The June 2025 update introduced the Merge Tactics game mode to Clash Royale. While the Merge Tactics mode itself is a different way of viewing the strategy element, there’s a lot of depth inside the mode, and one of them is the Modifiers feature that can turn a tide in your Clash Royale matches.
Understanding Merge Tactics Modifiers in Clash Royale
In Merge Tactics, Modifiers introduce unique battle rules that affect all four players in a match. Each game will have one random modifier applied. Modifiers significantly change gameplay from troop stats to elixir generation and can even affect team size or starting troops.
Modifiers are unlocked as you climb the League Road, starting from Bronze II. The higher your league, the more complex and powerful the modifiers become. So, how do they work in the match? At the start of every Merge Tactics match, one random modifier is picked.
This modifier applies to all players in the game and stays active throughout the match. As you move up through the different league tiers, you’ll unlock more modifiers. Knowing which modifiers are available can help you plan better team setups and gain an advantage in battles.
Merge Tactics Modifiers listed by League
As mentioned earlier, the modifiers start from the Bronze II League. From here, each league has three modifiers each, so there’s a total of 27 available in the game.
Bronze II League
Modifier | Effect |
---|---|
Big Bucks | All Rulers start with +5 Elixir |
Bigger Team | Team Size +1 |
Legacy | Gain +5 Elixir when a Ruler is knocked out |
Bronze III League
Modifier | Effect |
---|---|
Epic Star | Start with a 2-Star 3-Elixir Troop |
Party Time | Team Size is always 6 |
Rare Star | Start with a 2-Star 2-Elixir Troop |
Silver I League
Modifier | Effect |
---|---|
Champion Star | Start with a random 5-Elixir Troop |
Legendary Star | Start with a 2-Star 4-Elixir Troop |
Richer and Richer | Every 2 Elixir, gain +1 Elixir interest next round |
Silver II League
Modifier | Effect |
---|---|
Fighting Fever | Troops gain +100% Hit Speed for 6s when defeating an enemy |
Less is More | Combat Start: If you have fewer Troops, your team gains +20% HP and Speed |
Ouch! | Combat Start: Frontline Troops reflect 50% of the damage taken |
Silver III League
Modifier | Effect |
---|---|
Elixir Collector | Gain an Elixir Collector that generates 2 Elixir per round (stored until sold) |
First Free | The first Troop bought each turn is free |
You’re Mine | Gain a 1-Star copy of the first enemy Troop you defeat |
Gold I League
Modifier | Effect |
---|---|
Echo Bench | Gain a 1-Star copy of the Troop in your right-most Bench slot each round |
Four Stars | Troop pool doubled, with more in the Shop |
Pandora’s Bench | Troop in right-most Bench slot becomes a random Troop of the same cost |
Gold II League
Modifier | Effect |
---|---|
Huddle Up! | Every round, gain a Troop that suits your team |
Just Keep Living | Start with a Dummy, gain +1 Elixir if it survives the round |
Trait Dummy | Start with a Dummy with 2 random Traits |
Gold III League
Modifier | Effect |
---|---|
Clear Mind | If your Bench is empty, gain +2 Elixir next round |
Lucky Discount | Every time the Shop resets, one Troop costs 1 Elixir less |
Promotion | Right-most Bench Troop transforms into a random Troop that costs +1 Elixir |
Diamond League
Modifier | Effect |
---|---|
Ascension | In Round 3, the right-most Bench Troop becomes a 3-Star powerhouse |
First Choice | The first Troop bought each turn is a 2-Star |
Smart Trade | Gain +1 Elixir next round for every Troop sold |
For now, that’s all for this Clash Royale Merge Tactics Troop Traits Guide. Read more of the Clash content here:
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