Tris vs drawcalls

Hi all!

Im about to optimize and im thinking whats the best way. If i combine alot of objects i get low drawcalls but then Occlusion culling‎ dosen’t work so well and that results in a alot of tris all the time.

So if anyone has any experiance what uses most of the system drawcall or alot of tris.

Use draw call batching. Dynamic and Static.
Batching in Unity happens after visibility determination step. Therefore, the engine can cull each objects individually thus keeping amount of rendered geometry at the same level as it would without batching.
Source: http://unity3d.com/support/documentation/Manual/iphone-DrawCall-Batching.html