Clash Royale Daily Puzzle Day 2: Kingfisher
Full solution breakdown: why it works, common mistakes and other ways to clear it.
Archive · Tuesday, November 3, 2026.
- Date
- Nov 3, 2026
- Set / Day
- Set 1 · Day 2
- Puzzle
- Kingfisher
- Difficulty
- Easy
- Par
- 4
Starting position
Goal: Pull the P.E.K.K.A onto the King Tower and keep both Princess Towers standing.
Your hand (each card once)
- Fisherman3 elixir
Opponent
- P.E.K.K.A
Hints
Hint 1
Your King Tower can take a hit that a Princess Tower cannot.
Hint 2
Fisherman's hook pulls the P.E.K.K.A to the tile he is standing on.
Solution
- Fisherman. Wait until the P.E.K.K.A has crossed the right bridge, then place Fisherman on the tile touching the front of your King Tower, just left of the center line. The hook drags her off the right lane and onto the King Tower.
- Wait. After the hook connects, wait. The P.E.K.K.A hits the King Tower, which activates it, and your towers finish her. Do not try to keep her away from the King.
- 1. Fisherman — tile (8, 26)
Video walkthrough
Why it works
Fisherman does not need to win the fight. His hook moves the P.E.K.K.A from the right Princess Tower onto the King Tower, which can take the hit and then help shoot.
Why it fails: common mistakes
- Fisherman too far left — The hook misses and he walks off. Use the tile directly in front of the King Tower.
- Fisherman too far right — The P.E.K.K.A kills him and walks back to the right Princess Tower. Shift him left so the pull lands on the King.
Other ways to solve it
No alternative lines confirmed yet.
Par for Kingfisher
Par is 4. Your free practice run doesn't count toward it. See how par and attempts work.
Kingfisher FAQ
When was Kingfisher the Clash Royale Daily Puzzle?
Tuesday, November 3, 2026 — Day 2 of Set 1.
What is the par for Kingfisher?
Par is 4. The game shows your "Completed in" result next to it once you clear the puzzle.
Which cards do you get in Kingfisher?
Fisherman. Each one can be played once.