“The gold standard for Tower Troops. A Tower Princess can defend against anything, one arrow at a time.”
The Tower Princess is a Common card that is unlocked in the Training Camp. It places a single-target, air-targeting, and long-ranged tower troop on the player's two towers with high hitpoints and low damage. The Tower Princess takes the appearance of a Princess, except that her crown is silver, she wears a team-colored cape, and the quiver on her back is darker with a metal plate on it.
Strategy[]
For Battle Decks with this card, click here.
- The Tower Princess serves as an all-around tower troop that is notably good at countering all types of decks, since her moderate hit speed combined with her nice damage allow her to take on both swarms and tanks nicely, especially if supported by distraction troops, mini-tanks, or buildings. Although she lacks the high damage of the Cannoneer which allows him to fare better against bulky troops, the quick damage of the Dagger Duchess which allows her to counter fast-paced decks with ease, and the level boost ability of the Royal Chef which is able to boost allied threatening units, she evens out the disadvantage at facing certain deck types by having moderate statistics and the fact that she has the highest health points among all of the Tower Troops, alongside a consistent fire rate and damage output.
- Since she has the highest health out of all tower troops in the game, she is better when dealing with siege decks, regardless if it is based around Mortar, Royal Giant, or X-Bow, requiring more uses of those cards in order to destroy her. Due to this, the Tower Princess is able to tank more hits from siege decks, surviving for longer and being able to let allied Troops take down the building and proceed in attacking the enemy.
- It also makes her less vulnerable against other cards that can outrange her, like Magic Archer and Firecracker. This can buy more time for the player to address these troops.
- The fact that she has higher hitpoints also means that she's better against spell cycling, especially later in the match against defensive decks, like when facing Fireball, Rocket, Lightning, or Poison decks.
- After a Crown Tower has already been destroyed, if a melee troop, such as Knight, Giant, Valkyrie, Hog Rider, Golem, Miner, or Royal Ghost is attacking the King Tower on the opposite side of the other Tower Princess, she will be able to attack the opposing unit and help the King Tower in taking it out before it deals too much damage.
- However, if the melee troop has a long range (1.6 tiles) or more, such as Prince, Night Witch, or Mighty Miner, and is attacking the King Tower from low on the opposite side, the remaining Tower Princess will not help the King Tower as the troop would be just out of range. This is important to keep in mind for high DPS units with ranges long enough to bypass the second Tower Princess' range, massively threatening the King's Tower, such as Evolved Royal Recruits, Prince, Night Witch, and Mighty Miner. To counter this, the player must play their troop closer to the Princess Tower so that she still targets the enemy unit. Ranged units with high DPS such as Wizard, Royal Giant, Three Musketeers, Inferno Dragon, Sparky, Bowler, and Executioner will also be able to stay out of range of the second Tower Princess.
- The Tower Princess has an attack range that is 0.5 tiles longer and a hit speed that is 0.2 seconds faster than the King's Tower. However, as a drawback, her projectiles are slightly slower.
- The Tower Princess deals consistent damage per second to enemy units. Her damage is enough to change one-on-one interactions against several cards to the defender's favor, like Goblin Cage against Mini P.E.K.K.A., where the Goblin Brawler would be defeated by him on solo combat, but Tower Princess' damage allows Goblin Cage and Goblin Brawler to fully counter Mini P.E.K.K.A. As such, the player's defensive units should be placed in the middle of their side of the arena, which makes the attacking troop travel the most time to reach the Tower Princess, letting her deal the most damage to it. It may even cause the second Tower Princess to attack the enemy unit and aid even more in taking down the unit.
- Kiting troops like Ice Golem, Battle Ram, Goblin Giant, or Elixir Golem can allow both Tower Princesses to attack the opposing unit, separately and at the same time. This can be useful when dealing with slow melee cards, such as Valkyrie, P.E.K.K.A., Battle Healer, Giant Skeleton, Mega Knight, Skeleton King, and Mighty Miner without risking Crown Tower damage.
- Against large building-targeting tanks, such as Giant, Golem, or Electro Giant, defensive buildings that have a 3x3 deploy area should be placed in the 3-4 position. This will lure either tank to the building instead of the Tower Princesses while allowing for both of the Tower Princess to target the unit, destroying it faster. Buildings that have a 2x2 deploy area, like Tesla, should be placed in the 3-3 position, as a 3-4 placement will usually not pull them to the building. However, this doesn't allow the second Tower Princess to attack the unit. Lava Hound can also bypass certain placements if played at the far back or at the leftmost portion of the middle of the Arena.
- Left alone, all of the Spirit cards will be able to connect to the Tower Princess, provided that they are the same Level, dealing minor chip damage. A Tower Princess 1 Level higher than them will be able to 2HKO all of the Spirits, preventing them entirely from connecting to her. However, if the player desires to activate the King Tower with the Electro Spirit's lightning chains, it's advised to Level the Tower Princess with caution as to not remove this interaction.
- As a last resort, if an enemy unit reaches one of the Tower Princesses, the player can use cards with stun/slow/pushback/pull effects against enemy units. This is useful when trying to avoid hits from heavy hitters such as Mini P.E.K.K.A., P.E.K.K.A., Balloon or Sparky, or units with a rapid hit speed that can drain most of her hitpoints (or take it out entirely), like Evolved Barbarians, Royal Recruits, Three Musketeers, Elite Barbarians, Inferno Dragon, Phoenix, Lumberjack, Goblin Machine, Golden Knight, Mighty Miner, or Monk, decreased the chances of a loss. However, all of those cards have to be properly supported if the unit isn't defeated quick enough by them:
- All of those cards will need additional units to distract the enemy troop and retarget from the Tower Princess, as to not allow her to take damage again.
- Rocket, Freeze, and Lightning should only be used when in an emergency, as the Freeze deals very low damage while only stunning cards for 4 seconds, while Rocket and Lightning cost 6 Elixir and the latter only stuns cards for 0.5 seconds.
- Fireball, Rocket, and Giant Snowball cannot push back heavy cards, so unless the damage output from them is really necessary, they should not be used against units like P.E.K.K.A., Prince, Dark Prince, Bowler, Sparky, or Mighty Miner.
- Evolved Giant Snowball won't push back troops like the normal Giant Snowball does, but it can push them horizontally a few tiles away, saving your Tower Princess for a while, while also pulling heavy troops to itself. Its slow down lasts for longer. Those troops will be concentrated in a single spot when the Evolved Giant Snowball runs out, so a finishing Area of Damage spell like the Rocket will most likely kill those troops.
- Electro Wizard and Zappies have low health and moderate damage, and thus cannot defend and retarget for long enough before the enemy units are defeated. Supporting them with mini-tanks like Knight, Valkyrie, Prince, Battle Healer, Goblin Machine, Skeleton King, or Golden Knight can buy the player some time.
- Electro Dragon is an aerial troop, thus it cannot distract ground troops that are unable to target air. As such, another unit needs to be placed in order to stop the Tower Princess from being damaged. Putting another troop would also help mitigate Electro Dragon's low damage and low hitpoints, while said troop would benefit from its stun effect.
- Certain troops vulnerable to pushback spells, such as Musketeer, Evolved Barbarians, Wizard, Electro Wizard, Goblinstein, and Little Prince, will survive a Fireball with a silver of health. The Tower Princess is usually able to take those weakened troops out, however, they'll likely be supported by a tank, and some chip damage might still be dealt to her.
Statistics

| Attack Period |
First Attack Period |
Range |
Target |
Type |
Rarity |
|---|---|---|---|---|---|
| 0.8 sec | 0.8 sec | 7.5 | Air & Ground | Tower Troop | Common |
| Level |
Hitpoints |
Damage |
Damage Per Second |
|---|---|---|---|
| 1 | 1,400 | 50 | 62 |
| 2 | 1,512 | 54 | 67 |
| 3 | 1,624 | 58 | 72 |
| 4 | 1,750 | 62 | 77 |
| 5 | 1,890 | 67 | 83 |
| 6 | 2,030 | 72 | 90 |
| 7 | 2,184 | 78 | 97 |
| 8 | 2,352 | 84 | 105 |
| 9 | 2,534 | 90 | 112 |
| 10 | 2,786 | 99 | 123 |
| 11 | 3,052 | 109 | 136 |
| 12 | 3,346 | 119 | 148 |
| 13 | 3,668 | 131 | 163 |
| 14 | 4,032 | 144 | 180 |
| 15 | 4,424 | 158 | 197 |
| 16 | 4,858 | 173 | 216 |
History[]
2023
- The Tower Princess card was added to the game in the Tower Troop Update on 13/12/2023, as a result of the Princess Tower's conversion into a tower troop.
2024
- On 28/3/2024, a maintenance break moved the Arena required to unlock the Tower Princess from Goblin Stadium to Training Camp.
2025
- On 24/11/2025, the Level 16 Update increased the Level Cap of all cards to 16 (from 15).
Gallery[]
Trivia[]
- The words "Prince" and, by extention, "Princess", come from the Latin word "prīnceps", meaning first head.
- The Tower Princess is 1 of 20 cards that are associated with nobility, with the others being Knight, Royal Recruits, Royal Giant, Royal Delivery, Royal Hogs, Dark Prince, Prince, Raging Prince, Mega Knight, Princess, Royal Ghost, Spirit Empress, Super Knight, Dagger Duchess, Royal Chef, Golden Knight, Skeleton King, Archer Queen, and the Little Prince.
- Although the Tower Princess' leggings are team-colored in official Clash Royale promotional videos and renders, they are colored to appear bare on in-game sprites.
- The Tower Princess is 1 of 10 cards associated with archery, with the others being Archers, Arrows, X-Bow, Princess, Magic Archer, Super Magic Archer, Super Archers, Archer Queen, and the Little Prince.
- The Tower Princess, Archers, and Arrows are the only cards associated with archery that are unlocked in Training Camp.
- The Tower Princess was the first tower troop to be added to the game.
- The Tower Princess is 1 of 7 cards that are already unlocked for the player when they start playing the game, the others being the Minions, Archers, Knight, Arrows, Giant, and Fireball. Despite this, the game recognizes that those cards are unlocked in the Training Camp.
- According to one of the Loading Screen Hints, the Tower Princess is the King's Princess.
- According to a Clash-A-Rama comic strip, the Tower Princess is the King's child.
- The first 3 Trainers in the Training Camp have reduced Tower Princess statistics. Trainers 1-3 have Tower Princess with 20%, 30%, and 40% of the hitpoints of a Level 1 Tower Princess respectively.
- Despite the card image and the card render depicting the Tower Princess with a golden crown, the Tower Princess in-game wears a silver crown. Also, the Tower Princess in the card image has a slightly different haircut than the in-game and card render Tower Princess, as well as the Princess.
- The Tower Princess shares its card description with the Baby Goblins, except that the latter replaces "Tower Troops" with "masks" and "arrow" with "dart".
- The Tower Princess was featured in the winning deck of the Clash Royale League 2024 Tournament, by a player called Mohamed Light.


