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RohitUpdated Aug 13, 20269 min readArticle

Clash of Cards Drop Rates and How to Finish

Supercell published the exact card drop rates. Here is which set is genuinely rarest, why trading beats grinding, and how to collect all 60 before August 31.

Clash of Clans Clash of Cards event collection screen with troop cards

Quick Answer

> Quick answer: You need 60 unique cards before the event ends on 31 August. Supercell published the drop rates, so this isn't guesswork. Elixir troop cards sit at 2.25 percent each, dark elixir at 1.64 percent, builder base at 1.53 percent and super troops at 1.12 percent. Because there are more elixir cards in the pool, any given pack has roughly a 42.75 percent chance of containing an elixir card and only about 16.83 percent of containing a builder base one.

That gives you two different answers to the word rarest. As a set, builder base is the hardest to complete, because your packs simply produce fewer of them. As an individual card, super troops are the rarest, at 1.12 percent apiece.

Regular attacks alone will not finish this. You get 2 packs a day plus 10 at the start, which caps out around 68 packs, and 68 packs of random duplicates does not reliably produce 60 unique cards. Trading is the mechanic that closes the gap, and it's the part most players ignore until the last week.

What the Published Rates Actually Mean

The per card numbers look small until you multiply them by how many cards sit in each group, which is where the useful picture appears.

An elixir troop card drops at 2.25 percent, and with the number of elixir cards in the pool that stacks up to about 42.75 percent for the group. So nearly half your packs hand you something from the elixir set, which is why most players fill that row early and then wonder why the rest crawls.

Dark elixir cards drop at 1.64 percent each, giving roughly 21.32 percent for the group. Super troops are 1.12 percent each, which lands around 19.04 percent for the group because there are a lot of super troops. Builder base cards, at 1.53 percent each, come to only about 16.83 percent as a group.

Read that ordering carefully, because it inverts what people assume. Super troop cards are the rarest thing to pull individually, and yet the super troop group arrives more often than the builder base group does, purely because the group is bigger.

The practical consequence is that your last few missing cards will almost certainly be builder base cards or specific super troops. Planning around that from day one is worth more than any amount of extra grinding, since you can direct your trades at the gap instead of discovering it on the 29th.

Every Way to Get Card Packs

Packs come from more places than the event screen suggests, and missing one of these sources is the single most common reason a collection stalls.

Battles are the baseline. You get two card packs a day from multiplayer attacks, plus 10 available at the start of the event, which adds up to roughly 68 packs across the month if you never miss a day. That's the floor, not the ceiling.

The trader carries free card packs periodically through the month, and those are easy to miss because the trader refreshes on its own schedule rather than announcing itself. Checking it daily costs seconds.

The Awesome Medal Event running from 12 to 31 August carries card packs on its free reward track, which is a large chunk of packs for players who work through it. Our medal event guide covers how fast that track moves.

Supercell store quests are the source most players skip entirely. Those quests hand out card packs and, at the time of writing, a free Royal Champion skin, with challenges running through the end of the month. They live outside the game client, which is exactly why they get forgotten.

Supercell has also said to watch their social channels for exclusive card drops, so the total available is genuinely higher than the in game counter implies.

Why Trading Is the Real Mechanic

Here's the maths that decides this event. Your packs are capped by time, roughly two a day. Your trades are not capped by time at all, only by finding somebody to trade with.

That asymmetry is the whole game. A player with an active clan can complete the collection dramatically faster than a player grinding alone, and no amount of extra attacking closes that gap, because attacking is the part with a daily ceiling.

The rules are specific and worth knowing before you start. You can only trade a card for one of the same rarity, so a spare super troop card gets you another super troop card, not a builder base one. You cannot initiate a trade for a card you already own, meaning trades only ever bring you something new. And there's a three minute cooldown between trade requests, which is the only real throttle on the system.

The trader gives you a second route. Two or three duplicates convert into a single card or a card pack there, which turns dead weight in your collection into progress. If nobody in your clan is active, this is your fallback and it works.

One detail that makes trading enormously easier: the decoration you unlock at 10 cards can be tapped on other players' bases to see their whole collection. So you can walk through clanmates' villages, find who has the builder base card you're missing, and ask that person directly rather than spamming the chat.

A Plan That Actually Finishes

Work the sources in order of how easily they're lost. Anything on a daily timer should be first, because a missed day never comes back.

Open two packs a day, every day, without exception. This is the boring part and it's the part that decides whether you finish, since the daily cap means falling three days behind costs six packs you cannot make up later.

Check the trader every login for free packs, and check the Supercell store for active quests at least twice a week. Both are quick and both are routinely missed.

Then post your missing list in clan chat and keep it updated. I'd do this early rather than in the final week, because everyone tries to trade at the end and the three minute cooldown becomes a real bottleneck when the whole clan is doing it at once.

Hold your duplicates rather than converting them immediately. A duplicate super troop card is a trading asset while somebody in the clan still needs it, and it's only worth feeding to the trader once nobody does. Converting too early throws away the better rate you'd have got from a direct trade.

If your clan is quiet, that's the problem to solve first. Finding an active clan is a bigger upgrade to your completion odds than anything else on this list, and our base finder and layout browser are useful once you're there and actually attacking daily.

What You Get for Finishing

The reward structure has two layers, and knowing that changes how you prioritise.

Completing individual sets pays out on its own. Each card type carries its own set reward, so filling the elixir row is worth doing even before you're close to the full 60, and the elixir row is the one your packs naturally fill fastest.

Finishing all 60 unlocks the headline rewards, which include ores, runes, a legendary chest and a hero skin. Runes are the standout there, since a rune of dark elixir or a rune of builder elixir removes a genuine bottleneck rather than just topping up storage.

The legendary chest is worth planning around too. If you get an equipment piece from it that overlaps with something you were about to buy elsewhere, you've wasted the purchase, which matters this month because the medal event shop sells equipment at the same time. Our quest medal spending guide works through that overlap.

The decoration at 10 cards deserves a mention beyond its looks, since it's the tool that makes trading practical. Unlocking it early is genuinely useful rather than cosmetic, and 10 cards arrives quickly.

For the exact reward list and any mid month changes, the official Clash of Clans site publishes the event details, and the drop rates quoted here come from Supercell's own published figures rather than community testing.

Mistakes That Cost People the Collection

A few specific errors show up over and over, and each one is avoidable in about ten seconds of thought.

Feeding every duplicate to the trader on sight. Duplicates are currency in two different markets, and the clan market pays better. Convert what nobody wants, hold what somebody does.

Leaving trading until the final week. The three minute cooldown is irrelevant on the 10th and brutal on the 30th, when everyone remembers at once and the cards people still need have narrowed to the same handful of rare ones.

Ignoring the store quests because they sit outside the game. They're some of the cheapest packs available and they expire, which is the worst combination to overlook.

Assuming super troop cards are the hard part because they have the lowest individual rate. As a group they arrive more often than builder base cards do, so if you're budgeting trades, budget them toward builder base first.

And skipping days. I'd rather log in for ninety seconds and open two packs than attack seriously for an hour once a week, because this event rewards attendance over effort. The cap is the cap, and the only way past it is trading.

Frequently Asked Questions

What are the Clash of Cards drop rates?

Supercell published them. Elixir troop cards are 2.25 percent each, dark elixir 1.64 percent, builder base 1.53 percent and super troops 1.12 percent. By group, elixir cards appear in about 42.75 percent of packs and builder base in only about 16.83 percent.

Which Clash of Cards set is the rarest?

Builder base is the hardest set to complete because fewer of those cards drop overall. Super troop cards are the rarest individually at 1.12 percent each, but the super troop group appears more often than builder base because the group is larger.

Can you complete Clash of Cards without trading?

Realistically no. Attacks give two packs a day plus 10 at the start, around 68 packs total, and random packs produce duplicates. Trading has no daily cap, only a three minute cooldown, so it is the mechanic that finishes the set.

How does card trading work in Clash of Clans?

You trade with clanmates for a card of the same rarity, you cannot request a card you already own, and there is a three minute cooldown between requests. The trader also converts two or three duplicates into a single card or pack.

How do I see which cards my clanmates have?

Tap the decoration you unlock at 10 cards on another player's base and you can browse their whole collection. That makes it easy to find who holds the card you need instead of asking in chat. Our medal event guide covers where the extra packs come from.

When does the Clash of Cards event end?

It runs through 31 August 2026. The Awesome Medal Event that supplies extra card packs runs from 12 to 31 August, so the last three weeks are where most of the pack income sits.

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