Here is a step‑by‑step Merge Tactics Baby Dragon Build you can copy right now. We’ll cover the exact team, trait links, ruler choice, how to pilot each round, and what to do in mirror matchups. I’ll also explain why Musketeer is warping the ladder even when she isn’t in your six.
Merge Tactics Baby Dragon Meta Build
- Baby Dragon
- P.E.K.K.A
- Electro Wizard
- Electro Giant
- Wizard
- Executioner
Ruler: Spirit Empress (explained below)
Merge Tactics Baby Dragon Build Traits
Electric (2): Electro Giant + Electro Wizard = chain stuns and control.
Fire (2): Baby Dragon + Wizard = constant burn and AoE cleanup.
Mage (2): Electro Wizard + Wizard = access to the “polymorph” style effect (turning a strongest enemy into a harmless unit for a moment), which swings rounds.
Blaster (2): Baby Dragon + Executioner = wide splash that punishes Undead swarms, Goblin spam, and clustered tanks.
Troops Position
Electro Giant soft‑stuns and soaks; P.E.K.K.A deletes whatever reaches him.
Backline that scales
Electro Wizard and Executioner become win conditions at 3‑star.
Baby Dragon covers both air/ground clusters and doesn’t need protection as carefully as a glass‑cannon mage.
Current ruler economy
As called out in the video, Spirit Empress is bugged to give +3 Elixir per merge right now. It’s expected to be fixed, but while it lasts, you can out‑merge every lobby. Even after a fix, +1 per merge is still the most reliable economy in the game.
Link | Units | What it gives you in practice |
---|---|---|
Electric (2) | Electro Giant, Electro Wizard | Staggered stuns that interrupt attacks and cast animations. |
Fire (2) | Baby Dragon, Wizard | Burn ticks that finish off revived Undead and chip Juggernauts. |
Mage (2) | Electro Wizard, Wizard | High‑impact control; strongest enemy gets neutralized at clutch moments. |
Blaster (2) | Baby Dragon, Executioner | Wide lane coverage and reliable skeleton clear. |
You’re getting four links without awkward tech cards. That’s why this setup “feels heavier” than most six‑unit lists.
How to play it (round by round)
Opening (Round 1)
Prioritize frontline + one caster: Place Electro Giant or P.E.K.K.A first. Add Wizard or Electro Wizard behind them.
If Spirit Empress’s bug is live: merge aggressively. Cycle until you stabilize a 2‑star caster without losing board.
Early Mid (Rounds 2–3)
Turn on links quickly: aim to activate Electric, Fire, and Blaster by the end of Round 2.
Upgrade path: Electro Wizard → Executioner → Baby Dragon.
Keep P.E.K.K.A at mid star unless you’re getting overwhelmed by a single carry.
Late Mid (Rounds 4–5)
Push your first 3‑star. In most lobbies it should be Electro Wizard; into endless swarms go Executioner; into Juggernaut walls, Baby Dragon.
Use spare merges to chase 2‑star Electro Giant and 2‑star P.E.K.K.A as twin anchors.
Endgame (Rounds 6+)
You win by layering control: Electric stuns + Mage polymorph plus Blaster splash.
Don’t stack all three backliners in one lane; spread them so one wipe doesn’t end the round.
Positioning Blueprint
Front row: Electro Giant on the hottest lane; P.E.K.K.A on the second‑hottest.
Mid row: Keep one hex empty between tanks and casters to reduce splash losses.
Back row:
Electro Wizard on a safe edge.
Executioner off‑center to catch two lanes.
Wizard/Baby Dragon opposite enemy Witch/Mage lanes.
General rule: never place Electro Wizard and Executioner in the same lane unless you’re sealing a single carry.
Merge & upgrade priorities
Electro Wizard — your most efficient 3‑star carry into almost everything.
Executioner — mirror and skeleton control; becomes your best DPS versus Undead and Goblin.
Baby Dragon — AoE finisher; perfect when enemies clump on your tanks.
Electro Giant → P.E.K.K.A — raise whichever lane is cracking.
Wizard — 2‑star is often enough unless you lack Baby Dragon.
If the Empress +3 bug is active, don’t hoard. Merge to dig the shop and sell misses; you’ll out‑tempo opponents by sheer cycle volume.
Matchups
Assassin dives (Bandit/Golden Knight/Royal Ghost):
Musketeer is an incredible tech if you need it: she costs 3, knocks back every third shot, and briefly stuns. If you face constant dive, flex Musketeer over Wizard. Keep P.E.K.K.A on their strongest diver.
Undead control (Witch + Skeleton King):
Executioner is your MVP. Spread your casters; don’t line up all three into Fire Sorcerer. Fire link burns through revives.
Clan/Goblin spam:
Baby Dragon + Executioner trivialize it. Hold Electrics for stun coverage over the widest lane.
Juggernaut walls:
Use Mage polymorph windows to focus the real carry. Baby Dragon 3‑star plus Electro Wizard wins slow wars.
Mirror matchup tips (when everyone runs this team)
Split carries: put Electro Wizard and Executioner in different lanes to avoid symmetrical trades.
Whoever hits the first 3‑star caster usually wins the next two rounds. Use Empress economy to force it.
If your shop is blocked (they hold the same unit), spike Baby Dragon instead and pivot pressure.