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“Don't be fooled by her delicately coiffed hair, the Musketeer is a mean shot with her trusty boomstick.”

The Musketeer is a Rare card that is unlocked from the Training Camp (Tutorial). It spawns a single-target, air-targeting, long-ranged, ground troop with moderate hitpoints and moderate damage. She has purple coiffed, curly hair, a blunderbuss-styled musket and a metal helmet with a tiny crater on it. She is the same as those spawned by the Three Musketeers. A Musketeer card costs 4 Elixir to deploy.


For Battle Decks with this card, click here

  • The Musketeer can be used to back up higher hitpoint troops such as Giants. The Musketeer's high damage output compensates for the other troop's low damage output and high health.
  • Thanks to her high damage per second and long range, the Musketeer can counter many medium or low hitpoints troops effectively, with or without the help of a Crown Tower.
    • Always be sure to make the most of her 6 tile range and force melee troops to walk towards her. Thanks to her 6 tile range, you can place her slightly in the other lane, which will then result in a counterattack in the opposite lane.
    • Mini tanks and distraction unit complement the Musketeer well, allowing her to stay alive longer and make use of her range and moderately high damage per second. Stun effects like those of an Ice Spirit or Zap will buy more time for her to defeat the enemy troops.
    • The high damage and range makes her a decent choice against other ranged troops, like the Executioner, Bowler, and Wizard. However, she will take a lot of damage in return.
    • She does well against most air troops when placed at a distance. However, Minions and Mega Minion will take her out quickly when placed on top of her.
    • Against a Balloon, she can prevent all Crown Tower damage with a quick placement close to the bridge. However, this makes her extremely vulnerable to support troops behind the Balloon.
    • She can instantly defeat any unit with the same or less hitpoints than Lava Pups, making her an excellent choice against the Lava Hound.
  • The Musketeer’s long range allows her to attack from a distance without engaging the defending troops. The Musketeer's long range is effective against Crown Towers, as the King's Tower will be unable to target her if she is attacking a Crown Tower.
  • The Musketeer can outrange the Cannon and defeat it without the fear of being counterattacked. However, despite a Tesla having the same range as the Cannon, the Tesla's property of being invisible while underground forces the Musketeer to walk into range before attacking the Tesla. However, it may be worthwhile to use a cheap distraction troop like Skeletons to provoke the Tesla into popping up, allowing the Musketeer to use her range advantage.
    • Against attacking buildings, the Musketeer will be able to bypass a building placed 4 tiles from the river and 3 tiles from the Crown Tower, and will also be out of range. A 5-2 placement can also be bypassed. Placing the building 1 tile closer to the Crown Tower will ensure that the Musketeer will not bypass it.
    • Against passive buildings, she will be able to bypass a 5-2 placement, unless she is in the inner side of the Arena.
  • The Musketeer can deal high damage to a Crown Tower despite her slightly below average hitpoints. However, most troops can defeat her if she is on the other side of the Arena unaccompanied, so there is little reason to leave a Musketeer unattended.
    • Mini-tanks and high damage troops like the Knight or Mini P.E.K.K.A. will counter her and have plenty of health remaining for a counterpush.
    • The Bandit, Mega Knight, and Fisherman can utilize their dash and jump attacks to negate the Musketeer's range advantage and reach her. They will also deal a lot of damage to her at once while not taking back much in return. Alternatively, the Mega Knight can be placed directly on top of her to utilize his spawn damage. Those troops can be used in a counterattack afterwards.
    • Similarly, the Royal Ghost will be able to get the first hit on the Musketeer, since he is deployed invisible. He is able to 3HKO the Musketeer and with the first hit, he will be able to defeat her easily, and still have a lot of hitpoints for a counterpush.
    • Swarms like the Guards will also counter her, though a well-timed spell can let her get a sneaky lock onto the Tower.
    • Skeletons placed to surround her or an Ice Spirit can prevent her from getting more than 1 shot on the defender's Crown Tower. To stall her the longest with Ice Spirit, place it outside her attacking range and let it run towards her. It will jump on her right before she shoots for the second time.
    • The Electro Wizard's spawn damage can deal decent damage to a Musketeer, weakening her enough for the Crown Tower to defeat her. The Electro Wizard will also stun the Musketeer, raising his chances of staying alive for a counterpush.
  • A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie. The Musketeer is for protecting the Valkyrie and Hog Rider from air troops. The Valkyrie is for protecting the Musketeer and Hog Rider from swarms and the Hog Rider is used to tank for the Musketeer and Valkyrie. This strategy is commonly called the Trifecta for its combination of three troops.
    • This can be effectively countered by Lightning, OHKOing the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can use Zap on them and the Musketeer will OHKO them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower.
    • A P.E.K.K.A can hard counter this strategy allowing relatively low damage and being able to start a counterpush for a 5 Elixir advantage.
    • If all three troops are very close together, a Rocket can nullify the push for a +6 Elixir trade. Even if separated, a Tornado can bring them all together for the Rocket to still defeat them for a +3 Elixir trade.
    • This push can also be crippled by the Bowler, as his knockback and damage slow down all three units.
    • A Musketeer has a relatively small mass. Because of this, a Hog Rider placed behind her can push her quicker to the Crown Tower, allowing her to connect more easily than if she were to walk normally. However, this will cause her to take more damage and will leave the Hog Rider weak to opposing troops.
  • A Fireball can defeat the Musketeer in one hit if the Musketeer is one Level lower than the Fireball. Otherwise, it will survive with a slither of health, but it will not be able to land a shot on a Crown Tower alone. A cheap spell like a Zap or The Log can be used to defeat it if it must be taken out immediately, such as if it is on the opponent's side defending, or if it is supported with a tank. Poison, Lightning, and Rocket are the 3 spells that can fully destroy an equally leveled Musketeer.
    • With the help of the Crown Tower, a Barbarian Barrel or Royal Delivery can stop the Musketeer for a positive Elixir trade. The spells will weaken the Musketeer while the spawned troop will finish her off.
    • Similarly, a Giant Snowball will knock her back enough to interrupt her attack, and then slow her down so that she does not connect to the Tower in time. This is enough to stop her for a positive Elixir trade.
    • Note that the opponent may take advantage of the lack of spells due to being used on the Musketeer, and place another card that would thrive due to their absense, such as Barbarians.
  • If one Crown Tower has been destroyed, and the player wants to attack the Crown Tower, the Musketeer can be placed on the center to engage the second Crown Tower. Depending on whether the player wants to prioritize more damage or quicker damage, they shoudl place the Musketeer further from the river for the quickest damage or closer for the most damage.
  • Depending on what the player wants in their deck, they can substitute the Musketeer with other similar cards.
    • As the Musketeer can target both air and ground troops, she is a reasonable substitute to the Archers, albeit at the price of a higher Elixir cost.
    • The Musketeer has a slightly higher damage output per second than the Wizard for 1 less Elixir, but lacks the area damage effect. Generally, the Wizard is more efficient at countering swarm troops, while the Musketeer is better suited to take down singular troops.
    • The Flying Machine can be a good replacement for the Musketeer in a deck, particularly one that relies a lot on air troops. However, in ground decks, the Musketeer is usually better because of her higher damage, and higher hitpoints.
    • The Musketeer has very similar damage to an Electro Wizard, as well as a faster attack speed and longer range. However, the Electro Wizard also comes with a stun effect on his attack, as well as being better against frail swarms because of his Spawn Damage.
    • If the player does not have a Champion card in their deck, they can use the Archer Queen or Little Prince in their deck to replicate the Musketeer's role. However, in decks with other Champion cards, the Musketeer is the clear option.
  • For 5 more Elixir, the player can deploy the Three Musketeers card for more power within a push, having 2 Musketeers more than using the Musketeer card. This means that it is not wise to use Mirror on the Musketeer, as that would cost the same as using the Three Musketeers card. The drawback is that the Musketeer is individually more flexible to be used compared to the Three Musketeers (i.e. they are not forced to use 9 Elixir on a single push as opposed to dropping 4 Elixir and having an additional 5 Elixir for a second push or a different card altogether).
  • Never try deploying 4 Musketeers or more unless the opponent has no area damage cards. In the case of 4 Musketeers, not only does it cost 13 Elixir, a Poison or Fireball can fully destroy them and give the opponent a massive 9 Elixir profit. The player should almost always deploy the Three Musketeers in the middle of the Arena, making them split up, and then deploy another Musketeer in the single Musketeer lane.
  • Because of her great matchup against the Baby Dragon, Inferno Dragon, and Electro Dragon, she is a good choice in the Dragon Hunt sub-mode of the Treasure Hunt game mode. She can handle any of the three dragons if the player fails to claim the Elixir Egg, while also being able to deal high enough damage to be used as a back-up to claim the Elixir Egg.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Projectile Speed
Troop Count
4 1 sec Medium (60) 1 sec 6 1000 Air & Ground x1 Ground Troop Rare
Damage per second
3 340 103 103
4 374 113 113
5 411 124 124
6 452 136 136
7 496 150 150
8 544 164 164
9 598 181 181
10 656 198 198
11 720 218 218
12 792 239 239
13 870 263 263
14 955 289 289
15 1,050 318 318

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 175,000 Damage to enemy Troops or buildings 100 Musketeer cards
50 XP
2 Deal a total of 520,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 870,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Troop Destroyer
Troop Destroyer
1 Destroy 490 troops 6,000 Gold
125 XP
2 Destroy 1,400 troops 100 Rare Wild Card
125 XP
3 Destroy 2,450 troops 9,000 Gold
125 XP
No Escape
No Escape
1 Hit 9 Troops with a single deploy a total of 80 times 100 Banner Token
175 XP
2 Hit 9 Troops with a single deploy a total of 240 times 125 Banner Token
175 XP
3 Hit 9 Troops with a single deploy a total of 480 times 150 Banner Token
175 XP



  • The Musketeer card was added with Clash Royale's game launch on 4/1/2016.
  • On 9/2/2016, the Chest Rewards & Card Balance Update, decreased the Musketeer's damage by 25% and her cost to 4 Elixir (from 5 Elixir).
  • On 19/2/2016, a Balance Update, increased the Musketeer's damage by 11%.
  • On 29/2/2016, the March 2016 Update, decreased the Musketeer's sight range to 6 tiles (from 6.5 tiles). It also changed the Musketeer's card image.
  • On 3/5/2016, the May 2016 Update, increased the Rare card Level cap to 11 (from 10). The update also fixed the "range bug", which decreased the Musketeer's range to 6 tiles (from 6.5 tiles), but her effective range was unchanged.




  • On 6/10/2020, a Balance Update, increased the Musketeer's first attack time interval to 0.8 seconds (from 0.5 seconds).


  • On 2/9/2021, a maintenance break, changed the Musketeer's card render.
  • 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 Musketeer's attack time interval to 1 second (from 1.1 seconds).