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AQ guard

Archer Queen

Created by Dastardly
Updated Dec 19, 2023

4
2807 views

AQ and Princess deal damage with some protection

Deck

Avg CostElixir icon3.6
Avg DPSSword icon1.63
Avg HPHeart icon22.17
Ranger2
Royal4
Rider2
Archer Queen
Dark Prince
Prince
Villager
Princess
Knight

Guide

ROLES:

Archer Queen - Secondary DPS, protects Princess
Heroes are usually considered to be strong for their protective and empowering abilities, or their raw strength. This deck brings out both in Archer Queen, as Archer Queen is the last protection for the Princess, but at the same time is a threatening damage dealer that pairs amazingly well with Princess. Although Archer Queen is the secondary DPS, it can still clean up anything that the princess fails to eliminate.

Princess - Main DPS
As a 5 elixir mini, you'd expect some incredible things from Princess, and that's exactly what you'll get from it in this deck. Princess is a glass cannon that will easily decimate entire enemy teams once its super has charged and may even deal an over-the-top amount of damage to clusters of enemies. With the protection of every other mini in this deck, Princess becomes a force to be reckoned with that will leave your enemy hellbent on killing Princess and Princess alone.

Knight - Main Tank, protects ranged minis
As a tank, Knight isn't exactly the best pick for players, but fits perfectly with this deck. The Knight provides as a 4th royal to help grant a damage reduction buff that makes it even tougher for enemies to damage it, and that's ignoring the powerful shield it gives itself at the start of each round. To top it off Knight will taunt enemies on clash, which means enemies have to get through defences before being able to start at the Archer Queen and Princess.

Dark Prince - Primary Clash, stops opposing minis from locking on to ranged minis
I'd have to say that Dark Prince is one of the best defensive minis in Clash Mini, purely because of its power to prevent any clash ability it can reach. This overpowered clash ability will guarantee the safety of your ranged minis from Princes, Hog Riders, and just about any other mini your opponent can possibly play.

Prince - Secondary Clash, takes opposing minis out of the battle for easier kills, also removes pesky shield maidens
Although it can't stun multiple opponents, preventing their clash abilities, Prince can still prove to be a strong protective unit for your strategy. Prince can knock away anything that threatens to deal serious damage to your ranged units, and can also back up Dark Prince as an extra counter unit.

Villager - Assist, boosts AQ for extra DPS
Probably the least important mini in the strategy, but at the same time one of the strongest. For 3 Elixir, Villager provides a 50% buff to Archer Queen's attack speed, and although that's the only thing it's going to do in this deck, it makes Archer Queen 50% more threatening to opposing minis. Not only does it empower Archer Queen, but it can also act as a human shield to buy Archer Queen and Princess a few more seconds to bring out their supers.

My Recommended DON'Ts for this deck:
- don't play any protective units in the first round.
- don't move Archer Queen unless it's to add to the safety of the Princess or to move Archer Queen away from an immediate threat.
- don't use Prince or Dark Prince to attack a random mini, because your ranged minis will take care of damage dealing.
- don't upgrade Villager, as Archer Queen only requires the extra attack speed.
- don't upgrade Prince or Dark Prince.

My Recommended Upgrades:
Archer Queen - 3rd Ability (4 Elixir total)
Princess - 1st and 3rd Ability (15 Elixir total)
Knight - 1st and 2nd Ability (6 Elixir total)
Prince - None (4 Elixir total)
Dark Prince - None (4 Elixir total)
Villager - None (3 Elixir total)

Against Monk and Pink Fury, don't upgrade Knight and instead give Prince Ability 3
Against Wavemaster and Countess, you may give Knight the 2nd and 3rd Abilities instead to prevent them from using their supers to target your ranged minis, but it's optional.
Otherwise, I'd normally stick to these upgrades.

Magic Tiles

Devil's Deal
Devil's Deal

+10 ATK but -80% HP

+10 ATK but -80% HP

When using Devil's Deal, Archer Queen is the only mini in this deck that really works well. Since the two Princes have completed their purposes once they've used their clash abilities, you can put one of them on a Devil's Deal tile as long as the tile position doesn't disturb the defensive placement of the Prince or Dark Prince. The only other thing to consider when using Archer Queen on the Devil's Deal tile is that it'll immediately use its Injury ability, so place Princess behind or beside Archer Queen, so that both become invisible.

Counters

VS.MonkMonkTwo Swords
Archer Queen
Dark Prince
Prince
Villager
Princess
Knight

Monk is a dangerous opposition as it can insta-kill anything in this deck once it gets its super. It's even more dangerous since this deck doesn't provide any energy steal. Against Monk, you'll want to adapt to counter the upgrade your opponent chooses. For the clash ability that fully charges its super, you'll use Knight to taunt it and waste its super. Because of this, the Knight won't be upgraded, and you'll instead upgrade one of the Princes in a way to improve your defences without the Knight being there. Against its boast upgrade, just lock Monk onto your Knight then give Prince the pony upgrade. If they give it a piercing super, place Prince to force it out of its starting position, then position your minis in a way that misaligns them and prevents a multi-kill super.

VS.Pink FuryPink FuryTwo Swords
Archer Queen
Dark Prince
Prince
Villager
Princess
Knight

Pink Fury is a little more difficult to counter as it's more unpredictable. Since Pink Fury generally sits alone for the first few rounds to rack up elixir, it isn't necessary to use Princess until the opponent starts playing things. Otherwise, treat Pink Fury the same as Monk and you should do alright.

VS.Shield MaidenShield MaidenTwo Swords
Archer Queen
Dark Prince
Prince
Villager
Princess
Knight

For an Archer Queen player, Shield Maiden may be intimidating but is actually really easy to kill if you know how to do it. Because Shield Maiden ignores your defences and reflects damage straight back to Princess and Archer Queen with its super, you'll want to play Archer Queen differently. Shield Maiden players either use it to hide glass cannons behind it, or use it as a centrepiece for a bunch of tanks, it's best to figure out which one their deck is. If they play a bunch of ranged units behind it, give Archer Queen the 2nd Ability so that Archer Queen kills all of the back units and leaves Shield Maiden alone to face your entire team. If they play a bunch of melee units, then play the deck normally, but use Prince to knock their Shield Maiden out of play so that their melee units have to fend for themselves whilst Shield Maiden struggles to get back into play. Just note that you need to be smart about when you play Prince because if you're not careful then the next round they'll move Shield Maiden out of the way and the Prince's clash ability will be wasted.

AQ guard
Knight
Dark Prince
Prince
Archer Queen
Princess
Villager

Created Dec 19, 2023 by Dastardly

NOFF

Advanced Deck Stats

Elixir Distribution

Deck Cost

18

Remaining Elixir

18

Upgrade Possibilities (Max per Minis by cost)

  • 2 Elixir iconKnight
    3Star (Max) + 12 remaining elixir
  • 3 Elixir iconVillager
    3Star (Max) + 9 remaining elixir
  • 4 Elixir iconDark PrincePrince
    4Star
  • 5 Elixir iconPrincess
    3Star

About This Deck

The deck AQ guard was originally created on Dec 19, 2023 by Dastardly. This deck uses Archer Queen as the hero with Dark Prince, Prince, Villager, Princess, and Knight as the supporting units. This puts the total deck cost at 18, DPS at 9.8, and HP at 133.

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