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Top 10 Contact Fusion Monsters in Yu-Gi-Oh

Jeremy enjoys dueling in between working as a chemical analyst and campus building manager.

What Is Contact Fusion in Yu-Gi-Oh?

Fusion summoning accesses some of Yu-Gi-Oh's strongest monsters, but it's costly in terms of cards, as you generally need a fusion spell plus at least two material monsters. Luckily, a set of fusion monsters can undergo "contact fusion," where you summon them by sending the required tributes from your field to the graveyard, forgoing the use of a fusion spell.

Contact fusion doesn't actually count as fusion summoning, letting it bypass effects that restrict fusion summons, and many can also be summoned with regular fusion summons, giving you multiple options for casting them. But with dozens of contact cards available, which titans reign supreme? These are the 10 strongest contact fusion monsters in Yu-Gi-Oh!

Elemental HERO Nebula Neos

Elemental HERO Nebula Neos

10. Elemental HERO Nebula Neos

ATK: 3000
DEF: 2500

Neos's biggest downside is his difficult, summon, as he requires you shuffle three specific cards from your field into your deck: "Elemental HERO Neos," "Neo-Spacian Grand Mole," and "Neo-Spacian Dark Panther." Still, cards like "Elemental HERO Prisma" can change their name to substitute for a material, and Neos enters with a fierce 3000 ATK.

This costly entrance needs three cards and doesn't allow graveyard recoveries since your monsters are shuffled away, but when he arrives, Neos lets you draw equal to the number of cards your opponent controls, a superb hand replenisher, and he negates a face-up card's effects for the rest of the turn. Additionally, at the end of the turn, Neos shuffles himself back into your extra deck and banishes all cards on the field face-down, making him an awesome equalizer that can reset the arena (after having boosted your hand for future rounds) when things aren't going well.

Trishula, the Dragon of Icy Imprisonment

Trishula, the Dragon of Icy Imprisonment

9. Trishula, the Dragon of Icy Imprisonment

ATK: 2700
DEF: 2000

The fusion counterpart to famed synchro monster "Trishula, Dragon of the Ice Barrier," Imprisonment can either be cast normally using cards from your hand or field as tribute, or with contact fusion by banishing the materials from your field. Either way, he accepts any three monsters with different names, but it's best to only use dragons, as doing so accesses his entrance effect.

If summoned with dragons, Imprisonment banishes one card from your deck (your choice), one from the top of your opponent's, and one from their extra deck (also your choice). Banishing cards from the deck is interesting but not particularly noteworthy, but getting to look at and exile one from your foe's extra deck shuts down one of their aces and helps predict their plays, gleaming knowledge that few cards can access.

Supreme King Dragon Starving Venom

Supreme King Dragon Starving Venom

8. Supreme King Dragon Starving Venom

ATK: 2800
DEF: 2000

Starving Venom is undoubtedly one of the best monsters in the game, but he ranks lower since he's banned as of this writing in the TCG (although he's surprisingly unlimited in the Asian OCG format). In addition to impressive ATK, Venom is easy to summon, accepting any two dark pendulum monsters as material, and you can use either standard or contact fusion.

Venom wields one of the best effects in the game, letting you target a monster each turn in the field or graveyard. Until the end of the turn, Venom gains that monster's original effects, and whenever a monster you control (including Venom) attacks a defense position monster that turn, it deals piercing battle damage. Brutal, adaptable, and allowing your squad to trample through blockers, Venom is banned for good reason.

Gladiator Beast Gyzarus

Gladiator Beast Gyzarus

7. Gladiator Beast Gyzarus

ATK: 2400
DEF: 1500

Gyzaru's ATK is only a decent 2400, but you can contact fusion summon him by shuffling "Gladiator Beast Bestiara" and any other Gladiator Beast from your field into your deck. When he enters the fray, Gyzarus targets and destroys up to two cards, a useful removal that can eliminate threats of all card types.

Additionally, at the end of a combat phase where Gyzarus battled, you can shuffle him into your extra deck to summon two Gladiator monsters from your deck, except Bestiara. Thus, Gyzarus arrives, does his damage, then fields other troops—and remember that Gladiator Beasts activate abilities when cast from the deck, forming a potent combo that chains several consecutive effects.

Beast-Eyes Pendulum Dragon

Beast-Eyes Pendulum Dragon

6. Beast-Eyes Pendulum Dragon

ATK: 3000
DEF: 2000

Beast-Eyes can be fusion summoned normally or with contact fusion; either way, he needs a dark-attribute dragon-type monster and any beast monster as material. Many units fit these criteria, but he works particularly well in Odd-Eyes/Performapal themes, as they offer several qualifying creatures.

However you cast him, Beast-Eyes joins with a fierce 3000 ATK, and whenever he destroys a monster in battle, you inflict damage to your opponent equal to the original ATK of the beast material you used. Tribute cards like "Performapal Splashmammoth" or "Performapal Drumerilla" to score a hefty amount of effect damage on top of your 3000-power strike.

Dinoster Power, the Mighty Dracoslayer

Dinoster Power, the Mighty Dracoslayer

5. Dinoster Power, the Mighty Dracoslayer

ATK: 2000
DEF: 2950

Dinoster's ATK is a lukewarm 2000, but he wields an unusually high 2950 DEF. He must be contact summoned; thankfully, he's accepting of materials, taking any Dracoslayer pendulum monster alongside any other pendulum monster.

Dinoster offers one of the best pendulum supports in the game, preventing your pendulum monsters and scales from being destroyed by battle or opposing card effects. Additionally, he can once per turn special summon a Dracoslayer pendulum monster from your hand or graveyard. It can't be used as fusion material, but this provides an excellent and continuous revival, useful for recovering monsters used as xyz material or for preserving your turn's normal summon.

Armed Dragon Catapult Cannon

Armed Dragon Catapult Cannon

4. Armed Dragon Catapult Cannon

ATK: 3500
DEF: 3000

Catapult is one of the game's strongest monsters, but he's difficult to summon, needing both "VWXYZ-Dragon Catapult Cannon" (another fusion monster) and "Armed Dragon LV7" (one of the rare level monsters) as material. You must have special summoned both during the duel, but you may contact summon Catapult by banishing them from either your field or graveyard.

He takes effort to cast, but he's worth it—Catapult wields 3500 ATK and prevents your opponent from activating cards who share a name with any banished card. This combos fantastically with his next effect, which lets you once per turn banish a card from your deck or extra deck to banish all cards your opponent controls and in their graveyard! This offers one of the game's best field wipes, not just destroying but exiling your foe's entire field and graveyard while preventing them from using copies of the banished cards. Be sure to remove a generic card from your own deck you suspect they have a copy of, like "Raigeki" or "Evenly Matched."

Chimeratech Megafleet Dragon

Chimeratech Megafleet Dragon

3. Chimeratech Megafleet Dragon

ATK: 0
DEF: 0

Megafleet is both a great supplement to and counter against Cyber Dragon decks, as you must contact fusion him using any Cyber Dragon member and one or more monsters in the extra deck zone from either player's field. If you happen to face an opposing Cyber Dragon deck, you can even summon him using two of your opponent's monsters!

Either way, Megafleet arrives with 1200 ATK times the number of materials he had (often bearing 2400 ATK) and he can't be used as fusion material. Beyond that, he doesn't carry other special effects, but his ability to eliminate one or more opposing units on arrival more than compensates. Be sure to also examine his counterpart "Chimeratech Fortress Dragon," who you summon using "Cyber Dragon" and any machine monster from either field.

Ritual Beast Ulti-Cannahawk

Ritual Beast Ulti-Cannahawk

2. Ritual Beast Ulti-Cannahawk

ATK: 1400
DEF: 1600

Don't underestimate Cannahawk by his low battle stats; in fact, he's limited as of this writing, allowing only one copy in your deck. He's contact summoned by banishing any "Ritual Beast Tamer" and "Spiritual Beast" you control, and he can once per turn return two of your banished Ritual Beasts to the graveyard to search a Ritual Beast card (even spells/traps) from your deck. Additionally, as a quick effect on either player's turn, you can return Cannahawk to the extra deck to special summon a Ritual Beast Tamer and Spiritual Beast in defense position.

To best utilize Cannahawk, chain his abilities together. Use his first effect to target two banished Ritual Beasts. Then, before the ability resolves, use his quick effect and target two banished monsters (one of which must be a target of the first effect). When the chain resolves, you'll de-fuse Cannahawk and revive his materials, then his search effect will trigger, and since one of the cards targeted is now gone, you only have to return one banished monster to they graveyard, making it easier to employ the trait again in future turns.

ABC-Dragon Buster

ABC-Dragon Buster

1. ABC-Dragon Buster

ATK: 3000
DEF: 2800

While Buster needs three specific materials ("A-Assault Core", "B-Buster Drake", and "C-Crush Wyvern"), they're all useful cards, and you can contact fusion him by banishing them from either your field or graveyard, so it's okay if they were defeated or milled. It's also easy to field them using the spell "Ties of the Brethren."

Buster carries a fierce 3000 ATK, and once per turn as a quick effect, you can discard a card to banish any card on the field, a great removal that can exile threats as soon as they arrive. During your opponent's turn, you can also tribute Buster to revive three banished light machine union monsters with different names (probably his three materials), a great response to a removal.

Buster's a fierce card for any machine union deck, and I've also had great success pairing him with the trap "Union Scramble". Fortunately, he's surprisingly affordable for a limited extra deck monster, costing less than three dollars!

Monsters That Fusion Summon in Yu-Gi-Oh

While today's fusion monsters provide built-in contact fusion routes, you can reverse the process by using effect monsters who can fusion summon (like "Performapal Odd-Eyes Dissolver"), offering another way to field extra deck monsters without fusion spells.

Don't overlook the standard "Polymerization" fusions, as accessing monsters from your hand as well as field prevents you from having to summon each needed tribute, but contact fusions are a great way to reduce the cost of this versatile summoning method. But for now, as we eagerly await Konami's next expansion of contact monsters, vote for your favorite card and I'll see you at our next Yu-Gi-Oh countdown!

Questions & Answers

Question: Can you use pendulum monsters in the pendulum zone to special summon monsters from the extra deck?

Answer: No, if you're using a pendulum card as a scale, it's effectively a continuous spell, not a monster. That said, some cards do have effects that let you special summon cards from your scale, like "Performapal Odd-Eyes Synchron".

© 2019 Jeremy Gill