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Merge Tactics Season 9 Balance Changes

June 1st

Troops

Mini P.E.K.K.A

Hitpoints: 700 → 400 (-43%) ▼

Mini P.E.K.K.A’s HP combined with his strong ability has him dominating the Arena. This HP reduction should make him easier to take off the board.

Trait

Boss

Bonus Damage & HP: 50%/100%/200%/400% → 25%/50%/100%/200% (-50%) ▼

Boss troops were already granted at higher Merge Levels, and this trait simply made them undefeatable.

Ruler Quests

Battle Machine

Quest Objective: 2/8/20 → 1/5/15 (-50%/37.5%/25%) ▼

It was too hard for Battle Machine to complete early quests with random buildings.

Grand Warden

Quest Objective: 3/10/25 → 2/8/20 (-50%/20%/20%) ▼

Grand Warden needs more early-game rewards to start building up his army.

Royale King

Quest Objective: 2/3/4 → 1/2/4 (-50%/33%/0%) ▼

After the nerf on King's HP, this quest change should be more rewarding in early losses.

Tomb Queen

Quest Objective: 10/25/80 → 3/20/60 (-70%/20%/25%) ▼

With this change, we expect Tomb Queen to now be able to finish her first quest within the first two rounds.


May 26th

Rulers

Dagger Duchess

Bonus Damage: 0 → 20% ▲

Duchess’ daggers just weren’t sharp enough! We’re increasing her bonus damage so she’ll have more opportunities to shine and achieve her Ruler Quests.

Echo Sage

HP Growth per Star Level: 1.4 → 1.2 (-14.2%) ▼

Though The Echo is appreciated for its tankiness, it was a bit too much for the opponent. We are reducing its HP so it’s not as dominant.

Goblin Queen

Hitpoints: 10 → 12 (+20%) ▲

Goblin Queen’s army takes time to build, and while it can be a powerful force at full strength, losing in the first rounds does more harm than good. We are increasing her HP, so she has more opportunities to strengthen her army.

Grand Warden

Shield Effect Duration: 8s (except Star Shield) → Infinite ▲

Grand Warden was always meant to shine in longer rounds. To make him more effective at doing so, we are increasing his shield durations, with the exception of Star Shield, to last indefinitely.

Royale King

Hitpoints: 12 → 10 (-16.7%)  ▼

Royale King was taking over the Arena by simply losing rounds due to his extra HP and Elixir gains, so we are decreasing his HP to incentivize an earlier call to action.


Troops

Baby Dragon

Hitpoints: 760 → 800 (+5.2%) ▲

Attack Speed: 2s → 1.67s (+16.5%) ▲

Though being cute works pretty well for him, it wasn't enough for Baby Dragon to really shine. We are adjusting his stats to make him a better strategic choice from the start.

Giant

Elixir Cost: 3 → 4 (+33%) ▼

Giant’s ability to deal percentage damage was too good for the low price of 3 Elixir. We are increasing his Elixir cost to better reflect the strength of his abilities.

Witch

Skeleton Hitpoints: 20% of Witch’s HP  → 100 ▼

Skeleton Damage: 20% of Witch’s Damage → 80 ▼

Cool Down: 6s → 5s (-16.70%) ▲

Skeletons were too dependent on Witch’s HP. They’ll now have their own HP separate from their leader, making them a bit more fragile, but spawning more often.

Dart Goblin

Elixir Cost: 2 → 3 (+50%) ▼

Hitpoints: 350 → 450 (+28.6%) ▲

Damage: 80 → 100 (+25%) ▲

Mini P.E.K.K.A

Elixir Cost: 2 → 3 (+50%) ▼

Hitpoints: 500 → 700 (+40%) ▲

Super Ability: No ability → New ability

Prince

Elixir Cost: 4 → 3 (-25%) ▲

Hitpoints: 1100 → 900 (-18%) ▼

Damage: 150 → 120 (-20%) ▼

Skeleton Dragons

Elixir Cost: 2 → 4 (+100%) ▼

Hitpoints: 500 → 800 (+60%) ▲

Attack Speed: 1.4s → 1s (-28.6%) ▲

Super Ability: No ability → New ability

Wizard

Elixir Cost: 2 → 4 (+100%) ▼

Hitpoints: 400 → 800 (+100%) ▲

Damage: 80 → 120 (+50%) ▲

Dart Goblin, Mini P.E.K.K.A, Prince, Skeleton Dragon, and Wizard’s stats have been adjusted to match their new Elixir cost.

Keep rulin' and merge on,

The Clash Royale Team