and no regenerating Elixir. The skill is in preparation between rounds, not reaction during them.

Ignoring the match Modifier

The Modifier changes the rules for everyone. Buying your usual opening before reading it can waste the first few rounds of economy.

Buying every expensive troop

Cost is not the same as value here. An expensive troop that shares no Trait with your board and completes no merge often does less than a cheaper one that does both.

Leaving useful Equipment on the bench

Equipment is not assigned for you. An item you never attach does nothing at all for that round.

Forgetting that benched troops do not activate Traits

Only deployed troops count toward a Trait threshold. A bench full of Clan troops activates nothing.

Filling the bench with unusable pairs

Holding single copies of many different troops fills the space you need for the merge you are actually chasing.

Forcing a contested troop

The pool is shared. If two other players are buying the same card, the copies you need may simply not appear in time.

Clumping up against area damage

A tight formation is exactly what splash and area effects are good against. Spacing is a real decision, not a cosmetic one.

Leaving ranged troops exposed

A fragile ranged troop at the front usually dies before it contributes. It generally needs something durable ahead of it.

Chasing one high-star troop while the rest of the board stays weak

One very strong troop can still lose to a team that is better synergised across all its slots.

Assuming an old guide still matches the current season

Troops, Traits, thresholds, Equipment and Modifiers all rotate. A guide that does not say which season it describes may be describing a different game.

Chasing a Ruler Quest at the cost of surviving

A milestone is worth something, but not more than the round you lose to earn it. Quests are best taken on the way past.

Merge Tactics glossary

Arena
The board your troops are placed on and fight across during a round.
Automatic Battle
The part of each round where your deployed troops fight without any input from you.
Bench
Holding space beside the board. Benched troops do not fight and do not activate Traits.
Building
A placeable structure from a Modifier. It has its own range, damage and HP, and does not use a Team Size slot.
Deploy Phase
The preparation step of each round, when you buy, sell, move, bench, merge and assign Equipment.
Equipment
An item attached to one troop to give it an extra effect. You assign it yourself during Deploy.
Golden Elixir
The currency you spend inside a match. Every player receives four per round.
Match Modifier
A rule change that applies to all four players for the whole match.
Merge Level
A troop's star level. Combining two matching copies produces the next level up.
Quest Orb
The reward for completing one of your Ruler Quest's three milestones.
Ruler
The character you pick for the match. It is your life total and it has a unique ability.
Ruler HP
Your remaining health. Losing rounds reduces it, and reaching zero eliminates you.
Ruler Quest
An in-match objective specific to your Ruler, with three milestones.
Shared Pool
The single collection of troops all four players buy from, instead of personal decks.
Shop
The three troop choices offered to you. Buying one refreshes the selection.
Starsteel
The ranked progress you gain or lose based on your final placement in a match.
Super
An upgraded version of a regular troop, with its own ability and upgrade requirements. A seasonal mechanic.
Team Size
How many troops you can have deployed at once. Some Orbs, Rulers and Modifiers change it.
Tile
A single square of the board. Under some Modifiers, tiles gain effects of their own.
Trait
A shared tag on a troop. Deploying enough troops with the same Trait activates a team-wide bonus.

Frequently Asked Questions

What is Merge Tactics in Clash Royale?

Merge Tactics is Clash Royale's four-player, round-based auto-battler. You buy Clash Royale troops with Golden Elixir, merge matching copies into stronger versions, arrange them on a board, and they fight automatically each round. The last Ruler still standing wins.

How many players are in a Merge Tactics match?

Four. Each player brings their own Ruler and builds their own board, and players are eliminated as their Rulers run out of HP until one remains.

Do I use my normal Clash Royale deck?

No. You do not bring an eight-card deck. All four players draw from the same shared troop pool during the match, and you assemble your team from whatever the shop offers you.

What can I do during the Deploy Phase?

You can buy and sell troops, move them around the board, place troops from your bench, merge matching troops, assign or reassign Equipment, and scout your opponents before the fighting starts.

Can I control troops during the Battle Phase?

No. Once the Battle Phase begins your deployed troops fight on their own and their positions are committed. You can still buy and sell between the shop and your bench while the round plays out.

How do you merge troops?

Collect two matching copies of the same troop at the same star level and they combine into one stronger troop at the next level: two 1★ make a 2★, two 2★ make a 3★, and two 3★ make a 4★. Each merge also gives you 1 additional Golden Elixir. A merge cannot be undone, and the merged troop still uses only one Team Size slot.

Do troops on the bench activate Traits?

No. Only deployed troops count toward a Trait threshold. A benched troop contributes nothing to your Traits and does not fight.

How does the shared troop pool work?

Every player buys from the same pool rather than from a personal deck, so a troop that several players are chasing can become harder to find. Scouting opponents between rounds is how you spot which troops are contested.

How do you earn Golden Elixir?

Every player receives four Golden Elixir per round, and merging matching troops into a stronger troop gives you 1 additional Golden Elixir on top of that. Selling a merged troop generally returns its combined cost minus one Golden Elixir, though a troop whose own ability changes its sale value is an exception. Some Ruler abilities and Modifiers add further rewards on merges, but the 1 Golden Elixir is the standard reward every player gets. Saving Golden Elixir does not earn interest on its own — only an active Modifier can change that.

Can Buildings be moved or sold after deployment?

Normally no. A Building from a Modifier arrives on your bench and joins the battle once deployed, after which it cannot usually be moved or sold. It does not use a Team Size slot and does not count toward the Ruler HP deduction.

How does Equipment work in Season 11?

Equipment gives an extra effect to the troop you attach it to, and in Season 11 it is not assigned automatically — you assign it during the Deploy Phase, and an item left on your bench does nothing. A troop normally carries one piece, and you can unequip and reassign during a later Deploy Phase. Some pieces are limited by hits or durability while others grant a Trait or a lasting effect, so read the individual item.

What are Ruler Quests and Quest Orbs?

Each Ruler has its own in-match quest with three milestones, and completing a milestone awards the matching Quest Orb. Because each Ruler's quest is different, each one rewards a different way of playing. What an Orb contains can change between seasons.

What are Supers?

Supers are upgraded versions of regular troops, with their own abilities and their own upgrade requirements. Supers are a seasonal mechanic: which troops have them, how many you are given and how they upgrade have all changed between seasons, and the monthly rotation can change them within a season too. The Supers section above describes the rules CrownStats has verified for the season currently running.

How do you win Merge Tactics?

Outlast the other three players. The last Ruler standing finishes first, and both first and second count as winning placements that can earn Battle Rewards and Starsteel. Every round you win also awards one Crown.

How is Ruler damage calculated?

Your Ruler takes damage when you lose a round. Modifier Buildings do not count towards the Ruler HP deduction. CrownStats does not publish a fixed universal formula here because surviving units, summons and seasonal mechanics can affect how a result is interpreted. Use the in-game round result as the current authority.

Explore the Merge Tactics database

Sources and verification

Gameplay information verified against official Supercell documentation. Last verified: 10 September 2026. Where the general gameplay article and the Season 11 release notes disagree, this guide follows the newer season notes.

CrownStats is an independent project, built and maintained by one developer. It is not affiliated with, endorsed by or sponsored by Supercell. Clash Royale is a trademark of Supercell.