Merge a Nuke

Contracts guide

How to Complete Contracts in Merge a Nuke Fast

Read the Contract Board tabs, stack damage with nukes and commanders, claim before each timer resets, and push the Commander Contract toward its Unique reward. Updated September 2026.

Quick Answer

To complete contracts fast in Merge a Nuke, open the Contract Board from the button on the left edge of your island, read all three tabs (Daily, Weekly and Monthly) before you grind, then spend the session dealing damage with your nukes and commanders. The video we followed opens the board with the Nuisance daily sitting at 0/50k damage, fires nukes at weaker unlocked players all session, and claims the finished contract the moment its bar fills — the Commander Contract counter ticks from 3/30 to 4/30 with that single claim. Weeklies and monthlies reward the same play, so one aggressive session moves every tab at once.

Complete contracts, step by step

Screenshots from JordinaYTgame: ROBLOX MERGE A NUKE BUT THE DAILY CONTRACTS ARE COMPLETELY CRAZY 🚀💥📋. Step images are annotated gameplay stills for this guide — not official Roblox promotional art.

  1. 1

    Open the Contract Board and read the Daily tab

    The Contracts button sits on the left edge of your island, below Rebirth and Inventory. The video's board opens straight onto the Daily tab: the Nuisance contract reads "Deal a total of 50,000 damage to other players with your nukes or commanders" at 0/50k, offering 15% Cash plus an x1.05 (2:00) boost at recording, and the Commander Contract banner below shows 3/30 progress toward the Legendary Diplomat. Note the "Refreshes in 6h 25m" timer in the header — that clock never stops.

    Merge a Nuke Contract Board open on the Daily tab with the Nuisance damage objective at 0/50k and the Commander Contract bar at 3/30 toward the Legendary Diplomat commander.
    The Daily tab is where every session starts — damage objectives and the Commander Contract live here.Watch at 12:30
  2. 2

    Check the Weekly tab first — its goals overlap your dailies

    Tap Weekly before you start launching. In the video the Peacekeeper weekly — "Destroy 20 nukes off players' plots" — is already sitting at 20/20 with its Claim button lit, paying 35% Cash plus 1% Cash at recording, and the tab header shows "Refreshes in 1d 6h 9m". Weeklies persist for days and their objectives mostly overlap what you do for dailies anyway, so reading them first tells you which daily progress comes for free.

    Merge a Nuke Weekly Contracts tab showing Peacekeeper completed at 20/20 with a lit Claim button next to 35% Cash and 1% Cash reward icons.
    Weeklies last for days — a finished one like this Peacekeeper is free money if you just tap Claim.Watch at 16:52
  3. 3

    Treat the Monthly tab as background goals, not a grind

    The Monthly tab in the video lists heavyweight objectives: Damage Do-er-er at 210k/1m ("Deal 1,000,000 damage to players or city events"), Nuclear Threat at 2/20 ("Destroy the ship of 20 different commanders!") and Ultimate Arsenal at 86/200 ("Launch 200 nukes!"), each paying 50% Cash plus a permanent or temporary boost at recording, with "Refreshes in 3d 6h 9m" in the header. You do not chase these directly — a few active sessions of normal contract play moves them on their own.

    Merge a Nuke Monthly Contracts list with Damage Do-er-er at 210k/1m, Nuclear Threat at 2/20 and Ultimate Arsenal at 86/200 above the Daily, Weekly and Monthly tabs.
    Monthlies tick along in the background — launch nukes all month and bars like these fill themselves.Watch at 17:00
  4. 4

    Pick weak, unlocked targets before you commit nukes

    Most contract objectives ask for damage "to other players", so target selection is the real speed lever. The video's creator repeats her rule: always attack the weakest player in the server. In this overhead shot one neighbor's island sits under a blue LOCKED shield with a 00:47 timer — a nuke spent there deals zero contract damage. Scan the map, skip every shielded base, and aim at small piles of low-tier nukes.

    Merge a Nuke server overview with a dark UFO-shaped enemy base in the foreground and small player islands nearby, one protected by a blue LOCKED shield with 47 seconds left.
    A shielded island like the one top-right cannot be damaged — pick an unlocked neighbor instead.Watch at 17:21
  5. 5

    Launch on cooldown and let the countdown do the work

    Select a nuke on your pads, drop it on the target, and the launch cinematic counts down — the video's red nuke shows 00:10 with a +$25.17M popup riding on it. Every launch that lands deals damage toward Nuisance-style objectives, destroys nukes toward Peacekeeper-style objectives, and adds one to launch-count goals like Ultimate Arsenal, all from the same button press.

    Merge a Nuke red nuke standing on its launch pad during a 00:10 countdown with a +$25.17M cash popup glowing on the fuselage.
    One launch, three objectives — damage dealt, nukes destroyed, launches counted.Watch at 1:36
  6. 6

    Keep a full pad of nukes so damage never stalls

    Contract grinding is a tempo game. The video's base keeps every pad occupied — black, yellow and green nukes pop +$825.75K, +$412.88K and +$206.44K at once while the selected Black Hole Bopper shows 1.31K damage at recording. A loaded board means the moment one nuke launches, the next is ready, and merged high-tier nukes make each hit count for more damage objectives.

    Merge a Nuke launch pads crowded with black, yellow and green nukes popping +$825.75K and +$206.44K cash popups under the Black Hole Bopper's 1.31K damage label.
    Full pads mean zero downtime between launches — the tempo contracts reward.Watch at 2:18
  7. 7

    Claim the moment a bar fills — it feeds the Commander Contract

    When Nuisance finally hit 50k/50k in the video, a "Quest Claimed" toast covered the panel and the button flipped to Claimed. The same frame shows why this matters: the Commander Contract bar below moved from 3/30 to 4/30, one slot closer to the Legendary Diplomat. Unclaimed finished contracts do nothing for you, and each tier replaces unfinished contracts when its timer resets.

    Merge a Nuke Quest Claimed toast over the Daily Contracts tab after finishing Nuisance at 50k/50k, with the Commander Contract bar advanced to 4/30.
    Claimed contracts push the Commander Contract — this claim moved it from 3/30 to 4/30.Watch at 15:12
  8. 8

    Lock your base between launches so raids undo nothing

    Grinding contracts means attacking everyone, and everyone can attack back. The video locks the base right after going on the offensive — this frame shows the LOCKED (02:33) shield timer running while the pads still tick +$1.65M and +$6.61M popups. A locked base cannot lose nukes mid-grind, so your launch tempo and your damage-per-session both stay intact.

    Merge a Nuke base under a LOCKED 02:33 shield timer with yellow and orange nukes on the pads still ticking +$1.65M and +$6.61M cash popups.
    Attack everyone, but keep the shield up — a raided base grinds contracts at half speed.Watch at 16:04

How the Contract Board actually works

The Contract Board is the quest system added on July 18, 2026: twelve slots at a time — 5 Daily, 5 Weekly and 2 Monthly — each tier refreshing on its own timer from rotating name pools. Finishing contracts pays cash, temporary boosts and permanent stat boosts, and every claim also advances the Commander Contract, the only source for certain commanders. The catch from the canonical data: the Unique Commander contract does not unlock until every other available contract is cleared, and its reward rotates every 14 days — Diplomat (Legendary) was the first. All on-screen numbers in this guide are snapshots from the source video at recording, not fixed values.

Turn contract rewards into power

Contracts pay in boosts and commanders — point them at the rest of your progression.

Frequently Asked Questions

How do I open the Contract Board in Merge a Nuke?

Tap the Contracts button on the left edge of your island, below the Rebirth and Inventory buttons. The board opens with three tabs — Daily, Weekly and Monthly — each listing contracts, their rewards and a refresh timer in the header.

What is the fastest way to finish contract objectives?

Read the Weekly tab first so you know which daily progress overlaps, then spend the session launching nukes at the weakest unlocked players. The video's creator attacks only low-tier neighbors and skips shielded bases entirely, because damage dealt to a LOCKED base counts for nothing.

What is the Commander Contract in Merge a Nuke?

It is the banner at the bottom of the Contract Board that reads "Complete contracts to unlock this commander." In the video it sat at 3/30 and moved to 4/30 after one claimed daily, with the Legendary commander Diplomat shown as the reward. The reward commander rotates every 14 days, so check the card before committing to the grind.

What rewards do contracts give?

Cash injections, temporary boosts such as the x1.05 (2:00) and x1.1 (2:00) multipliers visible in the video, permanent stat boosts like the +1% Cash and +2% Passive icons on the Weekly and Monthly tabs, and progress toward the Unique Commander. Permanent boosts compound forever, so prefer them when you have a choice.

Do contracts expire if I don't finish them?

Each tab refreshes on its own timer — the video's board showed 6h 25m left on Dailies, 1d 6h 9m on Weeklies and 3d 6h 9m on Monthlies at recording. Unfinished contracts are replaced when their tier refreshes, which is why a skipped day can cost you the Unique Commander for that rotation.

Why do players lock their bases during contract sessions?

The Lock Base shield freezes incoming damage, and contract objectives that require dealing damage to other players cannot progress against a LOCKED base — the video's targets lock repeatedly mid-attack. Locking your own base after attacking keeps your nukes safe while your cooldowns recover.