When playing Rush Royale, one of the skills you will need to know is when to merge units. Is it better to have a bunch of Tier 1 or 2 units, or should you merge them all and attempt to gain Tier 3 or higher. At what phase of the game do you merge? Let’s talk about it here.
Important Things to Note about Merging
If you want to merge a unit, remember that the merge will end up with a completely random unit that is in your deck. That means if you are specifically looking to upgrade only one type of unit, then there is a 80% chance that you will end up with something you don’t want. That’s a HUGE chance of error. If you find that your deck is mostly support units trying to support one or two damage units, you most likely will not get the damage unit you’re expecting when you merge.
This means that you should aim for no more than two support units at a time when trying to play seriously. I will admit – playing a bunch of support units to magnify the power of one unit is pretty fun, but in competitive play and when trying to level up, it may not be the best idea since the chances of getting what you want will be low. Exceptions to this would be in co-op, but you will have to be partnered with someone who is extremely damage-heavy, and you will support units that can enhance their deck. such as Demonologist and shaman.
Merging in Rush Royale boils down to your mana upgrades, the deck that you have, chance, and the boss.
Let’s break this down:
Mana Upgrades: It is okay to merge if you have mostly damage units and they are all evenly upgraded. For example, if all my units are level 2 and they deal damage, it doesn’t matter if I merge, because whatever I get will help benefit me in terms of damage. But if you focused all your mana upgrades on one unit, it may be best to not merge until you have enough of them on your deck to support you during battle.
The deck that you have: Now, let’s say you have Mime or even Priestess, units that are terrible with damage. This can spell doom for your deck if you end up getting those instead of your damage units. But the game is all about chance in the end. We will talk more about optimizing later.
Chance: Let’s say you have a pretty evenly-balanced deck: 3 damage units, 1 debuff unit, 1 support unit. There is a 60% chance that when you merge, you’re going to get a damage unit. Perfect! But there is also a 40% chance that you aren’t going to get what you want. Uh oh.
When you merge, make sure you have enough Tier 1-2 damage units to support your deck just in case you don’t get what you want. If you have a bunch of supports and only one or two damage units, then it’s best to merge your supports so you can get more damage. Your deck should be 9-10 damage units to be optimal when it’s at capacity.
The Boss: Now depending on the battle that is happening before you, it may be best to not merge at all. Example could be when fighting Gorgon and how he can petrify your deck. In this example, it’s best to have many units (mostly damage) so that it takes him longer to take down all your damage source. If you merge too soon and let’s say half your deck is empty, you will be completely petrified by his third skill activation (not to mention the chances that you will merge and might get a support unit instead of a damage unit).
However, a simple boss like Tamer, it may be okay to merge. Again, it just depends on the deck that you have, ensuring that you have 9-10 damage units at any given time.
Conclusion: To Merge or Not to Merge?
To summarize: merging is highly dependent on your damage output. Generally speaking, ensure that you have enough damage units (9-10) at any given time in order to support your killing ability so you don’t get defeated by bosses and fast monsters.