What Are Supers in Merge Tactics and How Do You Get Them?
Supers are powered-up 5-Elixir troops with two abilities, handed to players at battle start from Season 11. Here is what a Super is, how you get one and how to play around it.

Supers Explained
Supers are the headline addition of Merge Tactics Season 11, and they change the one thing the mode never let you control: which unit you start the game around. A Super is a powered-up, 5 Elixir version of a regular Troop that carries two different abilities, and the second one only switches on once you meet its requirement.
The confusing part is the wording in the release notes, because Supers are not bought, unlocked or grinded. They are handed out when the battle begins. This guide covers exactly what a Super is, how you get one, the four September Supers, the four Boss Supers arriving in October, and how to build a board around a unit you did not choose. Season 11 runs from September 1st to December 1st.
What Is a Super in Merge Tactics?
Supercell's definition is short: Supers are powered-up, 5-Elixir versions of regular troops with two different abilities, each of which unlock once you meet their requirements.
Three things follow from that sentence, and they are what make Supers different from every other Troop in the game.
- They sit at the top cost tier. At 5 Elixir a Super matches the most expensive units in Merge Tactics, the tier of Boss Bandit, Archer Queen, Golden Knight and Skeleton King. Nothing in the shop costs more.
- They carry two abilities, not one. Every other Troop has a single ability line. A Super has a base ability plus an upgraded effect that unlocks on a condition.
- The unlock condition changes with the month. In September, Rider Supers upgrade when they hit four stars. In October, Boss Supers upgrade to Stage 2 when their HP drops below 50%.
Pro tip: a Super is a powered-up version of a Troop that also exists in its normal form. Prince is the clearest case: the regular Prince is a 3 Elixir Noble unit, while the September Super version is a 5 Elixir Rider with a second ability on top.
How Do You Get a Super?
This is the part most players get wrong before the season is even live. You do not unlock Supers, and you cannot buy them from the shop. The official line is that these four troops are randomly assigned to each player at battle start and can be sold for Elixir.
What That Means In Practice
- ✅ Every battle assigns Supers at the start. The assignment happens before the first shop round, not as a reward you earn during the game.
- ✅ It is random. There is no pick, no draft and no way to force the Super you want. Your comp reacts to the Super, not the other way around.
- ✅ A Super you dislike is still value. It can be sold for Elixir, so an off-trait Super becomes economy instead of a dead bench slot.
- ⚠️ Supers sit outside the normal card pool. In Supercell's own September and October pool images the four Supers are pulled out into their own highlighted gold row, separate from the five Trait rows the shop draws from.
- ❌ There is no unlock condition, quest or purchase. Nothing in the Starsteel Road, the Quest Orbs or the shop grants access to Supers. Every player gets them from day one of the season.
Merge Tactics is a 4 player mode and each month lists exactly four Supers, so the natural reading of "randomly assigned to each player" is one Super each, with the other three sitting on your opponents' boards. Treat that as our read of the wording rather than a confirmed number: the exact distribution is the first thing to check in game on September 1st.

September Supers: The Rider Four
September's Supers are all
Rider units, three of them brand new to Merge Tactics. Rider Super troops upgrade when they reach 4 Stars, which is the requirement that unlocks their second ability.
Hog Rider (new): Combat Start: Leaps forward, summoning an earthquake that damages enemies and slows their Hit and Movement Speed. 4-Star: Earthquake lasts the whole round (Radius: 1/2/3/4, Duration: 3/3/3/30s)
Ram Rider (new): Attack slows target's Movement Speed. Combat Start: Charges through the Arena, damaging and knocking back enemies in her path. 4-Star: Snare traps target, disabling hits and movement
Dark Prince (new): Shield blocks all damage until broken. Combat Start: Charges to nearest enemy, dealing double damage and stunning surrounding enemies. 4-Star: Immune to control and reflects damage while shielded
Prince (reworked): Combat Start, he charges at the nearest enemy, dealing bonus damage and knocking it back. At 4 Stars the charge knocks the target out of the Arena.
The Rider Trait
The new Rider Trait reads: Tiles Riders touch are awakened, granting tiled allies bonus Hit and Movement Speed
That makes Rider the first genuinely positional Trait in the mode. Every other Trait cares about how many copies you field. Rider cares about where your Riders travel, because the tiles they touch are what buff the allies standing on them. A Rider that charges across the middle of the board leaves a trail of buffed tiles behind it, so your carries want to be standing on that path.
The two 4 Star effects to respect are Prince, whose charge removes a unit from the Arena outright, and Dark Prince, who becomes immune to control and reflects damage while his shield holds.
October Supers: The Boss Troops Return
The Super slot rotates monthly. In October the four Riders step aside and the
Boss troops come back reworked, with a different unlock rule: Boss Super troops upgrade to Stage 2 when their HP drops below 50%.
Mega Knight: Stage 1 jumps on enemies every few seconds for area damage and a 2 second stun. Stage 2 makes every hit knock back and stun the target.
P.E.K.K.A: Stage 1 sends her swing through all enemies in a line every few hits. Stage 2 grants lifesteal and bonus Movement Speed.
Mini P.E.K.K.A: Stage 1 cooks a pancake that levels up a random ally every few hits. Stage 2 steals energy from the ability bar of troops he attacks and adds it to his own.
Monk: Stage 1 knocks the target back on every third hit. Stage 2 creates a shield that reflects damage and heals him.
The Boss Trait is reworked to match: Gains bonus HP. HP below 50%: Transforms into Stage 2, scaring off nearby enemies for 3s. That flips the usual logic of protecting your expensive unit. A Boss Super that never drops below half health never reaches Stage 2, so in October the damage your Super takes is part of the plan.

How to Play Around a Super You Did Not Choose
A random 5 Elixir unit at battle start is a strong opening, but only if the rest of the board bends towards it. These are the decisions worth making in the first rounds.
- ✅ Check the Trait first, the stat line second. A Super arrives with its Trait attached, so it is a free step towards a Trait breakpoint you were not planning to build.
- ✅ Use the emblem equipment to reach the breakpoint. The Rider Emblem grants the Rider synergy to the Troop carrying it, and the Boss Mask does the same for Boss in October. One Super plus one emblem is two units of the same Trait without changing your comp.
- ✅ Sell the Super when it fights your board. A Super that shares no Trait with your comp is worth more as Elixir than as a body, especially in the early rounds when tempo is tight.
- ✅ Position around the Rider path in September. Since Rider buffs the tiles its units touch, put your Marksman or Assassin carry on the lane your Rider charges through instead of tucking it in the far corner.
- ⚠️ Assign your equipment by hand. From Season 11 equipment is no longer auto-assigned at battle start. Anything left on the bench during the deployment phase stays there for the round, emblems included.
- ⚠️ Do not force a 4 Star Super. The upgraded September ability is a bonus, not a plan. Chasing copies of a single 5 Elixir unit while your Trait breakpoints go unmet is how you lose the mid game.
What Is Still Unconfirmed
The season goes live on September 1st, and a few mechanics were announced without numbers. We will update this guide the day they are visible in game.
- How many Supers each player receives. Four Supers and four players reads as one each, but Supercell did not state it explicitly.
- Where extra copies come from. The 4 Star upgrade needs merges, and the Supers sit in their own row outside the visible shop pool. Whether the shop offers more copies of your assigned Super is not documented.
- The sell value. Confirmed that Supers can be sold for Elixir, with no figure given.
- The Rider breakpoints. The Trait was published with a single bonus line and no 2/4/6 tier values.
Supers FAQ
- Do you have to unlock Supers? No. There is no unlock, purchase or quest. They are assigned at battle start from the first day of Season 11.
- Can you choose your Super? No. The assignment is random, which is exactly why the flexible comps tend to win with them.
- How much does a Super cost? 5 Elixir, the highest cost tier in Merge Tactics.
- Can you sell a Super? Yes, for Elixir, which is the intended answer to a Super that does not fit your board.
- Do Supers change every month? Yes. September runs the Rider four, October swaps in the reworked Boss troops.
- What does the second ability need? 4 Stars for September's Rider Supers, and dropping below 50% HP for October's Boss Supers.
TL;DR
- ✅ A Super is a 5 Elixir powered-up version of a regular Troop with two abilities
- ✅ You get one at battle start, at random: there is nothing to unlock or buy
- ✅ An unwanted Super can be sold for Elixir, so it is never a wasted slot
- ✅ September: Hog Rider, Ram Rider, Dark Prince and Prince, all Rider, upgrading at 4 Stars
- ✅ October: Mega Knight, P.E.K.K.A, Mini P.E.K.K.A and Monk, all Boss, upgrading at 50% HP
- ⚠️ Equipment is assigned by hand from Season 11: the Rider Emblem and Boss Mask are how you reach a Trait breakpoint with a single Super
- ⚠️ Build around the Trait your Super brings, and sell it rather than forcing a comp that does not want it