Merge Tactics November Update: Every Change You Need to Know
Full breakdown of the Merge Tactics November rotation and balance update: five Elixir per round, mixed Boss and Rider traits, reworked orbs and big Super nerfs.

Credit: Ricky Royale
November Rotation And Balance Update
The Merge Tactics November rotation and balance update is one of the biggest resets the mode has had in a while. Elixir per round goes back to five, the shared pool gets more copies of low-cost Troops, the Boss and Rider traits are running side by side, orbs have been reworked, and almost every problem unit from last month eats a nerf. Season 11's last month starts on October 27th, with the balance pass landing the same day.
This guide is based on Ricky Royale's full update breakdown. It covers the November troop pool, how the mixed Boss/Rider rotation changes your breakpoint math, the reworked quest orb rewards, the returning Modifier lineup, every Ruler and Super balance change, and the bug fixes that quietly matter.
The November Rotation At A Glance
Ricky Royale frames this as a rotation plus balance double-header: the lineup shifts and the numbers move on the same day. The headline items are economic and structural rather than cosmetic, so habits carried over from last month will not transfer cleanly.
- Elixir per round back to five: the single most important change, and the one the whole patch should be read through.
- More copies in the shared pool: two and three Elixir Troops get extra copies, which Ricky Royale reads as roughly double the copies of three-cost Troops.
- Riders return alongside Bosses, so the special trait slot is a mix of two instead of one.
- Two
Boss Supers set aside for Super
Hog Rider and Super
Dark Prince, tying the
Rider return into the Super lineup. - Modifier lineup reshuffled again, with older favourites cycling back in.
- Balance pass the same day, hitting Rulers, Supers, traits and equipment at once.
Key insight: more copies in the pool plus five Elixir per round compounds. Ricky Royale calls the Elixir change "a very good change", and it is the lens for everything else: boards reach their Merge and star level goals noticeably faster.
The core trait pools stay largely intact. Clan, Noble, Goblin, Undead and Forest all keep essentially the same members, so the identity of those comps is unchanged. The disruption is concentrated in the special Boss and Rider slots.
Two Bosses, Two Riders
Instead of a single special trait filling the slot, November mixes both. The only two Bosses in the pool are Mini Pekka and Mega Knight, and the only two Riders are Hog Rider and Dark Prince. Ricky Royale was genuinely curious how the devs would handle the special trait this month and rates the two-and-two mix as a good call.
- Boss pool: Mini Pekka and
Mega Knight only. - Rider pool: Hog Rider and Dark Prince only.
- No more four Boss meta: with only two Bosses available, the stacked Boss boards of last month are off the table, which Ricky Royale is openly happy about.
⚠️ The practical consequence is a breakpoint ceiling. With only two units per special trait, you can only reach the 2 of 4 bonus conventionally. The 3 and 4 breakpoints technically exist but need help from equipment or a trait dummy, so do not plan a comp around them.
Pro tip: treat Boss and Rider as splash traits this month, not as the backbone of a board. Two copies buys the first bonus cheaply, and the rest of your Elixir is better spent on a real frontline and a scaling backline carry.
Reworked Orbs And Rewards
Orbs have been restructured into quest tiers with clearly separated reward tables. Ricky Royale notes the exact payout rules (whether you get one reward, the troop and the equipment, or more) are not clear from the patch notes and will be confirmed on update day.
Quest One Orb
Two-star Troop rewards include Knight, Archer, Spear Goblin, Bomber, Barbarians, Dart Goblin, Princess, Firecracker, Royal Ghost and Magic Archer.
The equipment table includes the Maiden Shield, Prince Lance, Fisherman Hook, Valkyrie Axe, Rage Spell, the Battle Healer's Blessing, Mini Pekka Sword and the Queen's Cloak.
Quest Two Orb
Two-star Troop rewards step up to Giant, Musketeer, Goblin Cage, Valkyrie, Witch, Baby Dragon, Royal Giant, Giant Skeleton, Goblin Demolisher and Bandit, each with its own equipment table attached.
Three-Star Rewards
The three-star tier works much as before: no equipment, just a straight three-star unit from the champion, Boss or Rider pool.
✅ Ricky Royale's pick for the best possible three-star pull this month is either the Dark Prince or the Mini Pekka, since both plug straight into the special traits.
Pro tip: a free two-star Troop from an orb is effectively two shop copies you did not pay for. Prioritise orb units that fit the Trait you are already building rather than chasing the flashiest card.
Modifiers And Economy
The Modifier lineup is a reshuffle rather than an invention. Ricky Royale points out there is nothing completely new here: these are returning Modifiers from older seasons, which is good news if you already know how to abuse them.
- Early ranks stay essentially the same as before, so low-trophy play feels familiar.
- Elixir Festival appears at Silver 2, bringing an Elixir Modifier back into the rotation.
- Clear Mine and Damage Tile return as board-control Modifiers.
- Promotion, Invisibility Tile and Coaching are also back, with Ricky Royale singling out Coaching as a fun one to see again.
✅ An Elixir Modifier like Elixir Festival on top of the base five Elixir per round is the standout economy swing in the lineup, and Ricky Royale is glad to see Elixir modifiers returning.
⚠️ Do not assume a Modifier list carries between ranks. Check what is active before you commit to an economy-heavy or board-control-heavy plan.
Balance Changes That Matter
This is where November really resets the meta. Ricky Royale's read is overwhelmingly positive: the biggest offenders got hit, and hit properly.
Ruler Changes
Grand Warden takes the heaviest Ruler nerf. Star shield chance drops from 10% to 7%, the rage and slowdown shield chance is listed as moving from 30% to 31% (a line Ricky Royale himself found confusing), and the shield break radius shrinks from three hexes to two hexes. He calls it a pretty significant nerf and reckons you will barely ever see the star shield now.
Tomb Queen gets a slight buff: the skeleton cooldown on the tombstone drops from four to three seconds. Ricky Royale does not expect this to change much for her.
Battle Machine is toned down with HP growth per star cut from 2% to 1.5% and hit speed moving from 0.3 to 0.5 seconds. Ricky Royale rates this a win, since the builder could get too strong in the late game with the building.
Dagger Duchess gains roughly an extra second, with her round window now under nine seconds. Ricky Royale is cautious but open-minded, noting the doubled card pool and Mini Pekka returning with the Riders could help her.
Archer Queen has her hit speed increased, which is a nerf. Ricky Royale views it as low-key unnecessary.
Super Nerfs
- Super Dark Prince: gains 9% HP but loses 42% damage. Ricky Royale's reaction is that the devs are slaughtering him, while conceding it may have been necessary.
- Super Hog Rider: 4% hit point nerf and a 24% damage nerf.
- Super Mega Knight: minus 50% damage. Ricky Royale agrees with this one, arguing the Mega Knight should have been a tank rather than a damage dealer.
- Super Mini Pekka: the long-awaited fix. He can now only upgrade one unit per round. Ricky Royale calls it amazing and overdue.
Traits And Equipment
Undead gets an HP and damage buff per stack, which Ricky Royale thinks could make the trait viable again, with the caveat that Undead has been swingy in the past.
Superstar Ring is heavily reined in. Previously it could recast immediately at round start and up to four times, so putting it on a Mini Pekka meant four upgrades on your board. Now it only upgrades once at combat start, for effectively a single recast.
Key insight: the Super Mini Pekka and Superstar Ring nerfs together shut down the free-upgrade engine that defined the previous month. Boards now have to earn their star levels through Merges and Elixir, which is exactly why the return to five Elixir per round matters so much.
Bug Fixes And Overall Read
The bug fix list is unusually meaningful this patch, with several interactions that were quietly deciding fights.
Goblin Cage kidnap no longer triggers while the cage is morphed into a harmless rabbit by the
Mage Wand.- Troops no longer disappear when two
Goblin Cages pull each other. - Riders released from a Goblin Cage no longer take damage.
- Dark Prince jump duration is fixed: he no longer attacks defeated enemies and no longer keeps targeting a Troop pulled away by the Goblin Cage.
Knight taunt no longer disables the
Giant Skeleton bomb or the
Goblin Demolisher death explosion.
Inferno Tower no longer heals when damaging an
Elixir Collector, which surprised Ricky Royale as much as anyone.- An orb is now correctly granted when a Goblin Cage is defeated, a fix Ricky Royale notes was especially annoying before when playing as the Empress.
Strengths
✅ Five Elixir per round is a straight tempo and quality-of-life buff for every playstyle.
✅ More copies of two and three Elixir Troops makes high star level units far more reachable.
✅ No more four Boss meta: with only two Bosses in the pool, boards have to be built properly.
✅ Super Mini Pekka and Superstar Ring nerfs remove the most oppressive free-upgrade loops.
✅ Undead gets real buff numbers and could re-enter the conversation.
Weaknesses
❌ Grand Warden is substantially weaker, with a lower star shield chance and a smaller shield break radius.
❌ Boss and Rider both cap at the 2 of 4 breakpoint conventionally, so deeper trait bonuses need equipment or a trait dummy.
❌ The Modifier list is all returning content, so there is nothing genuinely new to learn or exploit.
Key Units & Traits
- Super Mini Pekka: Now limited to upgrading one unit per round: the headline nerf of the patch.
- Super Mega Knight: Minus 50% damage, pushing him back toward a pure frontline tank role.
- Super Dark Prince: Plus 9% HP but minus 42% damage: still a Rider pick, no longer a one-man carry.
- Super Hog Rider: Minus 4% hit points and minus 24% damage, toned down alongside the other Supers.
- Grand Warden: Star shield chance cut to 7% and shield break radius down to two hexes: the biggest Ruler nerf.
- Dagger Duchess: Buffed by about a second, round window now under nine seconds, with a wider card pool to work with.
- Undead: HP and damage buffed per stack, giving the trait a real shot at viability again.
- Superstar Ring: Now only upgrades once at combat start instead of recasting up to four times.
TL;DR
- ✅ Elixir per round returns to five, and two and three Elixir Troops get more copies in the shared pool: faster Merges and higher star levels.
- ✅ Bosses and Riders are mixed: only Mini Pekka and Mega Knight as Bosses, only Hog Rider and Dark Prince as Riders.
- ✅ Super Mini Pekka can now only upgrade one unit per round, and the Superstar Ring only upgrades once at combat start.
- ✅ Big Super damage nerfs: Super Mega Knight minus 50%, Super Dark Prince minus 42%, Super Hog Rider minus 24%.
- ✅ Undead gets HP and damage buffs per stack and is worth testing again.
- ✅ Reworked quest orbs hand out two-star Troops plus equipment, with champion, Boss or Rider units in the three-star tier.
- ⚠️ Grand Warden is nerfed hard (7% star shield chance, two hex break radius), and both special traits cap at the 2 of 4 breakpoint without equipment or a trait dummy.
As a package, this is one of the healthiest Merge Tactics updates in a while, and Ricky Royale's reaction across the patch notes is close to unanimous approval. Returning to five Elixir per round and widening the shared pool for cheap Troops makes the mode feel generous again, while the Super Mini Pekka and Superstar Ring limits finally shut down the free-upgrade spam that warped the previous month. The mixed two Boss, two Rider rotation keeps the special traits as light splash options rather than a whole game plan, so the usual trait cores plus a possibly resurgent Undead are where the experimenting should start. Grand Warden players are the clear losers here, but for everyone else this is a rotation worth logging in for on day one.