“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 golden armor, wields a striped lance, has a brown goatee, 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 Crown 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 very difficult combo to defeat without using a lot of Elixir.
Be careful if the enemy has a strong spell like the Rocket. If aimed accurately, it could potentially cripple the Prince and take out the splash unit at the same time for a positive Elixir trade.
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.
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 kill most, if not all of a swarm in 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. is a hard counter to this strategy. She counters the Princes for a positive Elixir trade, and can be used in a counter push after.
Due to the lack of anti-air units and the amount of Elixir that this strategy costs, high damage per second units like the Inferno Dragon or the Minion Horde paired with a tank to distract the three units is more than capable of destroying this push. 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. Try to bait out these counters with your 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 Double Prince push with the P.E.K.K.A. is a devastating strategy. The P.E.K.K.A. can tank hits for the Princes and can help them defeat the opponent's troops. The P.E.K.K.A.'s immense health can also give the player time to get a spell ready in case the opponent tries to use a card which all three of the troops are weak to.
This push is still lacking in anti-air, so air cards that are effective in countering a Double Prince push will also be adept in defending this one.
If deployed correctly, the Prince is able to push other allied troops while charging. This allows a player to deploy a troop directly in front of the Prince as he is charging. 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 does not work as effectively with very large troops, like the Giant or P.E.K.K.A., as they are very hard to push and will end up blocking the Prince more often than not.
The combo becomes more effective if the player deploys an air-targeting troop such as the Wizard or Musketeer behind the Prince in case the opponent deploys air troops.
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, durable troops such as the P.E.K.K.A., Sparky, or Giant Skeleton are effective one-card counters to the Prince. Do not use weaker, single-unit glass cannons on their own, as they will quickly be killed, resulting in a waste of Elixir.
If the Prince is unable to charge, a Mini P.E.K.K.A. can take him out for a positive Elixir trade.
Using Skeletons or Goblins can lure the Prince away from other units and distract him, giving other units time to take him out.
The Tombstone and Guards are great counters to the Prince. They can withstand multiple Prince attacks and are a positive Elixir trade against him.
The Freeze can also be used to help counter the Prince, as the Prince will be frozen and allow the player to deploy units to eliminate him without having the Prince's backup troops attacking said units. This also resets his charge attack.
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.