Every figure shows its source. Where a source is missing, the number is a placeholder — and it is never written as fact.

By GamGem ResearchLast updated 24 Oct 2026

What’s new:Matchup rates, a substitution ladder and a loss checklist were added. The figures count 2,339 uses, 1 Sep – 24 Oct 2026.

Deck overview

Unofficial guide · Deck · Checked 24 Oct 2026

Three Musketeers — Clash Royale deck guide

Three Musketeers is a mixed deck with 4.4 average elixir and a 9-elixir four-card cycle. It won 49.9% (±2.0) of 2,339 top Path of Legends battles, 1 Sep 2026 to 24 Oct 2026.

Three Musketeers — Clash Royale card art (Supercell Fan Kit)9
Three Musketeers takes towers; Archers and Elixir Collector anchor the defence; Heal Spirit and Rage keep the cycle fast.Three Musketeers — Win condition: pressures the tower and forces a response. (Troop · Air & Ground · ranged)
Avg elixir4.4
Cycle9
ArchetypeMixed
Open in Clash Royale

Performance

win rate
2,339games counted
Mixed22 lists · 1.1% of decks
Wins
Draws
Losses
ModeRanked · Path of Legends
Window1 Sep – 24 Oct 2026
Sample±2.0 pp

Opening hand decision tree

Three Musketeers in hand?
YesArchers in hand?
Safest: Wait until 10 elixir and react to their first card.Also OK: Three Musketeers at the bridge only after they play a 4+ elixir card.
NoElixir Collector in hand?
Safest: Wait until 10 elixir and react to their first card.Avoid: Don’t open with Elixir Collector — it is your defensive anchor.

Defensive anchors

Archers — Clash Royale card art (Supercell Fan Kit)3
Archers
Air answer
Win impact−7.7 pp
Usage32.0%

Stops: Air units — Troop · Air & Ground · ranged.

Unavailable if: still cycling back (you played it in your last four plays) or you are under 3 elixir.

Elixir Collector — Clash Royale card art (Supercell Fan Kit)6
Elixir Collector
Defense
Win impact−4.6 pp
Usage82.6%

Stops: Ground pushes that go for buildings; it hits its targets.

Unavailable if: still cycling back (you played it in your last four plays) or you are under 6 elixir.

Role map

Win condition
Three Musketeers
Air answer
Archers
Defense
Elixir Collector
Control
Rage
Cycle
Heal Spirit
Support
Elite Barbarians, Monk, Knight

Three rules to win

  1. Pressure:
    Three Musketeers when they have just spent elixir on something else.
  2. Defend first:
    answer with Archers and Elixir Collector, then counter-push with what survives.
  3. Draw out:
    their answers with Heal Spirit and Rage, then play Three Musketeers.

Matchups(win rate)

vs Log Bait / Spell Bait53%
vs Golem Beatdown49%
vs Hog Earthquake / Hog 2.6 Cycle / Hog Cycle49%
vs Bridge Spam / Ram Control46%
vs Giant Beatdown / Giant Graveyard39%
View all matchups →

Result breakdown

Wins50% · 1,167
Draws0% · 0
Losses50% · 1,172

One-crown and two-crown wins are not counted in this sample.

Substitution ladder

CardOption
Knight — Clash Royale card art (Supercell Fan Kit)KnightBanditin this archetype+3.5HP −9%
Monk — Clash Royale card art (Supercell Fan Kit)MonkBanditin this archetype+3.3HP −9%
Knight — Clash Royale card art (Supercell Fan Kit)KnightRoyal Ghostin this archetype+1.6HP −9%
Rage — Clash Royale card art (Supercell Fan Kit)RageZapin this archetype+1.5—
Monk — Clash Royale card art (Supercell Fan Kit)MonkRoyal Ghostin this archetype+1.3HP −9%
Check swaps in the Deck Builder →

Loss-to-rule checklist

Tick what happened in your last loss.

Compact details

CardRoleElixirUsageWin Δ
Three MusketeersWin cond.9100%—
ArchersAir answer332%−7.7
Elixir CollectorDefense682.6%−4.6
Elite BarbariansSupport671.8%−8.5
MonkSupport536%−7.6
KnightSupport336%−7.6
Heal SpiritCycle189.2%—
RageSmall spell236%−7.6
Compare all deck styles →

Screenshot mode

Clean deck view ready for sharing.

Export to text

Export this page as plain text.

Sources and dates

Deck battle rows · measured24 Oct 2026
Card costs & rarity · official24 Oct 2026
Card kind, targets, level rows · wiki24 Oct 2026
Plans & substitution notes · editorial24 Oct 2026
Battles counted1 Sep – 24 Oct 2026
View all sources →

Contradiction radar

3 things to know before you compare this page with another tracker.
  • Population: our rates count ranked 1v1 battles of top Path of Legends players only; Trophy Road, challenges and other modes are not measured.
  • Archetype names: “Three Musketeers” is community vocabulary — here a deck is filed by its cards alone, so another site may group the same lists differently.
  • Thin matchups: 14 matchup rows are under 300 decided games, so no win rate is shown.

Notes

Counted by GamGem 1 Sep – 24 Oct 2026 · builds change with balance updates and the meta.Checked 24 Oct 2026

Three Musketeers — questions

What are the 8 cards in Three Musketeers?

The most-played list in our sample runs Three Musketeers, Archers, Elixir Collector, Elite Barbarians, Monk, Knight, Heal Spirit and Rage. Other lists of this archetype are in the variants table.

What is Three Musketeers’s average elixir and 4-card cycle?

4.4 average elixir; the four cheapest cards (Heal Spirit, Rage, Archers and Knight) cost 9 elixir together. Costs come from the official card list.

What does Three Musketeers lose to?

In our sample, decks with Three Musketeers won 38.9% (±5.0) against decks with Giant, n 360.

Which decks count as Three Musketeers?

A deck is filed here by its cards alone: Three Musketeers in the deck. The name is community vocabulary, not an official Supercell category.

How is the win rate measured?

We count ranked 1v1 battles of Clash Royale API battlelogs, top Path of Legends players from the official API — 2339 uses of Three Musketeers here, 49.9% ±2.0 points (95% interval). It is a sample, not official Supercell statistics.

Can I play Three Musketeers without Knight?

Another list counted under this archetype runs Royal Ghost in its place. Same job — support (Troop · Ground · melee). 1949 hitpoints (was 2844, level 16)

Card statistics and mechanics: Clash Royale Wiki, licensed CC BY-SA 3.0. Figures reformatted, wording ours.

Card, arena and character art: Supercell Fan Kit (fankit.supercell.com), shown unchanged. Fan Kit · Fan Content Policy