Merge Tactics (Clash Royale): the Cavalry trait and 5-elixir supers — 4 troops drawn at random per match since September 1st
Credit: Visuel officiel — Supercell
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Merge Tactics (Clash Royale): the Cavalry trait and 5-elixir supers — 4 troops drawn at random per match since September 1st

Fabian Fabian Lainé
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In brief

Season 11 of Merge Tactics introduces two major shakeups: Supers, four 5-elixir Cavalry troops randomly drawn at the start of combat, and the Cavalry trait, which awakens the hexes crossed to boost allied speeds. Ten troops are removed, seventeen are reworked, and September's modifiers vary drastically by league, with two new additions in Gold I that radically change the rare resource.

Season 11 of Merge Tactics, the auto-battler mode from Clash Royale, opened on Tuesday, September 1, 2026. Supercell described it in a French-language post published on Friday, August 28, 2026. On August 29 we covered the framework of this season; this article focuses on what's changing on the board.

Two new features drive everything: a brand-new troop type, the supers, and a brand-new trait, Cavalry. This is no coincidence: September's four supers are all cavalry troops.

Supers: four 5-elixir troops you don't choose

Official definition: "Supers are overpowered 5-elixir versions of regular troops with 2 distinct abilities to unlock by fulfilling certain conditions. These 4 troops are randomly assigned to each player at the start of combat, and can be sold for elixir."

Three consequences follow. You don't prepare for their arrival: the draw happens at the start of combat and nothing suggests it can be influenced. Being 5 elixirs places them right at the top of the grid, competing with your costly merges. Finally, a useless super can be sold back for elixir: at worst an economic reserve, never a wasted slot.

The publisher discloses neither the resale value, nor the draw probability, nor any statistics, and does not detail how the two abilities are unlocked, aside from the 4-star threshold for the second one.

Cavalry: the hex awakens — but for whom, exactly?

In French: "When a cavalry unit crosses a hex, the hex awakens, and the attack and movement speeds of the troops standing on it are improved." The mechanic is positional: movement lights up the hexes, and the troops placed on them receive the bonus.

One detail changes everything, and it's only visible when comparing the two versions. The English text reads "granting tiled allies bonus Hit and Movement Speed": the bonus is reserved for allies. The French version says "les troupes qui s'y trouvent" ("the troops standing on it"), without specifying their side — raising the fear of awakening a hex for the benefit of an enemy unit. The English version closes that door; as of September 1, 2026, the discrepancy has not been fixed.

No figures accompany the trait: neither the bonus percentage nor its duration. The post does specify, however, that "cavalry super troops get stronger when they reach 4 stars": this threshold is the merge priority of the month. A shortcut exists: the rider emblem, one of the season's five new pieces of equipment, "gains a Cavalry trait" for the troop wearing it.

September's four supers, ability by ability

Super (Cavalry)Effect and combat start4-star tier
Dark Prince (new)Shield that blocks all damage until destroyed. Combat start: charges at the nearest enemy, double damage, stuns nearby enemies.Immunity to crowd control, and the shield reflects damage.
Hog Rider (new)Combat start: jumps forward and triggers an earthquake that damages and reduces attack and movement speeds.The earthquake lasts the whole round.
Battle Ram (new)Attack reduces the target's movement speed. Combat start: charges across the arena, damaging enemies in its path.The snare traps and prevents attacking and moving.
Prince (reworked)Combat start: charges at the nearest enemy, bonus damage and knockback.The charge launches the target out of the arena.

Three caveats from this comparison.

  • Battle Ram, opening charge. The French says it stuns the enemies it passes through, the English that it knocks them back (« knocking back enemies in her path »). Mention removed from the table, for lack of matching versions.
  • Battle Ram, 4-star tier. The French speaks of « enemies » in the plural, the English of a single target (« Snare traps target »). Count on a single target only.
  • Dark Prince, 4-star tier. The English makes both effects conditional on the shield being intact (« while shielded »), the French only the damage reflection. Whether the immunity survives the shield breaking is confirmed nowhere.

Ten departures, seventeen tweaks: the rest of the board

The renewal is quantified: « 3 new troops and a brand-new attribute: Cavalry! [...] 10 troops take their bow [...] while 17 others have been reworked ». The list of the 10 departing troops is published nowhere, neither in French nor in English.

The total of 17 can, however, be reconstructed: 12 troops from the « Reworked troops » section, plus the Prince now a super troop, plus the four units revamped for October. Our own count, not a figure from the publisher.

TroopAttributeReworked version
BarbarianClanImproved attack and movement speeds after a few hits.
ArcherClanAfter a few hits, bonus damage arrows.
ValkyrieClanAfter a few hits, spins around and hits nearby enemies.
KnightNobilityTaunts enemies in range for 2 sec.
MusketeerNobilityCombat start: 3 shots with 6-tile range.
PrincessNobilityLong-range area damage, 3-sec slow.
Royal GiantNobilityKnocks back nearby enemies by 1 tile.
Spear GoblinGoblinSells back for bonus elixir, increasing with the fusion level.
Blowdart GoblinGoblinPoison calculated on max HP, up to five times.
Goblin CageGoblinTraps the nearest enemy; upon breaking, the Goblin Brawler comes out.
BomberNecromancyBomb with a 2-tile radius, which bounces forward.
Baby DragonForestBoosts the speeds of allies within 2 tiles.

September's card selection, meanwhile, only exists as an image — the one illustrating this article. It counts five rows of five troops and a sixth of four, highlighted in gold: the Cavalry, since "highlighted troops are supers". That's 29 entries — our own count, as the publisher doesn't publish any total.

Official artwork of Merge Tactics' October card selection, six rows of traits, the last of which, highlighted in gold, brings together the four supers of the month
October's board. Compared to September's, only the highlighted row differs: the other five attribute rows are identical down to the pixel. Credit: Supercell

September's modifiers, league by league

LeagueModifier 1Modifier 2
Bronze IMerge TrainingTrait Training
Bronze IIBusiness TrainingEquipment Training
Bronze IIIHex TrainingBuilding Training
Silver IPandora's BenchMagic Mirror
Silver IIHex RivalryHousewarming Gift
Silver IIIYou're MineOuch!
Silver IVSpecial DummyDeal to Grab
Gold IRoyal RiverMerge Mini
Gold IIWorm HexCursed Hex
Gold IIIInvisibility HexTrait Gift
Gold IVOrbs GaloreBattle Royale
Gold VGoblin Treasure4 Stars
DiamondClairvoyancePromotion

The Bronze league is the real substantive change: its three tiers are fixed on 6 training modifiers "permanently available", essentially a disguised tutorial. Merge Training gives a 5-elixir orb after your 1st, 5th and 10th merges; Business Training gives the same each time you sell a 2-star troop, up to three times; Trait Training pays out 5, 10 then 20 elixir at tiers 2, 3 and 4 of a trait. The following two offer a random 2-star piece of equipment and building. Hex Training spawns a jump hex on your side every round: the troop standing on it "jumps to the opponent's back row".

The two modifiers announced as new both fall in Gold I. Merge Mini shrinks the shop to 6 troops and locks deployed troops in place until they merge: space becomes the scarce resource. Royal River restores 3% of max HP per second on river hexes and adds two targets: a princess dummy yields 1 elixir, a royal dummy yields 2 and "eliminates all enemy troops".

One labelling quirk to finish: the French table places "Rivalité d'hexa" in Silver II where the English version writes "Jump Tile", even though the same French article elsewhere renders "Jump Tile" as "hexa de saut". Two labels for a single entry, in one document.

Key takeaways

September's rotation plays out on a single axis: Cavalry. All four of the month's supers belong to it, the attribute rewards movement rather than static positioning, and the 4-star tier accounts for half of their power. The goal is clear, then: level up a cavalry to 4 stars before the match is decided. Don't count on getting a specific super, as it's drawn at random — sell off the one that doesn't fit your board.

What remains a grey area: the 10 removed troops aren't named anywhere, and no stats come with the new additions. If your usual composition has vanished from the shop on September 1st, the publisher owes you no written explanation: you'll have to find out in-game.

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How do you feel about these four randomly imposed Cavalry Supers?

Frequently asked questions

Do I really have to play the Supers that come up in the random draw?
No. The four Supers are imposed on you at the start of combat, but one that's useless or doesn't fit your composition can be sold back for elixir. It's an economic reserve, never a dead end.
How much exactly does selling back a Super earn?
Supercell doesn't publish the resale value. Test it in-game to find out the exact amount depending on the merge level.
Does the Cavalry trait awaken hexes for everyone or just my troops?
The French text says "the troops located there" without specifying which side, creating an ambiguity that hasn't been corrected since September. The English version confirms that only your allies benefit from the bonus, but the doubt persists in French.
Why does Bronze feel like a tutorial?
Merge Training, Business Training, Trait Training, Hex Training, and Building Training are six training modifiers permanently fixed in place. This is intentional: onboarding new players onto the basic mechs.
Do Merge Mini and Royal River really change the game?
Yes. Merge Mini reduces the shop to six troops and locks deployments until they're merged, making space the rare resource. Royal River creates healing hexes and special targets: two changes that completely alter the flow in Gold I.

Key takeaways

  • September's four Supers are mandatorily Cavalry and are randomly imposed on you: there's no way to prepare for them, but a useless one can be sold back for elixir.
  • The Cavalry trait awakens hexes as mounted troops pass through to improve speeds, but ambiguity remains over whether the bonus also benefits enemies.
  • Seventeen troops from the classic board are reworked this month, but Supercell refuses to publish the list of the ten that were removed: you'll have to track them down yourself.
  • Bronze has become a tutorial in disguise with six fixed training modifiers, while Merge Mini and Royal River redefine strategy in Gold I.
  • No figures accompany the Supers: percentage of the Cavalry bonus, resale value, draw probability, ability unlock conditions — Supercell is playing maximum retention.

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