Giant Musketeers Deck for Arena 8 and 9

Are you a fan of Giant and 3 Musketeers? Tier of using Trifecta, Royal Giant Decks and Hog Rider Decks?  Today I am going to share with you a super versatile deck: Giant 3 Musketeers. Most of my opponents can’t handle the amount of firepower coming from the Double Elixir time. This is a pretty high cost deck (not really popular in this game meta) and it requires lots of practices but you will like it for sure!

Giant Musketeers

Giant Musketeers Beatdown Deck

Clash Royale GiantClash Royale Three MusketeersClash Royale MinionsClash Royale Minion Horde
Clash Royale BarbariansClash Royale ZapClash Royale fireballClash Royale elixir collector

Card Breakdown

Giant is the wreaking ball which probably will be nerfed soon. He is the main and the only tank of this deck which soaks damage and protects support troops behind. You will want to pick a lane to support your Musketeers. I will tell you more about this below. Sometimes, on defense, you can use him to distract low DPS troops like Baby Dragon, Valkyrie, … Personally I can get into Arena 9 with level 6 Giant, but, I still strongly recommend getting him to level 7 as soon as possible. You can somehow replace him with Golem.

Three Musketeer is not a meta card but still seen every day in Arena 9 (by the way, the Miner + Knight + 3 Musketeers combo is rocking at Arena 9). Super effective on not only offense but also defense. This is the surprising card and I usually keep it secret until the Double Elixir time or when I have a huge Elixir advantage. If you want to get into Arena 9, upgrade them to level 7 as soon as possible to avoid getting 1 hit by level 7 Fireball, which can be seen everywhere here.

Minions is a super flexible tool for both offense and defense. I usually couple Minions with 1 Musketeer to keep the pressure and to not commit a Minion Horde. You can replace Minions with Princess or Ice Wizard If you have either. Princess is better since this deck has a great defensive power already.

Barbarians: One of the best defensive cards in Clash Royale. You can use them to defend against most ground pushes. Due to their very slow movement speed, I don’t recommend using them ion offense in any way. You can use them to bait out splash damaging cards If you are absolutely sure that your opponent doesn’t have the Fireball, Poison or Valkyrie ready (to use your 3 Musketeers later of course). Barbarians are probably not replaceable as they can easily distract P.E.K.K.A and provide and insane DPS for the defense.

Minion Horde: I don’t have a lot things to say about Minion Horde. They are great on both offense and defense, and to bait out splash damaging cards which can hurt your Three Musketeers too. I usually see people use Poison + Zap instead of Arrows so it’s pretty safe to use them on defense at Arena 8 and 9 at the moment. If you have Princess, use her instead of Minions and use Minions instead of Minion Horde.

Zap is possibly the best card in Clash Royale (beside Royal Giant). Zap is extremely useful at tons of situations: Killing small units, resetting Sparky, Royal Giant, Inferno Tower, Prince, … I literally can’t play at the moment without it. Irreplaceable!

Elixir Collector:  Because this is a high Elixir cost deck, Elixir Collector is a must! If your opponents will use Poison on your Elixir Collectors, you are going to most likely crush their Towers. Try to get as many Elixir Collectors down as you can to overwhelm them! Take a look at this guide to see the best Collector placements.

Fireball is the perfect accomplice to Zap. It is just so versatile: Finishing Towers, Huts, Three Musketeers, … Take a look at this page to

General Gameplan

Split Push

This is the fastest strategy of this deck and you will always want to try it first. Wait until you have 10 Elixir then place your Giant down at the back. Then, drop the Three Musketeers at the very center behind your King’s Tower so that they will get split up, 1 Musketeer will follow the Giant and the other two will push on the other lane.

Ideally, try to support the side your opponent defends with Minions (anyway Fireball or Zap would work well). If you didn’t attack first, try to place the Giant down on the lane where the opponent’s Tower has more HP and support your Giant with Fireball or anything you have, so that the 2 Musketeers can chip town the weakened one. Sometimes, I am able to destroy both when my opponents become panic.

Just do this a few times and you can knock at least 1 Tower down.


This is the second strategy of this deck. Riskier but could be devastating in the x2 Elixir time. Use this strategy If your opponent doesn’t have either Fireball, Poison or Lightning. Otherwise, just use it when you feel confident that your opponent doesn’t have any counter in his hands. If done properly, you will usually get the 3 crown win!

Place your Giant down at the back with 3 Musketeers behind him. Don’t hesitate to use Minions to support them! Have your Zap ready to deal with any counter as soon as possible (Fire Spirits, Valkyrie, Mini P.E.K.K.A, …)

I usually use this strategy in the x2 Elixir time unless my split pushes are working very well.

Giant + Minions

This push can deal serious damage If your opponent air defense is weak, or, when he just used either Poison, Fireball or Arrows on your Three Musketeers but left your Giant standing.

Giant + Minions or Minion Horde  is not easy to stop If your opponent doesn’t save enough splash damage cards in his hand.



Here are couples of hard counters to your Giant and Three Musketeers

Inferno Tower: This can be the bane of your Giant but Three Musketeers can easily shut it down. If you do split push with Three Musketeers then you can usually take down the Inferno Tower before your Giant gets killed. Don’t hesitate to use your Zap to reset Inferno’s damage and target. You can also play pre-Minions in the middle to avoid Inferno Tower from baking your Giant.

Valkyrie: If your opponent plays Valkyrie among your Three Musketeers, use your Zap immediately and the Musketeers can kill Valkyrie in just one second. To do this, you should hover your Zap on the opponent’s side and release it as soon as possible.

Zap + Fire Spirits: We all know that this is a deadly counter to Three Musketeers. Try to have your Zap ready to remove those Fire Spirits as soon as possible, before they knock down your Musketeers. If it’s too late, consider placing your Minion Horde down after that!

Your opponent does the counterattack right after you place down the Giant?

Use either Barbarians or Minion Horde down to deal with that push, then, drop your Three Musketeers on the other lane to do the double pressure.

Miner attacks your Collector?

Place your Elixir Collector in front of your King’s Tower so both Towers can attack it.

Hog Cycle and Miner Cycle

Defend with either Barbarians or Minions and try to place as many Elixir Collectors down as possible to build the Elixir advantage. Play slowly to see If your opponent has either Fireball or Poison. Keep your Three Musketeers secret until the double Elixir time. Bait Poison/Fireball out with Barbarians/Minion Horde then push with the Beatdown strategy above. Consider sacrificing 1 Tower to get the 3 crown win.


Read more about Trifecta at here.

Use either Minion Horde or Fireball or even both to finish off this push then counter push with Giant + 3 Musketeers. Most of the time, my opponents use Poison on my 2 Musketeers and I just need to play Minions to support Giant + Musketeer push on the other lane.

Royal Giant Decks:

Use Barbarians to stop the Royal Giant as normal. Normally, supports are not fast enough to stop the Barbarians. Anyway don’t hesitate to use Fireball to stop his supports!

Sparky Decks:

Use Barbarians to surround the Sparky. This trick usually works. Otherwise you can use Minion Horde + Zap to stop it, If your opponent uses Giant + Sparky and they are too close. Some times, I use Giant to soak damage then use Three Musketeers behind to take down the Sparky.

Lava Hound Decks

This deck has a lot of air defensive units. This is an easy matchup. Either Three Musketeers or Minion Horde can get the job done easily and you can have a big counterpush right after defending. Don’t forget Arrows and Fireball! The beauty of this deck is that If your opponent uses his only one direct counter to Minion Horde, he can’t stop Three Musketeers later.

Giant Poison

Use Barbarians to kill the Giant. Use Zap + Fireball to deal with the backline. If he uses Bomber or Mini P.E.K.K.A to support the Giant, use either Minion Horde or Minions to defend.

Thank you guys a lot for reading this long guide. Don’t hesitate to commend If you need any help! Good luck!

Thanks Cakeyfaces a lot for sharing this deck with us!

  • Adam

    Cool deck! Can you do one on Giant + Mini-Pekka + Guards tho?

    • Mohamed Salah

      this is the deck you seek
      Giant Gaurds ElixirCollector Zap
      Poison Musketeer IceWizard MiniPekka
      main push
      (Arena Tower)
      ( (Giant) )
      (Musketeer + Gaurds with the ice wizard)
      zap for support
      if you don’t have the ice wizard you can use the witch or minions, but it won’t be as effective as with the ice wizard in it! good luck with it!

      • Adam


    • Will Potter

      I will try to do it soon mate!

  • Mohamed Salah

    nice deck but fairly expensive and definite loss if the starting hand is bad

    • Cakeyface

      Not necessarily since you can either start slow with a Giant or Elixir Collecotr in the back or cycle a defensive card to get going. This deck is excellent defensively amd even if you cycle your Minion Horde you still have Barbarians, Minions and Three Musketeers plus spells to deal with their attack.

  • jchen5012

    is my deck good:
    minion h
    pushed me to 3000+, not sure if i should change
    i have
    miner and princess
    all non legend cards
    and 40000 gold
    im going 4 ice wiz XD

    • AlexDaManGames

      You really don’t need arrows and zap in the same deck ,but great post!

    • Will Potter

      Replace Fireball with Princess and give it a try 😀