AI Overview: This Giant Three Musketeers deck averages 4.3 elixir, has no Legendary cards, and splits the Musketeers across two lanes. In 2026 the Three Musketeers’ best list wins 70.6% and the Giant’s wins 71.6%, and the Three Musketeers gained hitpoints on October 6. Read on for the card-by-card check and the plan for today. Every figure is based on the October 2026 card data.
Last Updated: October 2026
Key Points:
- The deck costs 34 elixir, which is 4.3 on average, and has no Legendary card.
- Three Musketeers gained hitpoints on October 6 (883 to 906), and their best list wins 70.6% over 695 battles.
- Giant had no 2026 change, and his best list wins 71.6% over 587 battles.
- Goblins were reworked on August 4, and their best list wins 59.9% over 504 battles.
- Zap hits towers for 48, not 58 (June 1), and Minions’ best list wins 65.2% over about 2,300 battles.
The Giant Three Musketeers List, Priced Card by Card
Here’s the thing: This is a very balanced deck with no Legendary cards that works well in challenges and tournaments. It needs skill, because the plan comes in three stages, and the Three Musketeers are split across both lanes.
| Card | Elixir | Job in the deck | 2026 status |
| Giant | 5 | Tank for the Musketeers | No 2026 change; best list 71.6% over 587 |
| Three Musketeers | 9 | Split into two lanes, the main damage | Hitpoints 883 to 906 on October 6; best list 70.6% over 695 |
| Musketeer | 4 | Single Musketeer push with the Knight | No 2026 change; Evo and Hero lists mostly 53% or more, best Hero 62.1% |
| Knight | 3 | Mini tank in front of the Musketeer | Best list 67.1% over 1,000 (LogBait); Hero shield 768 to 512 |
| Goblins | 2 | Cheap defense | Rework on August 4; best list 59.9% over 504 |
| Zap | 2 | Swarm clear and reset | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Minions | 3 | Air defense and support | No 2026 change; best list 65.2% over 2,300 |
| Elixir Collector | 6 | Elixir lead for the heavy cards | Only six tracked decks run it; touched in the October patch |
Here is each card with its elixir cost and what the October 2026 data says about it.
A split push is hard to stop, but the Three Musketeers cost 9 elixir. The negative effect: if a later patch cuts the Three Musketeers’ hitpoints again after the October buff, the old plan of splitting them may lose its bait value against Fireball and Valkyrie.
What Changed in 2026
The Three Musketeers got a little more health on October 6, 906 instead of 883. The Giant has not changed. The Goblins were reworked on August 4. Zap hits towers for 48 now, not 58. Minions are steady, with a best list at 65.2%.
Claims, rechecked. The Three Musketeers are not powerful as a solo card and need tanks and mini tanks beside them. The Knight’s best list wins 67.1% over 1,000 battles, so the mini tank slot is still solid. The Giant had no 2026 change and his best list wins 71.6% over 587 battles, so the tank slot is not the problem.
The pump. Only six tracked decks run an Elixir Collector today, and the October patch touched it. The old list includes it to afford a 9-elixir card and a 5-elixir tank. That still makes sense on paper, but it is a risky bet in 2026.
Card pages: Three Musketeers, Giant, Goblins and Elixir Collector.
Lightning and Fireball are hard counters to the Three Musketeers. The negative effect: with Lightning’s best list at 72.1% and Fireball still common, a player who cannot bait both out of rotation may lose three cards to one spell.
How to Play It Today
Here’s the thing: start on defense. If the starting hand has the Three Musketeers, use them against a Hog with Ice Golem or Ice Spirit, and split them. Keep a medium amount of elixir, make even trades, and hold the fort in the first stage.
Tips. Aim to deal more damage on the side with ONE Musketeer, and leave the side with two as bait. Try to lure Lightning by placing lots of small troops around your tower, even if that costs some tower damage, because that gives you more damage back later.
Translation: after about 30 to 50 seconds, start pushing with split Musketeers and put the Knight in front of the single Musketeer. In the last 60 to 90 seconds, rely on instinct. If you lead 1-0, or the opponent is about to take a tower, clutch their second one.
Elixir math: the Three Musketeers and Giant take 14 of the 34 elixir. The other six cost 20, about 3.3 each.
Try it yourself: load Giant Three Musketeers Deck into the Clash Royale Deck Builder and test it with your own card levels. It averages 4.3 elixir. No tracker has sampled this exact build, so there is no 2026 win rate to quote.
Drop the Three Musketeers at the bridge only in a clutch moment. The negative effect: a clutch drop works once, and an opponent who has seen the trick can hold a spell for it, which turns a comeback move into a free elixir trade for them.
Frequently Asked Questions
Is Giant Three Musketeers good in 2026?
The Three Musketeers’ best list wins 70.6% and the Giant’s wins 71.6%, but this exact list has no tracker sample, so bait the spells first.
What is the average cost of the eight cards?
It averages 4.3 elixir, from 34 elixir spread over eight cards.
Why split the Three Musketeers?
What beats Lightning and Fireball here?
Bait them out and switch the card rotation, for example with small defensive troops around the tower.
When is the all-in drop right?
Only in a clutch, or when every spell and counter has already been used.
Original Guide, Kept in Full
The text below is the original page, kept in full. It was written between 2016 and 2024, so some details are out of date. The tips and numbers above use 2026 sources.
Hey guys, it’s Exordium Clash here, back again with a detailed analysis of my Giant Musketeers Deck and a commentated guide to go with it! Hope you all enjoy…
Giant Musketeers – F2P Challenge Deck
This Giant Musketeers Deck is very balanced, features no Legendary Cards, but works incredibly well in Tournament/Challenge play. It incorporates some difficult strategies and combos, though, and so requires lots of skill to utilize to its highest capabilities!
When playing this Deck, work from a defensive position or play style towards an offensive, but controlled, set of pushes. In the hands of a more advanced and specific player, this Deck can be used exactly the same against any opponent; stages must be adhered to, to reap the benefits and play in a cautious but advantageous manner! Let’s explore these in a simplified way:
Stage 1:
You should always attempt to begin the battle defensively. This involves, if starting with a hand containing the Three Musketeers, using them against pushes such as Hog blitz (Hog + Ice Golem, Hog + Ice Spirit, Elite Barbs solo, etc.).
When defending in this way, split the Muskies. See more about splitting below in the guide.
During the first stage of play, you must attempt to sustain a medium amount of Elixir, make equal Elixir trades defensively, and effectively just ‘hold the fort’.
Stage 2:
During the second stage, you must begin to think more offensively. This stage begins at around 30-50 seconds into the battle.
Try to push using split Muskies, and use Knight to tank in front of the single Musketeer. This will confuse your opponent, allowing you to select the Tower you want to attack.
Stage 3:
For this stage, the battle should be in the last 60-90 seconds of the battle. This is when you must rely on instinct and offensiveness to win you the battle.
During this time, huge comebacks can be made, clutch wins, and other amazing finishes. In stage 3, you need to work on whatever needs ‘fixing’ at this point in the match.
If you’re winning, or your enemy is about to take one of your Towers when you are already 1-0, then clutch their second Tower.
One of my favorite moves is to simply chuck the Three Muskies down in the center of your enemy’s area. This will allow you to destroy their Tower in seconds; it is almost impossible for them to react quickly enough to it.
This is the most offensive, and arguably the easiest but most tense stage too, as you can make lots of devastating moves in short spaces of time!
Three Musketeers Tips:
- Try to always split the Three Muskies between both lanes. Also, a good trick is to always aim to deal more damage on the side with ONE Musketeer, and leave the side with two as a bait for Fireball, Valkyrie and more. Knight and one Muskie on the opposite lane will still deal ridiculous damage.
- Only ever place Three Muskies at the edge of the bridge when in a clutch situation, or when you are sure you have baited out all their spells and counters that now cannot be in rotation.
- Three Musketeers are not very powerful when used as a solo Card. Instead, team them up with your tanks and mini-tanks in the game. Remember the stages, and never push too offensively.
How To Deal With Lightning/Fireball
Finally, a short piece of advice. Since Lightning and Fireball are hard counters to 3Ms, you must bait them out and switch rotation very dramatically to win against Lightning/Fireball Decks. \
This is hard, but if done can gain you an easy win.
Try and lure your opponent into using Lightning by placing lots of small defense troops around your Tower – although this may actually result in you taking damage, eventually you will be able to deal lots more! There are not many other ways to deal with spells like these, but it is still possible to win against them!
Conclusion:
This Deck is strong but can only be mastered through lots of practice and experimentation. Use it in stages, and you will benefit fully!
Hope you all enjoy and check out my YouTube channel above, and Clash on!
Sources
Researched from the following (no links, listed for transparency):
- CryptoAIMeta card guides for these cards, built from RoyaleTracker October 2026 samples and SeeMeta 2026 balance changes
- SeeMeta, Clash Royale balance changes 2026 (page updated October 2026), read through search summaries
- Supercell official Clash Royale API, card list (elixir cost, rarity, unlock arena)
- The original clash.world page (2016 to 2024), kept in full below







