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Complete guide to all Merge Tactics traits and synergies. Learn combinations and thresholds.

Combat Start: Assassins will leap to the enemy's backline Troops
[2]+30% Critical Damage and Chance
[4]+60% Critical Damage and Chance

Blasters gain +1 Attack Range and deal more Damage to distant targets
[2]+10% Damage per Hex
[4]+15% Damage per Hex

Once per round, Clans rapidly heal and gain bonus Hit Speed at 50% HP for 5 seconds
[2]+35% of max HP and Hit Speed
[4]+70% of max HP and Hit Speed

You'll get an extra random Goblin for free next round
[2]Gain a 2 or 3-Elixir Goblin
[4]Gain a 3 or 4-Elixir Goblin

Frontline Nobles take less Damage while backline Nobles gain bonus Damage
[2]25%
[4]40%
[6]60% (*requires trait dummy)

Combat Start: Highest HP enemy is cursed and your Undead gain +30% bonus damage when that enemy is defeated
[2]Curses 2 enemies, max HP cut by -25%
[4]Curses 3 enemies, max HP cut by -50%
[6]Curses 4 enemies, max HP cut by -75% (*requires trait dummy)

All Aces gain +20% Hit Speed at combat start. Your strongest Ace becomes the Captain instead of strongest Troop with the highest Merge Level
[2]Captain gains 40% bonus Damage and gains +40% HP of Damage dealt
[4]Captain gains 70% bonus Damage and gains +70% HP of Damage dealt

This Trait allows its troops to do extra damage, and after taking down a troop, they’ll magically heal!
[2]+40% damage, heals 60% of max HP

Brutalists gain bonus hit speed, marking enemies with each hit. Enemy targets lose HP after 4 marks
[2]+30%, -20% of max HP
[4]+60%, -40% of max HP

Combat Start: Superstars’ ability bar is partially filled. 50% chance to recast after casting their ability
[2]1/3
[4]2/3