Every mode and minigame seen in the battles Clashest has analyzed — from ranked and ladder to limited-time events. Each mode gets its own deck rankings and top-player table.
Ranked, ladder, challenges, tournaments, and clan wars — battles with something on the line.


The classic 1v1 trophy ladder: win to gain trophies and climb through the arenas of Trophy Road, lose and you drop back down.
4,535 battles (7d) · 4,971 all-time
Limited-time modes with twisted rules — drafts, elixir modifiers, showdowns, and seasonal minigames.
A friendly battle played under a special Showdown event ruleset. Results never affect trophies or ranking.
1,062 battles (7d) · 1,077 all-time
Elixir generates seven times as fast as normal for the entire match.
385 battles (7d) · 385 all-time
Each player drafts their whole deck before the battle, picking one card from each set of four options — then fights with the result.
177 battles (7d) · 181 all-time
Elixir generates three times as fast as normal for the entire match.
116 battles (7d) · 139 all-time
Players take turns choosing between pairs of cards — each pick gives you one card and hands the other to your opponent.
110 battles (7d) · 128 all-time
A limited-time Clash Royale event mode. Clashest tracks its decks and top players from real battles while the mode runs.
27 battles (7d) · 77 all-time
Players take turns choosing between pairs of cards — each pick gives you one card and hands the other to your opponent.
21 battles (7d) · 21 all-time
Elixir generates seven times as fast as normal for the entire match.
19 battles (7d) · 20 all-time
Players take turns choosing between pairs of cards — each pick gives you one card and hands the other to your opponent.
17 battles (7d) · 23 all-time
No towers — score by getting any troop across the opponent's end line, gridiron-style.
11 battles (7d) · 13 all-time
Players take turns choosing between pairs of cards — each pick gives you one card and hands the other to your opponent.
6 battles (7d) · 6 all-time
Elixir generates three times as fast as normal for the entire match.
5 battles (7d) · 5 all-time
Elixir generates twice as fast as normal for the entire match.
5 battles (7d) · 5 all-time
Elixir generation speeds up as the match goes on, ramping from normal speed toward triple speed.
3 battles (7d) · 3 all-time
The whole arena is permanently under a Rage effect — troops and buildings move and attack faster all battle long.
1 battle (7d) · 1 all-time
Both players battle with identical copies of the same deck.
1 battle (7d) · 1 all-time
A limited-time Clash Royale event mode. Clashest tracks its decks and top players from real battles while the mode runs.
0 battles (7d) · 20 all-time
Elixir generation speeds up as the match goes on, ramping from normal speed toward triple speed.
0 battles (7d) · 10 all-time
Players take turns choosing between pairs of cards — each pick gives you one card and hands the other to your opponent.
0 battles (7d) · 2 all-time
Friendlies, clan-mate battles, and practice variants — results never cost trophies.
Casual battles against friends or clanmates. Card levels are set to tournament standard and results never affect trophies or ranking.
788 battles (7d) · 847 all-time
A friendly multi-deck duel: each round is played with a different deck, first to two round wins takes it. No trophies at stake.
27 battles (7d) · 27 all-time
A friendly battle played with preset classic decks rather than the decks in your own collection.
6 battles (7d) · 11 all-time
A friendly battle variant — tournament-standard card levels, and results never affect trophies or ranking.
2 battles (7d) · 2 all-time
Mode descriptions summarize each mode's public rules. Battle counts are exact numbers from the battles Clashest has ingested via the official API in the selected window — modes with few recorded battles simply have small samples, and their pages say so honestly.