Legend League I, II and III Explained

Written by , Developer and editor at Cockit

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Three tiers, one reward level

Supercell split Legend League into Legend III, Legend II and Legend I in the April 2026 update. The update notes say all three tiers earn the same Star Bonus and the same League Bonus. What changes is the format, the competition and the battle modifiers. The Clash of Clans Wiki's loot table confirms this: the Legend row is shared by all three tiers.

That detail matters when deciding how hard to push. Moving from Electro 33 into Legend III raises your bonuses; moving from Legend III to Legend I does not. The reward for climbing inside Legend is competition and prestige, not loot or ore.

  • Legend III: weekly tournaments, 24 battles per week, top 5 players in each group promote, Legend III modifiers.
  • Legend II: weekly tournaments, 30 battles per week, top 3 players in each group promote, Legend II modifiers.
  • Legend I: 4-week tournaments with 8 battles per day. Players below rank 10,000 are demoted to Legend II each week.

What the battle modifiers actually change

Every Legend tier makes attacking harder with a modifier. The wiki lists the values. Legend III gives defenses and defending Heroes +10% damage and Guardians +5%, and cuts attacking Heroes' damage and hitpoints by 5%. Legend II steps them up: +15% defense and Hero damage, +10% Guardians, and -10% for attacking Heroes. Legend I goes to +20% across the board and -20% for attacking Heroes.

The details are where attackers can gain an edge. The wiki notes that the modifier does not boost trap damage, except for the Tornado Trap. It also does not boost defending Clan Castle troops other than Heroes, the potency of Spell Tower spells, the Monolith's percentage damage or death damage from buildings. On the attacking side, the Hero penalty applies to base damage and passive equipment bonuses, and to abilities that add a fixed amount of damage to the Hero, such as the Invisibility Vial or Rocket Spear. Abilities that deal fixed damage to targets, such as the Giant Arrow or Seeking Shield, are not reduced. Hero abilities that last a set time or change attack speed are unaffected too.

If your army depends on a Hero tanking or soloing part of the base, expect it to feel weaker in Legend II and I. Equipment that deals its own damage keeps its full value.

Why promotion out of Legend II feels like luck

The most common complaint about the new system is that promotion depends on luck. One player who compiled Legend II tournament data from public stats found that promotion scores leave almost no room for missed triples. Their example was a third-place finisher with 1,440 trophies: 29 triples and one two-star on attack, and 15 triples, 11 two-stars and 4 one-stars on defense. Their point was that with perfect attacks giving 30 times 40, or 1,200 trophies, the remaining 240 have to come from 30 defenses.

Players in several threads made the same argument in different words. Groups have up to 100 players but you only face 24 or 30 of them, so two players with identical attacks can finish far apart because one took a defense from a weak attacker. A player who finished 20th with a 2.9-star average said it felt like the base they picked on Monday decided the week. Others disagreed: one replied that a consistent 2.9-star attacker with an un-rushed base will usually promote within a month, while a rushed account struggles even with perfect attacks.

What you can control

Given the rules, players who do promote tend to focus on the same things.

  • Pick the base before the week starts. Your Ranked layout is snapshotted at the start of the tournament and cannot be changed until the next one.
  • Use the leaderboard. Tapping a player shows their average defensive destruction; one Legend III player copied the best-defending base from their own opponents and jumped up the rankings.
  • Bring a cake. Several players said they do not attack seriously in Legend without a Clan Castle cake, because refilling the Clan Castle between 24 or 30 attacks is slow.
  • Do not over-defend. Missing defenses are credited at your average, so there is no reason to log in just to receive attacks.
  • Know the tiebreak. Equal trophies are decided by average attack destruction, then lowest average defense destruction, then shortest attack time.

Staying in Legend without pushing

Because rewards are flat across the tiers, many players simply hold a Legend tier. The April 2026 rules let you skip 4 weeks before any inactivity demotion, so a monthly sign-up keeps your league and its bonuses. One Legend II player said they do one tournament a month, average 2.6 to 2.8 stars, and usually finish in the top 20. Others said they use Legend III attacks as practice for new armies, since a failed attack only means fewer trophies that week.

Legend I is different. Its 8 daily battles over a 4-week tournament are closer to the old Legend League routine, and falling below rank 10,000 demotes you weekly. It is aimed at players who want to attack every day; if that is not you, Legend II or III will give the same rewards for far less time.

Frequently asked questions

No. Supercell's notes state that all Legend tiers earn the same Star Bonus and League Bonus. The tiers differ in format, competition and battle modifiers.

Sources

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