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How To Get Prince Before Arena 7

"The Dark Prince deals area damage and lets his spiked society do the talking for him - because when he does talk, it sounds similar he has a bucket on his head."

The Dark Prince is an Epic card that is unlocked from the Royal Arena (Arena 7). He is a basis-targeting melee troop with moderately high hitpoints, medium expanse damage, and a weak shield. The Night Prince takes an appearance as a man mostly covered in nighttime steel armour with shiny blueish eyes, black eyebrows, a nose visible and a office of his cervix as well. He carries a spiked gild and heater shield and rides a pony that is the aforementioned brood every bit his counterpart troop, the Prince. He has a special ability; if he walks for three.5 tiles uninterrupted, he will begin to charge, gaining a movement speed and a double impairment boost. Upon hitting a troop or edifice, he will deal double his normal damage and hit in a 360º area around him and stop charging. He may leap over the river in a similar mode to a Hog Passenger. A Night Prince carte du jour costs four Elixir to deploy.

Strategy

  • When fighting an opposing Dark Prince, an effective counter is to place a unit to tank its charge attack, such as a Knight. Nevertheless, unlike the Prince, a high hitpoint troop is much more effective to counter the Night Prince than deploying low hitpoint units to counter the card, because the Dark Prince deals area damage and deals significantly less harm than the Prince. Even if the player surrounds him with troops, his 360º accuse attack volition damage them all.
    • It tin be beneficial to deploy a cheap unit to blot the Nighttime Prince's accuse attack earlier deploying your tank counter, as it will preserve more of your defender's health for a possible counterpush. You lot tin can also use a stunning card similar a Zap to reset his accuse and deal a fleck of damage to him.
    • Barbarians and Rascals are still a good counter as their staggered deployment ways the Night Prince'due south charge set on will only striking one or just a fraction of the units, allowing the others to stay alive and set on. Nevertheless, cheaper staggered swarms will notwithstanding die to the Dark Prince fairly speedily, and then it is not recommended to employ them as a counter. Just using this counter will leave y'all with a -ane merchandise.
  • Excess damage from destroying the Nighttime Prince'due south shield will non affect his actual hitpoints. For example, the Dark Prince has 240 shield hitpoints, and a Lightning does 1056 (at challenge level, level xi) damage to him, the extra 816 damage will be completely negated, making it ineffective to employ high Elixir spells on him. The shield also makes him effective at countering loftier single damage units similar Sparky.
  • The Night Prince fills multiple roles inside one deck due to his moderate-high hitpoints, strong splash attack, and shield. He can be used to take out back up units like a Musketeer behind a tank, absorb harm from large units with his shield, support pushes, and rush from the bridge.
  • Even though the Dark Prince deals less damage than the Prince, it is a good idea to take care of him earlier he reaches the tower as he can notwithstanding deal a considerable amount of damage to the player's tower.
  • The Electro Behemothic can be used as a tank for the Night Prince. They help back up each other on offense and defense.
  • The Electro Sorcerer is effective at stopping the Dark Prince with his stun attacks, preventing the Dark Prince from charging at all.
  • The Nighttime Prince can fully counter unsupported Elite Barbarians with the help of a Crown Belfry for a positive Elixir trade. He should be placed a curt distance abroad from the Elite Barbarians if possible and then that he is not hit during his deployment fourth dimension.
  • The Dark Prince can be paired with fast-moving troops that target buildings such every bit Hog Rider. The Nighttime Prince's fast charge speed will make him aligned with the troop. The Dark Prince and then will eliminate any swarms, while the troop moves to attack the belfry. Notwithstanding, this combo is very vulnerable to air swarms like the Minion Horde since these troops practise non target air.
  • An attacking Dark Prince in affiliation with the Prince is immensely constructive. The Nighttime Prince can eliminate opposing low hitpoint troops while the Prince charges toward the enemy Tower, unhindered. This is known every bit the Double Prince combo and is also frequently used with a tank like the Giant.
    • This combo is vulnerable to air cards, so be prepared with the proper spells.
    • This strategy can be shut down with an Inferno Tower paired with swarm cards such as a tank and loftier-impairment troop combo or by luring the troops to the heart. This lets both Arena Towers appoint the pair, annihilating them. If you kite them far plenty, they may exercise a lane swap and target the completely wrong Tower.
    • Since this combo costs a lot of Elixir, attacking in the other lane can be a good way to prevent the opponent from effectively executing it.
  • Unlike the Boxing Ram, the Night Prince has an immunity to all forms of knockback, except for The Log. Because of this, information technology is not a good idea to use spells like Fireball or Behemothic Snowball to reset the Dark Prince's accuse, nor is it a good thought to use a Bowler confronting the Night Prince.
  • Dark Prince's accuse can fully counter the Goblin Barrel if you place him behind your King Tower every bit the opponent plays Goblin Barrel, The Dark Prince will 360 splash onto all three goblins taking naught harm. This is especially effective if you lot have just placed your spell beforehand.
  • Dark Prince tin be effective against swarm units if used correctly. If you place him Correct of the Princess Belfry his AI will get confused and exist stuck mid-animation, so instead place him to the correct, and they will piece of work more efficiently together.
  • An effective counter for a +1 elixir merchandise is to place a Log to take out his shield and then kite him with a inexpensive menu like Ice Golem or Skeletons.
  • Dark Prince/Bandit is an constructive Bridge Spam pair.
    • Dark Prince is a noisy troop, the opponent could possibly go on the focus on him. Also, his speed and his charge could force the opponent to defend. So it is possible to utilise him as a distraction, play a Bandit on the opposite side after that the opponent overcommitted. Dark Prince could be use this way with Battle Ram or Royal Ghost.
    • Played on the aforementioned side, they are able to keep upward with each other while not colliding too much, and the Nighttime Prince's splash will eliminate swarms like a Goblin Gang. When this harm is combined with the Brigand's dash, they tin take out glass cannons like a Lumberjack. Even so, this combo is susceptible to air units, such equally the Minion Horde, so be sure to have proper supports.
  • Dark Prince is a very versatile troop. If well placed in defence it can beat any card around 5 Elixir and counter attack, forcing the opponent to defend. In this example you can choose to support or not the Night Prince with other cards or pushing on the other lane.

History

2016

  • The Nighttime Prince was added to the game on 29/2/2016, in the March 2016 Update.
  • On 23/iii/2016, a Remainder Update, decreased the Night Prince'southward charge speed to 2 tiles per second (from 2.three tiles per second).
  • On iii/v/2016, the May 2016 Update, changed the Night Prince's menu description. It used to say, "Dealing expanse damage with each swing and double subsequently charging, the Nighttime Prince is a formidable fighter. To damage his squishy cadre, break his shield first." The update too fixed the "range bug", which decreased the Dark Prince'south range to 1.05 tiles (from 1.8 tiles), but his effective range was unchanged.
  • On 4/7/2016, the Tournaments Update, increased the Dark Prince'south damage by 8% and made him unaffected by pushback.
  • On 24/viii/2016, a Balance Update, increased the Night Prince's damage by 7.5%.

2017

  • On 13/2/2017, a Balance Update, increased the Dark Prince's hitpoints by 5%.
  • On 11/8/2017, a Balance Update, increased the Dark Prince's damage past 6% and decreased his attack time interval to 1.4 seconds (from 1.5 seconds).
  • On nine/10/2017, the Epic Quests Update, fixed a bug where the Inferno Belfry'southward and Inferno Dragon's damage did not reset subsequently breaking the Dark Prince'southward shield. This change was reverted on eleven/x/2017, in a maintenance intermission.
  • On 12/12/2017, the Electrifying Update reverted the Nighttime Prince to his state on nine/ten/2017. More specifically, the Inferno Tower'south and Inferno Dragon's damage would now reset after breaking the Dark Prince's shield.

2018

  • On 12/2/2018, a Rest Update, increased the Dark Prince's hitpoints by v%, decreased his set on time interval to 1.3 seconds (from ane.iv seconds), and decreased his kickoff set on fourth dimension interval to 0.four seconds (from 0.5 seconds)
  • On 25/4/2018, the Clan Wars Update, decreased the Dark Prince's Shield hitpoints by 25%.
  • On 20/6/2018, the Summertime 2018 Update, increased the distance required for charging to iii.five tiles (from 2.5 tiles).
  • On five/ix/2018, the September 2018 Update, changed it so that Epic cards start at level 6 and end at level 13 (from 1 to 8).

2019

  • On 6/5/2019, a Balance Update, increased his range to one.25 tiles (from i.05 tiles) and increased his area splash radius to 1.25 tiles (from 1 tile). The expanse splash radius alter affects both his normal assault and charging 360º attack.
  • On i/vii/2019, the July 2019 Update, decreased the Night Prince's range to i.2 tiles (from 1.25 tiles), at present classified as Melee: Medium. This also slightly decreased the splash radius of both his normal assault and charging attack by 5%.
  • On ii/ix/2019, a Residue Update, decreased the Nighttime Prince'due south area radius to one.1 tiles (from one.2 tiles).

2021

  • On 2/9/2021, a maintenance break, added a menu render to the Dark Prince'southward card info screen.
  • On 27/10/2021, the Champions Update, increased the level cap of all cards to 14 (from 13).

2022

  • On 3/2/2022, a Balance Update, decreased the Dark Prince'south Hit points by 3% and gave him the power to jump the river.

Gallery

Trivia

  • The Dark Prince is 1 of five melee troops that deal expanse damage, the others existence the Valkyrie, Mega Knight, Royal Ghost, and the Skeleton King.
  • The Prince, Battle Ram, Nighttime Prince, Brigand, Mega Knight and Ram Passenger are the only troop cards in the game that have varying attack damage and speed (not including expiry impairment like that of the Behemothic Skeleton).
  • The Dark Prince and the Mega Knight are the merely cards other than expiry damage cards to take 2 types of attack; a normal splash similar the Magician, and a 360-degree one like the Valkyrie. Coincidentally, they are both melee splash-impairment troops.
  • The Dark Prince are 1 of the four troops to accept a shield, along with the Royal Recruits, Guards, and the Cannon Cart.
  • Similar to his counterpart, one time he starts charging, a audio consequence will play. Nevertheless, the Nighttime Prince's sound is deadened and played in a lower pitch compared to the Prince.
  • From the Royal Recruits' description, it is indicated that they can exist promoted to be Night Princes at some point.
  • The Dark Prince is the subject of 2 Emotes.
  • Equally his description claims, he indeed sounds like he has a bucket on his head.
  • When the Dark Prince is defeated, his spiked club falls to the ground. The other units that drib items upon death are the Knight, Rascal Male child, Mega Minion, Executioner, Mega Knight, Sparky, Fisherman, and the Golden Knight.
  • When the Nighttime Prince charges, he volition shout "Attack" or "Charge".

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Speed
Speed
Speed(Charge)
Speed
Deploy Time
Deploy Time
Range
Range
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
four ane.3 sec Medium (threescore) Very Fast (120) one sec 1.two (Melee: Medium) Basis x1 Ground Troop Ballsy
Level
Level
Hitpoints
Hitpoint
Shield Hitpoints
Shield Hitpoints
Area Damage
Area Damage
Charge Harm
Boost
Damage per second
DPS
vi 750 150 155 310 119
seven 825 165 170 341 130
8 907 181 187 375 143
9 997 199 206 412 158
ten i,095 219 226 452 173
xi 1,200 240 248 496 190
12 ane,320 264 272 545 209
13 ane,447 289 299 598 230
14 ane,590 318 328 657 252

Carte Mastery

Type Level/Tier Objective Reward
Damage Dealer
Damage Dealer.png
1 Deal a full of 165,000 Damage to enemy Troops or buildings 20 Dark Prince Cards
75 XP
2 Deal a total of 490,000 Damage to enemy Troops or buildings 6,000 Gold.png
75 XP
three Deal a full of 820,000 Damage to enemy Troops or buildings 150 Gem.png
75 XP
Charge!!!
CHARGE!!!.png
1 Hit a full of 280 Troops or buildings with the Charge power ix,000 Gold.png
125 XP
2 Hit a total of 800 Troops or buildings with the Accuse ability xx Epic Wild Card.png
125 XP
3 Hit a total of ane,400 Troops or buildings with the Charge power 300 Gem.png
125 XP

Source: https://clashroyale.fandom.com/wiki/Dark_Prince

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