皇室战争百科

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皇室战争百科
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“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 Royal Arena (Arena 7). He is a single-target, melee troop with high hitpoints and damage. He resembles a man in heavy, golden armor, that wields a striped lance, has a brown goatee and mustache, and rides on a pony. 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.

Strategy[]

  • 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 Princess 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, such as the Dark Prince. The splash unit and the Prince can cover each other's weaknesses. This can be a difficult combo to defeat without using a lot of Elixir. However, cards that can deal high area damage, like the Sparky, will be able to neutralize this combo.
  • 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.
  • The Prince's massive charge damage can be mitigated with weak troops such as Skeletons. As the attacker, one should bring proper supporting cards like spells or area damage units if they wish to have the Prince connect to a 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 Princess Tower with no defenders in front of it.
  • 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. 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.
    • The most effective way to counter this push is with an Inferno Dragon or a Minion Horde alongside a tank to distract the three 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 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 like swarms 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 shoot a second time if needed.
    • 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.
  • 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 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.
  • The Executioner paired with the Prince is a high-risk, high reward strategy. The Prince can take out mini tanks such as the Mini Pekka, while the Executioner can take out swarms such as Minion Horde or Skeleton Army.
  • 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 Princess 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 Princess Tower.
  • If the Prince is unable to charge, a Mini P.E.K.K.A. can defeat him for a positive Elixir trade.
  • The Tombstone and Guards are great counters to the Prince. They can withstand multiple Prince attacks and are a positive Elixir trade against him.
  • 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.
  • Cards like The Log, Zap, Lightning, or the Ice Spirit can be useful since they all can reset his charge ability.
  • Unlike the Battle Ram, the Prince has an immunity to all forms of knockback, except for The Log. Because of this, it is not a good idea 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.

History[]

  • The Prince was released with Clash Royale's soft launch on 4/1/16.
  • On 11/1/16, a Balance Update decreased the Prince's hitpoints by 4%.
  • On 23/3/16 a Balance Update decreased the Prince's charge speed by 13%.
  • On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the Prince's range to Melee (from 2.5), but his effective range remained unchanged.
  • On 21/6/16, a Balance Update increased the Prince's damage by 9%.
  • On 24/8/16, 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 12/12/17, a Balance Update increased the Prince’s hitpoints by 5% and his hit speed to 1.4 seconds (from 1.5 seconds).
  • On 20/6/18, the Summer Update increased the distance required for charging to 3.5 tiles (from 2.5).
  • On 3/9/18, a Balance Update increased the Prince's hitpoints by 5%.
  • On 1/7/19, a 'Rulebook' Update decreased the Prince's range from 1.85 to 1.6 (now classified as 远距离近战).
  • On 2/6/20, a Balance Update increased the Prince's hitpoints by 3%.
  • The 2021 Quarter 2 Update moved the Arena to unlock the Prince from Training Camp (Tutorial) to Royal Arena (Arena 7).
  • On 27/10/21, the 2021 Quarter 3 Update added the level 14 Prince.

Trivia[]

数据

花费
Elixir
攻击速度
Damage Speed
移动速度
Speed
部署时间
Deploy Time
射程
Range
目标
Targets
数量
Troop Count
行进方式
Transport
类型
Type
稀有度
Rarity
5 1.4秒 中等(60),极快(120,冲锋时) 1秒 远距离近战 地面目标 x1 地面 军队 史诗
等级
Level
生命值
Hitpoint
伤害
Damage
冲锋伤害
冲锋伤害
每秒伤害值
DPS
6 1,255 245 490 175
7 1,380 269 539 192
8 1,518 296 592 211
9 1,669 325 651 232
10 1,832 357 715 255
11 2,008 392 784 280
12 2,208 431 862 307
13 2,422 472 945 337

vi:Prince

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