Tomb Queen Undead Comp: Best Merge Tactics Update Strategy
Ricky Royale's Tomb Queen Undead strategy for the new Merge Tactics update: Witch spawns, ramped Undead stats and the Dart Goblin as the mirror-match counter.

Credit: Ricky Royale
Tomb Queen Undead Domination
The new Merge Tactics update handed the Tomb Queen two gifts at once: a buff to the Undead Trait and a buff to her own tombstone. The result is a comp that flat out refuses to lose long fights. It floods the board with skeletons, stacks stats every second the fight continues, and finishes with backline units hitting for close to 1,000 damage per shot. Ricky Royale calls it both the most broken and the most brain-dead strategy in the patch, and his games make the case.
This guide is built strictly on Ricky Royale's run with the Tomb Queen across three lobbies. It covers how the Undead ramp snowballs, which Troops actually carry the comp, which Trait breakpoints matter, how to play each stage of the game, and crucially how to beat the other Tomb Queen players you will absolutely run into.
Why Tomb Queen Is Broken
The engine is the Tomb Queen Ruler and her tombstone, which keeps summoning skeletons for the whole fight. The update buffed both the tombstone and the Undead Trait, and those two changes compound.
Undead ramp: Undead troops pile on stats as the fight goes on. In Ricky Royale's games the
Dart Goblin climbed from roughly 400 damage per shot to 700, then to about 1,000, while the
Witch ended one long game at around 26,000 health.- Summons feed orbs: every skeleton spawn counts toward summon progress, which is how you farm orbs. Ricky Royale's opening priority in all three lobbies was simply getting spawns on the field as fast as possible.
- Protect the tombstone: the tombstone has to survive to keep spawning. A
Hog Rider or an enemy sniper hitting it early stalls both your skeleton flood and your orb income.
Key insight: the longer a round lasts, the more the ramp and the skeleton flood favour you. Ricky Royale got "cooked off the bat" in game one and openly wrote it off, because the comeback is baked into the comp.
The Core Troops
The shopping list barely changes between lobbies. Buy the same handful of Undead bodies and let the ramp do the work.
- Witch: the ideal opener as
Tomb Queen. She adds constant summons on top of the tombstone, scales into an enormous tank, and reached 483 damage per shot mid-game in game one. She is your top merge target, up to three-star and four-star. - Dart Goblin: the MVP carry. His percentage-based damage shreds anything, including other ramped Undead boards. He posted 11,000 damage in one fight and 35,000 damage in another.
Skeleton King: summons skeletons when a troop is defeated, so he is extra summon fuel and an extra Undead body. Ricky Royale three-starred him in game two.
Royal Ghost: the filler Undead body used to push from four up to six Undead.
Bomber: an Undead piece that hits harder than you expect once ramped, finishing near the top of the damage chart in game two. Losing him is, in Ricky Royale's words, "a worthy sacrifice for the undead cause".
Magic Archer: parked on the board for entire games purely to soak up ramp, then three-starred when the copies are cheap.
Giant Skeleton: Ricky Royale rated three-starring him above other upgrades once the copies appeared.
Pro tip: this update throws out far more duplicate copies, so commit to merges aggressively. A three-star Dart Goblin landed early in game one and effectively decided the lobby.
Hitting Undead Breakpoints
This comp wins on Trait breakpoints, not on clever positioning. More Undead means more ramp, more health and more spawns.
- Four Undead is the floor. Ricky Royale treats it as non-negotiable: "we at least need four out of four undead".
- Six Undead is the target, usually reached by slotting in the Royal Ghost or Bomber once the core is down. A plus one team size Modifier makes it almost free.
- Cut non-Undead filler like the
Knight the moment you have a better body, and skip off-trait upgrades: "there's no point going for a musky or anything".
Equipment Priorities
Valkyrie's Axe wants to be on a unit that survives and melts clumps. Ricky Royale repeatedly regretted leaving it on the Dart Goblin instead of moving it to the Witch, and called its damage "actually truly melting".
Ranger's Crossbow goes on the Dart Goblin to stack output on top of his percentage damage.- Cloak stays on the Witch so she can go invisible, live longer and keep pumping out skeletons.
⚠️ Equipment placement was the one thing Ricky Royale kept fumbling on camera. Decide where each piece goes before the round locks, because a misplaced Valkyrie's Axe is wasted ramp.
Round By Round Game Plan
Early Rounds
- As Tomb Queen, go for the Witch first when she shows up, mainly because the extra summons hand you an orb almost immediately.
- If the Witch is missing, open with any Undead body you can find. In game three Ricky Royale started on a
Musketeer and Royal Ghost and simply farmed spawns until a Witch appeared. - Echo bench a Dart Goblin copy early if you see one, especially in a lobby stacked with Tomb Queen players.
- Do not panic over early losses. HP is worth less than spawn count here.
- In a contested lobby an opening
Clan pair is a fine stall tool: it buys time and baits snipes onto an archer instead of your tombstone.
Mid Game
- Merge the Witch and Dart Goblin first, then fill out to four Undead.
- Leave the Magic Archer on the board every round so it is always banking ramp.
- Scout before locking placement so enemy Musketeers cannot reach your Dart Goblin: that one mistake cost Ricky Royale a Dart Goblin mid-fight in game two.
Late Game
- Push to six Undead, then dump leftover Elixir into three-star and four-star upgrades, starting with the Witch and then the Skeleton King or Giant Skeleton.
- Fielding two Dart
Goblins is a legitimate finisher once Elixir is spare. Ricky Royale did it in game two and described the board as "just shredding". - In mirror stalemates, focus on deleting the biggest threat fastest so the round ends before the enemy ramp peaks.
Ricky Royale, holding a four-star Witch at 26,000 health and a 9,000 health Dart Goblin: "I don't even know why I'm stressing even a little bit."
Countering Mirror Tomb Queens
Buff a Ruler and the lobby fills with it. Game one had three other Tomb Queen players, so the counter-plan matters as much as the comp.
- Dart Goblin is the answer. His percentage-based damage does not care how much health the enemy Undead have stacked, so he deletes ramped mirror boards that would otherwise out-scale you.
- Even when you lose the Trait race and cannot reach six Undead, he keeps you alive: "it didn't even matter, the Dart Goblin will bail you out of facing these tomb queens".
- When an opponent is visibly contesting Undead in the shop, take the Witch anyway. Spawn volume beats denial.
✅ Keep at least one Dart Goblin in every Tomb Queen game, contested or not.
❌ Do not try to out-stat a mirror board with more Undead bodies. Raw health loses to percentage damage.
Strengths And Weaknesses
Strengths
✅ Self-snowballing: the Undead ramp plus tombstone spawns make long fights heavily one-sided in your favour.
✅ Low skill floor: Ricky Royale calls it a comp he could "play in my sleep", with a near-fixed buy order and minimal positioning.
✅ Strong economy: summons farm orbs quickly, and Modifiers like Trait Gift pay out every round because Undead is always active.
✅ Built-in comeback: game one started disastrously and ended with a 35,000 damage Dart Goblin and a four-star Witch.
Weaknesses
❌ Heavily contested: multiple Tomb Queen players per lobby means Witch and Undead copies dry up. Ricky Royale went several rounds in game three without seeing a single Witch.
❌ Tombstone reliance: snipers or a Hog Rider chewing through the tombstone stalls both your spawns and your orb farm.
❌ Slow starts: you will bleed HP in the opening rounds while the ramp is still small.
⚠️ It can also lose to its own mirror if you skip the Dart Goblin and try to win purely on stats.
Key Units & Traits
- Tomb Queen: The Ruler of the comp. Her buffed tombstone spawns skeletons all fight and feeds your orb economy.
- Undead: The core Trait. Ramps stats as the fight goes on, so hit four Undead then six Undead.
- Witch: The ideal opener. Extra summons plus huge ramped health, and your number one merge priority.
- Dart Goblin: The MVP carry. Percentage-based damage shreds ramped boards and counters mirror Tomb Queens.
- Skeleton King: Summons skeletons when a troop is defeated, adding spawns and another Undead body.
- Royal Ghost: Filler Undead body used to reach the six Undead breakpoint.
- Bomber: Undead piece that puts out real damage once the ramp kicks in.
- Magic Archer: Left on the board all game to soak ramp, then three-starred when copies are cheap.
- Giant Skeleton: High-priority three-star target once duplicate copies appear.
TL;DR
- ✅ Go for the Witch first as Tomb Queen for instant summons and fast orb progress.
- ✅ Protect the tombstone: it is both your spawn engine and your economy.
- ✅ Rush four Undead, then six Undead using the Royal Ghost or Bomber.
- ✅ Always keep a Dart Goblin: his percentage damage is the mirror-match counter.
- ✅ Cloak on the Witch, Ranger's Crossbow on the Dart Goblin, Valkyrie's Axe on a unit that survives.
- ✅ Spend spare Elixir late on three-star and four-star upgrades, Witch first.
- ⚠️ Expect a rough opening and a contested shop: lobbies are flooded with Tomb Queen players after this update.
On the evidence of Ricky Royale's games, the Tomb Queen Undead comp is the strongest and easiest strategy in the new Merge Tactics update. The buffs to the tombstone and the Undead Trait turn a shaky opening into a late game where a four-star Witch tanks everything and a ramped Dart Goblin posts tens of thousands of damage. The only real tax is popularity, and even that is answered by the Dart Goblin's percentage damage. If you want a comp with a near-fixed buy order, a forgiving early game and a brutal ceiling, run this until it gets nerfed.