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“This stunning Princess shoots flaming arrows from long range. If you're feeling warm feelings towards her, it's probably because you're on fire.”

The Princess card is unlocked from the Spell Valley (Arena 5) or a Legendary Chest. She is an area-damaging, long-ranged troop with low hitpoints and moderate splash damage. Her long range allows her to target and attack Princess Towers from the opposite side of the river. A Princess card costs 3 Elixir to deploy.


  • Due to her splash damage and long range, Princess is a strong support or siege unit. However, she does moderate damage which coupled with her very slow attack rate makes her a weak solo counter to anything but swarms. Zap is an excellent synergy with Princess as together they can instantly take out Minion Hordes and Goblins.
  • A good method of getting some early chip damage on the opponent's tower is to deploy her at the bridge at the start of the match if she appears in the player's starting hand. She will start shooting at the tower. This is extremely hard to react to and will often catch their opponent off guard.
    • The defender should be aware of when the opponent has a Princess in their hand and cycle their cards in the center of the arena to increase their odds of catching a Princess' sight as it is deployed.
    • Skeletons are the cheapest counter to a distracted Princess at the bridge. They can be spelled away on reaction before she even gets hit once, allowing the Princess to provide more value, but almost any response to the Skeletons will be a negative Elixir trade since they cost just 1 Elixir, in addition to the Princess' 3 Elixir cost. This can give the player a decent Elixir advantage at the cost of some tower damage, and also potentially bait a spell out of the opponent.
  • Despite her low DPS, she does deal moderate damage and has an extremely long range. This means that she will easily affect the outcome of duels, and since she has such a long range, she will safely engage from behind cover. It is valuable to protect her with cheap troops such as the Knight or Goblins, as even if all the other supporting troops are defeated, she will begin dealing chip damage to the opposing Crown Towers. However, many spells can defeat her regardless of how well she is protected.
    • She can be placed on the opposite side of your enemy's push to force out a response from the opponent.
  • Miner is a decent counter to a defending Princess, as it will two-shot her and can be deployed anywhere around her. The defender can use swarms to reduce the likelihood that the Miner locks onto her. However, if the opponent also has Poison, they may decide to fake the player out and deploy the Miner on the Crown Tower, while the Poison is placed on the Princess. If the player uses a swarm to protect her, this will give the opponent spell value and chip damage.
    • If the Miner response is placed in a poorly position, you can use Tornado to send the Miner toward the King Tower, activating him early while also saving your Princess.
  • Even though the Princess deals moderate damage per shot, it is not wise to leave her shooting a tower for too long, as she can rack up major amounts of damage. If the player allows her to stay on the arena for long enough, she will have not only dealt enormous chip damage, but the opponent may have another Princess available right after the last one is destroyed.
  • Area damage spells are the most effective counters to the Princess as it is impossible to defend her from them. The Log, Arrows, Fireball, and Poison are the most reliable counters to a defending Princess, in addition to the fact that they can clip the Crown Towers for extra damage. The defender should be aware of when their opponent's spells are in hand to maximize the time their Princess stays on the map.
    • The Log can one-shot a Princess up to 1 level higher than it. Arrows can fully defeat a Princess up to 3 levels higher. However, The Log is usually the better counter since it costs 1 less Elixir than the Princess at the cost of being unable to handle aerial swarms. The Log is also useful in the sense that it has an area denial effect; waiting until the Princess is at the bridge to use it can allow the player to hit other troops that may be played to protect the Princess.
    • The player can intentionally use other spell vulnerable troops with the Princess to help spread their opponent's counters to her thin. For example, an opponent may use The Log to counter her, on principle that it is a good Elixir trade, only to be left vulnerable to an offensive swarm card such as the Goblin Barrel.
    • The Barbarian Barrel can also counter the Princess. Place the barrel in such a way that the Barbarian will spawn right next to her, so that it lands the finishing blow as fast as possible. However, this is not a reliable counter as the opponent can be ready to react to this and play another card to distract the Barbarian, leaving the Princess alive.
    • If the player doesn't have spells to counter her, they can use cheap cards instead. Dart Goblin is an excellent counter to Princess since the Dart Goblin can survive 1 attack from the Princess and after defeating her, will chip damage the opponent's Tower. The player can also use Goblins, Bomber, Minions and Archers, but they should be wary of predictive defending units or spells.
    • More fragile units like Bats and Spear Goblins cannot defeat her alone due to her being able to one-shot those units. When using these units, wait for her to target a different unit instead like a Princess Tower or a Giant, then drop those units seperated from the tank to defeat her.
  • The Princess can deny all other damage from a Skeleton Barrel besides its death damage. Deploy the Princess behind the King's Tower staggered towards the lane of the Skeleton Barrel, and time it so that she spawns when the barrel's shadow is one and a half tiles from the Princess Tower. If done correctly, she will shoot her volley of arrows at the barrel right as it pops, and the area damage will immediately defeat all the Skeletons that spawn.
  • You can trick your enemy by placing your Princess near the bridge when there is a push, wasting a spell.
  • In Princess versus Princess duels, it is a good idea to use Zap on the enemy Princess so that your Princess can defeat her while not taking any damage in return. Alternatively, you can use Tornado to pull the enemy Princess next to their Princess Tower, defeating her in the process, while yours survives the first attack.
  • Starting out a match, you have two options. The first is to place the Princess behind the King Tower. With her long range, she will have a defensive presence in both lanes, deterring opponents from attacking either Princess Tower. The second option is to play her at the bridge instead. This will force a response from the opponent, which could give an idea of what deck they might be using while also dealing chip damage to the opposing Princess Tower.
  • If one of the opposing Princess Towers has been destroyed, you can place her on the center of the opposing side on the first tile from the river. She will target the next Princess Tower quicker than if she was placed at the bridge. However, she is vulnerable to be defeated by enemy defensive cards, so only place her there if you are desperate for damage.
  • Stacking multiple Princesses on the map is a great way to control the Arena. With their great range and slow movement speed, a Princess can easily protect another Princess from swarms and it can also discourage the opponent from attacking. However, make sure that the Princesses are far away from each other to prevent the opponent from gaining major spell value.
  • If an Inferno Tower survives a push with decent health to spare, you can place a Princess at the bridge for an immediate attack. The opponent will most likely respond with a troop, which will then proceed to attack the Inferno Tower, only to be melted by it. This allows the Inferno Tower to make better use of its 30 second lifetime, and can otherwise negate the Elixir deficit the player would have from attacking.


  • The Princess was added to the game on 29/2/16 with the March 2016 Update.
  • On 23/3/16, a Balance Update decreased the Princess' hitpoints by 10%. Before the update, from level 5, the Princess could not be taken out by level 12 Arrows (and also she could not be taken out in Friendly Battles where the Legendary level cap was 1 and the common level cap was 8).
  • On 3/5/16, the May 2016 Update removed the level 14 Princess (then level 6) and fixed the "range bug" and decreased the Princess' range to 9 (from 9.5) but her effective range is unchanged. The same update also changed her info text. Prior to this update, it read "Shoots a volley of flaming arrows halfway across the Arena. The Princess is afraid of germs, so keep the rabble away from her!"
  • On 24/8/16, a Balance Update decreased the Princess' area damage radius by 25%. She now has a 2 tile splash instead of a 2.5 tile splash.
  • On 29/8/16, a maintenance break increased the Princess' projectile speed. Previously, certain "Very Fast" troops could avoid the Princess' attack when approaching her directly.
  • On 6/5/19, a Balance Update increased Princess' projectile speed by 33%.
  • The 2021 Quarter 2 Update moved the Arena to unlock the Princess from Royal Arena (Arena 7) to Spell Valley (Arena 5).
  • On 27/10/21, the 2021 Quarter 3 Update added the level 14 Princess.


  • The Princess was 1 of the first Legendary cards to be added to the game. It was released alongside the Ice Wizard.
  • The Princess is 1 of 3 cards that have a longer range than an Arena Tower, the other two being the Mortar and the X-Bow.
    • The Princess is the only troop that outranges Arena Towers.
  • The Princess troop has a gold tiara instead of a silver one like the Princesses on the Princess Towers.
  • When attacking or spawning, she can say "Let's go!", "Gotcha!", "Bullseye!", and/or "Yay."
  • The Princess has 3 arrows nocked in the card picture, while she only nocks 1 arrow in-game. However, she shoots 5 arrows in-game.
  • The Princess is the subject of 2 sets of Emotes.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Troop Count
3 3 sec Medium (60) 1 sec 9 Air & Ground x1 Ground Troop Legendary
Area Damage
Area Damage
Damage per second
9 216 140 46
10 237 154 51
11 261 169 56
12 287 186 62
13 315 204 68