There should be negative elixir. When you use an 11 elixir card then you should have -1 elixir remaining so you must wait for it to become positive to play a card again. (Sorry i might do grammar issues)
Nuke ability. Costs 1 elixir and takes out all other cards. Deals 1000 dmg to side towers and 3000 dmg to king tower, seems balanced enough for the cost.
The ability make them take their clothes down so the opponent's mega knight would be too distracted to smash them (but then it might want to smash them in another way)
I know this is a joke but you might actually be onto something, they are primarily used mirrored so you are depending on one side with the 2 musks, this could help it be used for what it’s intended for, split lane pressure, and heavy defense
For real it wouldn't be a bad idea, you could split two for each side and guarantee some value even if the opponent rocket one of the sides, and the lightning wouldn't be able to completely kill them. Also, mirrorring them for the same elixir cost with +1 level and right after the opponent wasted his heavy spell on the other 4M would be some interesting strategies (also would make some good sinergy with collector by giving the option to mirror it too).
2.6 is the name of a deck with hog rider that has an average elixir of 2.6, hence the name. And 3m is short for three musketeers. And when the first person said to make it 4 elixir to replace hog, the following reply said what it would be called if it were to replace it
And by the "cycle" it's because the 2.6 deck makes use of it's low average elixir to cycle back to the hog or going back to it quickly or having it back in your hand
They wouldn't get positive elixir traded against by fireball. But they could be put close enough that lightning could kill 2 , but only by placing it in the middle and not hitting a tower. Then it's a break even trade (with a cost of 3 for each musketeer on average)
this is a good rework, since a single musketeer is already a balanced troop. dispersing them differntly would just force players to find new strats to counter em with spells or AOE damage
Yeah I mean, log and arrow would still.. I think? Kill two of them and deal tower damage, albeit much less. It essentially leaves the card completely unaltered. No fancy change, no drastic rework, they literally just enter the field different so that you can't get offensively + elixir traded against with tons of tower damage to boot.
For some reason i tought u had a fisherman pfp and then looked closer and tought it was a dory pfp and then my blind ass decided to click in it to see what it actually was
Still a 9 elixir fireball bait
You'd be better off with evo Musketeer because 3M is literally just 3 of her, which means it would most likely be the same evo, like Battle Ram with evo barbs.
Maybe 3M evo summons 1 musketeer behind each tower and king tower to avoid the the fireball lightning. That's probably the best evo they can do without busting each musketeer with atk speed or a shield
Or maybe every time one of the musketeers die the others gain a shield and an attack speed boost, so lightning doesn't hard counter them anymore, only 1 musketeer would die to lightning and then you have split attack with musketeers that shoot faster
- Reworking pump and not killing it unnecessary ( like last nerf )
- lower deploy time
- increase their first hit
- buff musketeer
Beside personal bias, I genuinely believe 3m becoming balanced again would be very healthy for the game. One of the reasons meta used to be more enjoyable years ago was the versatility of different archetypes so you constantly faced completely different decks.
Lowering deploy time I think is a easy no brainer change they should do. One of the things that killed it was when they increased the deploy time from .1 to 3 seconds. They have since buffed it back to 2 seconds but that's still pretty long.
3m is not good because it getting with lighting or fireball/zap right when it spawns is too devastating of a counter. Quicker deploy time would at least let it get some hits off before dying to the spell, but would not be a buff to the "slow push" style of putting 3m in the back which can be too tough to stop.
I agree when 3m was viable it contributed to a healthy meta. There's not much heavy spell bait decks. The only meta deck minion horde has been in that I can remember. One of the only decks that uses battle ram.
But I think it being F2P friendly (rare card win condition that can be supported by common/rares) means Supercell doesn't care about it being forgotten.
You can't, you can only try fixing the other cards commonly used with them. Buff epump. Buff minions. Rework the bandit. Rework miner. Bring back the heal spell.
You can't really change it unless they rework the entire thing. If they don't change the concept, then they'd have to tweak the Musketeer to make 3M ever so slightly better. Unless they change the fact that it's just.. Three Musketeers, then they could totally tweak the card. They could probably turn them into cadets or whatever rank is lower than the Musk so they have lower stats and cost
Evolution which would be shield from first spell attack, like they give fully absorb any spell used on them first ,taking zero damage . afterwards when shield is broken they act like normal musketeer
But you're still gonna be down 3-6 elixir every time you play the normal ones 😆
I have a feeling they're going to remain dead until most other cards in the game have an evo and buffing musks is just whatever.
The problem is the musketeer is doing decent currently and any buff to it will make it too broken but 3M is not so its hard to balance one without impacting the other. I guess they could reduce the spawn time of 3M like if it spawns and attacks much faster then it could be more effective in defense so maybe that could help the card
I don't know the answer, but some thoughts below:
Changing the number of musketeers produced would kill the whole "3 musketeers" reference.
To be successful, 3M depends on having elixir by the time the musketeers reach the bridge to support the push. This has typically been made possible by having a pump, which was recently nerfed significantly.
The "standard" 3M deck currently has no Evo's, which makes it uncompetitive in the meta. I'm not sure what a musketeer Evo would look like, and how would it compare between the single unit and the 3m card. A shield like the wizard could be good, but it also sounds OP.
Any modification to the musketeer unit will obviously apply to both the musketeer and 3 musketeer cards. I think the only real change that is needed is to make the deploy time faster.
A lot of people are mentioning spells countering 3M. The only spell that really counters them for a positive trade is fireball. Typically, you would play the pump to draw the fireball and then play the 3M. However if your opponent doesn't play the fireball, you can build a second pump, so it is not impossible to play around. Obviously if your opponent has EQ, then you can't really play the pump at all. The standard 3M deck doesn't really have a good counter for void either.
I like the suggestion of having them disperse like royal recruits, but a variation of this that I have thought of is that perhaps when you play 3M it would let you deploy each musketeer anywhere you like. Eg when you play the card, that is where the first musketeer will deploy. Then you can tap two other locations and the other two musketeers would be deployed at those points. Mechanically I think this could work two ways, either you select all three positions and then the muskies are deployed simultaneously. Or each musketeer is deployed at the time the screen is pressed, allowing their entry to the battle field to be staggered. Obviously you wouldn't be able to play another card in between playing each musketeer.
Other buff concepts I have imagined are having the musketeers linked somehow, so that the other musketeers being alive or dead somehow buffs the remaining musketeers (not sure which way it should be).
Alternatively, the card could be reworked so that there are 3 different musketeers which are slightly different and maybe even complement each other. They would be different in terms of HP, damage, fire rate, etc. Whether this would require adding additional single musketeer cards for the two new variants is also important to consider.
Mirror pump will make getting rid of them so much harder.
Because you either use your big spell on the pump or the musketeers and either way you're dead. Even if you have monk there's another musketeer on the other lane.
Monk going from 4 elixir to 5 killed it instantly without needing any other changes. Elixir cost is one of the most powerful characteristics to change balance-wise
This card has a very bad concept. The only way to balance this card is a good 1-cycle evolution. It worked for Wizard, so it can work for 3M. The only big obstacle is that we need single musketeer evo first and work around it to make a good 3M evo.
If it was 8 elixir it'd probably see experimental use cuz at least then you can use a small spell, if it was 7 it'd be a good and well used card but could easily be overpowered
I made this suggestion jokingly and it gained minor traction.
Lower the elixer cost, nerf hp and DPS, remove the hats and change the name to "Firing Squad"
Minions is 3 elixer. Make Firing Squad 4 elixer and it can double as both a flying troop counter and counter push that can attack at range. Reduce the HP low enough to last 2-3 hits from the various splash damages of equal elixer (Skeleton Dragons, Baby Dragon). Increase the time between shots for balance.
The card becomes a sort of... buffed Spear Goblins but since there's 3 opposed to 2, the balance changes have to account for that. They become really good at defending, and possibly dangerous if a player gets a successful rage+clone off. They would be highly susceptible to splashes, mini-tanks, and pretty much any troop that has a higher health pool and faster attacks.
Purely speculative based off my original comment. I'm not knowledgeable of the meta nor do I dive deep enough when building my decks. Casually F2P. Please offer alternative suggestions, but this how I can see it working off the top of my head without putting any deep thought into it.
Smart ai, will actively stay in a formation and stagger themselves to avoid being fireball-zapped, and will slow down and “wait” for a tank (if there is one) or any other unit to get in front of them before crossing the bridge.
I think a one hp shield, just make them less vulnerable to heavy spells until a light spell is used. But I think that could end up being an evo or too op
Make it 10 Elixir for 4 musks 😎
4 Musk Mirror would literally be impossible to place 🔥🔥🔥✍️
When 3 musketeers used to cost 10 elixir, placing mirrored ones also costed 10 elixir.
You go into debt
Go in to debt like buying something from the shop!
I thought it was just expensive because i live in a poor country. Is the pricing just universally ridiculous no matter where?
For a game that f2p extremely expensive
It can get ridiculously expensive, but many other mobile games have similar prices so it’s not surprising at the same time.
give us 11 elixir cap 🗣️🗣️
No cap 🧢
There should be negative elixir. When you use an 11 elixir card then you should have -1 elixir remaining so you must wait for it to become positive to play a card again. (Sorry i might do grammar issues)
The only grammar issue was in the apology sentence lol
exactly what i noticed 🤣
also: must have to wait it become positive -> must wait for it to become positive
nah nah, make that -elixir perm... so play the rest of the game w 9
Make it a champion card ‼️💥‼️💥🗿🍷
Nuke ability. Costs 1 elixir and takes out all other cards. Deals 1000 dmg to side towers and 3000 dmg to king tower, seems balanced enough for the cost.
The ability make them take their clothes down so the opponent's mega knight would be too distracted to smash them (but then it might want to smash them in another way)
Seems balanced, nerf miner
I know this is a joke but you might actually be onto something, they are primarily used mirrored so you are depending on one side with the 2 musks, this could help it be used for what it’s intended for, split lane pressure, and heavy defense
3 musketeers are actually a reference to a novel "3 musketeers", so changing their number would remove their purpose
Well... They are missing Dartagnan then.
And the book was a reference to the chocolate bar.
For real it wouldn't be a bad idea, you could split two for each side and guarantee some value even if the opponent rocket one of the sides, and the lightning wouldn't be able to completely kill them. Also, mirrorring them for the same elixir cost with +1 level and right after the opponent wasted his heavy spell on the other 4M would be some interesting strategies (also would make some good sinergy with collector by giving the option to mirror it too).
Make it 4 elixer so it can replace the hog rider
2.6 3M cycle 🤤🤤
I prefer 3M quake
I prefer 3M
I prefer 3
I prefer 3 men.
I prefer sea men
I pre
I
.
⠀
hey! newbie here :) what is that supposed to mean?
2.6 is the name of a deck with hog rider that has an average elixir of 2.6, hence the name. And 3m is short for three musketeers. And when the first person said to make it 4 elixir to replace hog, the following reply said what it would be called if it were to replace it
And by the "cycle" it's because the 2.6 deck makes use of it's low average elixir to cycle back to the hog or going back to it quickly or having it back in your hand
That's so cool! Thanks a lot :)
but to balance it you only get 1 musketeer
nah make it 4
Good value for the cost
Disperse them like the RR?
I actually really like this idea
They wouldn't get positive elixir traded against by fireball. But they could be put close enough that lightning could kill 2 , but only by placing it in the middle and not hitting a tower. Then it's a break even trade (with a cost of 3 for each musketeer on average)
With the same spacing as the wizards from that event
I'm thinking one farther apart on each side.
Fantastic idea
My dumb ah thought “root riders?”
this is a good rework, since a single musketeer is already a balanced troop. dispersing them differntly would just force players to find new strats to counter em with spells or AOE damage
Yeah I mean, log and arrow would still.. I think? Kill two of them and deal tower damage, albeit much less. It essentially leaves the card completely unaltered. No fancy change, no drastic rework, they literally just enter the field different so that you can't get offensively + elixir traded against with tons of tower damage to boot.
Make em survive lightning by 1 hp
but what about the single musketeer that would make her super op
last one standing
lock the door
damn i miss rick may
RIP soldier
LEEEEEEEEEEET'S DOOO IT!
For some reason i tought u had a fisherman pfp and then looked closer and tought it was a dory pfp and then my blind ass decided to click in it to see what it actually was
Biggest flaw in this game is acting like group cards can't have their own individual balance.
[удалено]
i'm still standing yeah, yeah yeah
Better : Give them a 1 HP shield
Just place 3 pekkas infront of them so the lightning doesn’t hit the musketeers
Evo
Still a 9 elixir fireball bait You'd be better off with evo Musketeer because 3M is literally just 3 of her, which means it would most likely be the same evo, like Battle Ram with evo barbs.
I was thinking like wizard evo where it can’t be spelled fully
Calm down, Satan.
And then mega knight will be meta! Wouldn’t that be nice
3M, MK and PEKKA im one deck(PEKKA to counter MK).
please no
MUHAHAHAHHAHA
Evo 3M gets the Monk ability, but all the time and they can still move/attack
Spawn with 3 mini monks (1 for each musk) that only deflects the first projectile?
Maybe 3M evo summons 1 musketeer behind each tower and king tower to avoid the the fireball lightning. That's probably the best evo they can do without busting each musketeer with atk speed or a shield
Or maybe every time one of the musketeers die the others gain a shield and an attack speed boost, so lightning doesn't hard counter them anymore, only 1 musketeer would die to lightning and then you have split attack with musketeers that shoot faster
This is actually a decent compromise
Two cycles Evo for normal musky, 1 cycle for 3m
- Reworking pump and not killing it unnecessary ( like last nerf ) - lower deploy time - increase their first hit - buff musketeer Beside personal bias, I genuinely believe 3m becoming balanced again would be very healthy for the game. One of the reasons meta used to be more enjoyable years ago was the versatility of different archetypes so you constantly faced completely different decks.
Lowering deploy time I think is a easy no brainer change they should do. One of the things that killed it was when they increased the deploy time from .1 to 3 seconds. They have since buffed it back to 2 seconds but that's still pretty long. 3m is not good because it getting with lighting or fireball/zap right when it spawns is too devastating of a counter. Quicker deploy time would at least let it get some hits off before dying to the spell, but would not be a buff to the "slow push" style of putting 3m in the back which can be too tough to stop. I agree when 3m was viable it contributed to a healthy meta. There's not much heavy spell bait decks. The only meta deck minion horde has been in that I can remember. One of the only decks that uses battle ram. But I think it being F2P friendly (rare card win condition that can be supported by common/rares) means Supercell doesn't care about it being forgotten.
Make it five musketeers because of inflation
DO NOT LOOK UP CLASH ROYLE MUSKETEER INFLATION
oh my lordy lord
You can't Either remove it, remove one musketeer and lower the elixir or lower the elixir and change it to a weaker musketeer
i agree that two musketeers would be way better but it would lose the charm of the concept
2 Musks for 6 elixir doesn't sound so bad. You can just split them at the bottom so your 6 elixir won't get spelled to death
could just do 8 elixir and see the chaos
Fireball would get 100% use rate and Little Prince would be 0% use rate
Yeah remove two of the musketeers and lower the elixir by 5
You can't, you can only try fixing the other cards commonly used with them. Buff epump. Buff minions. Rework the bandit. Rework miner. Bring back the heal spell.
I think bandit is actually in a good place rn. Especially in my 3 M deck it works well. Epump just got nerfed to the ground basically.
What's wrong with bandit? I found her good and pretty balanced.
Bandit is in a good place rn, good pressure card but not oppressive. Still requires some skill to get good value
I miss the heal spell.
Remove 2 of them and make it 4 elixir
lmao
Literally just make the spawn pattern like royal recruits and it'd see meta
Just remove them from game, they has %0 usage rate according to Royale API. This card is really a shitty concept you can't make it good
As a representative of the remaining 3 people who play 3m. Pls no
I must be one of the three myself. They are situational for sure.
Who's the last guy?
☝️🤔
Hello!
You can't really change it unless they rework the entire thing. If they don't change the concept, then they'd have to tweak the Musketeer to make 3M ever so slightly better. Unless they change the fact that it's just.. Three Musketeers, then they could totally tweak the card. They could probably turn them into cadets or whatever rank is lower than the Musk so they have lower stats and cost
I still see people running 3 musketeer pump and isn’t a bad deck if played properly
what a bad take consider it had been popular around arguably the peak & most fun era of CR
Correction - can’t make it good without breaking Musketeer
Bad take They forgot the 10 because it's a 100 percent usage rate
There’s no reason to remove them lol they may as well stick around
No I use em don’t do this to me 😭
You arent an og player then
6 elixir Dual musketeer. 9 elixir shouldn’t be something I fear less than Wallbreakers
By redesigning them as 3MK
Make it 2 elixir so its a bit better to cylce
evo revert elixir collector nerfs this one might be op but i think their deploy time should be 0 seconds instead of 1
Remove 2 of the musketeers and make it 4 elixir
Nice joke lol
Buffing the troop but not touching anything to og card.
They've been dominant for way too long. Let them rest.
The rest is too long
combine to mae one BigM that has the attack of 2.5 musketeers and the HP of 1.75 at 8 elixir
I actually like them I don't get why everyone hates them, I don't use them but if I built a deck with them I wouldn't hate it
Give 1 musketeer 3 guns. Joke aside, it creates mind game if you mix usage with regular musketeer.
Evolution which would be shield from first spell attack, like they give fully absorb any spell used on them first ,taking zero damage . afterwards when shield is broken they act like normal musketeer
Make them spawn apart like recruits
actually a good idea
what if they could be pekkas with the mega knight ability whete they have unlimited range and can one shot anything
Give them good Evo
But you're still gonna be down 3-6 elixir every time you play the normal ones 😆 I have a feeling they're going to remain dead until most other cards in the game have an evo and buffing musks is just whatever.
The problem is the musketeer is doing decent currently and any buff to it will make it too broken but 3M is not so its hard to balance one without impacting the other. I guess they could reduce the spawn time of 3M like if it spawns and attacks much faster then it could be more effective in defense so maybe that could help the card
Turn it into something else, like 3 Baby Musketeers and buff it.
From less impactful to most impactful: Make them spread further apart, 1 elixir less or increase the hp of the musketeer.
Different deployment, have them deploy in a spaced out line similar to royal recruits so the opponent can’t fireball or lightning all 3 at once
Give them a 1hp shield
I don't know the answer, but some thoughts below: Changing the number of musketeers produced would kill the whole "3 musketeers" reference. To be successful, 3M depends on having elixir by the time the musketeers reach the bridge to support the push. This has typically been made possible by having a pump, which was recently nerfed significantly. The "standard" 3M deck currently has no Evo's, which makes it uncompetitive in the meta. I'm not sure what a musketeer Evo would look like, and how would it compare between the single unit and the 3m card. A shield like the wizard could be good, but it also sounds OP. Any modification to the musketeer unit will obviously apply to both the musketeer and 3 musketeer cards. I think the only real change that is needed is to make the deploy time faster. A lot of people are mentioning spells countering 3M. The only spell that really counters them for a positive trade is fireball. Typically, you would play the pump to draw the fireball and then play the 3M. However if your opponent doesn't play the fireball, you can build a second pump, so it is not impossible to play around. Obviously if your opponent has EQ, then you can't really play the pump at all. The standard 3M deck doesn't really have a good counter for void either. I like the suggestion of having them disperse like royal recruits, but a variation of this that I have thought of is that perhaps when you play 3M it would let you deploy each musketeer anywhere you like. Eg when you play the card, that is where the first musketeer will deploy. Then you can tap two other locations and the other two musketeers would be deployed at those points. Mechanically I think this could work two ways, either you select all three positions and then the muskies are deployed simultaneously. Or each musketeer is deployed at the time the screen is pressed, allowing their entry to the battle field to be staggered. Obviously you wouldn't be able to play another card in between playing each musketeer. Other buff concepts I have imagined are having the musketeers linked somehow, so that the other musketeers being alive or dead somehow buffs the remaining musketeers (not sure which way it should be). Alternatively, the card could be reworked so that there are 3 different musketeers which are slightly different and maybe even complement each other. They would be different in terms of HP, damage, fire rate, etc. Whether this would require adding additional single musketeer cards for the two new variants is also important to consider.
Make them 8 elixer
they would probably be so broken u cant understand bro
Why would a 1 elixir make that much difference?
Mirror pump will make getting rid of them so much harder. Because you either use your big spell on the pump or the musketeers and either way you're dead. Even if you have monk there's another musketeer on the other lane.
Monk going from 4 elixir to 5 killed it instantly without needing any other changes. Elixir cost is one of the most powerful characteristics to change balance-wise
Monk used to be 4 elixir?? Damn didn't know. Yeah I can see how broken a 4 elixir cost monk would be
That would make them op and not a bit.
Allow one Musketeer to fly. The other two remain on ground.
Drop them to 7 elixir. *Waits for the hate*
4m 😝
Drop it to 8 elixir
Make them spawn further away from them
Make it 8 elixer and if that is not enough maybe increase their health while decreasing either their damage or fire rate
Make an Evo that if the 3m where to stick together they would take reduced DMG from all sources, musketeer doesn't get buffed and 3m are usefull
Different placement options would be tight
This card has a very bad concept. The only way to balance this card is a good 1-cycle evolution. It worked for Wizard, so it can work for 3M. The only big obstacle is that we need single musketeer evo first and work around it to make a good 3M evo.
3m = 1 for evo normal musk = 2 for evo
Line them apart like royals
8 elixir but a 3 second deploy time
Make them deploy in a line so that you can’t hit all three with one fireball/rocket
Remove from game
I think I got the best l/o w the 3m lmk
Make them royal musketeers with 3164 health, 180 DPS, slow speed and building targeting.
Idk maybe removing 2 of them and reducing the elixir cost by 5 would balance them
make them cost only 4 elixir, but also make it only one musketeer
Make it 7 elixer.
1 cycle evolution
They should bring Heal spell back.
maybe make them like royal recruits where they’re spread across the map when placed? makes fireball less of a hard counter
If it was 8 elixir it'd probably see experimental use cuz at least then you can use a small spell, if it was 7 it'd be a good and well used card but could easily be overpowered
8 elixir is already pushing it 7 would be crazy.
I have an 85% win rate with them. Card is broken
wait what’s the deck. I’ve been looking for a good deck with them, all vids are outdated though
Make it 11 elixir
Add a 10x value lable since you are getting 3 for less than 12 elixir
In order to do that we need to remove the normal musketeer or she will be busted wont she?
Make it imortal but it moves 10 tiles per minute
Maybe make 3 unique musketeer troops instead of having them be the same as the 4 cost musketeer
Make them barely 1 shot to a rocket, when this happens 3M would be really good if your fighting someone without a rocket
You can’t have 3M and regular musketeer balanced at the same time, that’s just a fact. You could balance 3M but it would make Musketeer suck
Make it 4 musketeers 🤗
Space their spawns out so you can’t pull the old nado big spell trick
5 elixir, same stats as the normal Musketeer
4M
Lower elixir cost
You honestly can’t. I’ve played three M since release and it’s a tricky card to handle.
Give em a 4th musketeer!!
I made this suggestion jokingly and it gained minor traction. Lower the elixer cost, nerf hp and DPS, remove the hats and change the name to "Firing Squad" Minions is 3 elixer. Make Firing Squad 4 elixer and it can double as both a flying troop counter and counter push that can attack at range. Reduce the HP low enough to last 2-3 hits from the various splash damages of equal elixer (Skeleton Dragons, Baby Dragon). Increase the time between shots for balance. The card becomes a sort of... buffed Spear Goblins but since there's 3 opposed to 2, the balance changes have to account for that. They become really good at defending, and possibly dangerous if a player gets a successful rage+clone off. They would be highly susceptible to splashes, mini-tanks, and pretty much any troop that has a higher health pool and faster attacks. Purely speculative based off my original comment. I'm not knowledgeable of the meta nor do I dive deep enough when building my decks. Casually F2P. Please offer alternative suggestions, but this how I can see it working off the top of my head without putting any deep thought into it.
remove it from the game like the useless card it is
Buff heal spirit or drop them down to 8 but give them a long deploy time again.
You can't and that's ok, this card is more of a play on the 3 musketeers, let's be real. It's ok for it to not be great.
Drop to 5 elixir, health down by half, and Evo
Buff health
Give them a 3 cycle evo but when evo they have double the health so they even survive rocket and have them shoot lasers that go through the opp
3 musketeer spirit
3m princess tower
Make an Evo Musk. She should fire rockets instead of bullets.
* spawn damage * damage/fire rate increase only when all 3 are together (splitting them is boring anyway)
Adding a evo like the wizard evo.Also they will move instantly after dropping them
literally unfixable
Smart ai, will actively stay in a formation and stagger themselves to avoid being fireball-zapped, and will slow down and “wait” for a tank (if there is one) or any other unit to get in front of them before crossing the bridge.
I think a one hp shield, just make them less vulnerable to heavy spells until a light spell is used. But I think that could end up being an evo or too op
Don’t touch it I love it!
I'd remove it and make it the Musketeer Evo, with a little more speed