Digital Aura Portal - FZCO
Building A1, Dubai Digital Park, Dubai Silicon Oasis, Dubai, United Arab Emirates Premises Number 72647 - 001
Business registration number: 70647
Merge Tactics has quickly become one of Clash Royale’s most played side modes, thanks to its quick matches, high-stakes choices, and the satisfying rush of merging units into late-round monsters. Instead of building a classic Battle Deck like the core game, Merge Tactics throws you into a four-player auto-battler where adaptation matters more than memorization. You draft troops from a shared shop, place them on the board, merge duplicates to upgrade them, and lean on traits plus your Ruler selection to shape every fight. Many familiar cards return with totally new roles here, and their power can swing hard depending on traits, synergies, and whatever balance tweaks the season introduces.
In this tier list, we break down the best Merge Tactics cards in Clash Royale and rank them from S to D based on how they perform in the latest meta—looking at consistency, overall impact, and how reliably they carry games. We’ll cover which units currently sit at the top, how recent trait adjustments shifted the rankings, and why some former stars have dropped off. You’ll also get a complete S–D tier overview, explanations for each card, and practical strategy notes to help you draft smarter and build stronger comps.
And if you want a little extra help climbing in this mode, you can always buy Merge Tactics Boost at Gamer Choice. Our professional players can help improve your w/l ratio. You choose your target Trophies, and you’ll get placement in the league you select, along with crowns and additional battle pass rewards.
Before we start, here’s how we approached ranking the best cards in Merge Tactics. In this mode, units don’t behave the same way they do in standard Clash Royale. A card’s value is determined by how well its traits scale, how reliably it can reach higher star levels, and how naturally it fits into the strongest comps of the season. Some units act as early-game economy engines, others are mid-game stabilizers, and a handful become true late-game win conditions—especially when paired with traits like Superstar, Blaster, or Ranger.
To keep this tier list easy to follow, every card is sorted into five tiers based on overall strength and reliability:
With these rankings for the Merge Tactics tier list in Clash Royale in mind, let’s move on to the full S–D tier list and see how every card in Merge Tactics stacks up this season.

Now that we’ve explained the evaluation criteria, here’s the complete tier list for the current Merge Tactics card rankings. This placement reflects the latest balance changes, recent trait reworks, and the continued rise of Superstar- and Witch-centered comps. Every unit below is ranked by its consistency, scaling, and overall performance throughout early-, mid-, and late-game rounds.
| Tier | Cards |
|---|---|
| S-Tier | Witch, Electro Giant, Monk, Musketeer |
| A-Tier | Archer Queen, Princess, Royal Giant, Wizard, Dart Goblin, Executioner |
| B-Tier | Spear Goblin, Goblin, Valkyrie, Skeleton Dragons |
| C-Tier | Skeleton King, P.E.K.K.A, Goblin Machine, Golden Knight |
| D-Tier | Bandit, Prince, Mega Knight, Barbarian, Mini P.E.K.K.A, Royal Ghost |
This snapshot gives you a quick overview of the best cards in Merge Tactics in the current update. Next, we’ll break down each tier and explain why these cards ended up where they did—starting with the most dominant units in the mode.
S-tier is reserved for Merge Tactics meta cards. These units create impact immediately and scale into unstoppable win conditions once they reach higher star levels. They perform well in nearly any comp, thrive in the Superstar-heavy environment, and offer raw power that doesn’t depend on perfect shop RNG or overly narrow trait setups.

The Witch remains firmly at the top because of her unmatched ability to flood the board with skeletons. As her star level increases, her spawn tempo ramps up quickly, turning every fight into a grind where opponents must cut through layers of disposable units. Those skeletons interrupt ability timing, absorb key hits, block dashes, and buy your backline the time it needs to scale. No other unit provides this much repeatable board control on demand.

Electro Giant takes over rounds through his scaling stun radius. With Superstar in play, each recast becomes a massive AoE lockdown that can freeze entire enemy formations in place. Even at low stars he disrupts positioning and tempo, and at higher stars he becomes a true fight controller. That’s why he’s one of the Merge Tactics best early game cards. Pairing him with Witch or Musketeer often creates rounds where the enemy simply can’t get their setup online.

Monk stands out as the most dependable tank in Merge Tactics right now. His Ace and Superstar combination allows him to reflect damage, gain sustain through repeated recasts, and survive longer than most frontliners. In extended fights he steadily wears teams down while also disrupting enemy ability windows. That reliability makes him a staple in many top-tier comps this season.

Musketeer earns S-tier status through consistent crowd control, making her the Merge Tactics strongest late-game pick. Her knockback and stun effects break enemy formations and create breathing room for your carries to ramp. Superstar synergy pushes this even further, letting her chain casts and repeatedly disrupt the enemy’s timing. She fits cleanly into most comps and remains one of the safest high-impact utility drafts you can lock in.
A-tier cards are strong, flexible, and easy to slot into many top-performing comps. They don’t define the meta the way S-tier units do, but they remain reliable picks that provide steady value and scale well with proper positioning and synergy.

Archer Queen performs extremely well this season thanks to her reworked Ranger trait. Her attack speed ramps quickly, allowing her to delete priority targets once your frontline buys enough time. Clan trait healing helps her survive early chip damage, and in later rounds she becomes a consistent ranged carry. She isn’t as overwhelming as Witch or Dart Goblin, but she plugs into multiple winning builds without much friction.

Princess surged upward after gaining the Blaster trait. Extra range and bonus damage let her control large portions of the board and pressure enemy backlines more consistently. She’s also one of the cleaner answers into Witch skeleton floods, since her splash can punish clustered spawns. With strong AoE pressure and useful trait overlap, she’s one of the best premium ranged options in the shop.

Royal Giant is the standout two-elixir unit this season. His HP pool is unusually high for a ranged card, letting him survive long enough to benefit from Ranger scaling. He pairs naturally with Electro Giant and Dart Goblin Merge Tactics top cards, and his early-round stability makes him a great foundation piece. He scales well while offering rare durability for a backline unit.

Wizard’s move from Fire to Blaster significantly improved his consistency. With better trait synergy and stronger splash value, he can fit into more comps instead of being locked into specific pairings. His AoE matters a lot this season due to tighter formations, more clustered boards, and increased building presence. Being relevant in both early and late rounds keeps him comfortably in A-tier.

Dart Goblin remains a high-end ranged carry thanks to Ranger scaling and the Goblin trait’s economy advantages. He ramps quickly, deals serious damage, and is usually easy to upgrade because he shows up often in the shop. He’s not quite as ridiculous as he was in older metas, but he still fits into multiple lineups and remains one of the safest damage investments you can draft.

Executioner benefits from strong traits (Ace + Blaster) and reliable multi-target pressure. His boomerang-style attack cuts through clustered setups, and he transitions smoothly into Ranger, Ace, or Blaster compositions. He’s consistent, provides real utility, and slots into several of the Merge Tactics best comps without forcing awkward trait compromises.
B-tier cards have clear upsides, but they tend to shine only in specific comps or narrower situations. They can be excellent when drafted with intention, yet they don’t offer the universal reliability of higher-tier units.

Spear Goblin is one of the best low-cost openers thanks to the Goblin trait and efficient early-round damage. He helps stabilize the first few rounds, supports early merges, and provides useful economy value. The downside is that he falls off hard once late-game scaling kicks in, and he rarely remains relevant in final-round boards. Great early, limited later.

Goblin brings strong early utility through high damage for his cost and natural Goblin trait synergy. He generates extra copies, accelerates merges, and helps lock in early wins. However, his Assassin trait has less impact in this season because frontlines are bulkier and stuns are more common, reducing how often he can convert early momentum into late-game dominance. Still excellent in economy-first openings.

Valkyrie remains a steady, dependable frontliner. Clan offers healing support, and her circular splash is great for controlling melee fights and punishing tight clusters. She dropped a bit because Brutalist replaced Juggernaut, making her less universally plug-and-play across comps. Even so, she’s a strong frontline pick in Clan builds or any setup that needs consistent wide splash.

Skeleton Dragons improved this season thanks to Superstar synergy and the Witch-driven meta. With enough stall from units like Monk, Electro Giant, or Musketeer, they get the time they need to duplicate consistently. Once replication starts rolling, boards can fill quickly and create huge pressure. They’re still slower to scale than top carries, but in the right comp they can snowball out of control.
C-tier cards are in an awkward place this season. They can contribute in certain drafts, but their trait fit or scaling issues make them harder to justify compared to stronger options. They’re playable, just rarely optimal.

Skeleton King struggles because Undead has declined and Juggernaut being removed took away a big part of what made him a universal frontline anchor. Brutalist doesn’t give the same all-around payoff, and the meta’s constant skeleton and building spam reduces the impact of his passive HP drain. He’s still tanky and can work in niche setups, but he isn’t a reliable core piece anymore.

P.E.K.K.A. still hits hard and can dominate early rounds, but she loses ground as fights become longer and more chaotic. The newer P.E.K.K.A trait doesn’t scale as cleanly into late game compared to the older Ace synergy, and Brutalist doesn’t fully support her ideal role. She’s a decent brawler, yet she lacks the scaling ceiling and flexible synergy that top frontliners now require.

Goblin Machine dropped significantly after losing his stun and trading Juggernaut for Brutalist. His rockets now provide damage without locking enemies down, and the trait shift makes his long-round value less consistent. Most of his remaining usefulness comes from Goblin trait economy and early merge setups. Outside of those angles, he’s a risky pick to commit to.

Golden Knight still has explosive potential, but that upside doesn’t trigger consistently anymore. Superstar comps, Witch skeleton floods, and larger boards frequently disrupt his chain dashes. Because he depends on getting an early kill to start snowballing, interruptions shut him down almost immediately. He’s still playable in drafts designed to punish backlines, but he’s far from dependable. BLOG20
D-tier cards struggle the most in the current season. Their traits don’t line up well with the meta, or their abilities fail to create meaningful value against today’s stronger frontlines and stun-heavy environments. They can function in very specific drafts, but they’re rarely worth prioritizing.

Bandit has decent traits on paper, but her ability keeps her from competing. Her dash charges slowly, the damage is underwhelming, and it often gets interrupted early by skeleton spawns or frequent stun effects. She becomes slightly more usable at high star levels, yet her inconsistency and low impact leave her well behind other Assassin or Ace options.

Prince can deliver a strong opening joust, but he loses relevance quickly after that initial burst. His stun matters less this season because Superstar units often resist disruption or simply out-scale it, and Witch skeletons regularly mess with his targeting. He can be fine in specific matchups, but he lacks the sustained value needed to matter in late-game rounds.

Mega Knight used to be defined by his stun value, but constant Superstar interruptions and Witch skeleton floods blunt his impact heavily. His Ace trait still has some usefulness, and he can stall when shields drop, but he’s been outclassed by better controllers and more consistent frontliners. He only fits when your comp desperately needs additional stuns.

Barbarian has respectable traits—especially inside full Clan setups—but his raw stats simply lag behind other frontliners. He can do fine in the first few rounds where healing and attack speed matter most, yet he contributes less as fights get more crowded and ability-heavy. Outside of strict Clan-focused builds, he struggles to keep pace.

Mini P.E.K.K.A. can hit hard early, but he falls off extremely fast. The P.E.K.K.A trait offers limited scaling, and Brutalist doesn’t do much to extend his survival in mid- or late-game brawls. His overall stats don’t match what higher-tier frontline or assassin-style units bring to the table. He’s mostly an early stopgap when the shop doesn’t cooperate.

Royal Ghost is the weakest unit this season. His invisibility doesn’t provide enough value against the sheer amount of skeletons, buildings, and stuns that define the current meta. His traits underperform and his damage isn’t high enough to justify the cost. Even in drafts where Undead used to shine, he now provides very little meaningful payoff.
Witch, Electro Giant, Monk, and Musketeer currently sit at the top of the meta due to their excellent scaling, strong crowd control, and seamless interaction with Superstar-focused comps that dominate long fights.
The most successful comps are built around Superstar cores, usually backed by Witch or Musketeer for control, with Electro Giant or Monk holding the frontline. These lineups excel in extended rounds by stalling enemies and denying key abilities.
Witch, Electro Giant, Dart Goblin, Princess, and Archer Queen have some of the best scaling in the mode. Their traits and abilities become more impactful as rounds drag on, making them deadly win conditions in the late game.
The current meta is centered on Superstar synergy, constant pressure from Witch skeletons, and heavy disruption provided by Electro Giant and Musketeer. Ranged carries using Ranger or Blaster traits are especially strong in this control-heavy environment.
Merge Tactics keeps evolving, and each balance change nudges the meta in a new direction. This season rewards units that can stall, overwhelm boards, or control fights through Superstar scaling and relentless pressure. Cards like Witch, Electro Giant, Monk, and Musketeer sit at the top because they reliably create winning board states even with average merges or imperfect shop luck. Mid-tier options still have real value when drafted with clear synergy goals, while lower-tier units tend to require very specific setups to succeed. As the mode continues to shift, staying aware of which traits and abilities define the strongest comps will help you draft smarter and climb faster.