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- Merge Tactics (Clash Royale): Season 11 lasts three months, Diamond bumps up to 4,000 Starsteel — and bosses come back in October, not September
Merge Tactics (Clash Royale): Season 11 lasts three months, Diamond bumps up to 4,000 Starsteel — and bosses come back in October, not September
In brief
Merge Tactics Season 11 stretches over three full months, from September 1st to December 1st, with no monthly reset. Diamond climbs to 4,000 Starr Points with four leader troops as rewards, while September welcomes the Cavalry trait and its Supers, ahead of the return of bosses in October — not September, despite what the French version of the patch notes says.
Supercell released on Friday, August 28, 2026, the patch notes for Season 11 of Merge Tactics, the auto-battler built into Clash Royale. It kicks off on Tuesday, September 1st and runs all the way to December 1st: three months in one stretch, with no monthly reset. Season 10, by comparison, ran for 50 days, from July 13th to September 1st.
Starsteel Road: Diamond now requires 4,000
Diamond League no longer opens at 3,000 Starsteel but at 4,000, a third more. Three tiers have been added to bridge the gap: Silver IV, Gold IV and Gold V.
The trade-off is generous: where a season used to hand out cards for 2 Rulers, this one gives out 4 — Royale King, Elixir Loong, Battle Machine and Dagger Duchess. The exclusive "Elixir Loong" Emote, meanwhile, sits right at the gates of Diamond League, so at 4,000 Starsteel.
The change in pace is right there: Starsteel earned in early September still counts in late November, but no reset will wipe away a bad month. A quiet September drags along all the way to December 1st.
Supers: four troops drawn at random, never bought
Supers are 5-elixir versions of ordinary troops, equipped with 2 distinct abilities that unlock once their conditions are met. Four of them are randomly assigned to each player at the start of combat: you don't choose them, you don't buy them. They can, however, be sold for elixir, making them a backup source of cash when the draw doesn't fit the plan.
Around them, the overhaul is broad: 3 new troops, 1 brand-new Trait, 10 troops removed and 17 reworked. Supercell doesn't say which ones are being removed: you'll have to open the client on September 1st to find out.
September: the Rider supers and their Trait
The opening month belongs to Rider, the brand-new Trait. Its four supers get their boost at 4 stars: that's the tier that decides whether they're worth their 5 elixirs.
| Rider Super | Start of combat | 4-star tier |
|---|---|---|
| Dark Prince (new) | Charges the nearest enemy: double damage, stuns nearby | Immune to crowd control, and the shield reflects damage |
| Hog Rider (new) | Leaps forward and causes a quake that damages and slows | The quake lasts the entire round |
| Ram Rider (new) | Charges through the Arena, damaging and knocking back enemies in her path | The snare traps the target, disabling hits and movement |
| Prince (reworked) | Charges the nearest enemy: bonus damage and knockback | The charge launches the target out of the arena |
The Rider Trait doesn't buff Rider units directly: it alters the battlefield. Every tile a Rider touches becomes "awakened" and boosts the attack speed and movement speed of the troops standing on it. The charge's path therefore matters just as much as the target: sending the Dark Prince through your ranged troops is worth more than launching him at an empty flank.

October: the bosses return — the French article says September
As of August 29, 2026, the French version of the post presents the 17 reworked troops "including boss troops that will be returning in September." That's wrong: the correct date is October. The English, Spanish, German, Italian and Portuguese versions all say October — the English one reads "including Boss troops who will be making their return in October." Five languages against one.
The French text even contradicts itself twice: its own October section is the one for super bosses, and its equipment list specifies that the Boss Mask will only enter Quest Orbs "starting from October, with the return of the Boss Trait." The count adds up correctly: the 12 troops in the "Reworked Troops" section, plus the 4 Boss supers and the Prince, do indeed make 17. Supercell may quietly fix its page; in the meantime, don't build any boss compositions for September.
The four October super bosses move to stage 2 as soon as their HP drops below 50%.
| Super Boss | Stage 1 | Stage 2 (below 50% HP) |
|---|---|---|
| Mega Knight | Jumps on enemies every few seconds: area damage, 2s stun | Every hit knocks back the target and stuns it |
| P.E.K.K.A | Every few hits, strikes all enemies in a line | Life steal and increased movement speed |
| Mini P.E.K.K.A | A periodic pancake upgrades a random ally's level | Ability attacks steal energy from targets |
| Monk | Every 3rd hit knocks back the target | Periodic shield that reflects damage and heals |
The Boss Trait, also reworked, grants bonus HP and then, below that same 50% threshold, moves the troop to stage 2 and frightens nearby enemies for 3s. Another clue about the French proofreading: that version titles the post's last section "Règles retravaillées" - reworked rules - where the English reads Ruler Rework, a Ruler overhaul, not a rules one.
Echo Sage: one charge per round, a re-toughened quest
Once per round, the Echo charges, eliminates its target and nearby enemies, then disappears for the rest of the round. It gains a level after 2, 4, then 8 knockouts, and its Ruler Quest follows the same milestones: defeat 2/4/8 units in one match.
This is a clear toughening. On July 2, Supercell had brought these targets down from 2/6/18 to 1/3/7, explaining that the Echo Sage's quests were harder to complete than other Rulers'. The first milestone doubles back up. On the other hand, since the counters are now aligned, every level-up simultaneously validates a quest milestone, and therefore an orb.
November remains a blank page
The post says nothing about the third month and points to an announcement "in late October": out of a 91-day season, a third of the calendar is still unwritten. What remains is the material side — five new pieces of equipment, Quest Orbs and league-by-league modifiers — which we cover in a separate guide.
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Frequently asked questions
Why is Diamond going up to 4,000 Starr Points and how do we make up the gap?
Are Supers pay-to-win, or does everyone get them the same way?
What exactly is the Cavalry trait and how does it play out?
Are bosses arriving in September or October?
Is the Echo Master easier or harder in Season 11?
Key takeaways
- A 91-day season in one stretch: no monthly reset, a bad month sticks with you until December 1st
- Diamond goes up to 4,000 Starr Points, with three new tiers and four leaders handed out instead of two
- Supers are randomly assigned, never purchased, but can be sold back for elixir to catch your breath in combat
- Cavalry kicks off September with its terrain trait that awakens hexes and boosts any troop crossing them
- Bosses return in October with a major overhaul: transition to stage 2 under 50% HP and new abilities
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