Three Musketeers (10 Elixir Cost)
- The most all-in card at a whopping 10 elixir. Fireball them and leave them with a sliver of health, then poke em with Arrows, Zap, any troop and gain a massive elixir advantage
Prince: Charge speed decreased by 13%
- The Prince is currently the most used card in the game, but despite very popular opinion, he isn’t overpowered when looking at his win rates. However, his ability to take down a tower on his own when left unchecked can be quite startling. Slowing down his charge speed a notch will give more time to react and counter.
- Classification: Bulky and strong ground melee troop
- Effective Combinations: The Prince is easily stomped by hordes or low HP troops, so he is best paired up with area damage cards such as the Bomber, Arrows, Fireball, Baby Dragon, Wizard, and Witch.
- Key Attributes: Does double the damage when given a running start with his charge attack! His very decent HP allows him to also be a good defensive troop. Being a melee troop with very decent HP also means it’s a great idea to support him with any ranged attacker (especially area damage attackers).
- Counters and Weaknesses: Barbarians, Skeleton Army, Tombstone, Minion Horde (able to quickly destroy the Prince, but unable to stop his charge), Giant (use as shield with your Arena Tower dealing damage to Prince), Witch (place behind your Arena Tower to summon Skeletons to distract Prince to also allow your Arena Tower to defeat Prince), Skeletons (use as distraction), Inferno Tower (recommended to use a low Elixir distraction card such as Skeletons or Spear Goblins to stop the Prince’s charge and also distract him as Inferno Tower powers up), Pekka.
Dark Prince: Charge speed decreased by 13% (4 Elixir Cost)
- Both Princes ride the same breed of horse, and therefore it makes perfect sense that they move at the same speed!
- The splash damage is only in front of the Dark Prince, and while he one-shots Goblins and Spear Goblins, he’s still vulnerable to beefier troops such as the Barbarians, especially when he’s not charging. He’s also easily distracted by buildings, and isn’t too big of a threat by himself as his damage isn’t too high
Royal Giant: Damage increased by 20% (6 Elixir Cost)
- The Royal Giant’s use rates and win rates are very low, showing that he is clearly under powered. We wanted to give him significantly more damage, instead of boosting his hit points, so he could fulfill his dreams of becoming a wrecking ball.
- Royal Giants are not very good… they’re ranged Giants with less HP. I rarely see Royal Giants, but I deal with the same way I deal with Giants. Take out what’s behind them and swarm them down with cheap troops.
Princess: Hit points decreased by 10%
- When playing with Tournament Rule card levels, as a baseline we think Arrows should be able take out the Princess for an even Elixir trade. This hit point reduction ensures that’s the case. Additionally, the Princess has a very high use rate and could do with some added vulnerability overall.
Ice Wizard: Damage increased by 5% (3 Elixir Cost)
- The Ice Wizard’s main strength is control, but he could do with a little bit of extra damage to increase his value and make him more of a threat
- I haven’t played with or against this troop enough to have a good idea of how to deal with it effectively. Will update soon.