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“The Dark Prince deals area damage and lets his spiked club do the talking for him - because when he does talk, it sounds like he has a bucket on his head.”

The Dark Prince is an Epic card that is unlocked from the Royal Arena (Arena 7). It spawns an area-damage, ground-targeting, melee, ground troop with high hitpoints and high damage with shields in addition to his normal hitpoints. After he travels 3.5 tiles, he will begin to charge towards its target, and deals double damage if it hits its target whilst charging. The charge will hit all enemies in a 360º area around him. He is able to jump over the river. The Dark Prince takes an appearance as a man mostly covered in dark steel armour, wearing a bucket with a team-colored feather on his head. He carries a spiked club and shield and rides a pony. A Dark Prince card costs 4 Elixir to deploy.


For Battle Decks with this card, click here

  • The Dark Prince's normal attack damage is similar to Barbarian Barrel. This means he can kill units like Goblins in a single hit, but cannot kill units like Dart Goblin, Princess or break the Guards' shields in a single hit.
  • When fighting an opposing Dark Prince, an effective counter is to place a unit to tank its charge attack, such as a Knight. However, unlike the Prince, a high-hitpoint troop is much more effective to counter the Dark Prince than deploying low hitpoint units to counter the card, because the Dark Prince deals area damage and deals significantly less damage than the Prince. Even if the player surrounds him with troops, his 360º charge attack will damage them all.
    • It can be beneficial to deploy a cheap unit (such as Skeletons) to absorb the Dark Prince's charge attack before deploying your tank counter, as it will preserve more of your defender's health for a possible counterpush. You can also use a stun-inflicting card like a Zap to reset his charge and deal a bit of damage to him.
    • Barbarians and Rascals, two expensive swarm cards, are also a good counter to the Dark Prince as their staggered deployment means that the Dark Prince's charge attack will only hit one or just a fraction of the units, allowing the others to stay alive longer for a potential counterattack. However, they are a negative Elixir trade so it is usually not recommended to use them against him.
      • Other swarm cards, although costing less, are not that effective as counters as their close deployment times and lower individual hitpoints would allow the Dark Prince’s splash to hit large amounts of them at a time, thus negating a large percentage of their damage potential.
  • Excess damage from destroying the Dark Prince's shield will not affect his actual hitpoints. For example, the Dark Prince has 240 shield hitpoints, and a Lightning does 1,056 damage to him, the extra 816 damage will be completely negated, making it ineffective to use high Elixir spells on him. The shield also makes him effective at countering high single damage units like Sparky.
  • His total amount of health is comparable to that of Sparky, for 2 less Elixir. Because of this, he is a great disposable tank in defense against other mini tanks.
  • The Dark Prince fills multiple roles within one deck due to his moderate-high hitpoints, strong splash attack, and shield. He can be used to take out support units like a Musketeer behind a tank, absorb damage from big units with his shield, support pushes, and rush from the bridge.
  • Even though the Dark Prince deals less damage than the Prince, it is a good idea to take care of him before he reaches the Crown Tower as he can still deal a considerable amount of damage to the player's Tower.
  • The Electro Giant can be used as a tank for the Dark Prince. They help support each other on offense and defense.
  • The Electro Wizard is effective at stopping the Dark Prince with his stun attacks, slowing down the Dark Prince and preventing him from charging at all
  • The Dark Prince can fully counter unsupported Elite Barbarians with the help of a Crown Tower for a positive Elixir trade. He should be placed a short distance away from the Elite Barbarians if possible so that he is not hit during his deployment time, and if possible, getting him to charge for hitting the Elite Barbarians with more damage.
  • The Dark Prince can be paired with fast-moving troops that target buildings such as Hog Rider. The Dark Prince's fast charge speed will make him aligned with the troop. The Dark Prince then will eliminate any swarms, while the troop moves to attack the Tower. However, this combo is very vulnerable to air swarms like the Minion Horde since these troops do not target air.
  • An attacking Dark Prince in affiliation with the Prince is immensely effective. The Dark Prince can eliminate opposing low hitpoint troops while the Prince can take out more powerful single troops. This is known as the Double Prince combo and is also frequently used with a tank like the Giant. However, this combo is weak to air units like Minion Horde so be sure to bring some spells.
    • This strategy cannot be defeated by surrounding the group. When charging, the Dark Prince has a 360° splash attack, similar to a Valkyrie or a jumping Mega Knight, and can therefore defeat most, if not all of a swarm with one charge attack. His regular attack also deals splash damage, so swarms have nearly no effect on this combo.
    • The P.E.K.K.A. and the Mega Knight are hard counters to this strategy. They can counter the Princes for a positive Elixir trade, and will still have a decent amount of health left over for a counterpush.
    • The most effective way to counter this push is with an Inferno Dragon or a Minion Horde alongside a tank to distract the two units, due to the lack of anti-air and the amount of Elixir required to start this attack. However, the Inferno Dragon can easily be knocked out of range and forced to restart its ramp up attack, while the Minion Horde is very vulnerable to spells and area damage such as Arrows. The defender should try to bait out these counters with their other units so that the opponent will not have them on hand when on the offense.
    • Luring the two Princes away from the Tower with a cheap moderately high health troop such as the Ice Golem can work. The Princes will stop charging once they hit the Ice Golem and will be distracted by it, giving the player enough time to drop a swarm or another unit behind the Princes to take them out.
    • Pairing The Log with a Sparky can deal significant damage to the Prince duo. The Log must be casted before the Sparky attacks so that it takes out the Dark Prince's shield, then Sparky will finish off the Dark Prince and significantly weaken the Prince. The knockback from The Log will also reset the charge of the Prince, allowing Sparky to blast a second time if needed.
    • Since this combo costs a lot of Elixir, attacking in the other lane can be a good way to prevent the opponent from effectively executing it.
    • Pairing the Double Prince push with the P.E.K.K.A. or Mega Knight. is a potentially devastating strategy, as it amplifies the strong points of the push, but also its weak points. Their high hitpoints and damage can allow the Princes to shred through units even faster, but cards that output a large damage, such as Rocket or Minion Horde, can deal with it.
    • This combo is very expensive and it can lead to a counterattack which you cannot defend. So, only place it if you're sure your opponent is very low on Elixir. Alternative, one of the two cards can be used defensively, and then the second one can be used afterwards in a counterpush.
  • Unlike the Battle Ram, the Dark Prince has an immunity to all forms of knockback, except for The Log and Monk. Because of this, it is not a good idea to use spells like Fireball or Giant Snowball to reset the Dark Prince's charge, nor is it a good idea to use a Bowler against the Dark Prince.
  • The Dark Prince's charge can fully counter the Goblin Barrel if you place him behind your King Tower as the opponent plays their Goblin Barrel, The Dark Prince will 360 splash onto all three Goblins taking zero damage. This is especially effective if you have just placed your spell beforehand.
  • A Dark Prince is a great distraction for the Inferno Tower and Inferno Dragon. Thanks to his shield, after being destroyed, it will result in them resetting their ramp up mechanic. In the case of the Inferno Tower, his jumping mechanic will allow him to jump over the river, reaching it and dealing heavy damage to it, which could potentially save a tank from being defeated.
  • An effective counter for a +1 Elixir trade is to place The Log to take out his shield and then kite him with a cheap card like Ice Golem or Skeletons.
  • The Dark Prince has a relatively high mass. Coupled with his high movement speed when charging, this makes a unit in front of him being pushed closer to its destined target. This is very effective with the Giant Skeleton, as a Dark Prince pushing him will result in the bomb being closer to a more valuable target such as a Crown Tower.
  • A Dark Prince combined with the Bandit is an effective Bridge Spam pair.
    • Dark Prince is a noisy troop, the opponent could possibly keep the focus on him. Also, his speed and his charge could force the opponent to defend. So it is possible to use him as a distraction, play a Bandit on the opposite side after that the opponent overcommitted. Dark Prince could be use this way with Battle Ram or Royal Ghost.
    • Played on the same side, they are able to keep up with each other while not colliding too much, and the Dark Prince's splash will eliminate swarms like a Goblin Gang. When this damage is combined with the Bandit's dash, they can take out glass cannons like a Lumberjack. However, this combo is susceptible to air units, such as the Minion Horde, so be sure to have proper supports.
  • In a situation where the opponent has placed a Golem behind their King's Tower, you can place the Dark Prince in the other lane. Since most low Elixir cards can be defeated instantly by the Dark Prince's charge, the Dark Prince will be able to deal damage to the Crown Tower with little resistance.
  • Dark Prince is a very versatile troop. If well placed in defense it can beat any card around 5 Elixir and counter attack, forcing the opponent to defend. In this case you can choose to support the Dark Prince with other cards or pushing on the other lane.


Dark Prince Attributes

Hit Speed
Damage Speed
Deploy Time
Deploy Time
Splash Radius
Troop Count
4 1.3 sec Medium (60) 1 sec Melee: Medium (1.2) 1.1 Ground x1 Ground Troop Epic

Charge Attributes

Charge Range
Splash Radius
Very Fast (120) 3.5 1.1 Ground Ground

Card Statistics

Shield Hitpoints
Shield Hitpoints
Area Damage
Area Damage
Charge Damage
Damage per second
6 750 150 155 310 119
7 825 165 170 341 130
8 907 181 187 375 143
9 997 199 206 412 158
10 1,095 219 226 452 173
11 1,200 240 248 496 190
12 1,320 264 272 545 209
13 1,447 289 299 598 230
14 1,590 318 328 657 252
15 1,747 349 361 722 277

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 165,000 Damage to enemy Troops or buildings 20 Dark Prince cards
75 XP
2 Deal a total of 490,000 Damage to enemy Troops or buildings 6,000 Gold
75 XP
3 Deal a total of 820,000 Damage to enemy Troops or buildings 150 Gem
75 XP
1 Hit a total of 280 Troops or buildings with the Charge ability 9,000 Gold
125 XP
2 Hit a total of 800 Troops or buildings with the Charge ability 20 Epic Wild Card
125 XP
3 Hit a total of 1,400 Troops or buildings with the Charge ability 15,000 Gold
125 XP



  • The Dark Prince card was added to the game on 29/2/2016, in the March 2016 Update.
  • On 23/3/2016, a Balance Update, decreased the Dark Prince's charge speed to 120 (from 138).
  • On 3/5/2016, the May 2016 Update, changed the Dark Prince's card description. It used to say, “Dealing area damage with each swing and double after charging, the Dark Prince is a formidable fighter. To harm his squishy core, break his shield first.” The update also fixed the “range bug”, which decreased the Dark Prince's range to 1.05 tiles (from 1.8 tiles), but his effective range was unchanged.
  • On 4/7/2016, the Tournaments Update, increased the Dark Prince's damage by 8% and made him unaffected by pushback.
  • On 24/8/2016, a Balance Update, increased the Dark Prince's damage by 7.5%.


  • On 13/2/2017, a Balance Update, increased the Dark Prince's hitpoints by 5%.
  • On 11/8/2017, a Balance Update, increased the Dark Prince's damage by 6% and decreased his attack time interval to 1.4 seconds (from 1.5 seconds).
  • On 9/10/2017, the Epic Quests Update, fixed a bug where the Inferno Tower's and Inferno Dragon's damage did not reset after breaking the Dark Prince's shield. This change was reverted on 11/10/2017, in a maintenance break.
  • On 12/12/2017, the Electrifying Update reverted the Dark Prince to his state on 9/10/2017. More specifically, the Inferno Tower's and Inferno Dragon's damage would now reset after breaking the Dark Prince's shield.


  • On 12/2/2018, a Balance Update, increased the Dark Prince's hitpoints by 5%, decreased his attack time interval to 1.3 seconds (from 1.4 seconds), and decreased his first attack time interval to 0.4 seconds (from 0.5 seconds)
  • On 25/4/2018, the Clan Wars Update, decreased the Dark Prince’s shield hitpoints by 25%.
  • On 20/6/2018, the Summer 2018 Update, increased the distance required for charging to 3.5 tiles (from 2.5 tiles).
  • On 5/9/2018, the September 2018 Update, changed it so that Epic cards start at Level 6 and end at Level 13 (from 1 to 8).


  • On 6/5/2019, a Balance Update, increased his range to 1.25 tiles (from 1.05 tiles) and increased his area radius and charge area radius to 1.25 tiles (from 1 tile).
  • On 1/7/2019, the July 2019 Update, decreased the Dark Prince's range to 1.2 tiles (from 1.25 tiles), now classified as Melee: Medium, and decreased his area radius and charge area radius to 1.2 tiles (from 1.25 tiles).
  • On 2/9/2019, a Balance Update, decreased the Dark Prince's area radius to 1.1 tiles (from 1.2 tiles).


  • On 2/9/2021, a maintenance break, added a card render to the Dark Prince's card info screen.
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).


  • On 3/2/2022, a Balance Update, decreased the Dark Prince's hitpoints by 3% and gave him the ability to jump the river.