Merge Tactics Season 11 November: Rider Trait and 5 Elixir Return

Merge Tactics Season 11 November changes land October 27: Super Hog Rider and Super Dark Prince revive the Rider trait, Elixir per round returns to 5, and Quest Orbs get reworked.

Merge Tactics Season 11 November: Rider Trait and 5 Elixir Return
Patch Notes
October 27, 2026
Admin
Merge Tactics Season 11
November troop pool
Rider trait
Super Hog Rider
Super Dark Prince
Elixir per round
shared pool
Quest Orbs

Season 11 continues without a Starsteel reset, but November brings its own troop pool and a fresh modifier rotation starting October 27. The headline economy fixes are real: Elixir per round goes back to 5 and the shared pool doubles copies of cheap Troops, so merging is far more achievable. Add the return of the Rider trait and a reshuffled Quest Orb reward table and this is one of the most board-changing rotations of the season.

November Highlights

  • New rotation starts October 27 with a fresh troop pool and modifier rotation
  • Super Hog Rider and Super Dark Prince join the pool, bringing back the Rider trait as 2 Boss Supers step away
  • Elixir per round goes back to 5 after feedback that 4 made the early game too slow
  • Shared pool copies of 2- and 3-Elixir Troops increased from 4 to 8
  • Quest 1 and Quest 2 Orb rewards reworked; Legendary Lance removed from Quest 2 Orbs
  • A bigger balance update for Troops, Rulers, Traits and Equipment also lands this month

Elixir Economy Restored

The headline change is economic: Elixir earned per round goes back to 5 after the team acknowledged that 4 Elixir per round made the early game too slow. That extra Elixir per round compounds across the opening rounds, so your first real merges and your frontline investment arrive sooner. It is a direct response to player feedback rather than a balance tweak, and it should remove the sluggish feel of the early rounds.

Shared Pool Depth Doubled

Because Supers are now part of the shared pool, 2- and 3-Star Troops had become harder to assemble, especially for 2- and 3-Elixir Troops. The pool now offers 8 copies instead of 4 for those Troops, explicitly to make 3- and 4-Star Troops achievable for every 2- and 3-Elixir Troop. Combined with the return to 5 Elixir per round, this rewards committing to a cheap carry early and scaling its star level.

Rider Trait Returns

Two Boss Supers step away from the November pool to make room for Super Hog Rider and Super Dark Prince, which brings the Rider trait back. Any board that wants Rider now has two Super-tier bodies to anchor it, so Rider is a live build-around again instead of a missing trait. Note that a bigger balance update covering Troops, Rulers, Traits and Equipment also arrives this month, so treat trait valuations as fluid until those numbers are out.

Quest Orb Rework

Quest 1 and Quest 2 Orbs are changing while Quest 3 Orbs are untouched, so the big spike of +1 Team Size plus a 3-Star 4- or 5-Elixir Troop stays exactly where it is. Quest 1 Orbs give 3 Elixir plus either a random Equipment or a random 2-Star, 2-Elixir Troop, pulling from a pool including Maiden's Shield, Prince's Lance, Fisherman's Hook, Valkyrie's Axe, Lumberjack's Jar, Battle Healer's Blessing, P.E.K.K.A's Sword and Archer Queen's Cape. Quest 2 Orbs give 6 Elixir plus either a random Equipment or a random 2-Star, 3-Elixir Troop from a wider table that includes Assassin Blade, Juggernaut Armor, Ranger Crossbow, Superstar Ring, Controller Enchantment, Dragon Scale, Mage Wand, Thrower Telescope, Undead Drum, Goblin Loot, Boss Mask, Rider Emblem, Legendary Axe and Legendary Shield. Legendary Lance was removed from Quest 2 Orbs to level out the equipment pool and let other pieces shine.

Bug Fixes Worth Knowing

Goblin Cage got the heaviest cleanup: Kidnap no longer triggers when morphed into a harmless rabbit via Mage Wand, assets no longer disappear when two cages pull each other, and Rider units released from a cage no longer take unintended damage. Dark Prince had its jump duration fixed and will no longer attack defeated enemies or keep targeting a unit pulled by Goblin Cage. Knight's aggro no longer disables the Giant Skeleton bomb or the Goblin Demolisher explosion on death, and Inferno Tower no longer heals when damaging an Elixir Collector. The You Are Mine modifier now correctly grants an Orb when Goblin Cage is defeated.

Winners & Losers

The clearest winners are cheap-carry boards: 8 copies instead of 4 for every 2- and 3-Elixir Troop plus 5 Elixir per round makes 3- and 4-Star low-cost units a realistic plan rather than a lucky one. Rider comps are back on the menu thanks to Super Hog Rider and Super Dark Prince, and Giant Skeleton and Goblin Demolisher boards gain reliability now that Knight's aggro no longer cancels their death effects. The losers are the 2 Boss Supers leaving the pool, Legendary Lance as a Quest 2 Orb reward, and any play that relied on the broken Goblin Cage, Dark Prince or Inferno Tower interactions. Practically: plan around a cheap Troop you can star up, lean on the restored Elixir curve to hit your board sooner, and read the separate balance update before locking in trait valuations for the month.


See the full Merge Tactics patch history: /updates.

Source: Clash Royale.

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