Perks are one of the least explained systems in Match Masters. Most players upgrade them in random order and wonder why their coins disappear with nothing to show for it. This guide covers what every perk does and exactly which ones to go for first.
Most Match Masters players find the perks menu weeks after starting. They see 14 upgrades all sitting at level zero and no real explanation of what any of them do in practice.
The in-game descriptions are short and vague. They tell you what a perk is but not whether it is worth spending coins on right now.
This guide fixes that. Every perk explained plainly, with a clear upgrade order and reasoning behind each choice.
also View : match Masters battle pass, IS it worth buying?
How Perks Work in Match Masters
Perks are passive upgrades. You do not activate them during a match.
Once unlocked, they apply automatically to every match you play. All your unlocked perks run at the same time. There is no slot system where you pick which ones to equip.
Each perk has multiple upgrade levels. The effect increases at each level and so does the coin cost.
Coins are the only currency for perks. Gems do not work here. Your daily gifts, match wins, and events are your main coin sources. Picking the right perks first means your coins do more work.
The priority labels used throughout this guide:
- S tier – upgrade these first, no exceptions
- A tier – strong, get these second.
- B tier – useful but not urgent.
- C tier – situational.
- D tier – minimal impact, upgrade last.
Tapping any perk shows the next level’s effect and what it costs. The cost increases at each level.
All 14 Perks Explained
Here is every perk, what it does in real terms, and why it ranks where it does.
Starting Score
Adds bonus points to your score at the start of every match before you play a single move.
Why it matters: Close matches are decided by small margins. A 20 to 30 point head start changes the pressure on you immediately. This perk pays off in every game, not just specific situations. It is the most universally useful perk in the game.
S Tier
here are several S tier perks:
Coin Rain
Increases the number of coins you earn after each match win.
Why it matters: Coins fund every other perk upgrade. Coin Rain pays for itself within a few dozen matches. Every match you play without this upgraded is a match where you earned less than you could have. Most players skip this early and regret it.
Combo Fever
Increases the score multiplier applied when you chain combo moves together.
Why it matters: If you actively build combos and cascades, this amplifies every chain you trigger. The more your gameplay relies on combo scoring, the more this perk returns. Pairs directly with the techniques in our Match Masters Combo Guide. Less useful if you play reactively without planning chains.
A Tier
several A tier Perks are explained:
Booster Boost
Increases the score added by your boosters when they activate during a match.
Why it matters: If you use boosters regularly in tournaments and team events, this multiplies the return on each one. Less useful if you rarely activate boosters or save them indefinitely. Tournament players should prioritise this earlier than casual players.
Time Extension
Adds extra seconds to your move timer, giving you more time to think before playing each move.
Why it matters: Newer players who find themselves rushing moves benefit most here. If you are still learning to read the board before playing, the extra seconds are genuinely useful. Experienced players who think fast get less from it. Move this higher or lower based on how often you feel rushed.
Tile Magnet
Increases the point value of each individual tile cleared during a match.
Why it matters: You clear dozens of tiles per match, so the bonus compounds. At low levels the gain per tile is tiny. At higher levels it adds a consistent point bump to every match without requiring you to do anything differently.
B Tier
several B tier perks are:
Shield
Reduces the score your opponent gains from their combos by a small percentage.
Why it matters: This is a defensive perk. It does not increase your own score but limits how much damage a strong opponent combo does. More relevant once you are in competitive trophy ranges facing players who run consistent high combos.
Lucky Spin
Gives you a small chance to earn bonus rewards after each match win, such as extra coins or booster fragments.
Why it matters: The random nature makes this inconsistent. When it triggers, the bonus is useful. When it does not, nothing happens. Not worth rushing but not useless at higher levels where the trigger chance improves.
Star Power
Increases points earned specifically from star tile matches on the board.
Why it matters: If you play boards where star tiles appear frequently and you target them, this adds up over a match. If you do not actively seek out star tiles, the benefit only kicks in when they appear randomly, which limits how much it helps.
Gift Hunter
Increases the coin reward you receive from collected free gift links.
Why it matters: If you collect daily free gifts from Match Masters Gifts, each link pays out slightly more with this perk active. The gain per link is small but adds up if you claim every day consistently over weeks.
Event Bonus
Increases the points you contribute during limited-time events and team events.
Why it matters: Very useful if you play team events, since your individual score feeds the team total directly. Less relevant outside of events. If your team competes seriously, move this up to A tier for you personally. See our Match Masters Team Guide for how team events work.
Trophy Guard
Reduces the number of trophies lost when you lose a match.
Why it matters: Useful if you are in a trophy range where a losing streak drops you out of a tier you have worked hard to reach. It does nothing to help you win matches. Think of it as damage control rather than a performance upgrade.
C Tier
Sticker Boost
Increases the rate at which you earn sticker fragments from matches.
Why it matters: Sticker completion matters for long-term progression, but fragments are not urgently scarce at most levels. The gain at low upgrade levels is very small. Upgrade this once your core perks are well developed.
D Tier
several D tier perks are :
Daily Bonus
Adds a small bonus to your daily login reward.
Why it matters: The daily login reward is already modest. This perk makes it slightly less modest. The effect at early levels is barely noticeable. Save this for when everything else is at a decent level and you are running out of better things to upgrade.
Perk names may differ slightly between game versions. Candivore updates Match Masters regularly and occasionally renames or rebalances perks. The functions above are accurate as of June 2025. Check the official Match Masters website for recent patch changes.
Which Perks to Upgrade First

Focusing coins on two perks first reaches higher levels faster than spreading upgrades evenly across all 14.
The most common mistake is spreading upgrades across all 14 perks at once. Every perk stays at level 1, where the effect is barely noticeable.
Concentrate coins on two or three perks until they reach level 3 or 4. Then move to the next ones. This is how you actually feel the difference.
| Order | Perk | Reason |
|---|---|---|
| 1st | Coin Rain | More coins per match means every future upgrade comes faster. This is the multiplier on everything else. |
| 2nd | Starting Score | Affects every single match. The most consistent performance gain in the game. |
| 3rd | Combo Fever | Once you understand combo play, this amplifies every chain you build. Read the combo guide first. |
| 4th | Booster Boost | If you use boosters in competitive matches and tournaments, this increases their return noticeably. |
| 5th | Time Extension | Move this to 3rd if you regularly run out of time mid-move. Move it lower if you play quickly. |
| 6th | Tile Magnet | Consistent benefit across every match. Compounds well at higher levels. |
| 7th | Shield | More relevant once you face players who consistently run big combos against you. |
| 8th | Event Bonus | Move this to 3rd or 4th if you play team events regularly. Otherwise keep it here. |
| 9th to 12th | Lucky Spin, Star Power, Gift Hunter, Trophy Guard | Situational. Upgrade based on your specific play habits once the above are handled. |
| Last | Sticker Boost, Daily Bonus | Minimal impact at any level. Upgrade when you have nothing more important to spend on. |
I kept putting coins into Lucky Spin for weeks because it felt rewarding when it triggered. Then I realised Starting Score was still at level one. After switching focus, close matches I used to lose started going my way regularly.Match Masters player, r/matchmasters
Best Perks by Playstyle
The table above works for most players. If you have a specific playstyle, adjust the top five picks as shown below.
Tournament Player
- Starting Score
- Booster Boost
- Combo Fever
- Shield
- Coin Rain
Team Event Player
- Event Bonus
- Starting Score
- Combo Fever
- Coin Rain
- Booster Boost
Casual Player
- Coin Rain
- Starting Score
- Time Extension
- Gift Hunter
- Lucky Spin
New Player
- Coin Rain first
- Time Extension second
- Starting Score third
- Skip the rest for now
- Learn combos before upgrading further
Common Mistakes With Perks
Spreading upgrades evenly across all 14
This keeps every perk at a low level for a long time.
Low-level perks have effects so small you barely notice them. Focusing coins on two or three perks first gets you to higher levels where the benefit actually shows up in your scores.
Ignoring Coin Rain at the start
Coin Rain does not feel exciting so players skip it for combat perks.
Every match played without Coin Rain upgraded earned fewer coins than it could have. Over hundreds of matches, that is a lot of lost upgrade fuel.
Upgrading D-tier perks before S-tier ones
Lucky Spin and Daily Bonus feel appealing because they promise bonuses.
In practice, they return the least per coin of any perk at low levels. Get Starting Score and Coin Rain to level 3 before spending anything on D-tier perks.
Forgetting to spend coins after big events
Events often pay out large coin amounts. A lot of players collect them and leave them sitting unspent.
Check your perk upgrade screen after every major event. Spend the coins while the event rewards are fresh.
Conclusion
Start with Coin Rain and Starting Score. Get both to level 3 before touching anything else. That alone will change how your matches feel.
Then pick your next perks based on playstyle. Combo Fever if you build chains. Booster Boost if you compete in tournaments. Time Extension if you are still learning the board. Event Bonus if your team takes events seriously.
The perks at the bottom of the list will get upgraded eventually. Just not before the ones that actually affect every match you play.
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Frequently Asked Questions
What are perks in Match Masters?
Perks are passive upgrades that apply automatically to every match. You do not activate them during play. Once unlocked, they improve specific parts of your game in the background, such as starting score, coin earnings per match, or combo score multipliers
How do you unlock and upgrade perks?
Open the perks menu from the main screen and spend coins on the perk you want to upgrade. Each perk has multiple levels. The coin cost increases at each level. Gems are not used for perks
Can you have all 14 perks active at the same time?
Yes. All perks you have unlocked run simultaneously. There is no equip slot system. Every perk you have upgraded is active in every match automatically, without you needing to do anything
Which perk should I upgrade first?
Coin Rain first, then Starting Score. Coin Rain increases how many coins you earn from each match, which makes all future upgrades come faster. Starting Score adds bonus points before every match begins, which is the most consistent performance improvement in the game
Do perks actually make a noticeable difference?
At level 1 or 2 each perk is a minor improvement. The difference becomes clear when two or three perks reach level 4 or 5 and work together. Starting Score at level 4 combined with Combo Fever at level 4 creates a measurable gap in close matches compared to having both at level 1.







