“Don't let the little pony fool you. Once the Prince gets a running start, you WILL be trampled. Deals double damage once he gets charging.”

The Prince card is unlocked from the Training Camp (Tutorial). He is a single-target, melee troop with high hitpoints and damage. He has a special ability: if he walks 3.5 tiles uninterrupted, he will begin to charge, gaining a movement speed and damage boost. Upon hitting a troop or building, he will deal double his normal damage and stop charging. A Prince card costs 5 Elixir to deploy. He resembles a Knight in heavy, golden armor, wields a striped lance, has a brown goatee and moustache, and rides on a pony.


  • The Prince is best used as an counterattacking troop — with his increased speed and damage while charging, the Prince can stop ground pushes fairly quickly and threaten enemy Crown Towers with ease.
    • Due to the Prince's speed when he is charging, he is effective for early offensive attacks, or as a punish to an opponent's Elixir investment.
    • He is a great card to deploy when the opponent has little Elixir left to counter him, as he will quickly get to the opposing Princess Tower. However, during the double Elixir period, the opponent will likely be able to counter him due to the rapid Elixir generation rate.
  • The Prince can be effectively paired with a splash unit. The splash unit and the Prince can cover each other's weaknesses. This can be a difficult combo to defeat without using a lot of Elixir. However, cards that can deal high area damage will be able to neutralize this combo.
  • If the player has a medium sized push going on one lane, they can drop a Prince in the opposite lane. The opponent will have to defend both, lest their towers take massive damage. This may also spread their counters to the Prince thin. For example, they may only have one swarm card but would need it to defend both pushes.
  • The Prince can be paired with high hitpoint troops such as the Giant. The Giant will soak up the hits while the Prince inflicts damage. However, without support from air targeting splash damage troops or spells, this combo can easily be taken down by large swarms or air troops.
  • The Prince can be used in conjunction with the Miner in a counterattack to try and get the Prince to connect to the tower, by using the Miner to distract their support troops. For example, if they rely on a Bandit to soak the Prince's charge attack, the Miner can be preemptively placed near the Bandit so that it will walk behind the tower, leaving their Princess Tower with no defenders in front of it.
  • Pairing the Dark Prince with the Prince is a deadly strategy. The Prince can take out more powerful single troops while the Dark Prince takes out weaker units that come in large numbers. This is a strategy known as the Double Prince combo.
    • 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.
    • The most effective way to counter this push is with an Inferno Dragon or a Minion Horde alongside a tank to distract the three 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 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 like swarms 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 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 swarms or air cards will still be troublesome.
  • If a troop is placed in front of the Prince, he will be able to push them while charging and speed them up. They will both reach the Crown Towers faster and can be used as mutual shields for each other.
    • This works best when used with bulky melee troops, especially the Valkyrie. The Valkyrie can tank hits for the Prince while also removing swarms which are often the bane of the Prince.
    • However, this trick is not effective with small, light troops, as they typically cannot tank well for the Prince and will often end up being shoved to the side anyways.
  • The Prince, being a single target troop, is most often countered with swarms like the Skeleton Army or Barbarians, as it is simple and cost-effective to do so. Therefore, it is beneficial for the player to pair cheap area damage spells with the Prince to quickly clear these units out on offense.
  • Strong and durable troops such as a P.E.K.K.A. or a Mega Knight are effective one-card counters to a Prince, and are more consistent in doing so if they have the help of a Princess Tower. Players should not use weaker, single-unit glass cannons on their own, as they will quickly be defeated, resulting in a waste of Elixir. However, if these cards are alone and walk onto the player's side of the arena, the Prince can still deal a hefty amount of damage to them with the help of the Princess Tower.
  • If the Prince is unable to charge, a Mini P.E.K.K.A. can take him out for a positive Elixir trade.
  • The Tombstone and Guards are great counters to the Prince. They can withstand multiple Prince attacks and are a positive Elixir trade against him.
  • Freeze is useful to assist in countering a Prince push, as the Prince's charge attack will be disabled and allow the player to deploy units to eliminate him without having the Prince's backup troops attacking their defenders.
  • Cards like The Log, Zap, Lightning, or the Ice Spirit can be useful since they all can reset his charge ability.


  • The Prince was released with Clash Royale's soft launch on 4/1/16.
  • On 11/1/16, a Balance Update decreased the Prince's hitpoints by 4%.
  • On 23/3/16 a Balance Update decreased the Prince's charge speed by 13%.
  • On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the Prince's range to melee (from 2.5), but his effective range remained unchanged.
  • On 21/6/16, a Balance Update increased the Prince's damage by 9%.
  • On 24/8/16, a Balance Update increased the Prince's damage by 2%. This means that a level 13 Prince will now be able to defeat level 13 Barbarians in 2 hits or 1 charge strike.
  • On 12/12/17, a Balance Update increased the Prince’s hitpoints by 5% and his hit speed to 1.4 seconds (from 1.5 seconds).
  • On 20/6/18, the Summer Update increased the distance required for charging to 3.5 tiles (from 2.5).
  • On 3/9/18, a Balance Update increased the Prince's hitpoints by 5%.
  • On 1/7/19, a 'Rulebook' Update decreased the Prince's range from 1.85 to 1.6 (now classified as Melee: Long).
  • On 2/6/20, a Balance Update increased the Prince's hitpoints by 3%.


  • The Prince and the Dark Prince ride the same breed of pony, as stated on Clash Royale's Official Website.
  • Even though he has a very long lance, he has a "melee" range.
    • The Prince still has a little bit of effective range, however. When he is attacking the King's Tower, the other Princess Tower normally can't target him. Also, he can still attack a target even when he's directly behind a friendly unit.
    • His range was shown as 2.5 before the May 2016 Update as mentioned above.
    • The Prince can attack a troop directly across the river, but no further.
  • The Prince is the subject of multiple Emotes.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Troop Count
5 1.4 sec Medium (60) 1 sec Melee: Long Ground x1 Ground Troop Epic
Charge Damage
Damage per second
6 1,255 245 490 175
7 1,380 269 539 192
8 1,518 296 592 211
9 1,669 325 651 232
10 1,832 357 715 255
11 2,008 392 784 280
12 2,208 431 862 307
13 2,422 472 945 337
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