Reviewed October 9, 2026. Legend rules and Battle Modifiers can change in a future update; verify the live tournament panel before signing up.
Legend League is the top end of Clash of Clans Ranked play, but it is no longer one identical competition. The April 2026 update split it into Legend III, Legend II and Legend I. Legend III and II are weekly group tournaments with 24 and 30 attacks respectively. Legend I is a four-week tournament with eight attacks per day, a global leaderboard and a weekly demotion check.
The three tiers award the same Star Bonus and League Bonus. The main differences are schedule, workload, promotion or demotion rules, and Battle Modifiers. That means the highest tier is not automatically the most convenient place to play: your available time and tolerance for daily commitment matter.
Quick answer: Legend III is the entry tier and uses 24 attacks per week; its top five players promote. Legend II uses 30 attacks per week and promotes the top three. Legend I requires eight attacks per day, resets trophies under its own rules and demotes players who finish Sunday below global rank 10,000. Choose the tier whose attack schedule you can actually complete.
The comparison below reflects Supercell's April 27, 2026 update and current support documentation reviewed on October 9, 2026.

| Rule | Legend III | Legend II | Legend I |
|---|---|---|---|
| Tournament length | One week | One week | Four weeks |
| Attack allowance | 24 per week | 30 per week | 8 per day |
| Promotion | Top 5 in the group | Top 3 in the group | No higher tier |
| Demotion | Bottom 15% | Bottom 15% | Below global rank 10,000 at the end of Sunday |
| Leaderboard focus | Tournament group | Tournament group | Global rank, with Top 200 display |
| Battle Modifiers | Legend III set | Legend II set | Legend I set |
| Star and League Bonus | Same across all Legend tiers | Same across all Legend tiers | Same across all Legend tiers |
Legend III and II let players spread attacks through a weekly tournament. Legend I changes the rhythm completely: unused daily attacks do not become a flexible weekly bank, so missing a day has a larger competitive cost.
Legend III is the first Legend tier and the most forgiving transition from the lower Ranked leagues. Each player receives 24 attacks for the weekly tournament. The top five players in each tournament group promote to Legend II, while the bottom 15% demote.

Twenty-four weekly attacks average a little more than three attacks per day, but the schedule is a weekly allowance rather than a required daily quota. That flexibility makes Legend III suitable for players who want competitive matchmaking without committing to eight attacks every day.
Do not treat the top-five rule as a guaranteed percentage for every practical situation. The live group and leaderboard are the operational reference. Your attack trophies and defense trophies together determine your final position.
Legend II keeps the weekly tournament format but raises the allowance to 30 attacks. Only the top three players in a group promote to Legend I, and the bottom 15% demote.
The difference from Legend III is not merely six more attacks. Promotion becomes narrower, the Battle Modifier set is different, and incomplete schedules leave more potential trophies unused. Before signing up, check whether 30 attacks fit your week rather than assuming that reaching Legend II means you must immediately push for Legend I.
For players who can complete roughly four to five attacks per day but cannot reliably make eight every day, Legend II can be a more sustainable competitive target.
Legend I uses a four-week tournament and eight attacks per day. It is built around global rank rather than promotion to another tier. Supercell displays the global Top 200 and also shows a player's own rank when that player is outside the Top 200.

At the end of Sunday, players below global rank 10,000 are demoted to Legend II on Monday. The interface highlights when a player is at risk of demotion, so use the live rank rather than estimating safety from trophy count alone.
New Legend I players enter at 5,000 trophies. Players below 5,000 reset upward to 5,000, and all players reset to 5,000 at the start of a new four-week tournament. A trophy total therefore has meaning inside the current tournament context; it is not a permanent score that carries forward unchanged.
Legend I uses a Filled Defenses rule when defensive results are missing. Supercell states that missed defenses are replaced using the average of the current and previous day's defensive results. This is intended to preserve competitive fairness, but it does not remove the need for a current defensive layout.
Legend III, II and I each use a different Battle Modifier set. The April 2026 rework removed Battle Modifiers from Electro 32 and 33 and renamed the remaining sets around the three Legend tiers.

| Modifier category | Legend III | Legend II | Legend I |
|---|---|---|---|
| Defense DPS | +10% | +15% | +20% |
| Defense Hero HP/DPS | +10% | +15% | +20% |
| Guardian HP/DPS | +5% | +10% | +20% |
| Offense Hero HP/DPS | -5% | -10% | -20% |
| Equipment level reduction | None | None | None |
These values explain why an army that feels comfortable in Legend III can require retesting in Legend II or I. They do not prove that one composition is universally strongest. Balance updates, Town Hall level, equipment, execution and base design still change the result.
Ranked layouts can be edited from the Tournament interface. A change made before battling starts can apply to the upcoming tournament. Once battling has begun, a later edit applies to the following tournament—or the following League Day in Legend I.
The safe sequence is:
Editing a Home Village layout after the snapshot does not guarantee that the active Legend defense changes immediately.
Choose based on repeatable availability rather than the prestige of the tier.
| Player schedule | Practical target | Reason |
|---|---|---|
| Three to four attacks on most days, with catch-up time later | Legend III | Weekly pool of 24 gives the most flexibility |
| Four to five attacks most days and a serious promotion push | Legend II | Weekly pool remains flexible, but 30 attacks and top-three promotion demand consistency |
| Eight attacks every day for several weeks | Legend I | Daily format and global-rank demotion reward uninterrupted participation |
| Irregular week or planned break | Regular Battles or skip sign-up | Avoid entering a tournament you cannot reasonably complete |
This is planning guidance, not a prediction of placement. Players should use the live tournament timer, leaderboard and attack counter for the current week.
For the full scoring, inactivity and lower-league rules, use ManaBuy's Clash of Clans Ranked Battles guide.
Legend III provides 24 attacks per week, Legend II provides 30 per week, and Legend I provides eight per day.
No. Supercell states that all three tiers earn the same Star Bonus and League Bonus. Their competitive structure and modifiers are different.
Finish in the top five of the weekly tournament group. Legend II promotes its top three players to Legend I.
Players below global rank 10,000 at the end of Sunday are demoted to Legend II on Monday.
Yes. New entrants start at 5,000 trophies, players below 5,000 reset to 5,000, and everyone resets to 5,000 at the beginning of a new four-week tournament.
You can edit it, but a change made after battling begins applies to the next tournament or, in Legend I, the next League Day.
This material is unofficial and is not endorsed by Supercell. For more information, see Supercell's Fan Content Policy.
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