Clash Royale Merge Tactics Season 11 adds Supers, Rider Trait

Season 11 runs Sept. 1–Dec. 1, 2026 and introduces monthly 5-Elixir Supers, a new Rider Trait, wide troop reworks, an expanded Starsteel Road and five new Equipment items.

Supercell will run Merge Tactics Season 11 from Sept. 1 to Dec. 1, 2026. The update replaces short ranked cycles with a single three-month season and introduces several major gameplay changes, including a new Super troop type, a Rider Trait, troop reworks, expanded progression rewards and new Equipment.

The headline feature is Supers, powered-up 5-Elixir versions of regular troops. Each Super has two unique abilities; the second ability unlocks after meeting an in-battle condition. Players start each battle with four random Supers and may sell them for Elixir. Supers rotate by month: September delivers the Rider group and October will return Boss Supers, with further groups scheduled later in the season.

September’s Rider Trait adds three new units and reclassifies the Prince as a Rider. Rider troops upgrade when they reach four stars. Rider units interact with the map: tiles they pass over become awakened and grant allies standing on them bonus Hit and Movement Speed. The Dark Prince begins with a shield, charges the nearest enemy at combat start, deals double damage and stuns nearby foes; at four stars he becomes immune to control and reflects damage while shielded. The Hog Rider leaps at combat start and creates an earthquake that damages and slows enemies; at four stars the earthquake lasts the full round. The Ram Rider slows enemies with its attacks, charges across the Arena to damage and knock back enemies, and at four stars can trap a target. The reworked Prince charges and knocks back a target, and at four stars can eject a target out of the Arena.

October revives the Boss Trait with new Boss Supers for Mega Knight, P.E.K.K.A., Mini P.E.K.K.A. and Monk. Boss troops receive bonus HP and enter Stage 2 when their HP drops below 50 percent. Stage 1 and Stage 2 abilities differ by troop: Mega Knight’s initial leap stuns and deals area damage while Stage 2 hits gain knockback and stun; P.E.K.K.A. sometimes hits in a line and gains lifesteal and Movement Speed in Stage 2; Mini P.E.K.K.A. levels a random ally in Stage 1 and steals ability energy from ability-bearing troops in Stage 2; the Monk’s third hit knocks back in Stage 1 and creates a reflective, healing shield in Stage 2. When a Boss enters Stage 2 it scares nearby enemies for three seconds.

Seventeen existing troops receive trait and behavior reworks. Notable changes include Barbarians gaining Hit and Movement Speed after multiple hits; Archer dealing bonus damage on consecutive arrows; Valkyrie beginning to spin after several hits; Knight periodically taunting nearby enemies; Musketeer sniping the farthest enemy three times at combat start; Royal Giant knocking surrounding enemies back after several hits. Goblin Cage captures the nearest enemy before releasing it along with a Goblin Brawler. Dart Goblin’s attacks can poison based on the target’s max HP. Baby Dragon’s attacks grant nearby allies Hit and Movement Speed. Spear Goblin sells for bonus Elixir based on merge level and Bomber’s bombs can bounce between targets.

Ruler Echo Sage is changed to charge once per round before knocking out its target and surrounding enemies, then disappear for the remainder of that round. Echo Sage levels up after knockout counts of 2, 4 and 8, and its Ruler Quest now requires clearing 2, 4 and 8 troops in a single game to match the new behavior.

Starsteel Road and Ruler rewards are expanded for the longer season. The Starsteel Road now runs the full three months without monthly resets. Diamond League now requires 4,000 Starsteel, up from 3,000, and Silver IV, Gold IV and Gold V tiers have been added. Ruler Card tracks increase from two to four, allowing players to collect rewards for Royale King, Elixir Loong, Battle Machine and Dagger Duchess. Reaching Diamond League awards an exclusive Elixir Loong Emote.

Season 11 adds six fixed Bronze League Training Modifiers: Merge Training and Trade Training grant 5-Elixir Orbs based on merges and sales; Trait Training awards larger Elixir Orbs when Traits reach higher tiers; Equipment and Building Training provide Orbs containing random Equipment or 2-Star buildings; Tile Training spawns a Jump Tile each round that sends one troop to the enemy backline. Returning modifiers such as Merge Mini and Royale River will also appear.

Quest Orbs become more consistent. Quest 1 gives 3 Elixir plus random Equipment. Quest 2 gives 6 Elixir and higher-tier Equipment. Quest 3 grants an additional Team Size slot and a random 3-Star 4- or 5-Elixir troop.

Five new Equipment items join the pool: Legendary Shield grants immunity to damage and control while knocking back attackers; Legendary Lance’s first hit can knock a target out of the Arena; Legendary Axe pulls nearby enemies toward the target and deals area damage; Rider Emblem grants the Rider Trait; Boss Mask grants the Boss Trait starting in October. Equipment must be manually placed during deployment and any Equipment left on the bench remains there for that round.

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