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ThreeMusketeersCard
IceSpiritCard
KnightCard
ArchersCard
TheLogCard
RageCard
SkeletonsCard
GoblinsCard


Deck Information[]

Deck Created by: Distilledwater69
Minimum Recommended King Level: 10
Maximum Recommended King Level: 13
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 2.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Three Musketeers: This is primary offensive card of the deck, but Three Musketeers can also be used on defense. They can quickly shred enemy tanks and then be used for a powerful counterpush.
Ice Spirit: The Ice Spirit is a cycle card that can also be used to stall enemy troops. You can use it to give other cards a little more time to stop enemy pushes.
Knight: This card can tank for the others and force the opponent to either use more elixir defending or to take a lot of damage. It can also be used to counter Mega Knight.
Archers: This card can provide powerful support, and can do a surprising amount of damage for only 3 elixir. Archers can be used to deal with swarms and tanks.
The Log: This card can knock all cards back, giving your troops more time to attack enemy troops. It can also clear ground swarms and do a bit of chip damage to the tower.
Rage: This card can be used like a zap to clear swarms. It can also give your troops a boost to defend against a push or to quickly wipe out enemy defenses.
Skeletons: This is a cycle card that is excellent on defense. They can be extremely helpful against single target enemies that attack slowly, like P.E.K.K.A., Prince, and Mini P.E.K.K.A.. With proper placement, they can even fully counter a Skeleton Army.
Goblins: This card is very similar to Skeletons. They can be used for cycling and defending against troops without splash. Unlike Skeletons, however, Goblins can be placed at the bridge to do a bit of chip damage to the tower.

Strategy[]

  • This deck relies on spamming and always having enough elixir to defend with cheap troops until you place Three Musketeers.
  • Split the Three Musketeers. Put one Musketeer on the side you are trying to push and two on the other side. Use Knight to tank for the one Musketeer. This will force the opponent to defend against one side more, allowing the other side to do some damage to the towers.
  • Three Musketeers can be used on defense. They can shred enemy tanks but are extremely vulnerable to spells. After destroying a push, they can be used for a powerful counterpush.
  • Archers can provide valuable support against air cards, tanks, and swarms, such as Balloon, Valkyrie, and Goblin Gang. They can also be placed behind Knight to do even more damage while protected.
  • The other cards can be spammed for cycling or defending. Goblins and Skeletons work well with Ice Spirit because the Ice Spirit can freeze opposing troops while Goblins and Skeletons damage them. Goblins can be placed at the bridge for some chip damage.
  • The cheaper troops can be used to activate your King's Tower when you face a Mega Knight. Place the cheap troops so that the Mega Knight jumps on them until he reaches the King Tower and activates it.
  • Rage can be used to clear weak swarms, such as Skeleton Army and Bats. It can also be used to help your troops beat enemy pushes. When you are pushing, Rage can be used to help your troops get past enemy defenses faster to do more damage to the towers.
  • If you have already taken a tower, you can place Three Musketeers as close to the other Princess Towers as possible. They will quickly attack the princess tower and do massive damage. Rage can be used on them for even faster damage.
  • Try to use cards other than Three Musketeers to bait spells and other counters to Three Musketeers if possible.
  • By placing Skeletons in the middle when there is a Skeleton Army at the bridge, your skeletons will kite the opponent's Skarmy, and with the help of a princess tower, the Skarmy can be fully countered for just 1 elixir.
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