If you’ve been grinding your way through *Merge Tactics*, especially sitting anywhere between 500 to 1500 trophies, you’ve probably noticed one thing—**synergy beats everything**. Whether you’re a former Clash Mini player (RIP) or new to this style of strategy brawler, understanding which units and combinations dominate the current meta can be the difference between a quick climb or a frustrating stall.
After hours of play, testing strategies, and watching high-level matches (including breakdowns like Samu Lima’s brutal Goblin setups),
I’ve built this complete Merge Tactics Tier List guide—ranking every unit based on their true performance, synergy potential, and impact in real matches. Let’s break down what’s broken, what’s niche, and what’s just not worth merging.
Clash Royale Merge Tactics Tier List – Merging Tips & Guide
What This Tier List Covers:
- Solo unit strength
- Value in synergies (Goblin, Assassin, Clan, Archer, Undead)
- Early vs. Late Game impact
- Real meta performance (based on YouTube analysis + in-game)
S TIER – META BREAKERS (Must-Haves)
These units are overperforming in nearly every synergy or comp. They scale extremely well and can single-handedly carry rounds when leveled.
Unit | Why It’s S Tier |
---|---|
Goblin Machine | The core engine of the Goblin synergy. Once it hits 3 stars, its stun missiles lock down enemy boards. Can turn fights alone. |
Royal Ghost | The strongest Assassin. Starts behind enemy lines, deletes squishies instantly, and snowballs if unchecked. Anti-Goblin, anti-Archer. |
Skeleton King | Best frontline tank and flexible synergy piece. Excellent in both Undead and Assassin builds. Gains massive value when leveled. |
Playstyle Tip: These units thrive in comps that intentionally lose early to gain elixir and win with evolved synergy units late.
A TIER – CORE CARRIERS
These units aren’t always broken alone but become extremely powerful when properly supported. You’ll see them in nearly every optimized build.
Unit | Strength |
---|---|
Dagger Goblin | High DPS for 2-cost, pairs perfectly with Goblin Machine. Can dominate early if positioned well. |
Spear Goblin | Low-cost range unit that enables early Goblin synergy triggers. Strong poke. |
Golden Knight | Strong AoE dash damage, tanky, and one of the better Assassin synergy options. Can finish backlines with style. |
Archer Queen | Archer comps revolve around her. Once ramped, her DPS can melt any board. Must be protected. |
Best Use: Use these units as early round value picks or synergy accelerators. If you hit 2+ of them early, commit to their synergy.
B TIER – FLEX & TRANSITIONAL UNITS
Solid picks in the right comps, but not strong enough to build around alone. These fill gaps and enable smoother merges or synergy triggers.
Unit | Use Case |
---|---|
Princess | Archer synergy unit. Long range and strong AoE poke. Needs time to scale. |
Dart Goblin | Archer/Goblin hybrid pick. Ramps speed like crazy in shooter synergy. |
Knight | Basic frontline tank. Good early game presence but falls off hard. Works best in Undead. |
Valkyrie | Best Clan tank. When she gets the clan buff, she self-heals and spins down squads. |
Bandit | Flanking unit. Decent in Assassin comps but usually replaced by Ghost or Golden Knight. |
When to Use: Great in Rounds 2–4 while pivoting into stronger 3-cost carries. Don’t overcommit unless synergy clicks.
C TIER – MATCHUP-BASED PICKS
These units can pop off situationally but require perfect conditions or synergy stacking. Risky to build around unless your board is forced.
Unit | Notes |
---|---|
Bomber | Early game nuke. AoE is huge vs. swarms but useless vs. tanks. Often gets outscaled. |
Barbarians | Strong only in full Clan synergy. Otherwise low-impact. |
Executioner | Counters backline stacking. Very niche. Mostly support. |
Battle Healer | Needs Clan or Healer synergy to shine. Easily burst down in high DPS meta. |
Prince | Can surprise KO a carry, but way too inconsistent for its cost. |
When to Use: Use these if you’re missing key synergy pieces or counter-picking against heavy Goblin or Archer setups.
D TIER – OUT OF META
These units are currently too slow, clunky, or expensive to justify using unless over-leveled or memeing. They’re a liability past 600 trophies.
Unit | Why It’s D Tier |
---|---|
P.E.K.K.A | Extremely high cost, slow attack speed. Needs too much setup and gets outpaced by cheaper units. |
Mega Knight | Hard to place, rarely gets enough stuns off. Not enough damage to justify cost. |
Avoid: Unless you’re specifically building a fun or troll comp, these units will drag you down in ranked.
SYNERGY BREAKDOWN – What’s Winning Games
1. Goblin Synergy (Meta King)
- Key Units: Goblin Machine, Dagger Goblin, Dart Goblin, Spear Goblin
- Why It Works: Free unit generation, insane merge economy, Machine’s stun missiles.
- Countered By: Royal Ghost, well-timed AoE bursts
2. Assassin Synergy
- Key Units: Royal Ghost, Golden Knight, Bandit
- Why It Works: Critical damage, surprise backline clears. Wins vs. glass cannon setups.
- Countered By: Heavy tanks, wide spread formations
3. Clan + Archers
- Key Units: Archer Queen, Princess, Dart Goblin, Valkyrie, Barbarian
- Why It Works: Attack speed ramps + self-healing. Outgrinds most comps if positioned correctly.
- Countered By: Assassin dive or Ghost burst
Final Notes & Progression Tips
Early Rounds: Don’t be afraid to lose Round 1–2. Getting elixir helps rush 3-star upgrades and better synergy triggers.
Focus on Synergies: A full synergy team at level 2 beats a random mashup of units at level 3 in most cases.
Positioning is Everything: Ghost or Golden Knight can win or lose games depending on where the opponent places backline units.