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Top 10 Level-10 Synchro Monsters in "Yu-Gi-Oh!"

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

Ascension Sky Dragon

Ascension Sky Dragon

Level-10 Synchros in Yu-Gi-Oh!

Level-10 synchro monsters used to be a rare breed, but they have steadily increased their presence, now containing many competitive cards. Like other synchro monsters, you play them from the extra deck by sacrificing a tuner and one or more non-tuners whose total levels match your synchro's.

How you tune into the synchro is your choice, but today we'll examine many of the biggest bosses to utilize—these are the ten best level-10 synchro cards in Yu-Gi-Oh!

Red-Eyes Zombie Dragon Lord

Red-Eyes Zombie Dragon Lord

10. Red-Eyes Zombie Dragon Lord

ATK: 2800
DEF: 2400

Zombie Dragon is an oddity since his Red-Eyes archetype utilizes dragon-type cards, but he is and supports zombies, even requiring his tuner be one. Either way, on your opponent's turn as a quick effect, he can revive a zombie from your graveyard. Similarly, he can banish a zombie you control to revive himself.

Both are useful swarm effects, and since zombie archetypes like Shiranui can utilize banished cards, the cost involved is low.

Flower Cardian Lightflare

Flower Cardian Lightflare

9. Flower Cardian Lightflare

ATK: 5000
DEF: 0

Lightflare is ridiculously strong at 5000, but requires one tuner pluse 4 or more non-tuners, effectively restricting her to her Flower Cardian family.

Once out, Lightflare can negate and destroy a spell/trap card as a quick effect, negate the effects of monsters your Flower Cardians battle, and summon a different Flower Cardian from your extra deck when destroyed.

Nirvana High Paladin

Nirvana High Paladin

8. Nirvana High Paladin

ATK: 3300
DEF: 2500

Nirvana's summon requires a tuner and a non-tuner synchro monster, but does allow you to treat a pendulum summoned monster as the tuner. Often your best bet for the synchro material is level 8 Enlightment Paladin (who isn't much needed after recovering a spell on summon), but no matter how you get Paladin, he recovers any card from your graveyard on entry, as long as you used a pendulum summoned pendulum tuner.

From there, Paladin wields excellent 3300 ATK, halves your opponent's life points after destroying a monster in battle, and if destroyed, can place himself in your pendulum zone, offering a nice scale effect that reduces opposing monster ATK after your pendulums battle.

Beelzeus of the Diabolic Dragons

Beelzeus of the Diabolic Dragons

7. Beelzeus of the Diabolic Dragons

ATK: 4000
DEF: 4000

Beelzeus requires a dark tuner and at least two non-tuners, making his summon more restrictive than most. But he rewards you with a mighty 4000 ATK/DEF beatstick who can't be destroyed, and once per turn makes an opposing monster's ATK 0 and gives that value to you as life points!

Doing so halves the damage Beelzeus inflicts for the turn, but it's a great way to weaken enemy monsters while recovering life. Just remember that your other monsters can't attack while you control Beelzeus.

Crystal Clear Wing Synchro Dragon

Crystal Clear Wing Synchro Dragon

6. Crystal Clear Wing Synchro Dragon

ATK: 3000
DEF: 2500

Crystal Clear Wing requires a tuner synchro monster and a non-tuner Clear Wing monster, making him one of the trickiest meta synchros to play. However, once per turn when an opposing monster uses an effect, Crystal gains its original ATK and becomes unaffected by monster effects for the turn. If that weren't enough, he can also negate and destroy a spell/trap once per turn.

If your opponent somehow manages to kill Crystal through all that, he searches a wind monster from deck when sent to the graveyard, ensuring you're not left helpless.

Shiranui Sunsaga

Shiranui Sunsaga

5. Shiranui Sunsaga

ATK: 3500
DEF: 0

Sunsaga needs zombie tuners and non-tuners—keep in mind that zombie field spell Zombie World makes everything zombie-type, which can help meet the condition. When synchro summoned, Sunsaga returns any number of your zombie synchro monsters that are banished or in the graveyard to your extra deck to destroy that many opposing cards (without targeting)!

Plus, Sunsage can banish a Shiranui from graveyard to prevent your zombie monster's destruction; toss in 3500-ATK for a fierce attacker on top of a deadly removal.

Blackwing Full Armor Master

Blackwing Full Armor Master

4. Blackwing Full Armor Master

ATK: 3000
DEF: 3000

Armor Master needs a Blackwing tuner but accepts any non-tuners. His stats are solid at 3000, and he's completely unaffected by effects, limiting opponents to battle destruction or Kaiju to remove him.

Opponents can hardly ignore him either, as he can place wedge counters on enemy monsters that activate their effects, and is able to once per turn take control of one! He can also destroy all monsters with wedge counters during your end phase.

Basically, if you see Blackwings, you can expect Armor Master as the endgame, but even off-archetypes decks may splash a few Blackwing tuners to unlock him.

Ruddy Rose Dragon

Ruddy Rose Dragon

3. Ruddy Rose Dragon

ATK: 3200
DEF: 2400

Infamous level-7 synchro Black Rose Dragon is renowned for destroying the field on entry; his higher-level form instead banishes all graveyards, and if summoned using Black Rose or a plant synchro monster, Ruddy can then destroy all other cards on the field!

From there, you have a fearsome 3200 ATK beatstick, and while Ruddy offers no negations, he can tribute himself to negate a destruction effect, then summon Black Rose from your extra deck or graveyard.

Swordsoul Supreme Sovereign - Chengying

Swordsoul Supreme Sovereign - Chengying

2. Swordsoul Supreme Sovereign—Chengying

ATK: 3000
DEF: 3000

Part of the competitive Swordsoul archetype, Chengying is surprisingly easy to summon, with no special tuner or non-tuner requirements. Whether using him in or outside the archetype, he begins at 3000 ATK/DEF but gains 100 more for each banished card! Not only does this include your opponent's, opposing monsters also lose this value in their own stats.

Chengying can also save himself from an effect destruction by banishing a card from your graveyard, which triggers his amazing removal, banishing a card from the opposing field and GY once per turn when a card is banished!

What's not to like; you get an easily summoned beatstick who weakens enemy monsters, guards against removal, and punishes both the enemy field and graveyard.

Baronne de Fleur

Baronne de Fleur

1. Baronne de Fleur

ATK: 3000
DEF: 2400

Baronne works great because of her versatility, accepting any tuner/non-tuner combo and offering useful effects whether you play first or second. If you're the first player, you'll appreciate her ability to once negate an opposing effect. This becomes less helpful when you go second, but if so, you'll be able to immediately take advantage of her ability to once per turn target and destroy an opposing card.

Throw in solid 3000 ATK and the ability to return herself to the extra deck during the standby phase by summoning a level 9 or lower monster from GY and you've got an amazing all-around card.

Picking Your Level-10 Synchros

When choosing the cards for your extra deck, be sure to pay attention to what levels your monsters can consistently achieve. Competitive tuners include cards like Incredible Ecclesia, the Virtuous, and you can search level-3 or lower ones with link monster Crystron Halqifibrax. But for now, vote for your favorite synchro ace and I'll see you at our next YGO! countdown!

© 2022 Jeremy Gill