Three Musketeers are perhaps the most high-risk, high-reward card in Clash Royale. They’re the most expensive elixir in Clash as well, so they’re intimidating to approach. For a whopping 9 elixir, you get a full trio of Musketeers. And while this is a lot of elixir, it is still cheaper than just playing three separate Musketeers at least. So, in some ways, it’s a discount. But despite the high cost and risky nature of Three Musketeers, there are still some really fun and good decks featuring them. Let’s take a look at three of them!
NOTE: Most of the decks I feature come from my in-game experience, research I’ve done on sites like RoyaleAPI, and general archetypes that have been around for a long time. I don’t claim to have “created” any specific deck, even though I do typically change something about the decks I feature.
How to Play Three Musketeers
Since they cost so much elixir, Three Musketeers have to be played with care. You can’t just play them as soon as you have enough elixir, because they’re also fairly easy to counter (or at least partially counter). The Musketeers spawn right beside each other, so they’re particularly vulnerable to spells. Lightning is the best counter for Three Musketeers since it can one-shot all three, but Rocket also does the job if it’s timed right. Fireball and Poison are also strong against them, but at least leave them with some HP left.
Luckily, there are some ways to protect them. For one, you should almost always split them behind your King Tower. You can send 2 to one side and 1 to the other to avoid losing them all to the same spell, which you should typically do unless you have a good reason not to.
Three Musketeers are pretty easy to play though once you get started. Obviously they do really well in double elixir, but you’ll also find them paired with Elixir Collector to help even more. They’re great for defending, as they output some of the highest DPS in the game as a trio. If you’re facing down a Golem, P.E.K.K.A., or other tank, Three Musketeers near or even behind your towers can be great for quick defense. But on the other side, if you’re able to connect even two at once to an enemy tower, you’ll be able to take it out in seconds.
Three Musketeers Deck 1
Cards:
- Knight (Evo)
- Wall Breakers (Evo)
- Three Musketeers
- Wild Barbarians
- Heal Spirit
- Rage
- Vines
- Berserker
To start off with, I have a deck that largely features Three Musketeers as a “surprise” element. At least towards the start of the game, I’d recommend focusing on getting an evo Knight ready and using Wall Breakers every chance you get. Wild Barbarians are the main win con here, but Wall Breakers also contribute a lot to that. Knight is such a powerful tank in general (with or without the evo) that he can distract/defend against the vast majority of ground threats. The evolved version is even tankier, so therefore better. Three Musketeers comes in mostly as a tool in the double elixir period or if an opponent leaves a big opening (like playing their own high-elixir card). If they don’t know you have it, then it can be an absolute game changer.
Since this deck comes alive more in the double elixir period and doesn’t have an Elixir Collector, it has to have a lot of defense. Knight is obviously good, but he doesn’t do enough damage alone to fully handle things by himself. Berserker is a really strong 2-elixir troop that has high DPS potential, so I like using it a lot. Wild Barbarians can also help with defending against troops with high HP. Then I have Vines as always since it’s the best card in the game right now, helping defend against air and ground troops, while also functioning as a “freeze” effect for offensive purposes.
Even though I wouldn’t recommend using Three Musketeers often until double elixir begins, you don’t have to be on full defense until then. Wall Breakers cause a lot of chaos and open up opportunities for more pushes, and it’s worth taking them when they’re there. Vines’ strength also allows you be more aggressive, but just remember that your opponent probably has it too.
Three Musketeers Deck 2
Cards:
- Battle Ram (Evo)
- Lumberjack (Evo)
- Three Musketeers
- Dark Prince
- Minion Horde
- Dart Goblin
- Ice Golem
- Elixir Collector
This deck is a much more aggressive one, which should be obvious from the evolution choices. Battle Ram is pretty popular right now, as it benefits from Rage (and Lumberjack) and has a good evolution. Lumberjack makes Battle Ram even faster so obviously they pair well together, but since this deck has so many troops, Lumberjack will almost always have some troop to boost with its Rage pool. This deck also has the classic Three Musketeers + Elixir Collector combo, which functions well with the rest of this deck. You can easily defend your Elixir Collectors and build up to a Three Musketeer play with so many strong counters available.
Dark Prince is one of my favorite mid-HP troops on the ground. He’s fast, does splash damage, and has a shield which makes him more defensively capable. There’s no real downside to playing Dark Prince. Minion Horde is a bit riskier, though. While it is one of the best counters for tanks and can do some solid DPS to towers if it reaches them, it’s also super easy to counter. Almost any spell counters the Horde, so you have to be careful. Dart Goblin is just some extra DPS to help out, then there’s Ice Golem as a cheap tank to help make Minion Horde/Three Musketeer pushes more reliable.
You can play really aggressive or wait for something to counter, then make a counter push. There’s really no one route with this deck, as it’s versatile enough to handle most playstyles.
Three Musketeers Deck 3
Cards:
- Barbarians (Evo)
- Furnace (Evo)
- Golem
- Three Musketeers
- Minion Horde
- Skeleton Army
- Vines
- Elixir Collector
And lastly, here’s a deck that goes all-in on the high elixir costs. In addition to Three Musketeers, we also have the 8-elixir Golem this time. To help balance that out, Elixir Collector is a must-have. Even with that, though, there’s still a lot going on here. It’s important not to try playing all the high-elixir cards at once (at least until double elixir or in a great scenario), so you’ll have to rely a lot on defending until then.
Barbarians are a great evolution card since their evo turns them into a much more aggressive, higher DPS threat than usual. Since this deck wants to spend some time playing defense anyway, one early goal is to get an evo Barbarian ready for when you play Golem. Furnace is also a really strong evo, but more for defending and supporting. Furnace is great for defending against lower-HP troops and swarms, and especially for supporting Golem pushes. Golem pushes are the core goal for this deck, especially if you can manage one with Three Musketeers to support it. You can make a seriously dangerous push with this deck that almost seems impossible to stop, unless your opponent has very specific counters.
This deck demands patience, but it pays off hugely. Golem and Three Musketeers are two of the highest-potential cards you can use, with the trade-off being their high elixir. It’s a very “go big or go home” deck, which is why it’s so fun.
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