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War Shield

Summary

  • Clan Wars are found under the social tab.
  • A Clan War can be started by either the leader or a co-leader of a Clan.
  • Starting a Clan War will include all participants in the clan. All Clan members who are at least King Level 8 and not already a participant of another Clan's War are able to participate. However, the Clan must have at least 10 eligible participants to start a War. Players are not required to participate in both Collection and War days.
  • Clan Wars last for 2 days. The first day is Collection Day, and the second day is War Day.
  • A Clan War is fought between 5 Clans. However, all battles are matched against random opponents. Also, the Final Battle is not necessarily between Clans of the same 5-Clan group and is also random. The goal of the war is to get the most victory points out of all five of the Clans to win!

Collection Day

  • Players get to battle 3 times on Collection Day.
  • On the map you'll find various game modes that change after they've been played. Game modes are the same as those playable in Special Event Challenges and Party mode.
    • In some modes, the players cannot use their own decks and cards are adjusted to tournament level; these modes are noted with (TS) for reference. In some other modes, the players use their own decks and own card level; players can either use their ladder deck (as they are usually higher levelled, and players are more used to them) or build decks oriented around the different game modes. In a few modes, the players use their own decks but are adjusted to tournament level; these modes are noted with (TS*) for reference.
    • Modes that require the players to build a deck in a separate screen (Locked Card, Restricted Card, Mega Deck, etc.) are unavailable as Collection Day modes.
    • Only five modes are available during each time period, in order to prevent diluting each mode's player pool too much.
      • Currently available modes: Draft (TS), Triple Draft (TS), Built Decks (Classic Decks) (TS), Triple Elixir, Troop Rush (Prince).
      • Formerly available modes (switched out, probably available again): Double Elixir Draft (TS), Ramp Up, Rage, Double Elixir, Sudden Death, Mirror (TS), Heist, Troop Rush (Bandit, Rascal Girl, Wall Breakers, Balloon), Dragon Hunt, 2v2, 2v2 Rage, 2v2 Sudden Death, 2v2 Draft (TS), 2v2 Double Elixir Draft (TS), 2v2 Touchdown (TS*). 2v2 Draft Touchdown (TS), 2v2 Triple Elixir, 2v2 Double Elixir, 2v2 Troop Rush (Balloon, Royal Hogs).
    • Three modes show up at a time. After a mode is played, it will be replaced a mode not shown.
  • Each battle in any game mode will reward Clan Cards but wins earn the most. The maximum amount of cards that you can contribute is dictated by your Arena/League.
  • Clan Cards are used to build your War Deck for War Day and up to 40 different Clan Cards can be found. There are a maximum of 12 Common Cards, 11 Rare Cards, 11 Epic Cards and 6 Legendary Cards available for each War's Collection Day.
  • Duplicate cards found during Collection Day raise the maximum level of your Clan's Clan Cards.
  • When Collection Day ends, War Day starts.
  • Collection Day play is required to play on War Day.

War Day

  • Battle with the Clan Cards for all the glory! The Clan with the most War Day victory points in the 5-Clan group wins the war!
  • Five Clans with a similar number of eligible participants and similar Clan Trophies will form a competitive group. However, the Final Battle is randomly matched rather than head-to-head with other members of the same group.
  • Only the players who have made at least one attack on Collection Day are eligible to attack on War Day. If fewer than 10 players have attacked, or fewer than 8 different cards are collected, this Clan War fails, and players become ineligible for the War Bounty gold they won in Collection Day.
  • You get to play one battle on War Day, which is called the Final Battle. There is only one goal, to win. This battle takes place in the regular 1v1 game mode, with a 3-minute Overtime if needed.
    • For Clans in the 5-Clan group with fewer eligible participants than others, some of the Clans' participants will be given an extra opportunity to battle so that all five Clans have an equal number of battles available.
  • For Clans with the same amount of War Day victory, the tiebreaker is the total amount of Crowns gained. If the Crowns gained are the same, they share the tied rank in question.
  • Create a War Deck out of the Clan's Clan Cards to use in your Final Battle.
  • Clan Card levels cannot be higher than your own card levels. Upgrade your own cards if necessary to use higher level Clan Cards.

Rewards

  • Clan Trophies are earned if your clan placed first or second place. They indicate your Clan's success in Clan Wars. At higher leagues, your clan will lose trophies for being 3rd, 4th, or last place.
    • Each victory on War Day will also add one trophy to your clan trophies at the end of the war.
    • If clans are tied in rank, they share all trophy gains or losses equally. For example, if two clans are tied for 1st, both clans earn 75 trophies in addition to any trophies they earn for War Day victories; however, both clans can obtain the 1st rank War Chest and Bounty Gold.
  • At the end of each War, players who made their War Day attacks can claim a War Bounty, containing the Rank Bounty Gold, the Victory Gold on both Collection and War Day, and either Bonus Gold (which equals 40%~120% the amount of aforementioned Gold), Gems, or a Trade Token.
  • Gain more Clan Trophies to progress through the Clan Leagues, which allow higher king tower levels and give bigger War Chests and War Bounty Gold.
  • At the end of every Clan War Season you'll earn a War Chest.
    • Your War Chest is based on your Clan League and the highest ranked war you participated in during the season.
    • Help your Clan achieve a better rank or higher league to earn a bigger chest for bigger rewards!

History

  • On 25/4/18, an Update added Clan Wars to the game.
  • On 30/5/18, three of the Collection Day modes: Double Elixir, Sudden Death and 2v2 Double Elixir were replaced by Triple Elixir, Ramp Up and 2v2 Draft Touchdown. Supercell later announced that mode switches will be a constant feature.
  • The 20/6/18 Update added Classic Decks (Built Decks) as a Collection Day mode, and doubled the Victory Gold and War Chest Gold.
  • The 6/8/18 Maintenance Break added Rage, Mirror and 2v2 Draft as Collection Day modes.
  • The 5/9/18 Update added Double Elixir Draft and 2v2 Rage as Collection Day modes. It also added bonus gold or Trade Token as extra bonus to clan wars, but all the bonuses can only be claimed if the players have done their War Day attacks.
  • The 3/6/19 Maintenance Break added Heist as a Collection Day mode.
  • The 4/8/19 Maintenance Break added Troop Rush as a Collection Day mode.
  • The 4/11/19 Maintenance Break added Triple Draft as a Collection Day mode.
  • 2v2 modes in Collection Day have been discontinued since Season 9 (March 2020).

Trivia

  • The Collection Day takes place on a map consisting of the Training Camp and Arenas 1-12, while Arena 13 and the Touchdown Arena are missing.
    • However, battles aren't necessarily fought in the same Arena as the player entered the game from the map, possibly because the two sides could have entered the game from different Arenas on the map but have to fight in the same Arena.
    • The Touchdown mode is always fought in the Touchdown Arena, and the Rage mode is always fought in the Spell Valley (Arena 5), regardless of the Arena the players entered the battle from.
  • When you open the War Chest, 3, 2 or 1 arrows are shot on the Chest if it's a 1st, 2nd or 3rd rank Chest, respectively.
  • If 10~40 players participate in the Collection Day and each player does all three attacks with a moderate overall win rate, the number of different Clan Cards unlocked will be equal or close to the number of participants.
  • If any Clan War battle (including Collection Day and War Day) ends in a tie, it will be counted as a loss, and cannot be redone. However, this now becomes extremely rare due to the Tiebreaker.
  • The current maximum amount of Gold in one War Bounty is 9,900. Without getting a second War Day attack, the maximum amount is 7,700.

Statistics

Clan League and War Bounty Statistics

Clan League B.I B.II B.III S.I S.II S.III G.I G.II G.III L.
Clan Trophy Requirement 0 200 400 600 900 1,200 1,500 2,000 2,500 3,000
War Day King Level Cap 9 10 11 12
Rank 4th/5th Bounty Gold 100 150 200 250
Rank 3rd Bounty Gold 200 300 400 500
Collection Day Victory Gold
Rank 2nd Bounty Gold 300 450 600 750
Rank 1st Bounty Gold 400 600 800 1,000
War Day Victory Gold
Bonus Bounty Gold if you do not get Trade Tokens* 80-1680 120-2520 160-3360 200-4200
Bonus Bounty Gems if you do not get Trade Tokens 10-50

*Upper limit can be exceeded for players who got two War Day attacks.

Clan Trophies Gained/Lost

Position Bronze I Bronze II Bronze III Silver I Silver II Silver III Gold-Legendary
1st 100
2nd 50
3rd 0 -5 -5 -10 -15 -20 -25
4th 0 -10 -15 -20 -30 -40 -50
5th 0 -20 -30 -40 -60 -80 -100

Additionally, Clans gain Trophies equal to the number of War Day victories.

Clan Cards

Victory
Arena or League Bronze Silver Gold Legendary
Arena 1 40 80 140 220
Arena 2 50 100 175 275
Arena 3 60 120 210 330
Arena 4 70 140 245 385
Arena 5 80 160 280 440
Arena 6 90 180 315 495
Arena 7 100 200 350 550
Arena 8 110 220 385 605
Arena 9 120 240 420 660
Arena 10 130 260 455 715
Arena 11 140 280 490 770
Arena 12 150 300 525 825
Challenger 160 320 560 880
Master 170 340 595 935
Champion 180 360 630 990
Loss or Draw
Arena or League Bronze Silver Gold Legendary
Arena 1 20 40 70 110
Arena 2 25 50 87 137
Arena 3 30 60 105 165
Arena 4 35 70 122 192
Arena 5 40 80 140 220
Arena 6 45 90 157 247
Arena 7 50 100 175 275
Arena 8 55 110 192 302
Arena 9 60 120 210 330
Arena 10 65 130 227 357
Arena 11 70 140 245 385
Arena 12 75 150 262 412
Challenger 80 160 280 440
Master 85 170 297 467
Champion 90 180 315 495

War Chest

Clan League and Rank Gold Cards Guaranteed Cards
Bronze 4th-5th 1,260 90 2 Epics + 18 Rares
(25% chance of containing a third epic)
Bronze 3rd 2,100 150 3 Epics + 30 Rares
(75% chance of containing a fourth epic)
Bronze 2nd/Silver 4th-5th 2.940 210 5 Epics + 42 Rares
(25% chance of containing a sixth epic)
Bronze 1st/Silver 3rd 3,780 270 6 Epics + 54 Rares
(75% chance of containing a seventh epic)
Silver 2nd/Gold 4th-5th 4,620 330 8 Epics + 66 Rares
(25% chance of containing a ninth epic)
Silver 1st/Gold 3rd 5,460 390 9 Epics + 78 Rares
(75% chance of containing a tenth epic)
Gold 2nd/Legendary 4th-5th 6,300 450 11 Epics + 90 Rares
(25% chance of containing a twelfth epic)
Gold 1st/Legendary 3rd 7,140 510 12 Epics + 102 Rares
(75% chance of containing a thirteenth epic)
Legendary 2nd 7,980 570 14 Epics + 114 Rares
(25% chance of containing a fifteenth epic)
Legendary 1st 8,820 630 1 Legendary + 15 Epics + 126 Rares
(75% chance of containing a sixteenth epic)
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