
Merge Tactics Traits
Bonus thresholds and which troops carry each trait.
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.
Bonuses
2 Troops: Clan troops gain +35% max HP; strongest Clan gains +20% hit speed.
4 Troops: Clan troops gain +70% max HP; strongest Clan gains +40% hit speed.
Troops






Goblin
Doesn't touch combat stats at all — the payoff is entirely economic, in extra Goblin Orb rewards and bonus Goblin generation as more of the trait activates.
Troops






Noble
Damage and damage reduction climb together at every threshold — +25%/+25% at 2 Nobles, up to +60%/+60% once all 6 are fielded.
Bonuses
2 Troops: Nobles take 25% less damage and deal +25% damage.
4 Troops: Nobles take 40% less damage and deal +40% damage.
6 Troops: Nobles take 60% less damage and deal +60% damage.
Troops





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.
Bonuses
2 Troops: Each ally KO permanently grants each Undead +1% HP and damage.
4 Troops: Each ally KO permanently grants each Undead +2% HP and damage.
6 Troops: Each ally KO permanently grants each Undead +6% HP and damage.
Troops






Forest
Hit Speed only, nothing else — +15% at 2 troops, doubling to +30% at 4, then jumping to +60% once all 6 are on the field.
Bonuses
2 Troops: +15% bonus hit speed.
4 Troops: +30% bonus hit speed.
6 Troops: +60% bonus hit speed.
Troops



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Boss
Scales harder with count than almost any other trait: +25% HP and damage for a single Boss troop, doubling to +50% at 2, +100% at 3, and +200% with all four fielded.
Bonuses
1 Troop: Boss troops gain +25% HP and damage.
2 Troops: Boss troops gain +50% HP and damage.
3 Troops: Boss troops gain +100% HP and damage.
4 Troops: Boss troops gain +200% HP and damage.
Troops




Rider
New in Season 11: tiles a Rider touches are awakened, granting every allied troop standing on an awakened tile bonus Hit and Movement Speed. Per-troop-count stacking thresholds haven't been published yet.
Troops




Electric
A 6-second fuse, not an instant effect — once it goes off, every enemy is stunned and takes 10% of their max HP as damage, or 20% if both Electric troops are on the field.
Bonuses
1 Troop: After 6 seconds, stun all enemies and deal 10% of their max HP.
2 Troops: After 6 seconds, stun all enemies and deal 20% of their max HP.
Troops




