Choose your drill
Elixir Drop Game Modes
Run by POAP KINGS.Six games train the same Clash Royale skill from different angles: seeing a card and knowing its elixir cost without stopping to calculate.
| Mode | Trains | Format | Ranked |
|---|---|---|---|
| Surge | Speed and accuracy | 15-card sprint | Yes · lowest time |
| Practice | Exact-cost recall | Endless · untimed | No |
| Higher / Lower | Relative cost | 3 lives · tightening clock | Yes · most correct |
| Trade | Elixir exchanges | 10 exchanges | Yes · lowest time |
| Survival | Recall under pressure | Sudden death | Yes · longest streak |
| Rain | Fast visual recognition | 3 lives · accelerating | Yes · most cleared |
Which mode should I play?
New to the card catalog? Begin with Practice to learn exact values at your own pace. Want a clean speed benchmark? Play Surge. Use Higher / Lower for comparisons, Trade for match math, Survival for consistency, and Rain for an arcade challenge.
Practice is intentionally unranked. The other five modes have seasonal and all-time leaderboards for signed-in online runs. Read Fair Play before competing for a leading result.
Surge

Race through 15 cards as quickly as possible. Every wrong answer adds two seconds, so clean recall beats frantic guessing.
Best for: Choose Surge for the clearest benchmark of instant cost recall.
Player XP: 15 XP per recorded completion. Full XP rules.
Play Surge →Practice

Name each card’s cost without a clock. Missed and slower cards return more often, optional hints turn recall into recognition, and the session ends whenever you choose.
Best for: Start here when you are learning the catalog or want a low-pressure warm-up.
Player XP: 1 XP for every 2 resolved cards; an odd card carries into the next saved session. Full XP rules.
Play Practice →Higher / Lower

Two cards appear with different costs. Tap the more expensive card before the clock closes; a wrong answer or timeout costs one of three lives.
Best for: Choose Higher / Lower to sharpen quick comparisons before exact numbers feel automatic.
Player XP: Performance XP from the exact score bands on the Player XP page. Full XP rules.
Play Higher / Lower →Trade

Read cards from the Blue King side and call the trade from −4 through +4. A wrong answer adds two seconds and reveals a useful cost hint before you try again.
Best for: Choose Trade when you want card costs to become usable match decisions.
Player XP: 100 XP per recorded completion. Full XP rules.
Play Trade →Survival

Cards come from the full catalog without repeats while the clock keeps tightening. One miss or timeout ends the run; clearing the catalog is a win.
Best for: Choose Survival when you want a high-stakes test of consistency.
Player XP: Performance XP from the exact score bands on the Player XP page. Full XP rules.
Play Survival →Rain

Cards fall from the sky while you clear each one by cost. The pace accelerates, and a landed card or wrong answer costs one of three lives.
Best for: Choose Rain for the most arcade-like way to build fast visual recall.
Player XP: Performance XP from the exact score bands on the Player XP page. Full XP rules.
Play Rain →Ready to play?
Learn the card costs, test your speed, and see where you rank.
Play Elixir Drop →