Clash Royale Wiki
Clash Royale Wiki


Introduction

This is an interesting Three Musketeer Elite Barbarian cycle deck that might be worth using.

Deck Information[]

Deck Created by: Giorgakis1000
Minimum Recommended King Level: 7
Maximum Recommended King Level: 15
Arena Required: Hog Mountain (Wrong?)
Average Elixir Cost: 3.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Princess: Tank, Anti-Air
Zap: Anti-Swarm, Status
Skeletons: Assist, Anti-Tank
Fire Spirit: Scout, Assist
Skeleton Dragons: Anti-Air, Anti-Swarm
Elite Barbarians: Tank, Anti-Tank
Fireball: Strong spell for glass cannons
Three Musketeers: Anti-Air, Anti-Tank
Ice Golem: Tank, Assist, Status

Strategy[]

Single Elixir Time (3:00 to 1:01)[]

  • In this time of the match, you should be more focused on identifying the opponent's deck while revealing as little of your own as you can. Make sure that the opponent does not have a strong spell. If you use the Three Musketeers as your first play, ALWAYS split them, preferably behind the King Tower. This can ensure that the opponent cannot use their spell on all three of the Musketeers. The same can apply to opposing Mega Knights, P.E.K.K.As, Valkyries, and Barbarians, as they can all stop the trio with only a tower troop supporting them. This is a risky start, because it reveals a lot of information to the opponent.
  • A more passive start of Ice Golem behind the King Tower or splitting the Skeletons is more ideal, with the latter even discouraging an early rush from the opponent. Both plays are low risk as they will not fully reveal your deck to the opponent.
  • If you want to start more aggressively, Fire Spirit at the bridge is your only option as a scouting move. It can guarantee some chip damage if they do not respond. It will also reveal little information to the opponent, although it can easily be defended with cards that also reveal little information.
  • NEVER use Elite Barbarians as your first card. They have a very high cost and will reveal a lot of information to the opponent. By the moment you deploy them, they will immediately figure out that you also carry Zap, Fire Spirit, and worse of all, Three Musketeers, and will be prepared the moment they see these cards being used.
  • After the decks are mostly revealed, the pushes should be mostly 2 Musketeers in one lane with Fire Spirit and Skeletons as meatshields, and 1 Musketeer in the other lane with Ice Golem as a meatshield.
  • Take advantage of the defensive capabilities of the Skeletons. Sometimes, sacrificing some Tower Princess hitpoints is good, but if done so, make sure that Skeletons are attacking from behind, to minimize the damage.
  • Kiting with Ice Golem is a great way to divert enemies to the other lane. Pair him with Skeleton Dragons for a very effective defense. Use Skeletons as well if necessary.
  • If the opponent has a Ram Rider, always defend it with Elite Barbarians. They will defend against her better than Skeletons or Skeleton Dragons.
  • Elite Barbarians should be paired with an Ice Golem on the counterpush, but if you do not have much Elixir, using Skeletons or Fire Spirit as a meatshield for them is a decent alternative. Hover your Zap in case of swarms.
  • If you can get some damage on their Crown Tower with a Fireball against a glass cannon, consider doing so, in order to get a slight damage lead. Do not finish it off with Zap though; instead let it come to your side and let your Tower Princess finish it off. If they use something to tank for it, consider sacrificing an Ice Golem to it instead while something else handles the tank.
  • If you notice that they have a strong spell in their deck, start splitting the Three Musketeers in front of the King Tower. This will prevent them from eliminating any of the Musketeers while also getting damage to your Tower Princess.
  • Try to keep the Skeleton Dragons in hand as much as possible for the case of air troops in the enemy's deck. If you notice that they have no air troops, you can use them more freely.
  • If you can find a situation where you can activate your King Tower, consider doing so, because it will help you a lot on defense. Those scenarios include Firecracker singular attack, Electro Dragon or Electro Spirit chaining their attack between Tower Princess and King Tower, or Mega Knight chain pull.
  • Activating your opponent's King Tower is a moderate inconvenience, as that will reduce the damage that Elite Barbarians will do if they connect to their Crown Towers, so try to avoid intentionally activating the King Tower even if a good opportunity comes to do that.

Double Elixir Time (1:00 to 0:00)[]

  • Now that the Elixir production increases, you can start making larger pushes. Ice Golem can now be used as a meatshield in the 2 Musketeer lane, while the 1 Musketeer lane can have Elite Barbarians as her meatshield.
  • Alternatively, if a simple Elite Barbarians push is done, supporting them with Skeleton Dragons becomes possible. You can choose to split both or neither.
  • Be more conservative with tower health in this phase of the battle. Try not to sacrifice a tower unless you have a damage lead.
  • This is the time where you will mostly use your evolutions. Zap can help the Elite Barbarians break through even things that are bulkier than swarms, while Skeletons can really put in work on defense, being able to stop even things that they would not survive against, like Ram Rider.
  • Most techniques that worked in the Single Elixir Time can still work here.
  • A risky tactic is to place the Three Musketeers on the opponent's side after taking out one of their towers, in order to destroy the second. While the payoff is huge, it can be countered quite well, so it should not be done more than once. Best time to do this is when the opponent is low on Elixir as either they will lose their tower or they will spend whatever Elixir they have which results in abandoning their own push. Never use this tactic if they have something approaching from the back.

Alternatives[]

Regular alternatives[]

Alternatives for evolutions[]

  • By default, this deck only has 2 cards that can evolve, so there are no alternatives.
  • If Knight or Ice Spirit are in the deck, they can be used as their evolutions.

Leveing Order[]

  • Zap: No interactions change.
    • Evolved Zap: Underleveled Zap changes Elixir Blobs to a 3HKO from a 2HKO.
  • Fire Spirit: In terms of damage, underleved Fire Spirit changes Goblins to a No-KO from a OHKO. In terms of hitpoints, underleved Fire Spirit changes X-Bow to a 5HKO from a 6HKO, changes Minion, Archer, Tower Princess, Dagger Duchess, Royal Chef to a 2HKO from a 3HKO. changes Bomber, Rascal Boy, Tesla, Bomb Tower, Cannon Cart, Phoenix, Goblin Machine, Archer Queen, Guardienne to a OHKO from a 2HKO.
  • Fireball: Underleveled Fireball changes Barbarian, Ice Wizard, and Cursed Hog to a 2HKO from a OHKO.

Gamemodes[]