Clash Royale Merge Tactics Season 11 Balance Changes Explained
By Sir Ayup 10 September 2026, 00:00 WIB
One week into Merge Tactics Season 11, Supercell has shipped the season's first balance pass. It went live on 8 September, the same day as the main game's September balance update, and it's a short list with a clear direction: almost everything new in Season 11 gets trimmed. Two of the September Supers lose hitpoints, the new Rider Trait pays out less at low counts, the reworked Clan Trait loses a chunk of its bonus HP, and Spirit Empress — the Ruler that kept winning at the top of the ladder — has her quest made harder. On the other side, Grand Warden and Royale King get easier quests, and four Clan troops reach their power spike sooner.
Here's every change, Supercell's stated reasoning, and what it means for a three-month ranked season that has only just started.
Ruler Quests
Grand Warden — Quest Objectives from 3/10/20 to 2/8/16 (-33%/-20%/-20%). Supercell says his targets were too demanding and too hard to hit in a normal game, and expects the lower thresholds to make him a competitive pick again.
Royale King — Quest Objectives from 2/3/4 to 1/2/4 (-50%/-33%/0%). His quest keys off losing rounds, and the studio's note is that it was paying out too late to matter. The first step now triggers after a single lost round, the second after two, and the third stays at four. The intent is that he stabilises earlier when a game starts going wrong rather than only once it's already lost.
Spirit Empress — Quest Objectives from 3/20/60 to 3/25/60 (0%/+25%/0%). This is the only Ruler nerf, and it's targeted: only the middle step moves. Supercell says plainly that Spirit Empress has continued to dominate the top leagues and that the change is meant to let the other Rulers catch up. Five extra merges on the second step is a modest delay, but it's the step most games actually reach.
With four Ruler card tracks on Starsteel Road this season — Royale King, Elixir Loong, Battle Machine, and Dagger Duchess — the Royale King buff is worth noting for anyone still collecting his cards. He's cheaper to unlock than the alternatives and now less punishing to play.
Troops
The Clan four spike sooner
Archer, Barbarian, Dart Goblin, and Valkyrie all share a hit-count trigger for their bonus effect, and all four get the same treatment: Hit Requirement from 8/7/6/5 to 6/5/4/3 across Merge Levels (-25%/-29%/-33%/-40%). Supercell's note is that the requirement was taking too long to reach, and the goal is for the power spike to activate more consistently every round rather than only in long fights.
Two fewer hits at every level is a real change for cheap units. Archer's bonus arrow damage, Barbarian's speed boost, and Valkyrie's spin now come online early enough to affect a round's outcome instead of arriving as it ends.
Baby Dragon is no longer an auto-pick
Baby Dragon — Ally Hit & Movement Speed Buff from 10%/20%/30%/60% to 6%/12%/25%/50% (-40%/-40%/-17%/-17%). The cut is heaviest at 1-Star and 2-Star, which is deliberate: Supercell says the buff was giving too much value at low Merge Levels, making him a default inclusion in almost any board. At 3-Star and 4-Star the buff stays close to what it was. He still supports the team; he just no longer justifies a slot on his own at low levels.
Both Supers come down
Super Dark Prince — Hitpoints from 1300 to 1100 (-15%). Supercell's assessment is that he wasn't fragile enough for the value he provides, and the intent is that focused damage now takes him off the board.
Super Hog Rider — Hitpoints from 1300 to 1040 (-20%), Earthquake Damage from 50/90/162/292 to 50/60/72/86 (0%/-33%/-56%/-70%). This is the biggest single nerf in the patch. The 1-Star earthquake is untouched, but the scaling above it is flattened hard — a 4-Star Super Hog Rider's opening earthquake now does less than a third of what it did. Supercell says the earthquake was overpowering at higher Merge Levels and that he was surviving too long after the jump. The stated goal is for him to remain a strong opener without deciding the round by himself.
Supers are the new 5-Elixir troop class introduced this season — four are assigned at random at the start of a battle, and you can sell them for Elixir. Both of these were shipped a week ago, so this is Supercell correcting the launch tuning quickly rather than waiting for the October rotation, when the Boss group replaces the Rider group.
Traits
Clan — Bonus HP at 2/4/6 Clans from 30%/50%/100% to 15%/30%/60% (-50%/-40%/-40%). Supercell says the Trait was overperforming because the Hit Speed burst was stacking on top of the healing. The Hit Speed component isn't mentioned in the change, so the cut is entirely on the HP side. The stated intent is for Clan to be a sustain Trait rather than a damage dealer.
Undead — HP & Damage Increase at 6 Undead from 6% to 4% (-33%). Only the 6-Undead step changes. Supercell says a full Undead board was too strong, and wants it to remain powerful without being unbeatable.
Rider — Hit & Movement Speed on Awakened Tiles at 1/2/3/4 Riders from 30%/60%/120%/400% to 15%/30%/100%/400% (-50%/-50%/-17%/0%). The 4-Rider payoff is untouched. The cuts are all at low counts, which Supercell says were paying out too much — a single Rider on an Awakened Tile was getting a 30% speed boost for almost no commitment. The early power spike is what's being reduced, not the full-Trait ceiling.
Note that Clan's four hit-requirement troops got buffed in the same patch the Trait itself got nerfed. The net effect is that individual Clan units are better on their own, while stacking six of them is less rewarding than it was.
What This Means for the Season
This patch is best read as Supercell correcting Season 11's launch tuning after one week of data, and the corrections all point the same way. The Rider package — the new Trait and its two Supers — was overtuned at low commitment, and has been pulled back so that the payoff comes from going all-in on four Riders rather than splashing one or two. Clan has been repositioned from a damage Trait to a sustain Trait. And Baby Dragon has been pushed out of the auto-include tier.
For anyone climbing Starsteel Road, two things stand out. First, Spirit Empress is still a strong Ruler — a five-merge delay on one quest step doesn't remove her from the top tier — but the gap to the others is narrower, and Grand Warden and Royale King are now legitimate alternatives rather than handicaps. Second, if you built a September comp around a 3-Star or 4-Star Super Hog Rider deciding rounds with his earthquake, that plan no longer works, and it's worth re-evaluating before you sink more Elixir into levelling him.
Because Season 11 runs through to 1 December with no monthly resets, there's no rush. The October rotation will change the Super pool again, and Supercell has shown it will patch mid-month when something is clearly out of line.
For the full picture of what launched this season — Supers, the Rider Trait, the Starsteel Road extension to 4,000, and the Echo Sage rework — see our Merge Tactics Season 11 breakdown. The main game's patch from the same day is covered in our September balance changes article.
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