Merge Tactics Quest Orbs Guide – All Tier 1, 2, 3 Rewards Explained

Complete Merge Tactics Quest Orbs guide: how Ruler quests work, what every Quest 1, 2 and 3 Orb can drop (troops, Elixir, Equipment), and how to plan your draft around guaranteed Orb rewards.

Merge Tactics Quest Orbs Guide – All Tier 1, 2, 3 Rewards Explained
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May 28, 2026
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merge tactics quest orbs
merge tactics ruler quests
quest 1 orb rewards
quest 2 orb rewards
quest 3 orb rewards
echo bench orb
goblin queen quest
grand warden quest
dagger duchess quest
quest orb equipment
forest flute
noble trumpet
clan horn
goblin lute
undead drum
assassin blade
juggernaut armor
ranger crossbow
superstar ring
maiden's shield
prince's lance
fisherman's hook
valkyrie's axe

What Quest Orbs are

Every Ruler in Merge Tactics has a three-tier quest. Each tier you complete gives you one Quest Orb, which opens into a single item from that tier's fixed pool: a star-leveled troop, some Elixir, or a piece of Equipment. Higher tiers drop bigger rewards, but you have to clear them in order. You can't skip straight to Tier 3.

The pools are fixed, so you can plan around the rewards before the match starts. If your Ruler's Quest 3 can drop a 3-Star P.E.K.K.A. or a trait instrument, build a comp that can actually use it.


How Ruler quests work

  • Each Ruler has its own quest objective. The full list is in the Ruler quest objectives table below.
  • Quests have three thresholds: T1, T2, T3.
  • You only earn one Orb per threshold per game.
  • T1, T2 and T3 must be cleared in order, in the same match.
  • The Orb opens right away and the reward applies to your current run.

Quest 1 Orb: possible rewards (★)

The first tier is the entry-level pool: 1-Star troops, a small Elixir bag, and basic break-on-use Equipment.

1-Star troop pool

TroopCostTrait
Giant4Clan
Royal Giant3Noble
Goblin Cage4Goblin
Baby Dragon4Forest
Skeleton Dragon4Undead

Elixir

  • 5 Elixir bag.

Equipment (★ tier)

  • Maiden's Shield: Equipped troop is immune to damage until the Shield breaks (5 hits).
  • Prince's Lance: Equipped troop knocks the enemy back 2 tiles until the Lance breaks (3 hits).
  • Fisherman's Hook: Equipped troop pulls in the farthest enemy in 4 tiles until the Hook breaks (1 hit).
  • Valkyrie's Axe: Equipped troop deals AoE attack damage until the Axe breaks (5 hits).

Quest 2 Orb: possible rewards (★★)

The middle tier rolls 2-Star Boss troops and the four Combat Start Equipment items. These are the items that change how a troop opens the round.

2-Star troop pool

TroopCostTrait
P.E.K.K.A.3Boss
Mini P.E.K.K.A3Boss
Monk5Boss
Mega Knight4Boss

Elixir

  • 10 Elixir bag.

Equipment (★★ tier)

  • Assassin Blade: Combat Start. Equipped troop jumps to the opponent's backline and gains bonus Hit Speed on KO.
  • Juggernaut Armor: Combat Start. Equipped troop grants a control-immunity shield to itself and troops behind it.
  • Ranger Crossbow: Combat Start. Equipped troop gains bonus Hit Speed after each hit, stacking up to 20x.
  • Superstar Ring: Combat Start. Equipped troop gains a maxed ability bar and has a 50% chance to recast its ability, stacking up to 4x.

Quest 3 Orb: possible rewards (★★★)

The top tier is where most games get decided. Same Boss troops as T2 but at 3-Star, a bigger Elixir bag, and the trait-granting instruments. Instruments are the strongest equipment category in the pool because they splash a whole trait onto any troop in your lineup.

3-Star troop pool

TroopCostTrait
P.E.K.K.A.3Boss
Mini P.E.K.K.A3Boss
Monk5Boss
Mega Knight4Boss

Elixir

  • 20 Elixir bag.

Equipment (★★★ tier, trait instruments)

  • Clan Horn: Equipped troop gains the Clan Trait.
  • Forest Flute: Equipped troop gains the Forest Trait.
  • Goblin Lute: Equipped troop gains the Goblin Trait.
  • Noble Trumpet: Equipped troop gains the Noble Trait.
  • Undead Drum: Equipped troop gains the Undead Trait.

A single instrument can push a trait from 3/4 to a full 4/4 without spending another troop slot on it. That's the main reason to push Quest 3.


Ruler quest objectives

Each Ruler's quest has different thresholds. Plan your comp around the quest you'll actually complete.

RulerAbilityQuest objective
Royale KingRoyal CommissionLose 2 / 3 / 4 rounds in one game
Spirit EmpressFusion ForesightMerge 3 / 15 / 50 troops in one game
Goblin QueenGreener GrinGet 3 / 10 / 25 Goblins from Goblin Trait or Queen's passive
Elixir LoongEndless SpringWin 2 / 3 / 5 rounds in a row
Battle MachineBuilder MasterBuildings destroy 2 / 8 / 20 troops in one game
Echo SageStriking CloneKnock out 2 / 6 / 18 troops in one game
Dagger DuchessDagger DonationWin 1 / 2 / 4 rounds in less than 8s
Grand WardenShield SponsorShields affect 3 / 10 / 25 troops in one game
Tomb QueenRegal RevivalTombstone summons 10 / 25 / 80 troops in one game

How to plan around Quest Orbs

A few rules of thumb:

  1. Pick the Ruler that matches your draft, not the other way around. If you're flexing into Boss with Mega Knight, Echo Sage or Grand Warden quests fit because their Quest 2/3 hands you another Boss star-up. If you're going Goblin spam, Goblin Queen is the easy pick because the Goblin trait already does the work for you.
  2. Don't gamble Quest 3 if you have nothing to put the trait instrument on. A Noble Trumpet on a comp that's already 4/4 Noble is wasted, and the same goes for any instrument that doesn't push a synergy to its next tier.
  3. Treat the T1, T2, T3 ordering as a tempo curve. T1 is early survival (5 Elixir or basic Equipment), T2 is your mid-game power spike (Boss 2-Star or a Combat Start item), T3 is the closer. Push the quest at the pace your comp wants to peak.

Check the live ruler data in the Wiki / Rulers section and pair it with the Tier List to see which Boss troops are strongest as Quest 2/3 rolls right now.

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