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“Trio of powerful, independent markswomen, fighting for justice and honor. Disrespecting them would not be just a mistake, it would be a cardinal sin!”

The Three Musketeers is a Rare card that is unlocked from the Royal Arena (Arena 7). It spawns three Musketeers in a triangle formation. A Three Musketeers card costs 9 Elixir to deploy.


For Battle Decks with this card, click here

  • The Three Musketeers have massive damage per second and can be split into both lanes, which can make them extremely threatening on offense or defense. However, playing this card incurs a huge risk due to its high cost potentially resulting in a large Elixir profit for the opponent. Additionally, the player will have very little Elixir to deploy other cards immediately afterwards.
  • When deploying the Three Musketeers, the player should place them close to or in the back of the Arena, as they are easily countered alone. Splitting them is recommended since the opponent cannot gain as much value with spells, usually allowing one Musketeer to walk into the other lane unscathed. Splitting them can also discourage the opponent from attacking either lane, due to their defensive presence. A quickly-placed Tornado can deny this split attempt if the Musketeers are placed on the tiles closest to the center of the Arena, but it will often activate the King's Tower due to its large radius.
  • When splitting the Three Musketeers, the player should generally support the weaker lane more than the stronger lane. This can make the pushes in both lanes nearly equally as powerful, making it difficult for the opponent to decide which lane to spend more Elixir in.
  • Spells such as the Fireball/Royal Delivery and Zap/Giant Snowball/The Log combo, Poison, Rocket, and Lightning will all counter the trio for a positive Elixir trade anywhere in the Arena. Excluding Lightning, all these spells deal area damage, allowing the defender to reap even more value. However, when using spell counters, one should pay extra attention if any of them deal knockback, since some spell combos may miss due to inaccurate timing. Lightning can also be blocked by higher hitpoint units surrounding the Three Musketeers.
    • Given that the trio is very vulnerable to spells, cards that can bait spells (like Skeleton Dragons or Magic Archer) often pair well with them. This is less effective if the opponent has other methods of taking care of cards intended to bait spells (e.g. using Earthquake instead of Fireball to counter an Elixir Collector), or a Mirror. The same can be said for decks with many low-cost cards since the opponent can rotate their cards fast enough to get their spells back.
    • The Elixir Collector synergizes especially well with them. Not only will it bait their spell, but it will also provide an Elixir advantage by simply placing it down.
  • The Royal Hogs synergize well with the Three Musketeers. They can be used as tanks in both lanes by splitting them at the bridge, and they can also act as a bait for spells like Fireball. They also have higher health than the Musketeers, which means that they will absorb 3 Lightning strikes, saving the Musketeers from the spell, while also having 1 Royal Hog left to spare. However, it is worth noting that a Rocket combined with a Tornado can stop the combo for a massive 5 Elixir profit. So if you know your opponent has a Rocket, try splitting the Three Musketeers and Royal Hogs so they have to pick one group to destroy. The other side will deal massive damage to their Crown Tower.
  • If a Sparky is approaching you in the same lane as your 2 Musketeers, stun her with Zap. The damage per second of the two Musketeers is enough that it can stop the Sparky with the stun without being defeated in return.
  • The Three Musketeers can be used similarly to Barbarians against a large push. The difference is that they can also stop air pushes, like a Lava Hound + Balloon push. If you are intending to use the Three Musketeers in such a way, try to take advantage of their range so that they do not gain as much spell value or not lose as much health if at all when spells are not available.
  • It is a high risk, high reward play to plant Three Musketeers in the middle of the opponent's side, after taking down a Crown Tower. It is very difficult to react to them, but since their high cost prevents them from being placed alongside a tank, troops can be placed preemptively to counter them. If a tank is placed before the trio is dropped, the attack becomes very telegraphed. This tactic also becomes very predictable if it is repeated multiple times in a match. It can also be stopped by Lightning as Lightning is an instant spell and can kill the Three Musketeers before they get damage.
  • 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.
  • The Three Musketeers deal heavy damage with a Rage, easily demolishing a Crown Tower in a few seconds. It is an effective but very risky idea to pair them with Lumberjack. It can easily take a Crown Tower if not effectively countered. However, it costs a massive 13 Elixir and may leave the player unprepared for an enemy counterattack.
    • Rage can also be used to allow them to move faster and possibly dodge some spells, especially the ones with a small radius, like the Rocket.
  • Swarms like Minion Horde, Skeleton Army and Goblin Gang will easily overwhelm the trio when placed on top of them. However, a quick spell can clear the way for the trio without letting them take too much damage.
  • A Giant Skeleton's death damage will not one-shot the Musketeers, but it will leave them below half-health. This becomes more valuable when other units are placed alongside the trio.
  • A well-placed Ice Spirit paired with the Guards are capable of taking out the Three Musketeers for a huge 5 Elixir advantage.
  • When the Three Musketeers are not distracted, deploying small swarm troops like Spear Goblins is very ineffective. This is because they are in a group of three and have low hitpoints; therefore they can eliminate the Spear Goblins in a single burst. Larger or bulkier swarms like a Skeleton Army or Barbarians will work well, provided the opponent lacks a spell to eliminate the swarm quickly.
  • If they lock on to the player's Crown Tower, the player should try to make them re-target by pushing them away with a large troop or by placing down troops in front of them and then use a Zap on them.
  • When timed right, the Magic Archer paired with The Log can stop 2 of the Three Musketeers when split, while also getting chip damage towards the Crown Tower. This will leave the player with 3 spare Elixir to use on the third Musketeer in the other lane.
  • If the player can afford to activate their opponent's King Tower (for example, if they are playing a siege deck, wherein the main offense does not cross the river), a quick Fireball or Poison to any Three Musketeers planted in the back can give them a huge Elixir advantage, provided they react quickly enough, but this is difficult. Rocket will not reach the King in time and Lightning will only strike two out of the three, so in these situations, it is better to wait until they approach the Crown Towers in order to gain better spell value.
    • On the contrary, the Three Musketeers cannot be forced to attack the King Tower with a Tornado, and they cannot be brought into its range by said card. As such, it can sometimes be beneficial to take advantage of positive Elixir trades with spells by activating the King Tower. However, this should not be done if there are other offensive cards that will be brought into range of the King Tower, such as a Miner.
  • The Royal Recruits are extremely effective against the Three Musketeers. Unlike other cards, they can easily stop them even if they are split and if they are not split, a few Royal Recruits will appear in the other lane, allowing you to attack and defend simultaneously.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
Projectile Speed
Troop Count
9 1 sec Medium (60) 1 sec 6 1000 Air & Ground x3 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 300,000 Damage to enemy Troops or buildings 100 Three Musketeers cards
50 XP
2 Deal a total of 890,000 Damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 1,500,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Tower Tapper
Tower Tapper
1 Hit enemy Crown Towers a total of 700 times 6,000 Gold
125 XP
2 Hit enemy Crown Towers a total of 2,000 times 100 Rare Wild Card
125 XP
3 Hit enemy Crown Towers a total of 3,500 times 9,000 Gold
125 XP



  • The Three Musketeers card was added to the game on 29/2/2016, in the March 2016 Update.
  • On 23/3/2016, a Balance Update, decreased the Three Musketeers' cost to 9 Elixir (from 10 Elxir).
  • On 3/5/2016, the May 2016 Update, increased the Rare card Level cap to 11 (from 10) and fixed the "range bug", decreasing the Three Musketeers' range to 6 tiles (from 6.5 tiles), but their effective range was unchanged.



  • On 4/2/2019, a Balance Update, increased the Three Musketeers' cost to 10 Elixir (from 9 Elixir), but also increased the Musketeers' damage by 3%.
  • On 13/2/2019, an Optional Update, made it so that mirroring Three Musketeers would no longer display the cost of 11 Elixir.
  • On 6/5/2019, a Balance Update, decreased the Three Musketeers' cost to 9 Elixir (from 10 Elixir), but also increased their deploy time to 3 seconds (from 1 second) and added a 0.15 second deploy time between each Musketeer.
  • On 1/7/2019, the July 2019 Update, removed the Three Musketeers from all Draft selections.
  • On 26/11/2019, the End of November 2019 Update, removed the Three Musketeers from Touchdown Draft.
  • On 2/12/2019, a Balance Update, decreased the Three Musketeers' deploy time to 2 seconds (from 3 seconds) and increased the deploy stagger for each Musketeer to 0.5 seconds (from 0.15 seconds).


  • On 2/6/2020, a Balance Update, decreased the deploy stagger for each Musketeer to 0.1 seconds (from 0.5 seconds).
  • On 31/8/2020, the Clan Wars II Update, added a card render to the Three Musketeers' card info screen.
  • On 6/10/2020, a Balance Update, increased the Musketeers' first attack time interval to 0.8 seconds (from 0.5 seconds).


  • On 30/3/2021, the 2021 Quarter 1 Update, decreased the Three Musketeers' deploy time to 1 second (from 2 seconds).
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).


  • On 3/2/2022, a maintenance break, decreased the Musketeers' attack time interval to 1 second (from 1.1 seconds).




  • The musket is a muzzle-loaded long gun that appeared as a smoothbore weapon in the early 16th century, at first as a heavier variant of the arquebus, capable of penetrating plate armour. By the mid-16th century, this type of musket gradually disappeared as the use of heavy armour declined, but muskets continued as the generic term for smoothbore long guns until the mid-19th century. In turn, this style of musket was retired in the 19th century when rifles became common.
  • The name and description of the card is a reference to the classic novel, "The Three Musketeers", with the Musketeer card being a reference to the fourth Musketeer, D'Artagnan in the same novel.
    • In the Spanish language settings of the game, the Three Musketeers' name translates to "Musketeer Trio".
  • The Three Musketeers is the most expensive card in the game, and subsequently, the most expensive Rare card and most expensive troop card in the game, costing 9 Elixir.
  • The Three Musketeers are 1 of 22 cards that has had its Elixir cost changed, the others being Bomber, Fire Spirit, Royal Recruits, Cannon, Mortar, Musketeer, Heal, Bomb Tower, Barbarian Hut, Furnace, Elixir Collector, Skeleton Army, P.E.K.K.A., Wall Breakers, Electro Giant, Bowler, Goblin Barrel, Barbarian Barrel, Rage, Fisherman, and the Monk.
    • The Three Musketeers, the Royal Recruits, the Elixir Collector, and the Monk are the only cards whose Elixir cost was increased.
    • The Three Musketeers' Elixir cost has changed more than any other card, with a total of 3 times.
  • In the card image, the Three Musketeers lack the crater on their helmets which the single Musketeer bears.
  • In the card image, the Three Musketeers are depicted with red capes, but in the card render, the Musketeers have blue capes instead.
  • The Three Musketeers are unavailable in multiple special game modes. More specifically:
  • Along with the Skeleton Dragons, Elite Barbarians, and Barbarian Barrel, the Three Musketeers have the longest name in English, with 16 characters (including the empty space character in the name).
  • Using the Musketeer card to summon 3 Musketeers would cost 12 Elixir, whereas using the Three Musketeers card to summon 3 Musketeers costs 9 Elixir.