Clash Royale Wiki

“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 is an Epic card that is unlocked from the Royal Arena (Arena 7). It spawns a single-target, ground-targeting, melee, ground troop with high hitpoints and very high damage. After he travels 2 tiles, he will begin to charge towards its target, and deals double damage if it hits its target whilst charging. He is able to jump over the river. He resembles a man in heavy, golden armor, that wields a striped team-colored lance, has a brown goatee and mustache, and rides a pony. A Prince card costs 5 Elixir to deploy.


For Battle Decks with this card, click here

  • The Prince is best used as a 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 or their counters are out of rotation, 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.
  • On defense, he deals high damage with his attack, making him decent against building-targeting troops like the Hog Rider. If the troop happens to be slow as well, try to place the Prince closer to the Tower, to allow him to charge and hit the slow troop for more damage.
  • 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, otherwise 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.
  • His charge does enough damage to OHKO every unit with as much hitpoints as Elixir Golemites. Therefore if a Prince is approaching your troop, it is most recommended to distract him with a tank to save the frailer troop. Alternative, a cheap distraction troop card or a card with a stun effect can be used to save the frail troop.
  • 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.
  • 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 Crown 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 Crown Tower.
  • 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 Crown Tower with no defenders in front of it. However, this combo is also weak to swarms.
  • 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 that was known as the Double Prince combo and is also frequently used with a tank like the Giant. However, this combo is weak to air units like Minion Horde so be sure to bring some spells.
    • 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 for a counterpush.
    • The most effective way to counter this push is with an Inferno Dragon or a Minion Horde alongside a tank to distract the two 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 Minion 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 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 Log with a Sparky can deal significant damage to the Prince duo. The Log must be casted before the Sparky attacks so that it takes out the Dark Prince's shield, then Sparky will finish off the Dark Prince and significantly weaken the Prince. The knockback from The Log will also reset the charge of the Prince, allowing Sparky to blast a second time if needed.
    • Even though an Electro Dragon does not deal a lot of damage, it cannot be targeted by the Princes, making it a great assist card against the Double Prince push. Pair it with a ground mini tank and it will be able to stop the push with all of its hitpoints left for a counterattack.
    • Since this combo costs a lot of Elixir, attacking in the other lane can be a good way to prevent the opponent from effectively executing it.
    • 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 cards that output a large damage, such as Rocket or Minion Horde, can deal with it.
    • This combo is very expensive and it can lead to a counterattack which you cannot defend. So, only place it if you're sure your opponent is very low on Elixir. Alternative, one of the two cards can be used defensively, and then the second one can be used afterwards in a counterpush.
  • 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, similar to the Prince + Dark Prince combo, this is also hard countered by P.E.K.K.A. and Mega Knight.
    • 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 for a positive Elixir trade 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.
  • The Prince is weak to spawning cards, as they will constantly spawn troops, preventing him from charging.
    • The Witch is an amazing counter against the Prince. She will constantly spawn Skeletons, preventing him from charging up, and spells are less effective against her than they are against a swarm card. However, spelling away the Witch's Skeletons preemptively will cause the Prince to defeat the Witch.
    • The Tombstone is a great counter to the Prince. It can withstand multiple Prince attacks, stop his charge effectively and is a positive Elixir trade against him.
    • The Goblin Hut and Barbarian Hut are less effective, however, they will spawn more troops to distract the Prince, meaning that they will deal more damage to him.
  • Troops with a shield are a great way absorb the Prince's charge and have the troop keep their hitpoints for a counterpush. The Guards and Royal Recruits are particularly effective, because they come in multiple numbers, distracting the Prince for longer. An Evolved Knight can work in a similar way.
  • A good way to counter a lone Prince is to lure him closer to the center with cheap cards like Spear Goblins. Spear Goblins, with the help of the two Crown Towers, can take out a Prince. The player should place the Spear Goblins in the center of their side. When the Prince attacks the Spear Goblins, the second Crown Tower will also attack the Prince, taking him out.
  • The Executioner paired with the Prince is a high-risk, high reward strategy. The Prince can take out mini tanks such as the Mini P.E.K.K.A, while the Executioner can take out swarms such as Minion Horde or Skeleton Army. The Bomber, Baby Dragon, and Wizard can work in a similar way with the Prince. However, the combo is countered by separating the duo, since they have different movement speeds and ranges.
  • A deadly combination is the Prince and Balloon combo. Despite being expensive at 10 Elixir, the Prince can OHKO frail grounded anti-air troops like the Musketeer while the Balloon decimates the Tower. While this may seem weak to air units like the Minion Horde, the Prince will then be more likely to land a hit. This can be defeated with a ground swarm and an air swarm, such as Skeleton Army and Bats. It can also be defeated with a well timed Rocket, although this has to be done immediately since the Prince will eventually charge and separate from the Balloon, making it impossible to hit both. This can be remedied by placing a unit to distract the Prince, like Skeletons, so that the units stay clumped together.
  • If the Prince does not manage to charge in time, a Mini P.E.K.K.A. can defeat him for a positive Elixir trade.
  • 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. The opposite holds true also, allowing a Prince to do massive damage to, if not defeat a Mega Knight or P.E.K.K.A.
  • An Electro Wizard can stop the Prince's charge with his stun attack, preventing him from charging and will eventually finish him off with the help of a Crown Tower. A Giant Snowball can temporarily knock back the Electro Wizard and slow him down, letting the Prince connect his charge on him and defeat him instantly. The same combination also works against the Hunter, saving a lot of the Prince's hitpoints on offense.
  • The Prince has a slightly higher range than most other melee troops. When he approaches a distracted Valkyrie from a distance, he can safely attack without taking damage.
    • Because of his longer melee range and relatively large hitbox, it is possible for a Prince to hit a Giant Skeleton, Sparky, Golden Knight, or Skeleton King from across the river. However, this is hard to emulate and will likely not happen very often.
  • Unlike the Battle Ram, the Prince has an immunity to all forms of knockback, except for The Log, Little Prince, and Monk. Because of this, it is not effective to use spells like Fireball or Giant Snowball to reset the Prince's charge, nor is it a good idea to use a Bowler against the Prince.
  • The Prince is able to jump over the river. This is useful for attacking ranged units that are attacking a tank like a Giant.


Prince Attributes

Hit Speed
Damage Speed
Deploy Time
Deploy Time
Troop Count
5 1.4 sec Medium (60) 1 sec Melee: Long (1.6) Ground x1 Ground Troop Epic

Charge Attributes

Charge Range
Very Fast (120) 2 Ground Ground

Card Statistics

Charge Damage
Damage per second
6 1,200 245 490 175
7 1,320 269 539 192
8 1,452 296 592 211
9 1,596 325 651 232
10 1,752 357 715 255
11 1,920 392 784 280
12 2,112 431 862 307
13 2,316 472 945 337
14 2,544 519 1,038 370
15 2,796 570 1,141 407

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer
1 Deal a total of 205,000 Damage to enemy Troops or buildings 20 Prince cards
75 XP
2 Deal a total of 610,000 Damage to enemy Troops or buildings 6,000 Gold
75 XP
3 Deal a total of 1,020,000 Damage to enemy Troops or buildings 150 Gem
75 XP
1 Hit a total of 245 Troops or buildings with the Charge ability 9,000 Gold
125 XP
2 Hit a total of 700 Troops or buildings with the Charge ability 20 Epic Wild Card
125 XP
3 Hit a total of 1,250 Troops or buildings with the Charge ability 15,000 Gold
125 XP



  • The Prince card was added with Clash Royale's game launch on 4/1/2016.
  • On 11/1/2016, the First Update, decreased the Prince's hitpoints by 4%.
  • On 29/2/2016, the March 2016 Update, decreased the Prince's sight range to 5.5 tiles (from 6 tiles). It also changed the Prince's sound effects.
  • On 23/3/2016, a Balance Update, decreased the Prince's charge speed to 120 (from 138).
  • On 3/5/2016, the May 2016 Update, fixed the "range bug" and decreased the Prince's range to 1.85 tiles (from 2.5 tiles), now classified as Melee, but his effective range remained unchanged. It also made a small change to the Prince's card description.
  • On 21/6/2016, a Balance Update, increased the Prince's damage by 9%.
  • On 24/8/2016, 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 12/12/2017, the Electrifying Update, increased the Prince’s hitpoints by 5% and decreased his attack time interval to 1.4 seconds (from 1.5 seconds).



  • On 1/7/2019, the July 2019 Update, decreased the Prince's range to 1.6 tiles (from 1.85 tiles), now classified as Melee: Long.
  • On 26/11/2019, the End of November 2019 Update, added a card render to the Prince's card info screen.


  • On 2/6/2020, a Balance Update, increased the Prince's hitpoints by 3%.



  • On 3/2/2022, a Balance Update, decreased the Prince's hitpoints by 4% and made him able to jump over the river.
  • On 2/8/2022, a Balance Update, decreased the distance required for charging to 3 tiles (from 3.5 tiles).



  • On 17/6/2024, a Balance Update, decreased the distance required for charging to 1.5 tiles (from 3 tiles).
  • On 2/7/2024, a Balance Update, increased the distance required for charging to 2 tiles (from 1.5 tiles).