The addition of Merge Tactics shook up the Clash Royale world. In this mode, you draft troops, merge duplicates into stronger units, then watch them auto-battle. After the recent balance changes and introduction of new traits, some cards that felt weak before now perform much better. Some others that once dominated are now overshadowed by the meta newcomers. This best Merge Tactics cards in Clash Royale list runs units from best to worst - but keep in mind: even low-tier troops can carry in the right comps.
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Merge Tactics Best Cards Rankings Explained
The Merge Tactics meta ended up with a very clean power structure once players figured out which traits scale best and which units fall off too fast. Having a clear understanding of what the Merge Tactics best cards at the moment are and every single unit’s power level and scaling potential is crucial for ranked success.
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S-Tier: Game-defining cards that are great to play. Still strong even with minimal active synergy.
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A-Tier: Strong and reliable. Great in many comps. Needs moderate synergy activation or support by other units.
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B-Tier: Situational and niche units options. Useful in limited compositions or early game / low-elixir scenarios.
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C-Tier: Weak, clunky to play, or too niche. Usually only worth using if nothing else pops up, and as elixir fillers.
With tier list rankings explanations out of the way, let’s get straight to the tier list itself.
Merge Tactics Tier List in Clash Royale

To make everything easy to compare at a glance, here’s the current Merge Tactics tier list in Clash Royale with every card ranked based on performance, trait value, matchup potential, and consistency across the latest season.
|
Tier |
Cards |
|---|---|
|
S |
Baby Dragon, Witch, Giant Skeleton, Executioner, Goblin Machine, Dark Goblin, Skeleton King |
|
A |
Archer, Musketeer, Pekka, Archer Queen |
|
B |
Spear Goblin, Goblin, Dart Goblin, Wizard, E-Giant, E-Wiz, Valkyrie, Mega Knight |
|
C |
Bandit, Skeleton Dragon, Princess, Royal Ghost, Prince, Barbarian, Knight |
This layout gives you a quick view of where each card stands right now. However, the real value comes from understanding why each of these units ended up in that position. The higher-tier units offer superior scaling, synergy, and standalone value, making them the Merge Tactics strongest late-game cards. Meanwhile, the lower tiers need very specific lineups or conditions to work. As you go deeper into building your decks, pay attention not only to the unit’s tier but also to the traits that fuel these cards, because that is what ultimately defines comps and drives the meta.
S-Tier
The S-tier cards currently lead the meta in power, flexibility, and consistency. These are the best cards in Merge Tactics - they offer strong individual value and perform reasonably well even in non-synergistic random compositions.
Baby Dragon offers massive splash damage and benefits heavily from the new Blaster trait and synergy. It handles swarm and diverse enemy types well.
Witch is a wildly strong solo-carry potential unit. She spawns infinite skeletons, turning even losing battles with her overwhelming waves of undead - perfect for attrition and the late game.
Giant Skeleton got a buff to his death-bomb damage. Proper placement can decimate clusters, making him extremely valuable in decisive rounds.
Executioner combines the Ace and Blaster traits. With the Ace buff (increased hit speed and captain bonuses) plus ranged blaster damage, he becomes a top-tier DPS unit.
Goblin Machine stands out because of brutalist + goblin traits: fast rocket fire, high HP, and great scalability. His periodic stun and missile barrage stall enemy advances.
Dart Goblin - he is the Merge Tactics meta cards top dog. Thanks to the recent buff to the Goblin trait, he scales extremely well. Goblin trait now makes Goblin units more abundant, enabling aggressive, merge-heavy play. Dark Goblin shines in this environment.
Finally, Skeleton King combines tankiness, skeleton spawn ability, and top-tier traits. He performs well in clan, blaster, or mixed comps.
S-Tier units carry games. If you draft and play them right, they push you to late rounds and win conditions.
A-Tier

A-Tier cards reliably contribute to wins when used correctly and properly synergized. Yet they are somewhat lacking in most situations compared to the S-tier cards.
Archer became one of the Merge Tactics top cards after the Ranger buffs. As Rangers scale now, Archer shines especially when paired with other Rangers or traits that boost hit speed.
Musketeer climbed because of the rise of the “blaster” comp. Her knockback ability and ranged attack give defensive strength. She’s particularly useful against strong units or bomb-heavy decks.
P.E.K.K.A. performs well when treated as a heavy frontline or Avenger-trait unit. Her slower movement and serious damage work when frontline support is present.
Archer Queen remains balanced. She doesn’t carry like top-tier cards, but her range and trait synergy (especially with Avenger or ranged comps) keep her viable.
These cards rarely flop, especially when paired with solid support or comp synergy.
B-Tier
Some B-Tier cards have redeeming qualities. They shine in early rounds or niche setups - but they rarely carry games by themselves.
Spear Goblin and Goblin benefit from Goblin trait buffs (recent patch made the Goblin trait more reliable). Cheap and fast, in most situations, they are Merge Tactics best early game cards.
Golden Knight has always been a high-impact assassin-style unit, and he remains one of the strongest frontline breakers when the matchup and placement are in your favor. His dash ability lets him jump into exposed backline targets, which creates instant pressure and forces your opponent to build defensive formations differently. That alone gives him a unique advantage over more predictable assassins.
Wizard, E-Giant, E-Wiz, Valkyrie, and Mega Knight offer niche or trait-specific value. For example, Valkyrie as a brutalist frontline or E-Giant when using electric synergy, but they rarely offer consistent value late game.
B-Tier overall is for early game plays, or filler spots, while you build toward stronger fusion compositions.
C-Tier

The cards in C-Tier are defined by poor ability output, weak synergy, or poor elixir efficiency. For example:
Bandit used to have strong scaling potential, but after a recent rework, she struggles with finding her place in meta play. Her dash charges slowly, her damage is low, and her stun isn’t lasting enough. In the current meta, she rarely creates value compared to other assassin-trait cards. Still, she is played in some of Merge Tactics best comps, so she is not entirely useless.
Skeleton Dragon is among the worst 2-Elixir cards. Though “Ranger” and “Undead” traits are decent, his duplicate-ability drains his HP and triggers slowly. By the time he duplicates, opposing troops often already delete him.
Princess costs 4 Elixir and scales slowly. Her Noble trait and ramp time don’t compete with cheaper, stronger ranged options like Goblin or Archer.
Royal Ghost and Prince suffer because they depend on traits that now perform worse or are too easy to counter. Prince’s stun and Brawler trait are easily negated by buffs or immunity in the meta.
Barbarian and Knight are basic frontline units. They lack standout traits or a strong late-game presence. Their utility is limited mostly to early rounds or synergy filler spots.
In short, C-Tier cards generally can’t keep up with the stronger meta units and trait synergies.
Merge Tactics Card Rankings Usage
Don’t treat these Merge Tactics card rankings as absolute. Merge Tactics thrives on synergy and luck. A weak card in C-Tier can win you early rounds. A strong S-Tier card might flop if you get poor merges or bad trait combos.
When drafting, aim to get trait activation (like Goblin, Blaster, Ace, or Juggernaut) rather than just star levels. Try to build around synergy instead of single-card strength. Use C/B cards early game for economy and trait triggers. As soon as you can, pivot toward A/S cards for late-game stability and power.
Conclusion
Merge Tactics shakes up how you approach Clash Royale. The meta shifted fast after the latest update. As you can see from their placements in our Merge Tactics guide, bottom-tier cards struggle because their abilities and traits can’t keep up. Mid-tier cards offer utility but remain situational. Strong cards - especially S-Tier - are those that synergize well with new traits and provide splash, range, or high burst.
If you build around traits like Goblin, Blaster or Ace - and aim for comp synergies - you’ll unlock the true power of Merge Tactics. Use this tier list as a guide and adapt as patches hit - evolving with the meta is warranted.