Clash of Clans Card Pack Drop Rates Guide: Odds, Rarities & Trading Strategies

Master Clash of Clans card drop rates and odds. Learn how to target rare Super Troops, maximize free packs, and use smart trading strategies to complete your binder.

Chasing the rarest cards for your binder? While you hunt, keep your account ready with a fast Clash of Clans top-up at Topuplist through the official Topuplist storefront — then use the odds below to open smart, not just open more.

If there is one question the Clash of Clans community asks more than any other during the Clash of Cards event, it is this: what are my actual odds? The good news is that Supercell does not keep the numbers secret. The developer published the exact drop chances for every card on its official support page, Card Pack Drop Chances, and the numbers explain almost everything about how the event feels — why Elixir cards pile up in your first week, why Super Troop cards stay missing until the final days, and why trading, not pulling, is the real endgame.

This guide breaks down the official drop rates by rarity, shows you the per-card odds, and explains the smartest ways to target high-rarity cards — including which packs to buy with your duplicate cards at the Trader.

What Are the Card Pack Drop Rates?

Every Card Pack in the Clash of Cards event contains exactly one card, and each card belongs to one of four rarity categories. The odds of pulling a card from each category are fixed and published by Supercell — they are not equal, and they do not change during the event. Understanding those odds is the difference between opening packs blindly and planning your collection like a strategy game.

There are 60 unique cards in the binder: 19 Elixir cards, 13 Dark Elixir cards, 11 Builder Base cards, and 17 Super Troop cards. Because the categories have different card counts, the category odds and the per-card odds are different numbers — and both matter for planning.

The Four Rarities and Their Official Odds

Here are the official combined odds for each category, straight from Supercell's support page:

Card Category

Cards in Set

Combined Drop Chance

Per-Card Odds

Elixir Cards

19

42.75%

2.25% each

Dark Elixir Cards

13

21.32%

1.64% each

Builder Base Cards

11

16.83%

1.53% each

Super Troop Cards

17

19.04%

1.12% each

The headline numbers:

  • Elixir cards are the most common, dropping more than two out of every five packs. This is the category you will finish first, and its 19 cards are the backbone of your binder.

  • Dark Elixir cards sit in the middle at 21.32% combined, with 1.64% odds per card across 13 troops.

  • Builder Base cards are the least common as a category at 16.83% combined — but because there are only 11 of them, each individual card still drops at 1.53%.

  • Super Troop cards are the rarest individual pulls at 1.12% each across 17 cards, even though the category as a whole (19.04%) appears more often than Builder Base.

That last point confuses a lot of players: the Super Troop category looks common at 19.04%, but that 19% is spread across 17 different cards. Any specific Super Troop card you are missing is the hardest single card in the game to pull, which is exactly why the final gaps in every binder are Super Troop shaped.

Individual Card Odds (Per Card)

If you are hunting a specific card, these are the exact per-card odds:

  • Elixir Troop card — 2.25%: Barbarian, Archer, Giant, Goblin, Balloon, Wizard, Dragon, P.E.K.K.A, Electro Dragon, Yeti, Electro Titan, Root Rider, and the rest of the 19-card set.

  • Dark Elixir Troop card — 1.64%: Minion, Hog Rider, Valkyrie, Golem, Witch, Lava Hound, Bowler, Ice Golem, Headhunter, Druid, Furnace, and the other 13 Dark Elixir troops.

  • Builder Base Troop card — 1.53%: Raged Barbarian, Sneaky Archer, Boxer Giant, Beta Minion, Bomber, Cannon Cart, Night Witch, Drop Ship, Power P.E.K.K.A, Hog Glider, and the rest of the 11-card set.

  • Super Troop card — 1.12%: Super Barbarian, Sneaky Goblin, Super Wall Breaker, Inferno Dragon, Super Minion, Ice Hound, Super Bowler, Super Witch, and the rest of the 17 Super Troops.

Because the odds are uniform within each category, there is no "good" or "bad" Elixir card to chase — every card in a category has the same probability. Your collection strategy should therefore be about category targeting, not single-card luck: use trades and Trader exchanges to steer pulls toward the category where your gaps are.

Why Super Troop Cards Are So Hard to Get

Three factors combine to make Super Troop cards the event's bottleneck:

  • The lowest per-card odds (1.12%) — you need roughly 89 packs on average for any given Super Troop card to appear at least once.

  • The largest individual gap spread — with 17 cards, the category has more possible "misses" than any other set.

  • No pity system — the event has no guarantee mechanic; every pack is an independent roll.

In practical terms, a player who opens the full 68 Card Hunt packs will, on average, see around 13 Super Troop cards — but those 13 are distributed across the 17-card set, so statistically you will end up with roughly 8–10 unique Super Troops and several duplicates. That is the math behind the community's universal advice: you cannot pull your way to 60 unique cards; you have to trade for the last few. The good news is that the event's entire design — first-copy protection, Clan Chat trades, and Trader exchanges — exists specifically to close those final gaps.

Every Way to Get Card Packs

The drop rates only matter if you have packs to open, and August provides plenty:

Source

Availability

Packs

Card Hunt starter batch

Event start

10 packs

Card Hunt daily battles

2 per day, stackable

Up to 68 total

Card Collecting tutorial

One-time

1 pack

Trader freebies

August 4, 11, 18

1 pack each

Supercell Store tasks

August 3–30

Free packs + chests

Awesome Medal Event free track

August 12–31

8 tiers of 3 packs (24 total)

Social media / community drops

Throughout August

Varies

Opening all of these takes you well past 100 packs for the month — and thanks to the stacking daily limit, even a busy player who only attacks occasionally can stockpile a meaningful pile of pulls before the September 2 trading deadline. Supercell also runs card giveaways through its official Clash of Cards announcement channels during the month, so follow the official social accounts to catch extra drops.

How Many Packs Do You Need to Finish the Binder?

A quick expectations check using the official odds shows why trading is mandatory. In a single pack, the chance of pulling any Elixir card is 42.75%, so after 68 Card Hunt packs you expect roughly 29 Elixir cards — but spread across 19 different troops, that yields around 20–22 unique Elixir cards with the rest as duplicates. The Super Troop math is harsher: 68 packs at 19.04% gives about 13 Super Troop pulls, spread across 17 cards, which averages out to roughly 9–10 unique Super Troops.

Statistic

Elixir

Dark Elixir

Builder Base

Super Troop

Cards in set

19

13

11

17

Category odds per pack

42.75%

21.32%

16.83%

19.04%

Expected pulls in 68 packs

~29

~14.5

~11.4

~12.9

Expected uniques

~20

~10

~8

~9

Those "expected uniques" add up to roughly 47 unique cards from 68 packs alone — and that is before the free packs from the Trader, Supercell Store, and the Awesome Medal Event (24 more packs), which push the total toward 55+. The final stretch from 55 to 60 is where duplicates stop helping and trades take over: every card beyond the first copy is worth a guaranteed missing card when traded 1:1 in Clan Chat.

Drop Rate Myths, Busted

Three myths circulate every year during Clash of Cards, and the official numbers settle all three:

  • "Rarer cards come from specific buildings." False. The marked building you destroy determines whether you get a pack, not what is inside it. Every pack rolls the same fixed odds regardless of which building you destroyed.

  • "Opening packs in bulk improves your odds." False. Every pack is an independent roll — there is no pity system and no streak bonus. Opening 100 packs at once gives the same expected outcome as 100 packs over the month.

  • "The category odds add up to 100% per pack." Actually true — 42.75% + 21.32% + 16.83% + 19.04% = 99.94%, and rounding accounts for the small remainder. Every pack contains exactly one card from one of the four categories.

Knowing these myths saves you nothing on the odds themselves, but it saves you bad planning: because the odds are fixed and independent, the only lever you control is volume (open every free pack) and targeting (trade and exchange toward the category you are missing).

How to Get High-Rarity Cards Faster

Trade With Clanmates First

The fastest way to obtain a specific rare card is not opening packs — it is trading in Clan Chat. Your first copy of every card is protected (it cannot be traded away), and every copy after that is a duplicate you can offer. To trade:

  1. Open your collection and tap the missing card.

  2. Post a request in Clan Chat, offering a duplicate of the same category (Super Troop for Super Troop, Elixir for Elixir).

  3. A clanmate with the card accepts; both players must be online at the event's release.

Because Super Troop cards are the hardest to pull, they are also the most valuable trading chips — a clanmate missing the same Super Troop you have two of is worth far more to you than five random Elixir duplicates. Check the Clash of Cards decorations on other players' villages to scout who holds the cards you need before sending requests.

Trader Booster Exchanges

If your clan cannot fill a gap, the Trader's Card Shop converts duplicates into targeted packs:

Cost

Pack Received

2 identical duplicates

1 random card

2 identical duplicates

1 random Elixir / Dark Elixir / Builder Base card

3 identical duplicates

1 guaranteed Super Troop card

The 3-duplicate Super Troop exchange is the only guaranteed way to pull a Super Troop card, and it is the highest-value use of your duplicate pile once Clan Chat trades have dried up. Because your last copy of any card is always protected, you can spend duplicates freely — the only question is whether a guaranteed Super Troop pack is worth three duplicates versus keeping them for 1:1 trades. The answer: trade 1:1 first, then spend leftovers on the Super Troop exchange when that is your remaining gap.

The Free Pack Calendar

Finally, the simplest way to improve your odds is volume, and the event hands you free packs on a schedule:

  • August 4, 11, 18 — Trader freebie (one pack each).

  • August 3–30 — Supercell Store tasks (packs and chests).

  • August 12–31 — Awesome Medal Event free track (24 packs).

These free sources are date-bound, so unlike the stacking daily battle packs, they disappear if you miss them. Mark the dates, log in, and claim — every free pack is a free roll at the Super Troop odds.

Want more rolls on those 1.12% odds? A quick Clash of Clans top-up at Topuplist through the official Topuplist storefront keeps your gem reserve ready for every cooldown skip and upgrade along the way.

Best Packs to Open: A Simple Decision Rule

If you have accumulated a pile of duplicates and want to convert them into the cards you actually need, use this order:

  • Never convert duplicates into a plain "random card" pack — it is the worst value at 2-for-1 with no category targeting.

  • Always exhaust Clan Chat trades before spending at the Trader — a 1:1 category trade beats every exchange rate.

  • Spend duplicates on the category where your binder has the most gaps — if you are missing 5 Super Troops and 2 Elixir cards, the 3-duplicate Super Troop exchange is clearly correct.

  • Hold high-value duplicates (Super Troop cards) as trade chips early in the event, when other players are still missing common cards — their value peaks mid-event, right before the September 2 trading deadline.

And remember the deeper point behind all the odds: the drop rates exist to be worked around, not fought against. The 1.12% Super Troop odds are not a wall — they are a reason to trade. Every duplicate you hold is a guaranteed step toward the card you actually need, which is the one number in this entire event that is always 100%.

And if you want to make sure your gem balance never holds back a trade cooldown skip or an upgrade timer during the grind, a quick Clash of Clans top-up at Topuplist through the official Topuplist storefront keeps the whole month moving smoothly.

FAQ

Q1: What are the drop rates for Card Packs in Clash of Clans?

Elixir cards drop at 2.25% each (42.75% combined), Dark Elixir cards at 1.64% each (21.32% combined), Builder Base cards at 1.53% each (16.83% combined), and Super Troop cards at 1.12% each (19.04% combined).

Q2: What is the rarest card in the Clash of Cards event?

Super Troop cards are the rarest at 1.12% per card, spread across 17 cards — roughly an 89-pack average for any given one to appear.

Q3: How many Card Packs can I get for free?

Up to 68 packs from Card Hunt (10 starter + 2 daily), plus 1 tutorial pack, 3 Trader freebies, Supercell Store task packs, and 24 packs from the Awesome Medal Event free track.

Q4: Can I increase my chances of getting Super Troop cards?

Yes — use the Trader's 3-duplicate exchange for a guaranteed Super Troop pack, and trade duplicates 1:1 in Clan Chat. There is no pity system, so volume plus targeted exchanges is the only way.

Q5: Where are the official drop rates published?

On Supercell's official support page, Card Pack Drop Chances, which lists every card, its rarity, and its exact percentage.

Q6: Do all cards in a rarity have the same odds?

Yes — every card within a category has identical odds (e.g., every Elixir troop card is 2.25%). Strategy is about targeting categories, not individual cards.

Elena Vale

Elena Vale is a gaming guides writer focused on RPGs, action-adventure games, survival titles, and live-service updates. She specializes in clear walkthroughs, beginner-friendly explanations, build recommendations, quest routes, collectible guides, and patch-based strategy updates. Her guides are written with a practical testing approach: checking in-game mechanics, comparing patch notes, reviewing player progression paths, and updating recommendations when balance changes affect weapons, characters, skills, or quest steps. Elena’s writing style is designed to help players solve problems quickly without unnecessary spoilers or confusing jargon.

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