Top 10 Swarm Monsters in Yu-Gi-Oh! - HobbyLark - Games and Hobbies
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Top 10 Swarm Monsters in Yu-Gi-Oh!

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

Swarming Monsters in Yu-Gi-Oh!

The player who controls the most monsters often holds the advantage in Yu-Gi-Oh! duels. Each monster on your field offers more power to swing with, defenders to block hits, and additional fodder for extra deck and tribute summons.

So keeping your field well-stocked is integral to your success, and you can help nurture it with today's monsters, who special summon others when flipped or destroyed. So, which creatures best maintain your board? These are ten excellent swarming monsters in Yu-Gi-Oh!

10. Attribute Searchers

  • Wind: Flying Kamakiri #1
  • Earth: Giant Rat
  • Fire: UFO Turtle
  • Water: Mother Grizzly
  • Dark: Mystic Tomato
  • Light: Shining Angel

As listed above, each of the six attributes has a 1400 ATK monster that, when destroyed by battle, special summons a monster of the same attribute with 1500 ATK or less in attack position. You can do this multiple times per turn, meaning you can potentially find two copies of the same monster, then a different monster with the last trigger, quite a few blockers and deck-thinning. The only issue is that they have to be destroyed by battle; the effects can't trigger through effect destruction.

Some monster types also have equivalent searches ("like "Masked Dragon"), the best being "Pyramid Turtle," who special summons any zombie with 2000 or less DEF upon destruction.

Naturia Cherries

Naturia Cherries

Cherry Inmato

Cherry Inmato

9. Naturia Cherries/Cherry Inmato

ATK: 200, 700
DEF: 200, 400

Both of these cards are weak plant tuners with similar effects, able to summon up to two copies of themselves from your deck when destroyed by battle. Naturia's copies are summoned to face-down position, while Inmato's can't be used for a synchro summon the turn they arrive (though it usually happens during your opponent's move anyway).

Pick one based on whether your synchro summons prefer level one or two tuners, and remember that Naturia synergizes with the rest of the Naturia archetype.

Giant Germ

Giant Germ

Nimble Momonga

Nimble Momonga

8. Giant Germ/Nimble Momonga

ATK: 1000
DEF: 100

These monsters have the same stats and similar effects, summoning up to two copies of themselves from your deck when destroyed by battle. However, Germ copies arrive in attack mode while Momongas enter in face-down defense.

Germs also inflict 500 damage to your opponent, while Momongas give you 1000 life points. Both useful swarmers, but I normally go with Momonga, as his defense-entrance and life point gain provide superior stalling.

Baobaboon

Baobaboon

Marshmacaron

Marshmacaron

7. Baobaboon/Marshmacaron

ATK: 1200, 200
DEF: 1000, 200

Similar to the last pair, these cards summon other copies of themselves when destroyed, but they have other advantages. On a normal or special summon, Baobaboon lets you draw a card and return one from hand to the bottom of your deck, some nice hand-tinkering, while Marshmacaron can summon his copies from your hand and graveyard in addition to your deck.

You don't get any effect damage or LP recovery, but both monsters will trigger from both battle and effect destruction, making their abilities much harder for opponents to dodge. Plus, Bao's dark attribute and Marsh's light provide excellent graveyard fodder for Chaos monsters.

Armored White Bear

Armored White Bear

6. Armored White Bear

ATK: 1800
DEF: 1400

Unlike most of today's cards, Bear actually has good stats for his level, giving him use as a low-level beatstick. When normal/special summoned, he can recover a field spell from your graveyard if a synchro monster is on the field, perfect for field-dependent themes.

More than that, when destroyed by battle or your opponent's effect, Bear summons a different level four or lower beast from your deck or graveyard, a versatile ability that can pull from multiple areas, though it's only once per turn.

Scapeghost

Scapeghost

5. Scapeghost

ATK: 0
DEF: 0

Scapeghost is pitifully weak, but his zombie type and dark attribute offer numerous supports. More than that, he's a tuner, and his flip effect lets you summon as many sheep tokens (also with 0 stats) as you like. Use these to help synchro/tribute summon or simply as blockers, similar to the classic quick-play spell "Scapegoat."

Batteryman Micro-Cell

Batteryman Micro-Cell

4. Batteryman Micro-Cell

ATK: 100
DEF: 100

Micro-Cell won't be winning any battles, but his flip effect summons a different level-four or lower Batteryman from your deck; I recommend "Batteryman 9-Volt". Additionally, when destroyed by battle after flipping, Micro-Cell lets you draw a card.

With both a free summon and extra draw, even non-Batteryman decks might consider splashing some Micro-cells and 9-Volts for their sheer swarming prowess, especially if you're supporting thunder or light monsters. They're also cheap; each Micro-Cell costs less than a single dollar!

Red-Eyes Baby Dragon

Red-Eyes Baby Dragon

3. Red-Eyes Baby Dragon

ATK: 1200
DEF: 700

When Baby Dragon is destroyed by battle and sent to your graveyard, you can summon any level 7 or lower Red-Eyes from your deck. This can be another Baby, classic "Red-Eyes B. Dragon," or any other RE card that meets the condition.

Plus, you equip Baby to your new monster, which gives it 300 extra ATK and DEF, and if your equipped Baby is sent to the graveyard, you get to add a level one dragon from your deck or graveyard to hand—swarming plus advantage in one neat package.

Shaddoll Falco

Shaddoll Falco

2. Shaddoll Falco

ATK: 600
DEF: 1400

Like most Shaddolls, Falco bears the popular spellcaster/dark pairing, and when flipped, he can revive a different Shadoll from your graveyard in a face-down defense position, great for prepping their own flip effects. Also, if Falco is sent to the graveyard by a card effect (even from your hand or deck), he can special summon himself, again face-down.

Throw in tuner status, and you've got an easy staple of any Shaddoll deck.

1. Fire Hand/Ice Hand

ATK: 1600, 1400
DEF: 1400, 1600

Both the Hands have respectable battle stats, but they're meant to be overcome; when either is destroyed by your opponent's card (whether battle or effect), you can destroy one card they control (Fire hits a monster, Ice targets a spell/trap), then summon the other Hand from your deck.

This goes above and beyond most swarmers by also offering removal. You can also combine the main Hands with "Thunder Hand", who summons himself and removes an opposing card when your monster with 1600 ATK or DEF is destroyed.

Banned Swarm Cards in Yu-Gi-Oh!

In addition to today's list, I'd recommend "Dandylion" and "Performage Plushfire," except their current ban means they're not allowed in most events. You'll also want to consider the Yang Zing and Kozmo archetypes, as almost all special summon another when destroyed.

Swarming is especially useful for stalling in decks like Exodia and Final Countdown, or ones that rely on graveyard fodder. But for now, vote for your favorite card, and I'll see you at our next Yu-Gi-Oh! countdown!

© 2020 Jeremy Gill