Arena 1: P.E.K.K.A Bridge Spam








Arena 2: Hog 2.6








Any player tag, or a Ranked Top 1000 name.
Where do I find my player tag?
Tools
The player, clan and leaderboard tools read live from the official Clash Royale API, so what you see there is your account and the current ladder rather than a copy someone typed in. Other sections work from data maintained here: the Merge Tactics season and balance references, the rewards list and the mini games are curated rather than fetched live. The search above is the usual starting point: enter a player tag to open a profile directly, or type the name of someone currently in the Ranked Top 1000 to find them without knowing their tag.
A player tag is the short code beginning with a hash that identifies an account, and it is the only reliable way to find someone. Names are not unique in Clash Royale (many accounts share the same one) and a name can be changed, while the tag stays fixed for the life of the account. You will find yours in the game under your profile, and clans list the tags of their members. Searching by name works here only for players high enough in Ranked to appear in the leaderboard, which is why the tag is the more dependable route.
The tools overlap less than their names suggest. Player stats answer questions about one account: recent battles, win rate, card levels, collection progress and what has actually been played lately. Clan stats do the same for a group, including war participation and River Race history. The leaderboards show who is at the top right now, globally or by country. Meta decks show what those top players are running, grouped so that each entry is one exact eight-card deck rather than an average across variants.
The Deck Builder is the one that combines these. Rather than handing you a generic list, it starts from proven deck cores and narrows them using the mode you are playing, cards you want to include or avoid, and (if you load a player) that account's collection, card levels, Evolutions and Heroes. It is the right starting point when a deck you found elsewhere does not fit what you actually own.
Beyond the main ladder tools, the site covers Merge Tactics with a full tutorial, per-season references and a team builder, tracks currently running free rewards and promotions, and provides live overlays for streaming that link to your current deck and win streak. The mini games section hosts custom draft lobbies to play with friends.
Search by player tag or a Ranked Top 1000 name to inspect battles, decks, collection progress and recent performance.
The player tools combine official Clash Royale profile and battle data in one place. They are designed both for checking another player and for following your own progress over time.
Open your profile in Clash Royale and copy the code shown directly below your player name. It starts with a # and can be pasted into the search field above.
Name search covers the current Ranked Top 1000. A player tag is unique and works for every profile available through the official API.
The battle log covers recent matches, not the full history of an account. That is enough to see current form and which decks are actually being played, but it is not a lifetime record, and a run of games is a small sample. A player who looks poor across ten battles may simply have met bad matchups; the same ten games a day later can read completely differently.
A win rate is only meaningful next to the number of games it was calculated from and the mode those games were played in. Ladder, challenges and casual matches are different environments, and averaging them produces a number that describes none of them. When comparing two players, check that you are comparing the same kind of games before drawing any conclusion.
Collection progress and card levels are often the part that actually answers the question. Two accounts playing the same eight cards can experience entirely different games, because many interactions depend on a card surviving a specific hit or a spell finishing a specific unit. If a deck that works for someone else does not work for you, the levels are the first thing to check, and the Deck Builder can take yours into account instead of assuming maximum levels.
Search a clan by name or tag to review its members, activity, donations, River Race and Clan War history.
| # | Name | Role | Trophies | Ranked | Donated | Received | Last seen |
|---|
Use the member table to sort players by trophies, Ranked progress, donations, received cards and last activity. River Race and War Log views add the current race, participants, weekly results and Clan War trophy development.
Sort the member list by last seen and compare activity with donations and current progression. The values come from the latest clan response available through the official Clash Royale API.
Yes. A clan tag gives the most precise result, while name search lets you choose from matching clans.
Donation counts are the clearest signal of routine participation: they accumulate through everyday activity rather than through good play. A member with high donations is present regularly. A member with almost none may still be a strong player, but they are not engaging with the clan, which matters more if you are looking for a group that functions together.
Score and trophy requirements say what a clan asks for; the war log says what it delivers. Look at how many weeks were actually completed rather than at the best single result, because River Race performance depends on people turning up consistently. A clan with a modest but unbroken record is usually a better place to land than one with a spectacular week followed by silence.
Individual members go quiet for a week for perfectly ordinary reasons. What is worth noticing is the shape across the roster: several members inactive at once, donations concentrated on a handful of people, or war participation resting on the same few names. Those patterns predict how the clan will behave next month far better than its current position does.
Compare decks used by the best Ranked players and find what is performing in the current Top Ladder meta.
Pick one card – only decks running it stay in the list. Greyed out cards are not played in the current meta.
The Top 100, Top 200 and Top 1000 views are built from the same current Ranked sample. Exact eight-card decks are grouped so you can compare their score, number of players, recorded battles and win rate without mixing different deck variants together.
Swapping a single card changes what a deck can answer. A shell that trades its small spell loses a specific set of interactions and gains another, so two lists that differ by one card are two different decks with different matchups, not one deck with a variant. Grouping on the exact eight-card combination keeps those apart. It makes the sample per entry smaller, but it means a win rate you read here belongs to the deck you would actually copy, rather than to an average across builds that play nothing alike.
These three columns answer three different questions, and the most common mistake is treating the highest win rate as the best deck. A high win rate on a small number of battles usually says more about the handful of players piloting it than about the deck. Those players reached the top of Ranked with a build they have refined for months; the number travels with the pilot, not with the card list.
Popularity has the opposite bias. A deck played by many people is a deck that is accessible, well documented and forgiving, often genuinely good, sometimes just familiar. Score exists to balance the two, which is why it is the default sort. Use win rate when you have already decided on an archetype and want the strongest current version of it, and use players and battles to judge how much confidence the number deserves.
This list is drawn from the top of Ranked, and that environment does not transfer to every trophy range unchanged. Cards that dominate lower down can be near-absent here: the Inferno Tower is a good example: it is a reliable answer to tanks in mid ladder and barely appears in Top Ladder, because opponents at that level play around it as a matter of routine. The reverse also happens, where a deck demanding precise placement performs well in this sample and frustrates everyone below it.
So treat the list as evidence about what survives against expert opposition, not as a ranking of what will win the most games for you tomorrow. If your card levels or your comfort with a deck do not match what you find here, the Deck Builder is the better starting point: it takes your mode, your collection and your levels into account instead of assuming the Top Ladder environment.
It reflects the Ranked leaderboard as it stands now, and it moves with the leaderboard. After a balance change the list needs a while to settle, because it shows what people are actually playing rather than what is theoretically strongest.
Because grouping is strict. A deck that only a few top players run will show a small sample, and its win rate should be read with that in mind rather than at face value.
















































Arena 1 plays with your real card levels, so with your player tag loaded the builder puts your strongest cards there. Arena 2 bans eight cards and lifts every card to at least level 15, so levels matter less and the meta matters more.
Picks work per arena, and a card picked for one arena cannot appear in the other. Bans can apply to both.
Without a player tag you get the best decks for this mode, the same for everyone. The stronger feature is personalization: add your player tag and every deck is built around your account, with your card levels, the Evolutions and Heroes you have unlocked, and the cards you want in or out.
Behind each suggestion are three layers working together: a knowledge tree of card roles, air defence and proven swaps, real decks from daily ranked battle logs, and a level fit for your collection. That combination is what makes it the best Clash Royale deck builder out there.
Enter the eight cards you used there as bans for Arena 2.
It is probably doing more work in Arena 1.
Analyze one of your decks and find focused card replacements without losing its core strategy.
Coming soonSearch the current global Top 1000, switch to a country ranking, filter players by card and inspect their recent rank movement.
Ranked is the competitive ladder, and this list shows the top of it as the official API reports it right now. Positions move continuously while the season runs, so a rank you see here is a snapshot rather than a final standing. Toward the end of a season the top places tighten considerably, because the players holding them play fewer risky matches.
Both views come from the same Ranked ladder; what changes is the scope. The global list ranks everyone against everyone, while a local list narrows the same ladder to the players registered in one country, which usually means a far smaller pool. A player who sits comfortably in a national top ten may not appear in the global thousand at all, and that is not a contradiction: country entries also show the player's global rank alongside, so the two can be read together. Local rankings are the more useful view if you want to find people who play in your own time zone or follow a scene you already know.
Filtering the leaderboard by a card tells you who at the very top commits to it. That is a stronger signal than overall popularity, because these players choose decks knowing exactly what they will face. If a card you rely on barely appears here, it does not mean the card is bad: it usually means it struggles specifically against expert opposition, while remaining perfectly effective at the trophy levels most people play in.
It is tempting to copy the deck of whoever is currently first. The results rarely transfer. Ladder at this level rewards decks that demand precise placement and punish small timing errors, and the player you copied has thousands of games with that exact list. The deck did not carry them there on its own. Use the leaderboard to understand what holds up against strong opponents, then check whether the same approach suits your card levels and the way you actually play.
The final Ranked standings of the season that just ended, kept here permanently, together with how the top ten spent their last hours before the season closed.
When a Ranked season ends, the official API stops serving that season's standings altogether. The list of who finished where is simply gone, and there is no endpoint that brings it back. This page exists because the final table is recorded here before the season closes, then kept. What you see is the last state captured before the cutover, not a reconstruction.
The closing hours of a season are the part nobody normally sees. Players who are close in rating push hard right at the end, and positions that looked settled can change several times in the final stretch. Because every ranked match reports the trophies a player started with and what the result changed them by, those hours can be drawn as an actual curve per player rather than a single end number.
The rank and rating are the values that stood at the moment the season closed. The deck shown for a player is the last one they played in Ranked that season, which is not necessarily the deck they used for most of it, because a player may switch to something specific for the final push. Treat it as what they finished on, not as their season-long choice.
Compare clans by Clan War trophies or clan score, then narrow the ranking to a region or country.
| # | Clan | War trophies | Members | Location |
|---|
Clans can be ranked two ways here, and the two orders are genuinely different. Clan War trophies track how a clan performs in River Race weeks against other clans. Clan score reflects the standing of the clan as a whole. A clan can rank high on one and unremarkably on the other, so it is worth checking which ranking you are looking at before drawing conclusions.
War trophies move after each War week, and whether they rise or fall depends on the finishing position and the league the clan is in: in higher leagues a mid-table finish can cost trophies rather than earn them, and a Colosseum week does not run a River Race at all. What the standing reflects over time is therefore participation as much as results: a clan that fields a full roster every week tends to hold its position, while one that wins occasionally and then goes quiet gives ground back. Read it as a record of how reliably a clan shows up rather than as a ranking of skill.
A full clan is not automatically an active clan, and a clan sitting at fifty members may be carrying several who have not played in weeks. The member count tells you how much room there is; it does not tell you how many people participate. If you are looking for a clan to join, the war history is the more honest indicator, because it shows results over time rather than a single moment.
Filtering by location narrows the field to clans registered in one country. For finding a clan this is often more practical than the global list: war participation depends on people being online during overlapping hours, and a globally ranked clan whose core plays twelve time zones away is a poor fit no matter how good its record looks.
Open an available event ranking and search its players. Event boards appear only when the official API currently provides them.
Each event leaderboard belongs to a competition that ran for a limited window. The list is not restricted to what is live right now: the API returns current and past boards together, newest first, so you can open a finished event as well as a running one. A board whose event has ended simply stops changing. Because the source does not label them, whether a given board is still running is not always stated outright.
Ranked measures sustained performance across a season. An event measures a much narrower thing over a much shorter time, often under modified rules, fixed decks or restricted card pools. Those constraints reshuffle which cards and which players do well. Someone dominating an event board is not necessarily near the top of Ranked, and a Ranked regular may not enter events at all.
While an event is live the ordering is provisional. Players who started late can still climb, and positions near the top usually move most in the final hours. Treat a mid-event standing as a progress report rather than a result. Searching by name or player tag is generally quicker than reading down the list, with one limit worth knowing: the search runs over the top 1,000 entries loaded for that board, so a player ranked below that will not be found even though they took part.
Because many events alter the normal conditions, deck advice from regular ladder does not carry over cleanly. A card that is unremarkable in Ranked can be dominant when everyone shares a fixed deck or when levels are equalised, and an expensive deck that would be unplayable on ladder can work when the elixir rules change. Judge an event board on its own terms rather than against the standard meta.
Enter for a chance to win a prize.
Find currently available reward links, promotions and giveaways without mixing active claims with expired offers.
These are over. The links still work, but you should not expect to get anything from them.
Each active entry explains what is available and opens the relevant Clash Royale or Supercell destination. Reward availability is controlled by Supercell or the promotion owner and can end before an external link disappears.
Expired entries are kept separately so you can recognize older promotions, but you should not expect their claim to succeed.
Yes. The optional notification form sends an email after a new reward goes live. It can be unsubscribed at any time.
Legitimate Clash Royale rewards are claimed either inside the game or through an official Supercell page, and neither ever asks for your password on a third-party site. Any page requesting login credentials in exchange for gems, chests or free items is a phishing attempt, regardless of how convincing it looks. The entries here link to official sources for exactly this reason: the link is the useful part, and nothing on this site needs access to your account.
Most promotions run for a limited window and quietly stop working afterwards, often without any visible notice. Some are also region-limited or tied to a specific event, so a working link is not a guarantee that the reward is available to you. Checking the period before spending time on a claim saves more effort than it costs.
The list covers officially offered items and promotions: event rewards, code-based giveaways and time-limited Supercell offers. It deliberately excludes generators, free-gem services and anything promising currency outside official channels, because none of those are real. If something is not listed, the safest assumption is that it is not a legitimate offer rather than that it was overlooked.
Open a tracker in your browser or add it to OBS. Each plug-in refreshes live Clash Royale data automatically after setup.
Track your wins, trophies and more!
Show your most recent played deck!
Compete against other players and track your standings!
Display your Merge Tactics win streak!
The overlays are regular browser pages linked to current API data. Keep one open next to the game for personal session tracking, or paste the generated URL into an OBS Browser Source for viewers.
Each tracker is a normal web page, which is the whole point: any streaming software able to show a browser source can show it, and nothing needs to be installed. Open a page, leave it running, and it keeps itself current while you play. Because everything is driven by a player tag rather than a login, you can also point a tracker at an account you do not own, which is what makes them usable for casting and co-streams.
All of these read from the official API, and the API publishes a battle once it is over. Overlays therefore describe completed games, never the board currently in front of you. A deck appears after the first match played with it, and a streak advances once the win is recorded. This is worth telling viewers, because a display that has not moved for two minutes usually means a long game rather than a broken page.
The win streak tracker suits a single player pushing a run and gives the audience a number to follow. The current deck overlay answers the question chat asks most, without interrupting play. The challenge board is for two to four accounts racing at once, so it fits tournaments and community events rather than a solo session. The Merge Tactics session tracker follows placements across a run, since a single round in that mode says very little on its own.
Choose a favorite or recent player, search the Ranked Top 1000 by name, or enter any player tag. The account is shown below for confirmation.
Resets on its own after 4 hours without a battle. To start a fresh session sooner, add &reset=1 once, then remove it again.
The tracker reads the chosen account's recent battles from the official API and derives the current run from them. Because the API publishes a match once it has finished, the overlay reflects completed games rather than the match in progress. A win appears shortly after the result is final, not while the crowns are still being counted.
If several games finish in quick succession the counter can advance by more than one at a time. That is the same behaviour, not a fault: the overlay is catching up with a battle log that gained multiple entries between two reads. For the same reason, a game you just finished may take a moment to appear.
Which battles should count is a real decision rather than a detail. Counting everything produces a number that ladder losses reset constantly; restricting it to one mode produces a run that means something specific but moves more slowly. Pick the setting that matches what you are actually showing your viewers, and remember that a streak is only interesting if the audience knows what it is counting.
The overlay is an ordinary browser page, so any streaming software that can display a web page can display it. Keep the page open and it keeps updating on its own; there is nothing to restart between matches. Since it works from a player tag rather than a login, it also works for an account you do not own: useful for casting someone else's run.
Choose a favorite or recent player, search the Ranked Top 1000 by name, or enter any player tag. The account is shown below for confirmation.
This overlay displays the eight cards an account most recently played, taken from the official battle log. It answers the question viewers ask most often without the streamer having to interrupt anything to explain what is in the deck.
The API reports a battle after it ends, so the overlay shows the deck from the most recent completed game. If a deck is switched between matches, the change becomes visible once the first game with the new deck has finished. This is a property of the data source rather than a setting, and no overlay can work around it.
Different modes produce different decks, and mixing them makes the display confusing. Choosing a mode keeps the overlay tied to what you are actually playing, so a casual game or a draft does not replace the ladder deck your viewers are following.
A deck list on its own does not explain a result. The same eight cards behave very differently at different levels, and interactions that work at one level fail at another. If you want the full picture (levels, Evolutions and Heroes for that account) the player stats page covers it, and the Deck Builder can take those levels into account when suggesting alternatives.
Two players are enough, four is the maximum. Choose favorites or recent players, search the Ranked Top 1000 by name, or enter any player tag.
Add &reset=1 once to start a fresh session, then remove it again.
The challenge board compares several accounts side by side while they play, which is what a race or a small tournament actually needs. Two players are enough to run it and four is the maximum, so it fits a head-to-head as comfortably as a four-way event.
The board does not require the tracked players to face each other. Each account is read individually from the official API, so a race works even when everyone is playing separate matches at the same time: the usual format for a ladder challenge. Positions update as each player's games finish.
A comparison is only readable if the goal is unambiguous. First to a number of wins, most wins in a fixed window and highest total are all reasonable, but they reward different behaviour: a race to a fixed number rewards consistency, while a timed window rewards volume and encourages risk near the end. Decide which one you want before starting, because switching midway invalidates the run.
Because the data comes from finished matches, a player who is mid-game appears to be standing still until that game ends. Late in a close race this is very visible, and it is worth telling viewers rather than letting them read it as a stalled board. Adding a player requires their tag, not an invitation, so the participants do not need accounts here.
Works for every account and every league – the star count comes from the player profile. Choose a favorite or recent player, search the Ranked Top 1000 by name, or enter any player tag.
Add &reset=1 once to start a fresh session, then remove it again.
This overlay tracks progress in Merge Tactics across a session rather than a single game. The star count comes from the player profile, so it works for every account and every league without any additional setup beyond choosing who to follow.
Merge Tactics results are placements rather than straightforward wins and losses, and a single round says very little. A run of games shows something a scoreboard cannot: whether the approach being played is holding up. For a stream that is the more interesting number, because it gives viewers a reason to keep watching past one result.
Placements swing. A strong session can contain several poor rounds, and a weak one can open with a win. Watch the direction over a stretch of games rather than reacting to each result, and be aware that the display updates once a round has been recorded on the profile, so the current game is not yet part of what you see.
The overlay deliberately stays compact and does not explain the mode. If you or your viewers want the mechanics (rounds, economy, merging and positioning) the tutorial covers them properly, and the per-season reference shows which Ruler, troops, equipment and modifiers are actually available in the season being played.
This overlay is not built yet – we'll add it step by step.
Pick a name and an emote: this is who you'll be in every lobby, draft and battle.
Choose your emoteCreate a lobby for Geier Royale, Mega Draft or Imposter Royale, invite players and build creative decks together.
Every mode builds one eight-card Clash Royale deck, because each round adds exactly one card. The deck is not played here: you take it into Clash Royale and play it against the other people from your lobby. What changes from mode to mode is how you are allowed to claim a card.
A lobby holds 2 to 15 players and open seats can be filled with bots. You decide how many card rounds are played and how long a single round lasts, and you either raise the difficulty, which shrinks the card pool, or use the card filter to choose exactly which cards may appear. Lobbies are public or private, private ones are entered with a lobby code, and people can join as players or as spectators.
Everyone picks at the same time. Each round you choose one card and put a weight on it, and that weight is the elixir you bid.
Because everyone bids at once, you are not only building your own deck, you are bidding against the others. Spending your 8 early wins one strong card but leaves you with nothing to defend yourself later, so it pays to watch which decks the others are building.
No simultaneous bidding. One large card pool is open to everyone, and the players take turns removing a single card each. A card that someone has taken is gone for everybody else. This continues until every player holds a full deck.
Again one large pool and eight rounds, but every round gives you a pick and a block.
A block is therefore worth twice over. It denies someone a card right now, and it buys you priority in every conflict that follows.
Geier Royale with the same bidding, plus the impostor. Every round one card is secretly swapped for a different one, and by the end of a game two of your cards can be impostors. You can plan a deck, but you cannot rely on it staying the way you built it.
Like Geier Royale, but without weights: you simply tap the card you want. The catch is that nobody else may tap the same one.
The card pool is laid out as a grid and you cannot pick freely. The next card has to sit directly above, below, left or right of your last one, so you move through the pool the way you move in the snake game. Once per game a joker lets you make a single diagonal move.
Short turns and very little time to decide which card to take. This mode is still being designed and cannot be played yet.
Search by lobby name or enter an invite code. Private lobbies require approval.
Search by name or show public lobbies.
No pending requests

The decks from the completed round will appear here.
You can follow the lobby and completed decks. Private bids and player actions stay hidden.
Spectators can watch the chat, but only players can send messages.
Prepare your deck3
Create or join a multiplayer lobby, choose a playable mode and finish a full eight-card draft. Each mode changes how cards are claimed, blocked or secretly replaced.
Building a deck at leisure and drafting one under pressure reward different things. In a draft you cannot assemble the ideal list: you take what is offered, and every pick removes an option from someone else. A card that is unremarkable on ladder can be an excellent pick simply because it fills the role you are still missing, and a strong card can be the wrong choice if it duplicates what you already hold.
The same role inventory that makes a constructed deck work applies here, only faster. A draft deck without a win condition has no way to close a game, and a deck without an answer to air loses to whatever flies first. Take those before taking the individually strongest card: a collection of good cards that cannot cover each other's weaknesses loses to a plainer deck that is complete.
Lobbies are made to be shared: create one, pass the link on, and draft together. Because everyone drafts from the same pool, the result is a match where the decks were shaped by the group rather than copied from a meta list, which tends to produce games that look nothing like ladder.
No saved decks yet – tap the bookmark under a deck in the Battle Log to save it here.
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