The next Merge Tactics update is a big one. This isn’t just a small balance patch — it changes how the game is played, what cards you’ll see, how traits work, and even introduces new multiplayer systems.
If you’ve been playing regularly, a lot of your usual strategies are about to shift. And if you’re returning after a break, this update basically feels like a soft reset of the meta.
Let’s walk through everything that’s coming and what it actually means for your gameplay.
New Cards
Two brand-new units are being added, and both bring very different playstyles.
The Giant costs 3 elixir and supports the Superstar and Titan traits. Its main ability is throwing the nearest enemy away every few seconds, dealing damage based on the target’s max HP. This makes it especially strong against tanky units since the damage scales with enemy health rather than raw attack stats.
The second new unit is the Goblin Demolisher, also costing 3 elixir. It supports the Goblin and Warrior traits. This card rushes toward the lowest-HP enemy and detonates when the target falls below 50% health, dealing splash damage. It’s designed to clean up weakened enemies and disrupt clustered teams.
Both cards are expected to change early- and mid-game fights because of their strong utility mechanics rather than pure damage.
Card Pool Changes
This season completely reshuffles the available card pool.
Several familiar cards are leaving, including:
- Spear Goblin
- Mini P.E.K.K.A
- Electro Giant
- Executioner
- Princess
- Mega Knight
- Royal Ghost
- Bandit
Replacing them will be:
- Knight
- Archers
- Giant Skeleton
- Baby Dragon
- The new Giant
- Goblin Demolisher
On top of that, many cards now have different elixir costs. For example:
- Dark Goblin drops from 3 to 2 elixir
- Royal Giant increases from 2 to 3 elixir
- P.E.K.K.A now costs 4 instead of 3
- Prince also rises to 4 elixir
These changes alone will significantly shift how decks are built.
New Traits
Six traits are being removed, including Butterfly, Blaster, Brawler, Brutalist, Giant, and Ranger.
Seven traits are being introduced, most of them completely new:
Tank, Marksman, Titan, Hinder, Warrior, Fire, and Dragon.
Each one introduces a unique mechanic.
Tank units heal rapidly when below 50% HP, restoring either 40% or 80% of their max health depending on trait level.
Fire boosts attack speed for Baby Dragon and nearby allies, while Wizards gain stacking bonus damage with each attack.
Hinder gives units a 40% chance to slow enemy movement and attack speed for 3 seconds on hit.
Warrior units gain bonus damage and hit speed during the first 8 seconds of a round.
Titan allows units to either reduce incoming damage or boost nearby allies’ damage output.
Marksman increases range and adds bonus damage to distant targets.
Dragon units gain both damage resistance and increased damage output.
Because most of these traits are entirely new, players will need to experiment again to discover optimal combinations.
New Ruler: Dagger Duchess
The biggest addition in this update is the new ruler called Dagger Duchess.
She provides 4 elixir per round and 1 elixir when merging, similar to classic rulers. However, her unique mechanic revolves around equipping a dagger to one troop each round.
This dagger boosts the first eight hits of the equipped unit by:
- Increasing attack speed by 150%
- Extending attack range by one tile
Only one troop can hold the dagger at a time, and it can be moved by unequipping and reassigning.
This mechanic creates a new strategy layer since choosing the right unit to buff each round can drastically change outcomes.
The dagger works especially well on:
- High-star troops
- Units with damage-boosting traits
- Units that charge abilities through attacks
Multiplayer Changes
Merge Tactics can now be played with friends in duos, trios, or squads.
However, trophy rewards depend on team size.
Duos still earn trophies, while trios and squads do not. The trophy system is also designed to prevent boosting with weaker accounts.
For example:
- Finishing 1st and 2nd gives both players +30 trophies
- Finishing 3rd and 4th results in −30 trophies
- Mixed placements can lead to zero gains
This system may still be adjusted after testing.
New Modifiers
Several new gameplay modifiers are also being introduced.
Some examples include:
- Splash damage equipment for early attacks
- Bonus troop spawning each round
- Pull-hook equipment that drags distant enemies
- Automatic troop selling for double elixir
- Temporary invulnerability shields
These modifiers are expected to create more unpredictable matches.
What This Update Means
This update changes more than just a few cards — it reshapes the entire game environment.
New traits will force players to rethink team compositions, the Dagger Duchess introduces a new tactical layer, and multiplayer progression systems are evolving.
Because so many core systems are shifting at once, the early days after the update will likely feel experimental as players adapt and discover new strategies.
And honestly, that’s what makes this one of the biggest Merge Tactics updates so far.