Clash Royale Merge Tactics Tier List – 1000 Trophies Meta Analysis
Hello folks! I’ve been playing Merge Tactics non-stop since launch, currently sitting at around 1000 trophies, and as a former Clash Mini grinder (rip), I thought I’d share my Clash Royale Merge Tactics Tier List and thoughts on the current meta for those diving deeper into this brilliant new mode.
Below is my Clash Royale Merge Tactics Tier List based on in-game performance, synergy potential, merge value, and long-term scaling:
Clash Royale Merge Tactics Tier List – 1000 Trophies Meta Analysis
S Tier – Meta Defining
Goblin Machine – This card is insane if you hit early. It powers the entire Goblin synergy, which is easily the best opener right now. Strong merge stats and consistent AoE value.
Royal Ghost – The only true counter to a high-level Goblin Machine setup. His invisibility and splash let him bypass most frontlines and hit the backline hard—absolutely vital in higher elos.
A Tier – Core Picks in Strong Comps
Spear Goblins, Goblin Giant, Royal Champion – These three fuel Goblin synergy or high-DPS comps. Great early pressure with high merge potential. Goblin Giant especially can act like a pseudo-tank while dishing decent damage.
Golden Knight – The go-to versatile frontliner. Good synergy with Nova and great at pressuring squishier backlines with dash damage.
B Tier – Situationally Good / Merge Fodder Tier
Goblins, Knight, Princess, Dart Goblin – Solid early game fillers or merge bait. Princess and Dart Goblin have range utility but require protection. Knight’s just stable as a frontline elixir dump.
C Tier – Early Game Carriers, Late Game Liability
These units shine in the first 2–3 rounds, but tend to fall off hard:
Bomber, Archer, Archer Queen, Valkyrie, Prince, Bandit, Battle Healer, Executioner, Skeleton King
These cards all have some value, especially Bomber and Archer for cheap synergy starters. But overall, it’s smarter to eat early damage and pivot toward higher impact troops.
D Tier – Just Not Worth It
Pekka – She looks intimidating, but in practice her slow attack speed and high cost make her near-useless unless heavily buffed. By the time she’s relevant, you’ve already lost tempo.
Meta Strategy (as of ~1000 Trophies)
-
Early Goblin synergy is by far the strongest open. The extra elixir economy lets you sell and pivot smoothly, and hitting a 3-star Goblin Machine makes you almost unbeatable unless a Ghost sneaks through.
-
Ignore early damage unless you’re risking elimination. Better to lose Round 1-2, grab extra elixir (especially with Royal King), and invest in 2-3 star core units.
-
Traits > Raw Power – Focus on synergies (Nova, Juggernaut, Undead) over legendary rarity. Traits scale better into the later rounds.
-
Bench management is crucial. Keeping a unit for merge potential next round is often better than playing a weak 1-star.
This mode has insane potential and feels like the Clash Mini we never got to see flourish. I’d love to hear from others climbing past 1k—what builds are you running into? Any unexpected synergies or trait combos popping off