The Daily Puzzle Ledger

The Verdict

Read the board before you spend the hook → Place the Fisherman immediately in front of the King Tower → Let the hook drag her into the crossfire → Let three defenses finish her

The Board

Date
November 3, 2026
Puzzle
Kingfisher
Par
4
Cards given
  • Fisherman
Enemies
  • P.E.K.K.A (Level 11)

The Report

  1. Read the board before you spend the hook

    A Level 11 P.E.K.K.A marches down the right lane toward your right Princess Tower. Your whole hand is one card — a Fisherman (3 Elixir) — so there is no damage to trade: the entire puzzle is one placement decision.

  2. Place the Fisherman immediately in front of the King Tower

    Diagram for step II: Place the Fisherman immediately in front of the King Tower
    Placement shown in red. Original capture from the puzzle board.

    Drop him centred, just above/in front of your King Tower — not pulled toward either Princess Tower. This is the placement marked in red on the board below. Too far to either side and the hook misses or she re-targets a side tower.

  3. Let the hook drag her into the crossfire

    The Fisherman's hook pulls the P.E.K.K.A toward the centre of your side, well out of her comfortable lane. Once hooked, she retargets onto the King Tower.

  4. Let three defenses finish her

    Centred, the P.E.K.K.A eats shots from both Princess Towers and the King Tower at the same time. The King Tower — the tankiest building you have — becomes her target and soaks her hits while the combined fire burns her down. The Fisherman usually dies in the process; his job was never to survive.

Kingfisher is the second-ever Clash Royale Daily Puzzle (Day 2 of the November 2–8 launch batch, Season 89 “King vs. King”), released on November 3, 2026. It is rated Easy with Par 4, and the entire hand is a single card: the Fisherman. A Level 11 P.E.K.K.A advances down the right lane, and your only job is to make sure she never reaches the right Princess Tower comfortably.

Understanding the clue

Supercell confirmed that puzzle names carry hints, and Kingfisher is the cleanest example so far:

  • “Kingfisher” hides the word fisher — the Fisherman, the only card you are given. The name tells you the solution is a hook, not a fight.

The core idea: one placement, not a battle

A P.E.K.K.A one-v-one against everything you own is unwinnable through damage — you have no second card. The puzzle is won entirely through aggro manipulation:

  1. Unhooked, she walks down the right lane and trades punches with one Princess Tower — a slow, losing defense.
  2. Hooked into the centre, she is shot by both Princess Towers and the King Tower simultaneously, and her retarget AI eventually locks her onto the King Tower — your highest-HP building — which tanks her while the crossfire does the work.

That’s the whole puzzle: turn one defender into three.

Step-by-step solution

  1. Read the board. The P.E.K.K.A enters down the right lane. One card in hand: Fisherman. No defensive building, no swarm, no second chance to reposition — the placement has to be right the first time.
  2. Place the Fisherman centred, immediately in front of the King Tower. Not toward the left tower, not toward the right tower. If he stands too far from the King Tower she won’t be dragged far enough; if he’s too close to a side tower she can snap back to it after he dies.
  3. Let the hook do the work. She is dragged toward the centre of your side, out of her lane, and retargets onto the King Tower.
  4. Let the crossfire finish. Both Princess Towers and the King Tower shoot her at once while the King Tower absorbs her hits. She falls well before she can meaningfully dent your crowns.

Common failure points

  • Fisherman too far from the King Tower. The hook doesn’t bring her into the centre; she stays in a lane where only one tower engages her.
  • Fisherman too close to a side Princess Tower. After killing him she can re-engage that tower instead of walking into the King Tower’s tank zone.
  • Sending the Fisherman onto her. The hook needs distance geometry to drag her centre-ward; dropping him directly on the enemy wastes it.

Par and scoring

Kingfisher is rated Easy with Par 4. The name-clue reading plus the centred hook placement usually solves it in one or two attempts; four is the official benchmark.

Yesterday and today

This is the archive page for the November 3 puzzle. Yesterday’s opening puzzle is at Bone Blockade (November 2). For today’s puzzle, head to the front page — the newest solution always leads the site.

Notes & answers

What does the name 'Kingfisher' hint at?

The bird's name contains 'fisher' — pointing straight at the single card in your hand, the Fisherman. Supercell confirmed puzzle names carry clues, and this one literally hides the answer: hook, don't fight.

Why did my Fisherman fail to pull the P.E.K.K.A?

Placement. If he stands too far from the King Tower the hook doesn't drag her into the centre; if he's too close to a Princess Tower she can ignore him or snap back to that tower after killing him. Keep him centred, directly in front of the King Tower.

What is Par in Daily Puzzles?

Par is the target number of attempts, similar to golf. Kingfisher is rated Easy with Par 4 — solving it at or under four attempts is the intended challenge. There are no rewards; it is purely a skill bragging metric.

Sources

Facts on this page were verified against at least two of the sources below before publication.