AI Overview: This Three Musketeers Ram deck averages 4.3 elixir, with a pump to build a lead and a bait plan around the 9-elixir Musketeers. Three Musketeers gained hitpoints on October 6, from 883 to 906, but lists that average 4.8 elixir or more win under 49%. Ice Golem lost health, from 1,315 to 1,228. Numbers were pulled from the October 2026 card data.
Last Updated: October 2026
Key Points:
- The deck costs 34 elixir, which is 4.25 on average.
- Three Musketeers gained hitpoints (883 to 906) on October 6, and its best list wins 70.6% over 695 battles.
- Lists with Three Musketeers that average 4.8 elixir or more win under 49%, so this lighter build matters.
- Ice Golem lost hitpoints (1,315 to 1,228) on September 8, but its best list still wins 58.8% over 14,600.
- Battle Ram sight range grew from 5.5 to 6.5 tiles on September 8, and its best base list wins 57.6%.
The Three Musketeers Ram List, Priced Card by Card
Pump in single elixir, bait the heavy spell, then split the Musketeers at the back to build a slow push.
| Card | Elixir | Job in the deck | 2026 status |
| Three Musketeers | 9 | Heavy bait and slow push | Hitpoints 883 to 906 on October 6; best list 70.6% over 695 |
| Miner | 3 | Chip and tank for the pump | Crown Tower damage 49 to 39 on July 6; best list 66.0% over 535 |
| Ice Golem | 2 | Cheap tank and kiter | Hitpoints 1,315 to 1,228 on September 8; best list 58.8% over 14,600 |
| Goblin Gang | 3 | Ground swarm and chip | No 2026 change; best list 62.9% over about 3,100 |
| Minion Horde | 5 | Air offense and defense | Best list 51.9% over 992; only one of eight above 50% |
| Elixir Collector | 6 | Pump to build an elixir lead | Only six tracked decks run it; touched in the October patch |
| Zap | 2 | Cheap reset spell | Crown Tower damage 58 to 48 on June 1; Evo Zap 77.0% over about 1,000 |
| Battle Ram | 4 | Second win condition, kiter | Sight range 5.5 to 6.5 tiles on September 8; best base list 57.6% over 663 |
The table keeps the old roles and adds the October 2026 status of every card.
The Three Musketeers cost 9, and heavier lists are the ones that lose. The negative effect: if the next patch buffs the best heavy spells, the baiting plan loses its payoff, and a 9-elixir card with no tower damage is a large risk to the whole cycle.
What Changed in 2026
The Musketeers are a little tougher at 906 hitpoints. The Ice Golem is a little softer at 1,228, and the Battle Ram sees farther at 6.5 tiles. The numbers say the Musketeers still work, but that most lists around them get too heavy and fail.
At 1,228 hitpoints it is a little softer, but the best list still wins 58.8%.
The lighter build matters. This list averages 4.25 elixir because the Ice Golem costs 2 and the Zap costs 2. Lists with the Three Musketeers at 4.8 elixir or more win less than 49%, so a player who adds a second heavy tank may be moving away from the old plan.
Card pages: Three Musketeers, Ice Golem and Battle Ram.
The Musketeers are a tempting card to stack with more heavy cards. The negative effect: each extra heavy card pushes the average up and the win rate down, and a player who chases a stronger-looking list may end up with a worse one.
How to Play It Today
He also used the Musketeers as bait for heavy spells, and split them at the back once the lead was built.
Against a Three Musketeers mirror, he pumped too. Against a Miner on the pump, he held the Goblin Gang. Those three rules are the core of the plan.
Translation: hold the Goblin Gang if the opponent plays a Miner on a pump or has a Goblin Barrel. Play the Ice Golem in front of the Battle Ram so the charge is harder to stop, and keep Zap if the opponent has a Minion Horde.
Elixir math: the Musketeers at 9 and the pump at 6 take 15 of the 34 elixir. The other six average 3.2, which is why the old plan spent so much time cycling.
Try it yourself: curious how it plays? The Clash Royale Deck Builder loads Three Musketeers Ram Deck for you at 4.3 elixir on average. Tracker data does not cover this exact list, so no 2026 win rate is shown.
A pump deck needs space to pay off. The negative effect: against a fast cycle deck that punishes the pump, the 6 elixir invested may never come back, and a player who loses the first lane has few ways to recover.
Frequently Asked Questions
Is Three Musketeers Ram good in 2026?
Three Musketeers’ best list wins 70.6%, but lists averaging 4.8 elixir or more win under 49%, so a lighter build like this one is the sensible start, and the Ice Golem and Zap slots keep it that way.
What is the average elixir cost?
Add the eight costs and you get 34; that is 4.25 per card.
Why the Elixir Collector?
What did the Ice Golem change?
Its hitpoints fell from 1,315 to 1,228 on September 8.
How should the Musketeers be used?
As bait for the opponent’s heavy spell, and later split at the back for a slow push.
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.
Hi again, here with another deck guide, this time it’s how to get 20 wins with 3 musketeers bait + some general advice that most people overlook.
First, the deck and the video of the 20 wins proof.
I’m going to refer to key times throughout the video to illustrate what I’m explaining and help you become a better player!
| Deck | Cards | Avg elixir | Needs |
| Deck in this guide | 4.3 | Arena 15 (Elixir Collector) |
The Cards
What I said above covers most of it but I will explain some more things.
You will be pumping up mostly in single Elixir and ONLY in Double Elixir if it’s 3 Musks Vs. 3 Musk OR if you recognize that they can’t punish you during Double Elixir (e.g. against Graveyard decks).
It’s also the main card you will be using to bait out their heavy spells.
3 Musketeers: There are 2 ways you can play 3 Musks: Offensively or defensively.
When you’ve built up an Elixir lead or baited out their spell you can split 3 Musks at the back and build up a slow push.
This does 2 things:
- It maintains control of both lanes because your opponent won’t push into 3 Musks.
- It forces your opponent to play defensive.
In some situations, you can play 3 Musketeers defensively if you know their heavy spell isn’t in cycle and build a devastating counterpush once you clean up their troops on your side (refer to 1:03)
Ice Golem: Always hold onto Ice Golem vs X-Bow.
There is also 3 ways you can play Ice Golem again 1. Kite opposing troops into opposite lane refer to 5:20 (e.g. vs P.E.K.K.A) 2. Play it in front of Battle Ram as this will make it very difficult to stop the Battle Ram’s charge. Make sure you hold onto Ice Golem + Zap if you recognise the opponent has Minion Horde 3. Play it in front of your Minion Horde/Gang to tank for the opponents pushes (e.g. if opponent goes Hog Rider + Goblin Gang)
Use it mainly to support your pushes against the opponents swarm troops or to reset target onto Miner instead of Musketeer in some situations.
Use defensively if you are pumping to build up an Elixir lead and hold for offence when building up a push
Always hold onto Goblin Gang if
- Opponent plays Miner on Pump
- Opponent has Goblin Barrel.
It is mainly a defensive tool against your opponents pushes but can be used offensively if you bait out their cheap spells in some situations.
Battle Ram: Your main win condition.
In some situations it it appropriate to use Battle Ram to kite troops (e.g. vs a Prince) however it is mainly used to support your Musketeer pushes.
If you’ve built up an Elixir lead, placing an Ice Golem in front of Battle Ram will make it extremely difficult to stop it’s charge.
Miner: Your secondary win condition. again in some situations it is appropriate to play Miner defensively.
However, it is mostly used to
- Deal with Elixir Pump.
- Snipe princesses
- Support your split pushes by sniping medium sized troops (Musketeer, electrowizard, Ice Wizard etc).
In some situations, it is okay to play Miner + Gang/Horde if you know their spell is out of cycle however in most situations, Ram + Gang/Horde is a more deadly push
Minion Horde The key to this deck that makes 3 Musk bait such a strong deck.
It is also a win condition in some matchup’s if played properly.
Used mainly defensively and offensively in conjuction with Battle Ram when you’ve baited out their big spells, the opponent will have a difficult time stopping your push (refer to 11:50)
https://www.youtube.com/watch?v=UuBNcln2QMw&feature=youtu.be
General Gameplan
The whole premise of the deck is to build up an Elixir advantage with Pump ONLY if you know you are able to defend the Pump AND your Tower.
The main situations you wouldn’t Pump is vs a deck with Giant/Balloon + Miner because you won’t have the Elixir to defend the Pump and your Tower at the same time.
Asides from this, you will Pump up most of the time if you recognize that you can defend the Pump against the opponents deck (Watch at 11:20, notice how I pumped up and made sure both Goblin Gang and Ice Golem was in my hand to defend his Miner and Flying Machine. I recognised what deck he had and made sure I held onto the correct cards to defend my Pump).
Once you build up an Elixir lead and bait out their spells in most situations, there are 3 main pushes you can do.
Battle Ram + Minion Horde/Goblin Gang + Miner
ONLY in some situations: If you bait out a Poison and recognize that the opponent doesn’t have a good answer to Minion Horde, this is a devastating push that will almost always do damage to their Tower AND the Minion Horde/Gang will most likely kill their defending troops so you don’t have to deal with them on your side)
Refer to to 1:05 -> I recognized that the opponent used Log AND was low on Elixir. Therefore my push with Goblin would get a lot of value
Split 3 Musketeers + Battle Ram in lane of single Musketeer + Horde/Gang/Miner
Depending on opponents card cycle
This push is very effective when
- The opponent is down 2-3 Elixir and
- When you bait out their medium spell (Poison/Fireball/Rocket).
Your push will almost always do damage to the Tower (refer to 7:50)
Battle Ram at back + 3 Musketeers at bridge in one lane
This is push you will do ONLY IF
- You bait out their big spell and their cycle is slow
- They don’t have a P.E.K.K.A, Mega Knight or Dark Prince It’s a very effective push against Lava Hound, Graveyard Hut and X-Bow Rocket nado decks as they will not have the right cards in cycle to defend the 3 musks in one lane.
Refer to 4:01
There are of course other small pushes you can do (solo Ram, Miner + Gang/Horde etc) but they are very situational and dependent on your ability to recognise the opponents card cycle (spells mainly) and Elixir.
The 3 pushes I listed above are the main main ones you will be using
Common Matchups
P.E.K.K.A Hut Control: The to key to beating this matchup is Minion Horde.
The opponent will usually run Log instead of Zap and even if they still run Zap, it is very difficult for them to deal with Minion Horde.
Always play Ram + Horde in lane OPPOSITE to the Goblin Hut when you’ve baited out their big spell.
If the opponent has Poison in cycle, you can still play Ram + Horde BUT make sure you wait 1-1.5 seconds before playing Minion Horde as the opponent will usually respond with a ground troop that your Minion Horde can cleanup THEN they will have to spend more Elixir poisoning Horde.
From here you can freely Pump up and hold onto Gang for Miner.
Usually you will not split 3 musks in the back unless
- You have a very big Elixir advantage
- You can get defensive value out of 3 musks and build up a counter push
Lavaloon: The key to beating this deck is getting value out of 3 Musketeers or Horde when you’ve baited out their spell.
Opponent plays Hound -> go Ram opposite lane -> wait 1.5 seconds -> then drop Horde.
This will bait out a Fireball allowing you to play 3 Musks in one lane and easily clean up their push.
Alternatively, play Ram + Gang in opposite lane. This will bait out a Zap allowing your Minion Horde to get value instead.
Graveyard Hut: Again, the key is getting value out of Minion Horde.
One very effective push against Graveyard Hut decks is Ram at back + 3 Musks in one lane if you bait out their spells.
Most Graveyard decks only have 1 counter to 3 musks
If your opponent goes Ice Golem + Graveyard ALWAYS play Goblin Gang on the Ice Golem and then play your own Ice Golem to defend the Graveyard.
You can also play Horde on the Ice Golem if you don’t have Gang in cycle. Another devastating push is Horde + Ram when you bait out their big spell and you know they have Log instead of Zap
X-Bow (hardest matchup): Watch from 6:50 to to 10:38.
I play against a top 100 global X-Bow player and still manage to win.
The gameplay explains it far better than I could through words but I’ll mention a few key things. Always save Ice Golem AND play it on opposite lane to X-Bow.
Reason being if they drop Archers or Tesla to defend the X-Bow, not only will your Ice Golem die faster in same lane as X-Bow, you now have to deal with their support cards before you can take out the X-Bow.
Once you’ve distracted the X-Bow with Ice Golem, how you take out the X-Bow is highly dependent on the spells and cards they have in cycle.
- If Fireball or Log is out of cycle, you can go Miner + Horde/Gang.
- If they drop Tesla to support X-Bow, push hard on the other lane with Battle Ram.
- If they have both Fireball and Log in cycle, play Ice Golem opposite lane, wait patiently to build up 7 Elixir then drop Ram + Miner onto X-Bow and support with Zap only if necessary.
The video shows this nicely
Final General Tips for Getting 20 Wins
- If you are getting tilted, stop and take a break. There is nothing worse then playing while you’re frustrated or emotional. You need to have a perfectly clear mind to hit 20 wins.
- Don’t keep switching decks. Choose 1 strong meta deck, keep practising with it and learn all the matchups inside out. This is why I was able to hit 20 wins
- When you’re playing, don’t just consider taking down the Tower. Keep the following 3 things in mind, it’s what separates the good players from the pro players
- How can I defend as efficiently as possible (Technical skill = Troop timing + troop placement)
- Have an awareness of the opponents Elixir
- Be aware of you and your opponents card cycle. This will dictate how you should defend and push
Goodluck everyone in the 20 wins, I hope this guide helps you out.
Shared by EyePhone3625
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


