Arena 9 Three Musketeers Deck – No Epics – 3000+ Trophies
Arena 8 Clash Royale Three Musketeers Deck (3000+ Trophies)
I recently hit Arena 8 with a 3 Musketeers deck featuring mostly 9/6/0 cards. I wanted to share for anyone who is trying to climb without legendaries, is tired of Hog Rider/Royal Giant decks, or who loves purple-haired gunslingsers. You can leave your questions about the deck in the comments section. Without further ado...
Giant (Level 6)
Giant is the frontline tank whose job is to draw aggro and soak up damage so that the squishy damage dealers behind him (Musketeer/Minions) can mow down the enemy towers and everything else in their way.
Three Musketeers (Level 7)
These girls are the core of this deck. The DPS of Three Musketeers is nearly unmatched in the game, but you actually almost never want to drop all Three Musketeers in one lane until an enemy tower is down. Instead, you generally want to split them so that 1 Musketeer is in the lane behind your Giant while the other two go to the over lane. It's also EXTREMELY important that you have as high level 3 Musketeers as possible, since they can be nearly 1-shot by Fireballs a level above them.
Fireball (Level 6)
Fireball is excellent direct damage and is good at blasting squishes hiding behind a meat shield as well as dealing direct damage on crown towers. Last second fireballs on low HP towers have netted me wins often enough that I never leave home without this spell.
Zap (Level 9)
For a brief AoE stun at only 2 elixir this is one of the best cards in the game and one of the most reliable ways to pull off positive elixir trades. Since this deck does not run defensive buildings like Cannon, you will also often lean on Zap to deal with Goblins+Hog Rider pushes or buy time in situations where you need to stall.
Minions (Level 9)
Every time I think I can replace this card I end up circling back to it. It can easily counter ground units for awesome elixir trades like Barbarians, Valkyrie, etc. I often drop it behind a Giant+Musketeer push if I see the opponent committing heavily to stopping the 2 Musketeers in the other lane. The best part is that no one expects double air, so it often baits out Arrows/Fireball/Zap/etc., which can allow you to punish with...
Minion Horde (Level 9)
Running Minions AND Horde may seem like overkill, but they have great synergy. Few decks run a lot of anti-air, which means that if your opponent commits heavily to countering one (ideally Minions) then you can drop the other (ideally Horde) after and wreak havoc. Minion Horde has devastating DPS, and if you can drop it behind a Giant or Barbarians tanking tower aggro you'll chew through a tower in seconds. I often used this to deal with tanks like Royal Giant if I have already baited out a Fireball or Arrows with my Minions.
Barbarians (Level 8)
Barbarians are here to deal with Hog Riders and Royal Giant, but their tankiness and respectable damage make them useful in nearly all situations involving ground troops. To deal with Hog Riders, drop them in front of your tower to interrupt the Hog's pathing and they'll turn him into bacon quickly. For Royal Giants, drop them on top of him and they'll slice through his meaty HP bar pretty fast.
Elixir Collector (Level 6)
The key idea behind this deck is that it's expensive to deal with a Giant/Musketeer and it's also expensive to deal with two Musketeers. Forcing your opponent to deal with both at the same time in separate lanes often stretches them thin and forces misplays or elixir-inefficient trades. Most players are used to using Fireball or Zap+Fireball or dropping barbs on all Three Musketeers for a devastating positive elixir trade, so they're often caught off guard in upper Arena 7 by the split.
Here's what the ideal combo of the deck looks like:
If you don't have Giant or 3 Musketeers in your opening hand, drop minions or a collector to cycle.
- Drop a Giant behind your king tower soon after you hit 10 elixir.
- Split the 3 Musketeers so that 1 is going to the lane behind the giant and 2 are going to the other lane.
- Wait and see what the opponent does. Whichever lane they drop a counter in (Barbarians, Fireball) you can respond with minions to either clean up their ground troops for a positive trade or drop them in the other lane to create an even deadlier deathball. Alternatively, you can Zap/Fireball the lane where they're committing the least defense to cut a path forward for your push. As you play the deck more you'll see how best to react to your enemy's defensive plays against Giant+Muskteer/2 Musketeers.
Elixir Overcharge: Your elixir bar displays up to 10, but it actually goes up to 11 in-game, with the invisible 11th elixir often referred to as the "overcharge." Giant/3 Muskies plus mana to deal with a counter-push is very expensive. Try to place your units as your elixir bar is overcharging a bit past 10 elixir. Yarn from Orange Juice has a good video on this concept: https://youtu.be/XApRMAYJwLs?t=112
Collector Level: There's actually a visual cue for when an Elixir Collector is about to pump; if you look at it, the pink elixir level rises gradually during each pump cycle, and when the pink elixir reaches the top of the collector you get +1 elixir and it resets back to empty. If possible try to drop units when you're at 10 elixir and the collector is about to pump; you can basically get 12 mana at once if you can time it correctly.
Splitting: Perhaps the most important concept of the deck, since 3 Musketeers clustered together are easy to cost-effectively counter but 2 Musketeers in 1 lane and 1 Musketeer + Giant in the other are not. Make sure to split your Muskies, unless you've seen your opponent overcommmit or already burn his Fireball. Yarn has a good video on this concept as well: https://www.youtube.com/watch?v=KF8jzJoSiiA
Forward Deployment: This deck shines when you take an enemy tower. If you drop a Giant in the furthest middle tile closest to the enemy king tower after already taking an enemy tower, it will draw aggro from both of your opponent's remaining towers. What I like to do is set up strong pushes in both lanes (e.g. Musketeers in 1 lane, Minions in the other) and then drop a Giant close to their king tower to soak up ALL enemy tower damage. This is sort of like shutting down all enemy towers for the duration of the Giant's lifespan, and hitting their tower from multiple angles at once makes it hard to respond effectively.
Anyone With Fireballs Higher Level Than Your Musketeers: Difficult!
Sparky: Fair. Zap and 2x air units give you a lot of options to deal with Sparky, but it can blow up Musketeers instantly if not stopped.
Lava Hound: Crush. Musketeers scythe through tank HP, and Lava Hound is no exception.
Hope this was helpful!