Clash Royale: Merge Tactics Season 11 November Changes
The November rotation for Merge Tactics Season 11 brings new Orb rewards, a fresh troop pool, league modifiers and 5 Elixir per round.

Supercell has posted the November changes for Merge Tactics Season 11 in Clash Royale. The new rotation starts October 27, and Season 11 has had no Starsteel reset, so each month brings its own troop pool and a fresh set of modifiers.
November reworks the Quest Orb rewards, swaps two Boss Supers out of the troop pool and sends Elixir per round back to 5. Here's what the official notes say, along with our look at the Season 11 balance update that arrives alongside it.
Ruler Quest Orb Changes
The changes affect Quest 1 and Quest 2 Orbs only, and Quest 3 Orbs stay the same. Each Orb gives the following rewards:
- Quest 1 Orb: 3 Elixir, plus 1 Random Equipment or 1 Random 2-Star, 2-Elixir Troop Equipment: Maiden's Shield, Prince's Lance, Fisherman's Hook, Valkyrie's Axe, Lumberjack's Jar, Battle Healer's Blessing, P.E.K.K.A's Sword or Archer Queen's Cape.
- Quest 2 Orb: 6 Elixir, plus 1 Random Equipment or 1 Random 2-Star, 3-Elixir Troop Equipment: Assassin Blade, Juggernaut Armor, Ranger Crossbow, Superstar Ring, Controller Enchantment, Dragon Scale, Mage Wand, Thrower Telescope, Undead Drum, Goblin Lute, Boss Mask, Rider Emblem, Legendary Axe or Legendary Shield.
- Quest 3 Orb: +1 Team Size and x1 3-Star Troop (4- or 5-Elixir).
The Legendary Lance Equipment was removed from Quest 2 Orbs to level out the equipment pool and make room for other pieces of Equipment to shine.
November Troop Pool
Two Boss Supers are stepping away to make room for Super Hog Rider and Super Dark Prince, which brings the Rider trait back. Supercell is also planning a bigger balance update for troops, Rulers, Traits and Equipment this month.
November Modifiers
Each league gets two modifiers in the November rotation:
| League | Modifiers |
|---|---|
| Bronze I | Merge Training, Trait Training |
| Bronze II | Trade Training, Equipment Training |
| Bronze III | Tile Training, Building Training |
| Silver I | Royale River, Ascension |
| Silver II | Merge Mini, Elixir Festival |
| Silver III | Clear Mind, Damage Tile |
| Silver IV | Orb Galore, Four Stars |
| Gold I | Battle Royale, Goblin's Treasure |
| Gold II | First Free, Jump Tile |
| Gold III | Promotion, Invisible Tile |
| Gold IV | Coach, Echo Bench |
| Gold V | Wormhole Tile, You're Mine |
| Diamond | Trait Gift, Trait Dummy |
Other Changes and Bug Fixes
Supercell heard the feedback that 4 Elixir per round is too little and makes the early game too slow. Elixir per round goes back to 5.
With Supers now part of the shared pool, 2- and 3-Star Troops were harder to build, especially for 2- and 3-Elixir Troops. The number of copies available in the pool for these Troops rises from 4 to 8, so 3- and 4-Star Troops are more achievable for every 2- and 3-Elixir Troop.
The notes also list these bug fixes:
- Goblin Cage's Kidnap no longer triggers when the target is morphed into a harmless rabbit via Mage Wand.
- Assets no longer disappear when two Goblin Cages pull each other, and Rider units released from a Goblin Cage no longer take unintended damage.
- Dark Prince has a fixed jump duration, and he no longer attacks defeated enemies or keeps targeting after a unit is pulled by Goblin Cage.
- Knight's aggro no longer disables the Giant Skeleton bomb and the Goblin Demolisher explosion on death.
- Inferno Tower no longer heals when damaging an Elixir Collector.
- The You Are Mine modifier now correctly grants an Orb when Goblin Cage is defeated.
That covers the November rotation. If you're planning your next deck, check our Clash Royale card tier list, and see what's new in the King vs. King season.
