Overview

Giant Double Prince Rage is a punishing beatdown list that pairs raw tank HP with two of the most threatening charge units in the game. Unlike cycle-oriented Giant decks, this variant leans into explosive double elixir pushes where Prince and Dark Prince, amplified by Rage, barrel through anything your opponent places down. The trade-off is clear: you sacrifice fast cycling for overwhelming single-push power. Bomber handles swarm cleanup, Mega Minion covers air, and Fireball plus Zap give you enough spell support to strip medium-health defenders before your charges connect. When this deck hits its stride in double elixir, few archetypes can answer a fully-built push.

Strategy

Opening Play

Drop Giant at the back of your King Tower whenever possible. This gives you time to build elixir while Giant lumbers toward the bridge. If Giant is not in your starting hand, play Bomber or Mega Minion behind your tower to start cycling safely. Never lead with Prince or Dark Prince at the bridge in single elixir—you will get punished on the counter-push. Your opening goal is pure information gathering: identify their win condition and figure out whether they run Inferno Tower, Inferno Dragon, or swarm-based defenses.

Single Elixir

Stay patient. Giant in the back, defend with Bomber and Mega Minion, and save Prince for counter-pushes only. If your opponent drops a heavy tank in the back, that is your window to rush Prince at the bridge in the opposite lane for tower chip. Use Fireball on clustered ranged defenders like Musketeer or Wizard behind their tank-killer, and Zap to reset Inferno Tower or clear Skeleton Army. During single elixir, you are not trying to take a tower—you are building small advantages and tracking their rotation. When you defend successfully with Prince or Dark Prince, let them counter-push behind a freshly placed Giant.

Double Elixir

This is where the deck comes alive. The core combo is Giant at the bridge, Prince directly behind, Dark Prince alongside to clear swarms, then Rage on the cluster as it crosses the bridge. Prince charges after just 2 tiles, and with Rage accelerating his movement, he reaches the tower almost instantly with double damage on his charge hit. Dark Prince's shield absorbs a defensive spell, keeping him alive to splash through Skeleton Armies and Goblin Gangs. Support the push with Bomber behind Giant to melt ground swarms before they can surround your charges, and keep Fireball ready for medium-health troops like Valkyrie or Mini P.E.K.K.A that your opponent panic-drops.

Overtime

In overtime, commit harder. Giant plus both Princes plus Rage is 18 elixir, but with triple elixir you can build this push and still have spells ready. If they defend one push, immediately start another—their rotation cannot keep up with the sheer volume of threats you generate. Use Zap aggressively on Inferno targets and Fireball prediction on their defensive cluster spot.

Matchups

Favorable Matchups

  • Cycle decks (Hog 2.6, Miner WB): Their lightweight defenses buckle under your fully-built pushes. Cannon and Ice Golem simply cannot handle Giant plus double Prince, and Rage closes the gap before they cycle back to answers. Play patiently in single elixir and overwhelm them after the two-minute mark.
  • Spell bait (Log Bait): Inferno Tower is their only real answer to Giant, and you carry both Zap and Fireball to deal with it. Prince shreds Princess and Goblin Gang, while Dark Prince splashes through Goblin Barrel troops. Fireball their Inferno Tower while Zap strips the bait units.
  • Graveyard control: Your Prince and Dark Prince counter-push so aggressively that Graveyard players never get comfortable setting up their own offense. Bomber cleans up Skeleton spawns efficiently.

Unfavorable Matchups

  • Lava Hound decks: Your only meaningful air defense is Mega Minion and Fireball. A supported Lava Hound push splits into Pups that overwhelm your single air unit, and Bomber is useless against fliers. You must race them on the ground and take a tower before they take yours.
  • Inferno Tower + heavy control: Decks running Inferno Tower alongside Tesla or Cannon can stall your push repeatedly. Zap buys time, but a skilled player resets their Inferno cycle. Focus on Fireball value on the Inferno Tower plus a support troop to break through.
  • P.E.K.K.A Bridge Spam: P.E.K.K.A deletes your Prince and Giant, then counter-pushes with Bandit and Battle Ram before you recover. Try to bait P.E.K.K.A with Giant, then drop Prince in the opposite lane to split their attention.

Tips

  • Prince charge timing: Prince needs 2 tiles of travel to reach charge speed, dealing double damage on the first hit. Place him far enough behind Giant that he charges before reaching defenders, not on top of the Giant where he walks without charging.

  • Rage placement: Drop Rage to cover both the Giant and the Prince/Dark Prince behind him. Poorly placed Rage that only hits Giant wastes most of the spell's value since Giant's DPS is low anyway.

  • Dark Prince as a swarm shield: Dark Prince's shield lets him absorb one hit without taking real damage. Position him at the front of your push to eat a Skeleton Army or Goblin Gang before they distract your Prince.

  • Bomber anti-air awareness: Bomber cannot hit air troops at all. If your opponent plays Minion Horde into your push, you need Zap or Fireball ready—do not rely on Bomber for that interaction.

  • Giant targeting lock: Giant only targets buildings. When your opponent places a defensive building, consider whether to Fireball it or let Giant tank while your Princes handle the troops around it. If Inferno Tower is down, always Zap it immediately.

  • Opposite lane Prince pressure: In single elixir, if your opponent invests heavily (Golem, Lava Hound), punish with a solo Prince at the bridge. His charge hit deals massive damage and can threaten a tower by himself if not answered quickly.

  • Fireball value threshold: Always look for Fireball opportunities that hit a defensive troop plus the tower. Fireball on Musketeer plus tower chip is a 4-for-4 elixir trade that also deals ~200 tower damage—never waste Fireball on single Skeletons.

Common Mistakes

  • Rage too early: Dropping Rage when your push is still behind the bridge wastes most of its 7-second duration on travel time. Wait until your Giant crosses the bridge and defenders are engaging before you commit Rage.

  • Ignoring elixir count: This deck averages 4.1 elixir, which is heavy. Playing Prince and Dark Prince at the bridge in single elixir without Giant tanking leaves you at zero elixir and defenseless. Build pushes from the back, not from the bridge.

  • Single-lane tunnel vision: Forcing the same lane repeatedly when your opponent has established a strong defensive rotation there is a losing strategy. If they plant Inferno Tower on the left, start your Giant on the right and force them to reposition.

  • Neglecting Mega Minion on defense: Mega Minion is your only air troop. Wasting it on offense behind a push that already has ground covered means you have zero answers to Balloon, Baby Dragon, or Lava Hound counter-pushes.

  • No Fireball prediction in double elixir: By the time double elixir hits, you know exactly where your opponent drops their ranged defender. Pre-Fireball that spot as your push crosses the bridge—waiting to react lets them get full value from their counter.