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Might & Magic: Chess Royale Synergies Tier List – The Best Synergies in the Auto Chess Meets Battle Royale
If you’ve been enjoying Might & Magic: Chess Royale lately but aren’t making much headway into breaking into the top 10 , it might be that you could do with working on your synergies game. Picking, and putting together, a …
If you’ve been enjoying Might & Magic: Chess Royale lately but aren’t making much headway into breaking into the top 10 , it might be that you could do with working on your synergies game. Picking, and putting together, a team with the best synergies is absolutely essential to a strong finish in Might & Magic: Chess Royale.
Fortunately for you, that’s where we come in. We’ve put together a list of our favourite synergies in a tier, so you know which you should prioritise and which you should pretty much ignore. If you’re still unsure whether you should play Might & Magic: Chess Royale, or want some more basic tips, check out our Review and Beginner’s Guide.
Might & Magic: Chess Royale Synergies Tier List
Before we get into the tier list proper, let’s quickly discuss what led us to making the following decisions. Our tier list is primarily interested in two key factors: ease and impact. If it’s virtually impossible to get the synergy, then it’s probably not worth chasing. Similarly, if it’s really not going to do much to help you, then we’re not interested in it either.
Tier 1
In this tier, we list the absolute best synergies in the game. These should be synergies you prioritise from the moment you begin playing, and aim to max out by the time you hit endgame.
Warrior
Increases damage dealt by Warrior units
- 2 heroes increase damage by 10%
- 4 heroes increase damage by 40%
Warrior Heroes:
- Gnoll
- Orc
- Valkyrie
- Fire Giant
Warrior is right up there as one of our favourite synergies. You can pick up its first tier as early as your opening round, and the Orc and Valkyrie units are some of the strongest units in the game at any two gold per pop. Get at least the first tier of this synergy in every game.
Guardian
Increases armor for ally Guardian units
- 2 heroes increase armour by 4
- 4 heroes increase armour by 10
Guardian Heroes:
- Battle Dwarf
- Swordmaster
- Treant
- Cyclops
- Archangel
Guardian is a strong synergy with a number of excellent units to select from. The only real downside is that it can be expensive, and rare, to pick up the whole set – especially if you want Archangel.
Dragon
When battle starts, Dragon grants +40 Mana to nearby allies (only active with 1 single Dragon on board).
Dragon Heroes:
- Hydra
- Green Dragon
- Bone Dragon
- Red Dragon
Dragon is a no-brainer synergy, and easily the strongest in the entire game. You only need a single dragon to get the synergy, which provides all nearby allies with +40 mana instantly.
Assassin
- 2 units: All assassin units have 5% chance to critical hit for 300% damage
- 4 units: All assassin units have 20% chance to critical hit for 300% damage
Assassin Heroes:
- Justicar
- Harpy
- Vampire
- Stalker
Assassin is very strong, and a good alternative to Warrior for a damage-dealing synergy. It also includes some very strong units, like Stalker.
Spirit
- 2 units: -3 Armor to all foes
- 4 units: -5 Armor to all foes
Spirit Heroes:
- Ghost
- Troglodyte
- Dryad
- Lava Elemental
Spirit can undo some of the Armor bonuses Guardians receive due to their synergy, and include a decent set of heroes like Dryad and Lava Elemental.
Tier 2
Dungeon
When Battle starts, a random ally unit gets duplicated (2-Stars max).
Dungeon Heroes:
- Troglodyte
- Hydra
- Stalker
Dungeon is incredibly strong, but we’ve had rounds where we’ve found it literally impossible to get the synergy due to a certain unit (Stalker) not making an appearance. As soon as more Dungeon units are released, we’ll likely bump this up to tier 1.
Stronghold
When a Stronghold unit dies, a random Stronghold unit gains +100% DMG.
Stronghold Heroes:
- Gnoll
- Harpy
- Orc
- Cyclops
Stronghold is a solid synergy that you can pick up early on with ease, thanks to the wide variety of easily-accessible units from the synergy available early on. It just starts to lose its appeal later, when there are better options available.
Necropolis
All Necropolis units spawn a 2 Stars Ghost on death.
Necropolis Heroes:
- Ghost
- Vampire
- Lich
- Bone Dragon
Necropolis is a very strong synergy – if you can get it. This is the ultimate issue with this synergy: two out of the four possible units are rare and expensive, so it’s difficult to rely on. You’re more likely to get this synergy due to luck rather than anything else.
Mage
- 2 units: -10% Magic resistance to all foes.
- 4 units: -30% Magic resistance to all foes.
Mage Heroes:
- Druid
- Rune Priest
- Zealot
- Lich
Mage is fine as a synergy – increasing the damage of all magic attacks for a team made up of mostly magic attacks. The problem is, Mage heroes aren’t particularly strong right now. You’ll be fine taking the first tier of this most games, provided you’re focusing on other synergies too.
Tier 3
Haven
Haven units survive 3 sec after death.
Haven Heroes:
- Justicar
- Swordmaster
- Zealot
- Archangel
Haven is a really difficult synergy to pull off, because it only has four units and you may not actually encounter one or two of them while recruiting. It’s not one to be relied on.
Fortress
20% chance to earn 1 extra Gold after a Kill.
Fortress Heroes:
- Rune Priest
- Battle Dwarf
- Valkyrie
- Lava Elemental
- Fire Giant
- Red Dragon
Fortress isn’t a particularly bad synergy, it just starts to lose its usefulness as the game progresses. It’s worth picking up early on to start building up your gold reserves, then ditching it as you progress to the endgame. There are plenty of units to choose from – many of which appear early on.
Glen Fox
Head of Editorial
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