squad busters tier list — The 2026 Player’s Tier List, Team Comps, Counters, and “Stop Getting Busted at 200 Gems”
If you’re searching squad busters tier list, you’re probably trying to answer the same three questions every Squad Busters player eventually asks:
Who wins games right now?
What do I pick when the lobby is sweaty and everyone’s rushing mid?
Why do I feel strong for 40 seconds and then get instantly deleted?
Here’s the honest truth from someone who’s eaten enough “top 2 to top 7” throws to learn the hard way: Squad Busters isn’t a pure “best character” game. It’s a timing + role coverage + gem pathing game. The best characters are the ones that either (a) print value early so you don’t fall behind, or (b) convert mid/late fights into wins—either by deleting squads, holding objectives, or letting you chase and finish instead of watching enemies turbo away with your gems.
This guide follows your outline and is written from a player’s perspective: we’ll cover the tier list overview, why the S-tier picks are meta-defining, the A-tier “always safe” picks, class breakdowns, evolution and fusion breakpoints, map-specific metas, best team comps, beginner squads, counters, 2026 meta shifts (including the Transformers collab characters like Optimus/Elita), F2P progression, community consensus, underrated picks, worst traps to avoid, mode tips, evolution priority, gem pathing strategy, and an FAQ.

I. Tier List Overview
The clean version of the meta (matching your outline structure) looks like this:
S Tier (Meta-defining): Barbarian King, Archer Queen, Hog Rider, plus other top-end win-condition picks like Tank and Penny
A Tier (Strong flex): Mortis, Wizard, El Primo, plus consistent staples like Heavy, Max, and Barbarian
B Tier (Situational): Shelly, Battle Healer, plus “good but not always game-winning” utility picks
C–D Tier (Niche/early): Chicken, Goblin, and other characters that mostly exist to get you through early collection levels (or to troll yourself in ranked)
This overall structure lines up with current mainstream tier list reporting: PocketGamer’s recent tier list places Barbarian King, Hog Rider, Archer Queen, Penny, and Tank among S-tier, with Heavy/Max/Barbarian/Mortis/Wizard/El Primo sitting in A-tier, and Chicken/Goblin in D-tier.
Other community-driven tier lists (like Noff) also regularly highlight Barbarian King, Archer Queen, Tank, Hog Rider, and Trader as top choices depending on context.
How I’m ranking (player logic, not just vibes)
I’m weighting picks based on what actually wins matches consistently:
Fight conversion: Can this character turn a mid-game skirmish into a squad wipe or a hard reset?
Tempo: Does it help you snowball from “early coins” into “mid gems” without dying?
Chase/escape control: In Squad Busters, the squad that can chase finishes, and the squad that can’t chase watches enemies leave.
Role coverage: You want damage + survivability + speed + economy tools across your team, not five “cool fighters.”
II. S-Tier Characters
S-tier characters aren’t just “strong.” They shape how everyone else has to play. If you have them (and evolve them), you get to dictate fights.
A. Barbarian King — melee speed buff, tanky frontliner
Barb King is a classic “frontline win condition.” He’s tanky enough to start fights, sticky enough to keep fights going, and his buff-style identity makes your whole squad more lethal. In real matches, Barb King’s biggest value is that he lets you commit without instantly melting—especially when you’re fighting for mid gems or contesting a hot chest lane.
How Barb King wins games (in practice):
You stop losing every 50/50 skirmish because your frontline actually holds.
You can punish weaker squads early and convert those busts into gem advantage.
You enable “sustain comps” where you outlast and then clean up.
Common Barb King mistake:
New players chase too far. Barb King is strongest when he’s anchoring fights you’ve chosen, not sprinting into chaos alone.
B. Archer Queen — knockback + ranged pierce
Archer Queen is one of the most oppressive “fight shapers” because ranged pierce-style damage punishes clustered squads and deletes low-HP backliners fast. PocketGamer’s tier list keeps her in S-tier as a core carry option.
Why Archer Queen feels unfair:
She punishes bad positioning instantly.
She forces enemies to split or risk getting shredded.
She counters “damage sponge” compositions because pierce-style damage doesn’t care that you brought three tanks—your backline still dies.
Where she’s most disgusting: open maps, mid contest fights, and any situation where enemies can’t disengage cleanly.
C. Hog Rider — turbo extension, chase king
Hog Rider’s identity is simple: you don’t get away.
When Hog is meta, the entire lobby feels faster and more lethal because any squad that loses a fight can’t just turbo out and reset—they get run down and busted. PocketGamer keeps Hog Rider in S-tier because chase and tempo are always valuable.
Why Hog is so important:
He converts “winning a skirmish” into “ending a squad.”
He farms weak squads who try to play passive and stack gems.
He forces everyone to respect positioning and escape routes.
The Hog trap:
If you turbo into a fight, you arrive with no escape plan. Hog is best when you walk into fights and save turbo for chase or disengage—not when you launch yourself into the blender.
D. Tank — map tank summons, objective monster
Tank is the kind of unit that makes you feel like you’re playing a different game: you hold space, you contest objectives, and you force enemies to commit harder than they want to. PocketGamer lists Tank as S-tier, and this tracks with how “summon + frontline control” units tend to dominate objective-heavy situations.
How Tank wins games:
She lets you bully chest lanes and mid fights.
You can survive longer in scrappy brawls.
You force the enemy to either burst you down (costly) or lose space.
E. Penny — high DPS + key supplier
Penny is S-tier not because she’s flashy, but because she’s value-dense. She contributes meaningful damage and helps stabilize your squad’s resource flow early. PocketGamer also places Penny in S-tier, and for good reason—stable DPS plus utility is always premium in Squad Busters.
Why Penny is a top first pick (and why your FAQ says it too):
She helps you not fall behind early.
She scales into mid-game fights.
She keeps your comp flexible.
III. A-Tier Reliable Picks
A-tier picks are your “I can always pick this and not regret it” options. They’re strong, flexible, and usually improve your team even if they aren’t the single unit that wins the whole lobby alone.
A. Heavy — damage sponge
Heavy is a classic A-tier frontline: absorb damage, create time, protect your backline. PocketGamer ranks Heavy in A-tier.
Heavy is especially valuable if your comp is otherwise fragile (like double ranged + economy picks). Sometimes “not dying” is the strongest DPS increase you can buy.
B. Max — speed aura
Max is the glue that makes “good squads” become “annoying squads.” Speed aura means you:
rotate faster,
chase better,
escape better,
and win more “positioning wars” before fights even start.
PocketGamer places Max in A-tier.
And yes—Max becomes scarier the better your teammates are, because coordinated speed turns fights into surgical deletes.
C. Barbarian — elite evo DPS
Barbarian is the “simple, honest value” DPS. When evolved well, it becomes a reliable damage engine that doesn’t require you to play perfectly.
D. Mortis — revive + bats
Mortis is weird: he’s not always the best raw fighter, but he’s a momentum thief. If he revives at the right moment or creates chaos with bat pressure, he can flip fights that should’ve been lost. PocketGamer lists Mortis in A-tier.
Mortis value skyrockets if you’re good at timing engages—because he rewards planned fights, not panic fights.
E. Wizard — dual spells
Wizard is A-tier because splash/utility spells let you:
clear swarms,
punish clumps,
and win fights even when the enemy has more bodies.
PocketGamer includes Wizard in A-tier.
IV. Class Tier Breakdowns
Here’s your class table, expanded with “what that means in matches”:
| Class | S-Tier | A-Tier | Why it matters |
|---|---|---|---|
| Fighter | Barb King | Heavy | Frontline decides whether your backline lives |
| Hotshot | Archer Queen | Wizard | Ranged pressure wins mid and open maps |
| Summoner | Tank | Mortis | Summons create space and force bad commits |
| Healer | Battle Healer | Medic | Sustain lets you win long fights and reset faster |
| Speedster | Hog Rider | Max | Chase converts skirmishes into busts |
| Supplier | Penny | Trader | Economy determines whether you hit power spikes first |
PocketGamer’s tier groupings broadly align with this: the S-tier includes top Fighters/Hotshots/Speedsters/Summoners (Barb King, Archer Queen, Hog Rider, Tank, Penny), and A-tier includes Heavy/Max/Wizard/Mortis.
V. Evolution Impact
Evolution is where “good” becomes “gross.” A lot of players get stuck because they’re judging characters at low evolution levels, then wondering why the same character dominates in higher lobbies.
A. Max evolutions unlock synergies (Elite Barb DPS spike)
Some characters go from “fine” to “holy crap” when their evolved form unlocks meaningful synergy—like enabling stronger DPS patterns or faster rotations. This is why A-tier staples like Max stay valuable: her kit scales with team quality.
B. 3-star thresholds: Supers enhance
Those 3-star thresholds are basically “build breakpoints.” If you invest across too many characters, you delay hitting breakpoints and your account feels permanently underpowered.
C. Fusion: Battle Healer rage + heals
Battle Healer is a great example of a “fusion matters” unit. On paper, she looks like sustain. In practice, fused upgrades can turn her into a tempo monster—your squad doesn’t just survive, it survives while staying aggressive.
VI. Map-Specific Metas
Maps decide whether you should draft for brawl, poke, or chase. If your comp doesn’t match the map, you’ll feel like your team is “weak” when it’s really just mismatched.
A. Lava World: Optimus Prime tanks (event meta)
Transformers collab characters like Optimus Prime and Elita-1 have appeared via limited events. The Toy Insider describes the collab event and the idea of unlocking these characters during a limited-time period.
Players also report on Reddit that Optimus/Elita are typically obtained through the event and may return occasionally, but there’s no guaranteed schedule.
Player takeaway: if Lava-style maps reward durable frontline pressure, event tanks can feel absurd—when they’re available. Just don’t build your entire account plan around event-only availability.
B. Close Quarters: Brawlers (El Primo)
Tight maps reward:
hard engage,
knockback control,
and staying power.
El Primo is A-tier for a reason: when the map forces fights, brawlers stop being “situational” and start being “the correct answer.”
C. Open Maps: Ranged (Archer Queen)
Open maps let Archer Queen do Archer Queen things: pressure safely, pierce value, and punish teams that can’t close the gap cleanly.
VII. Best Team Comps
A. Speed Rush: Hog + Max + Archer Queen
This comp wins by tempo:
Max helps you rotate and choose fights.
Hog ensures fights don’t end in escapes.
Archer Queen provides the damage that actually deletes squads.
How to play it:
Don’t full-send early. Farm safely, hit a mid power spike, then start hunting isolated squads and cleaning up third-party fights.
B. Sustain: Battle Healer + Barb King + Tank
This comp is “we live here now.”
Barb King anchors.
Tank holds space.
Battle Healer keeps you online through long fights.
How it wins:
Enemies run out of steam. You don’t.
C. Supplier Start: Penny + Trader + Nita
This is the “economic snowball” start:
Penny stabilizes damage/value early.
Trader accelerates gem economy (huge early-game consensus).
Nita adds summon pressure that helps you contest without overcommitting.
Trader in particular is often discussed as an early-game powerhouse because of gem economy—both in tier lists and community takes. Noff’s tier list highlights Trader among best characters, and community discussions regularly rate Trader extremely high for early value.
VIII. Beginner Starter Squad
A. Shelly (knockback) + Bo (control/utility) + Nita (bears)
This trio is beginner-friendly because it teaches the fundamentals:
Shelly teaches spacing and fight control.
Bo teaches zoning and not face-checking.
Nita teaches “summons create space.”
PocketGamer places Bo and El Primo in A-tier and Shelly/Nita in B-tier, which matches the idea that these are reliable beginner staples but not always late-game S-tier win conditions.
B. Evolve commons first
Commons are your progression engine. Evolving commons fast gives you stable power earlier than chasing epics you can’t upgrade.
C. Gem pathing for early gems
Beginner rule: don’t fight early unless you have to. Your first win condition is:
build a fused core
secure steady gem income
only then start contesting mid fights
IX. Character Counters
Counters in Squad Busters are less “hard counter” and more “play pattern counter.”
A. Anti-Heavy: Archer Queen pierce
Pierce damage punishes stacked bodies and sponge-heavy comps. This is why Archer Queen stays S-tier.
B. Anti-Speed: Ice Wizard freeze
Anything that slows/freezes turns speed comps from “unstoppable” to “why can’t I move?”
C. Anti-Swarm: Splash (Baby Dragon)
Splash deletes swarm comps that rely on bodies and distractions. If the lobby is full of summons, splash becomes premium.
X. Meta Shifts (2026)
Meta shifts usually come from three sources: balance patches, new heroes, and map pool changes.
A. Hog nerf → Archer Queen rise
The general meta logic is real: if speed gets nerfed, ranged pressure rises because enemies can’t force engages as reliably. (Even without official patch notes in a single public source here, this “speed nerf = ranged and tanks rise” relationship is consistent in how the game plays.)
B. New heroes: Optimus/Elita-1 event returns
The Transformers collab characters are documented as event unlocks, and player reports indicate they return occasionally via event reruns.
C. Balance: speed nerfs favor tanks
When chase gets weaker, surviving gets stronger. That’s when Tank/Barb King style comps become even more reliable.
XI. F2P Progression
A. Commons → Epics (Shelly/Bo pipeline)
F2P progress comes from:
maxing commons first,
then building a small set of epics you can actually evolve.
B. Events for gems/shards
Events are your biggest “free value” spikes. Don’t skip them.
C. Brawl Pass free track
Treat the free track like your steady drip. Don’t ignore it just because it’s “not exciting.”
XII. Community Consensus
A. Reddit: Trader S+ early game
This is a recurring theme in community tier discussions: Trader often gets praised for early gem economy and snowball potential.
B. TierMaker averages: Leon top ganker
Leon often gets framed as a strong gank-style pick in some tier lists; PocketGamer places Leon in S-tier.
C. YouTube win rates: Barb King dominance
Win rate claims vary by creator, but the core consensus is stable: Barb King is a top-tier anchor and remains one of the strongest “build-around” picks in competitive lobbies.
XIII. Underrated Gems
A. Trader: gem economy
Even when some lists drop Trader to B-tier in “overall combat,” he remains S-tier in economy impact in many players’ eyes.
B. Mavis: loot synergy
Mavis-type picks become better when you’re playing a loot-focused opening and want to hit your fusions early.
C. Greg: utility
Greg isn’t always flashy, but utility picks that stabilize your early game are how you avoid random busts.
XIV. Worst Picks to Avoid
A. Chicken / Goblin: low impact
PocketGamer places Chicken and Goblin in D-tier.
They tend to be low impact because they don’t win fights, don’t anchor objectives, and don’t accelerate your economy enough to justify the slot.
B. Pam / Dynamike: situational C-tier
Also listed low (Pam/Dynamike often C-tier) because they’re either too niche or too dependent on very specific circumstances.
XV. Brawl Modes Tips
A. Solo: speed focus
In solo, you’re responsible for everything—escape, chase, tempo. Speedsters become more valuable because you can pick your fights.
B. Duo: sustain comps
In duo, sustain lets you win repeated skirmishes without having to reset constantly.
C. Squad: balanced roles
In squad formats, the most consistent comps usually cover:
one anchor
one damage carry
one economy or speed piece
one sustain tool
one flex counter
XVI. Evolution Priority
A. Hog Rider > Archer Queen > Healers (general priority)
If you want the “most value per upgrade” order:
Hog Rider (chase converts wins into busts)
Archer Queen (damage carry that shapes fights)
Healers (stability so your comp doesn’t crumble)
PocketGamer’s S-tier emphasis on Hog/Archer Queen supports this priority logic.
XVII. Gem Pathing Strategy
A. Supplier start → fuse cores
Early game is about building a fused foundation:
Penny/Trader starts help you get online quickly.
Avoid early fights unless you have a clear advantage.
B. Mid-game speed → late tanks
Mid-game: add speed to choose fights and clean up.
Late-game: add tank/sustain so you can hold gems through the final chaos.
This “economy → tempo → survivability” curve is basically the stable recipe for top finishes.
XVIII. FAQ Updates
A. Best first pick? Penny
If you want a safe first pick that doesn’t lock you into a risky strategy, Penny is one of the best “value first” picks and is consistently rated S-tier in recent lists.
B. New meta? Post-patch Archer Queen
Whenever speed gets hit (or lobbies play more carefully), Archer Queen-style ranged pressure becomes even more oppressive, which is why she stays near the top across multiple tier lists.
If you want the clean version of this squad busters tier list for 2026:
S-tier: Barbarian King, Archer Queen, Hog Rider, Tank, Penny (plus other S-tier threats like Leon/Witch/Miner depending on your roster and mode)
A-tier: Heavy, Max, Barbarian, Mortis, Wizard, El Primo
B-tier: Shelly, Battle Healer, and other “good but not always game-winning” picks
C–D-tier: Chicken, Goblin, and low-impact niche picks you shouldn’t prioritize
But the real climbing advice is this:
Win early with economy and fusions (Penny/Trader style starts).
Win mid game with tempo (Max/Hog lets you choose fights and finish fights).
Win late game with anchors (Barb King/Tank keeps your gems from getting stolen in the final mess).
If you tell me your current unlocked roster (even just your top 15) and what mode you play most (solo/duo/squad), I can build you a “pick priority cheat sheet” that tells you exactly what to grab from chests at each phase of the match—early, mid, late—so you stop losing games to random drafting.