Clash of Clans Ranked Battles & Leagues Explained

Updated July 2026 · reflects Ranked Battles + the April 2026 Legend split · last reviewed

If you last pushed trophies a year ago, forget almost everything you knew about the Clash of Clans ladder. The classic system — Bronze, Silver, Gold, Crystal, Master, Champion, Titan and then Legend at 5,000 trophies — is gone. On 6 October 2025 Supercell replaced it with Ranked Battles: a weekly, tournament-style ladder where you get a fixed pool of attacks, climb through 33 numbered creature-named leagues (Skeleton 1 all the way up to Electro 33), and only the top finishers of each group get promoted. Then, on 20 April 2026, the very top changed again — Legend League was split into three tiers, Legend III, Legend II and Legend I, each with its own format and difficulty modifiers. Most third-party guides still describe the retired Bronze-to-Titan names, so here is the real, current picture: how Ranked Battles works, every league in order, exactly how trophies are earned and lost, what a "league floor" is, and how your Town Hall (now capped at TH18) fits into all of it. No invented numbers — where Supercell hasn't published a figure, this guide says so.

Clash of Clans Rank Order & Mechanics

System
Ranked Battles — weekly tournaments, 33 numbered creature leagues (Skeleton 1 → Electro 33) + Legend I/II/III
Lowest rank
Skeleton 1 (or your Town Hall’s league floor)
Highest rank
Legend I (top tier, reached by promotion above Electro 33)
Promotion & derank
Ranked Battles (live 6 Oct 2025) replaced the old Bronze–Titan trophy ladder. You get a limited pool of attacks each week (about 6–18 across the numbered leagues, with higher fixed counts in Legend — Legend III 24/wk, Legend II 30/wk, Legend I 8/day); 3★ = 40 trophies, 2★ = 16–32, 1★ = 5–15, 0★ = 0–4. Weekly tournaments promote the top finishers of each group and demote the bottom. You can never drop below your Town Hall’s league floor. Legend League was split into Legend III / II / I on 20 Apr 2026, each with its own tournament format and Battle Modifiers.

Town Hall progression, TH7 to TH18 (your league floor)

  1. Clash of Clans Town Hall 7 icon1. Town Hall 7
  2. Clash of Clans Town Hall 8 icon2. Town Hall 8
  3. Clash of Clans Town Hall 9 icon3. Town Hall 9
  4. Clash of Clans Town Hall 10 icon4. Town Hall 10
  5. Clash of Clans Town Hall 11 icon5. Town Hall 11
  6. Clash of Clans Town Hall 12 icon6. Town Hall 12
  7. Clash of Clans Town Hall 13 icon7. Town Hall 13
  8. Clash of Clans Town Hall 14 icon8. Town Hall 14
  9. Clash of Clans Town Hall 15 icon9. Town Hall 15
  10. Clash of Clans Town Hall 16 icon10. Town Hall 16
  11. Clash of Clans Town Hall 17 icon11. Town Hall 17
  12. Clash of Clans Town Hall 18 icon12. Town Hall 18

What Ranked Battles changed (Oct 2025 & April 2026)

The old ladder was a permanent, always-on multiplayer queue: you attacked whenever you wanted, your trophies drifted up or down with every raid, and your "league" was just a band of that trophy count. Ranked Battles scrapped that model entirely. Instead of an endless queue, the competitive ladder now runs as a weekly tournament. You sign up, you are dropped into a group of players in your Town Hall range, and you spend a limited number of attacks over the week trying to bank as many trophies as you can. At the end of the week the group is sorted by trophies earned, the top finishers are promoted to the next league, the bottom finishers are demoted, and everyone in between holds their spot.

Two things make this feel very different from the old game. First, attacks are a scarce resource — you cannot grind indefinitely, so every hit matters and a single three-star swing can move you several places in your group. Second, you can never fall below your Town Hall's league floor (more on that below), which stops higher Town Halls from sandbagging in beginner leagues. The April 2026 update then rebuilt the summit: Legend, which used to be a single open pool above 5,000 trophies, became three separate tiers — Legend III, Legend II and Legend I — each running its own tournament and applying its own Battle Modifiers that buff defenses and weaken attacking heroes. If your goal is a clean, hands-off climb through the numbered leagues, a resource top-up like the Ultimate Resource Bundle keeps your army funded so you never miss a weekly attack for lack of loot.

The league ladder: Skeleton to Electro (33 numbered leagues)

Below Legend, Ranked Battles has 33 numbered leagues, grouped into eleven creature-named tiers of three leagues each. In climbing order they run: Skeleton (1–3), Barbarian (4–6), Archer (7–9), Wizard (10–12), Valkyrie (13–15), Witch (16–18), Golem (19–21), P.E.K.K.A (22–24), Titan (25–27), Dragon (28–30) and Electro (31–33). So a fresh account starts in Skeleton 1, works up through Skeleton 2 and 3, gets promoted into Barbarian 4, and so on, right up to Electro 33 — the highest numbered league before Legend.

The naming is the part that trips people up, because the new creature names overlap awkwardly with the old trophy leagues. "Titan" and "Dragon" here are mid-to-upper numbered leagues, not the elite tier — the elite tier is Legend, which sits above Electro 33. Each numbered league also carries a League Bonus: bonus loot (Gold, Elixir and Dark Elixir) that scales up as you climb, so higher leagues are worth pushing for the resources alone. That is a large part of why climbing pays for itself — the League Bonus feeds directly back into the upgrades that let you climb further. If your storages are dry and you cannot afford to keep your army rolling, dedicated Gold Farming or Dark Elixir Farming refills them so the League Bonus is a top-up rather than your only income.

Legend League: Legend III, II and I (the April 2026 split)

Reaching Legend is still the milestone every serious player chases, but since 20 April 2026 "Legend" means three different things. All three tiers hand out the same Star Bonus and League Bonus, but they run on different formats and apply different Battle Modifiers that make attacking progressively harder by boosting defending buildings, heroes and Guardians while trimming your attacking heroes' damage and hitpoints.

Here is how the three tiers work under the current system:

  • Legend III — a weekly tournament with 24 battles per week. The top 5 players in each group are promoted to Legend II. This is the entry floor of Legend and where most players who "hit Legend" actually sit.
  • Legend II — a weekly tournament with 30 battles per week. The top 3 players in each group advance to Legend I. Fewer promotion slots, tougher modifiers.
  • Legend I — the true summit, run as a four-week tournament with 8 daily battles. Anyone who falls below rank 10,000 is demoted each week, so it is a constant fight to stay in. This is the tier the global leaderboard is drawn from.

When the split first went live, Supercell placed everyone by a one-time snapshot: the top 12,500 players went straight into Legend I, the next 50,000 into Legend II, everyone else into Legend III, and players who couldn't hold Legend dropped back to Electro 33. If your target is simply to reach Legend rather than defend the leaderboard, a maxed hero roster does most of the heavy lifting — our Heroes Leveling service brings the King, Queen, Warden, Champion and Minion Prince up to the levels those late-league modifiers demand.

How trophies work: attacks, stars and the weekly tournament

In Ranked Battles your trophy gain comes purely from how well you attack — there is no defensive trophy loss draining your count while you sleep, because the tournament format only scores your own offense. Each attack pays out on a star-and-destruction scale:

  • Three stars — a flat 40 trophies. The maximum, and what you want on every hit.
  • Two stars16 to 32 trophies, scaling with your destruction percentage. A 99% two-star is worth far more than a 55% two-star.
  • One star5 to 15 trophies, again by destruction percentage.
  • Zero stars0 to 4 trophies, so even a failed attack can scrape a point or two off the damage you dealt.

Because you only have a fixed number of attacks per week — roughly 6 in the lowest leagues, scaling to about 18 near the top of the numbered ladder (Electro), then the separate Legend counts above — consistency beats volume. Two reliable three-stars are worth more than five sloppy two-stars. At the end of the week the game ranks everyone in your group by total trophies earned, promotes the top slice, demotes the bottom, and resets the tournament. A steady Dark Elixir supply matters more than it looks here: it keeps your heroes and dark troops upgraded, and upgraded heroes are the difference between a clean three-star and a 95% two-star that leaves trophies on the table.

League floors and Town Hall progression (TH7–TH18)

Clash of Clans has always had two progression axes, and Ranked Battles ties them together. The first is your Town Hall level, now capped at Town Hall 18 — the current maximum. The second is your league. The link between them is the league floor: every Town Hall level has a minimum league it can never drop below. Higher your Town Hall, higher your floor. That is the mechanic that killed "engineering" and sandbagging — a maxed TH16 or TH17 can no longer sit in a beginner league farming weak opponents, because the floor drags them up to where their base belongs.

Ranked Battles opens at Town Hall 7, so anything below that is still learning the game. From TH7 up to TH18, your floor rises tier by tier, which means real progress in Ranked is a product of both lines: a stronger Town Hall with maxed offense clears higher leagues, and clearing higher leagues feeds the League Bonus loot that funds the next Town Hall. Inactivity also feeds back in — sit out and you drift down one rank at a time, though the April 2026 update relaxed this from one week to four weeks before demotion kicks in, so a short break no longer tanks your standing. If your Town Hall is ahead of your base, our Base Building service (which needs no account access at all — you just import a layout link) hands you a war- or trophy-ready design that actually defends at your floor.

How to actually climb in Ranked Battles

The scarce-attack format rewards preparation over grind. A few things move the needle more than anything else:

Never waste an attack on a full army timer. Because attacks are limited, you want every hit to happen with a full, upgraded army and your Clan Castle, spells and heroes ready. Going in short-handed to "use up" an attack is how players stall a whole league. Keeping troops and spells funded is the whole game — a single Ultimate Resource Bundle refill removes the loot bottleneck for a full week of attacks.

Heroes are the climb. At every league above the midpoint, the Battle Modifiers and stronger defenses mean under-leveled heroes simply cannot three-star. The Barbarian King, Archer Queen, Grand Warden, Royal Champion and Minion Prince are the units that carry a two-star into a three-star, so if your climb has stalled, the fix is almost always hero levels rather than a new army composition — which is exactly what Heroes Leveling targets.

Play your best attack, not the meta attack. Ranked scores your destruction, so a strategy you can execute at 100% reliability beats a stronger army you fumble half the time. Consistency is the whole ballgame when you only get a handful of attacks. And hold attacks for the right opponents — spend your hits on bases you can confidently three-star, not on the scariest layout in the pool.

Why a maxed base decides your ranked ceiling

Ranked Battles made one thing brutally clear: your league ceiling is your base's ceiling. The league floor pulls you up to your Town Hall, but climbing above the floor is entirely down to offense — and offense in Clash of Clans is a resource problem. Every hero level, every troop and spell upgrade, every Town Hall bump is paid for in Gold, Elixir and Dark Elixir, and at the top of the game the numbers are enormous: a maxed TH18 base holds tens of millions of Gold and Elixir plus hundreds of thousands of Dark Elixir across its storages. If those upgrades aren't done, no attack strategy saves you against Legend-tier modifiers.

That is where the farming services fit into a ranked climb rather than replacing it. Gold Farming pays for defenses, walls and Town Hall upgrades; Dark Elixir Farming feeds the three dark heroes and dark troops that decide high-league attacks; and the Ultimate Resource Bundle fills all three at once for the fastest reset back to full. There is even a second ladder if you want it — the Builder Base runs its own versus-battle ranking, and our Builder Base Trophies service pushes that ladder for you while your Home Village keeps climbing Ranked.

Is Clash of Clans boosting safe for your account?

The honest answer: Supercell bans for third-party software and modified clients, not for a strong player attacking well on your account. Our boosters attack entirely by hand — no bots, no scripts, no sandbox tools, nothing that trips Supercell's automated detection. Across more than 50,000 completed orders our record of account bans traced to our services stands at zero. Every piloted session is routed through an enterprise-grade VPN pinned to your own country and played inside your normal loot-raiding hours, so to the game your village simply keeps playing the way it always has. Your booster spends no gems, changes none of your settings, and opens nothing beyond the service you ordered — and your login is cleared the moment the work is delivered. Prefer to hand over nothing at all? Base Building requires zero account access: you receive an importable copy-a-layout link, and no one ever touches your account.

Where boosting fits in the new Ranked ladder

Ranked Battles didn't make the climb shorter — it made it a weekly commitment with scarce attacks and a base that has to be ready every single time you queue. That is the gap boosting closes. If you love the attacking but hate the grind that funds it, the farming services keep your storages full so every weekly attack lands with a maxed army: start with Gold Farming or the all-in-one Ultimate Resource Bundle. If your climb is stalling against high-league modifiers, the fix is almost always Heroes Leveling — maxed heroes are what turn two-stars into three-stars near the top. And if you want a defense that actually holds at your Town Hall's league floor, Base Building gives you a proven layout with no login shared. Every service page carries a live calculator — set your Town Hall level, hero levels or resource target and your exact quote appears instantly.

Clash of Clans Rank System FAQ

The 6 October 2025 update replaced the old always-on trophy ladder (Bronze, Silver, Gold, Crystal, Master, Champion, Titan, Legend) with Ranked Battles: a weekly tournament where you get a limited pool of attacks, climb 33 numbered creature-named leagues from Skeleton 1 to Electro 33, and only the top finishers of each group are promoted. On 20 April 2026 the top of the ladder changed again when Legend League was split into three tiers — Legend III, Legend II and Legend I — each with its own format and Battle Modifiers.

There are 33 numbered leagues below Legend, grouped into eleven creature-named tiers of three each: Skeleton (1–3), Barbarian (4–6), Archer (7–9), Wizard (10–12), Valkyrie (13–15), Witch (16–18), Golem (19–21), P.E.K.K.A (22–24), Titan (25–27), Dragon (28–30) and Electro (31–33). Above Electro 33 sits Legend League, which since April 2026 is itself split into Legend III, Legend II and Legend I.

Trophies come only from your own attacks. A three-star win is a flat 40 trophies; a two-star pays 16–32 depending on destruction percentage; a one-star pays 5–15; and even a zero-star attack scrapes 0–4 for the damage dealt. You have a fixed number of attacks each week (roughly 6 in the lowest leagues up to about 18 near the top of the numbered ladder), so consistent three-stars matter far more than raw attack volume.

Legend is the top tier, above Electro 33. Since 20 April 2026 it has three sub-tiers that share the same Star and League Bonuses but use different formats and Battle Modifiers. Legend III runs 24 battles per week and promotes the top 5 of each group. Legend II runs 30 battles per week and promotes the top 3. Legend I is a four-week tournament with 8 daily battles where anyone below rank 10,000 is demoted weekly — it feeds the global leaderboard.

A league floor is the minimum league your Town Hall can never drop below. The higher your Town Hall level, the higher your floor. It was introduced with Ranked Battles to stop high Town Halls from sitting in beginner leagues and farming weak opponents — your base is always dragged up to a league appropriate to its strength, so climbing above the floor is purely a matter of how well you attack.

Town Hall 18 is the current maximum level. Ranked Battles is playable from Town Hall 7 upward, and each Town Hall level sets its own league floor, so a maxed TH18 has the highest floor in the game. A fully maxed TH18 base holds tens of millions of Gold and Elixir plus hundreds of thousands of Dark Elixir across its storages.

It depends on your league. The lowest numbered leagues give around 6 attacks per week, scaling up to about 18 near the top of the numbered ladder (Electro). In Legend the counts are set per tier and are higher: Legend III has 24 battles per week, Legend II has 30 per week, and Legend I gives 8 battles per day across a four-week tournament. Because attacks are scarce, every hit should be made with a full, upgraded army.

Ranked runs as recurring weekly tournaments rather than a single seasonal count. Each week your group is re-sorted, the top finishers are promoted and the bottom are demoted, then a new tournament begins. You can never fall below your Town Hall's league floor, and since April 2026 inactivity only demotes you after four weeks away rather than one, so a short break no longer wipes out your progress.

Reaching Legend League — anything from Legend III up — is the milestone most competitive players chase, since it is above all 33 numbered leagues and carries the strongest League Bonus loot. Within Legend, holding Legend I and staying above rank 10,000 is genuinely elite, because that tier is a constant four-week fight against the hardest Battle Modifiers and feeds the global leaderboard. For most players, comfortably clearing the Titan and Dragon numbered leagues already puts you well above average.

It is if the grind is the part you dislike. Ranked Battles ties your league to your base strength through the league floor, so real climbing depends on maxed offense — heroes, troops and spells — all of which are paid for in Gold, Elixir and Dark Elixir. Boosting fits by keeping your storages full so every weekly attack lands with a full army (Gold Farming, Ultimate Resource Bundle) and by leveling the heroes that carry high-league attacks (Heroes Leveling). It accelerates the climb rather than replacing the game.