Explore seasons, leaderboards, balance changes, team builds and a practical tutorial for Clash Royale Merge Tactics.

Merge Tactics Seasons

A compact reference to the Ruler, cards and systems available in this season.

New Ruler

The Ruler introduced with this season.

Cards & Traits

Troop costs, abilities and trait breakpoints in one compact roster.

Orbs

Every Orb in this season: what it holds and how you get it.

Equipment

Equipment available in this season.

Modifiers

Round rules and augments that alter the usual flow of a match.

What a Merge Tactics season changes

A season is not a separate rule set that replaces the last one. Anything you have unlocked stays unlocked, Rulers from earlier seasons included. What a season does is revise the material you build with: it introduces a new Ruler and new modifiers, sometimes adds traits or equipment, and adjusts close to every troop: elixir costs move, and troops gain abilities they did not have before.

That is why an old build usually remains constructible and still plays differently. The same four categories (Rulers, troops, equipment and modifiers) are what each reference page below lists, and the arrows step between seasons.

Rulers set the direction

A season does not hand you a single Ruler. Several are available, and a season typically introduces or highlights new ones while previously unlocked Rulers remain playable. The featured Rulers are the part people notice first, and for good reason: they shape which openings are worth taking and which traits are worth committing to. Reading a season starts with understanding what its Rulers reward, because the rest of a build is put together in relation to whichever one you take.

Why older seasons are still worth browsing

Past seasons are not dead weight. They show how the mode has developed, which ideas were tried and kept, and which were dialled back. If you are returning after a break, stepping back a season or two is the fastest way to understand what changed while you were away, far quicker than reconstructing it from a list of individual balance updates.

A reference, not a strategy guide

This page deliberately describes what a season makes available rather than telling you what to play. What is strong shifts within a season as people work out the interactions, and any ranking written on day one is wrong by the middle. For how the mode itself works (rounds, economy, positioning and merging) the tutorial covers it in depth, and the team builder is where you try a specific build out.

Support me with creator code Tryaz Buy Pass Royale with extra rewards on Supercell Store
Lobby moderation

Remove from lobby?

This player will immediately lose access to the lobby.

Lobby settings

Unsaved settings

Your changes have not been saved. Starting now uses the last saved settings.

Active round

Cancel this round?

The current progress is discarded. The decks from the last completed round remain in the lobby.

Round history

Past rounds

No rounds yet