Supremacy Tournament: How the 3-Deck Ban System Actually Works

The ultimate competitive mode for Rush Royale veterans. Here's everything I learned from qualifying and grinding through multiple tournament cycles.

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Tournament Overview

Entry Requirements:

  • 7,600 trophies in PREVIOUS season
  • THREE upgraded decks prepared
  • Available only after season reset

Tournament Format:

  • 7 days of competition
  • Pick 1 deck + Ban 1 opponent deck
  • Daily modifiers change rules
  • Earn Medals to climb leaderboard

Main Rewards:

  • Economic perk (bonuses/discounts)
  • Combat perk (Engineer gets first)
  • Premium, Essence, decorations

Key Mechanics:

  • Medal scoring system
  • First win bonus daily
  • Active combat + rest phases
  • Similar to Shard Hunting

Entry Requirements

7,600 Trophies from PREVIOUS Season

This is the critical part everyone misses: you need to have reached 7,600 trophies in the season that just ended, not the current one. The tournament starts shortly after season reset, so you cannot grind to qualification after it begins. If you finished last season at 7,500, you are locked out.

What "Upgraded Decks" Actually Means

You need three complete decks with units leveled high enough to compete at 7,600+ trophy range. Practically, this means level 11+ legendaries and level 13+ commons/rares. You do not need three maxed decks, but weak units in any slot will get exploited during the tournament.

When to Start Prepping

Start building your three-deck portfolio at least two weeks before season end. Test each deck in ranked to verify they can actually win at your trophy range. The worst feeling is qualifying with three decks on paper, then realizing one is unplayable when the tournament starts.

How the Tournament Plays Out

Daily Format

Each of the 7 days is divided into two phases: an active combat phase where you queue matches and earn Medals, followed by a rest phase where combat is disabled but you can adjust decks, review the next day's modifier, and plan strategy. The event window shows the full schedule.

The Pick and Ban System

Before each battle, both players simultaneously select one of their three decks to play AND ban one of their opponent's three decks. Your opponent cannot use the deck you banned. This is where having a diverse three-deck portfolio matters: if they ban your strongest deck, you still need two viable backups.

Critical Insight: Most players default to banning the opponent's first deck slot. If you put your strongest deck in slot 2 or 3, you might get more games with it before they adapt.

Daily Modifiers

Every day brings a new modifier that changes battle rules. Examples from recent tournaments:

  • Mage Supremacy: All mage-class units deal +40% damage
  • Support Ban: Cannot use support-class units
  • Boss Rush: Boss waves arrive 20% faster
  • Merge Mania: Merge costs reduced by 30%

The modifier schedule is visible in advance, so smart players adjust their deck roster during rest phases.

Medal Scoring

Every win earns Medals (the tournament's special trophy currency). Your first win each day grants a significant Medal bonus, so even casual players can compete by securing that daily first win. The player with the most Medals at the end of day 7 wins the tournament. Ties are broken by total wins, then by average win time.

The Leaderboard Race

The leaderboard updates in real-time during combat phases. Top 100 players get special profile decorations, top 50 get extra Essence, and top 10 get premium currency. But the real prize (the two special perks) goes to everyone who participates, with higher finishes getting better perk quality.

Building Your 3-Deck Portfolio

The key to Supremacy is having three decks that do not overlap too much. If all three decks rely on Dryad, one ban ruins two of your options. Here is the portfolio that got me through my first tournament with a top-200 finish:

1

Your Strongest Meta Deck

Most Banned

This is your bread-and-butter deck that you have been climbing with. For most players at 7,600+, this is a Bard-based control deck. You will get to play this maybe 40% of the time because opponents often ban it.

Core Units:

Bard, Dryad, Bombardier, Mime, Engineer

2

Counter Deck

Versatile

A deck that counters popular archetypes but uses completely different core units from Deck 1. Twins or Corsair variants work well here. This is your go-to when Deck 1 gets banned.

Core Units:

Twins/Corsair, Harlequin, Chemist, Portal Keeper, Crystalmancer

3

Flex Pick for Modifiers

Modifier Safe

A deck that works under most daily modifiers and shares minimal overlap with Decks 1 and 2. Engineer-based or Scrapper aggro are solid choices. This is your safety valve when the modifier breaks your other decks.

Core Units:

Engineer/Scrapper, Summoner, Cauldron, Bombardier, Plague Doctor

Why Diversity Matters

If Decks 1 and 2 both rely on Dryad, and the opponent bans your Dryad deck (they see your deck lists before banning), you are forced into Deck 3 every game. If Deck 3 is weak or the modifier counters it, you are stuck grinding losses. Overlap is the silent killer in Supremacy.

Budget Alternative Portfolio: If you do not have three fully upgraded decks, consider using one strong deck, one semi-upgraded counter deck, and one budget aggro deck (Scrapper + commons). You will lose more, but the first-win daily bonus keeps you Medal-positive.

Ban Strategy

Reading Opponent Patterns

Most players put their strongest deck in slot 1, so default ban is slot 1. But if you face the same opponent multiple times (happens in smaller trophy ranges), track what they actually play. If they keep playing slot 3, start banning that instead.

Which Decks to Ban

  • Ban Bard if you see it. Bard decks farm tournaments.
  • Ban the deck with the most legendaries if unsure. Higher rarity usually means higher power.
  • Ban whatever counters your strongest deck. If you are playing Twins and they have Bombardier, ban the Bombardier deck.

Forcing Off-Meta

If you ban their meta deck and they ban yours, you both end up playing your second-best decks. If your Deck 2 is well-practiced and theirs is not, you have an edge. This is why testing all three decks before the tournament starts is critical.

Daily Modifier Adaptation

The modifier schedule is visible in the event window. During rest phases, you can swap units in your decks (within the upgrade constraints) and adjust talent trees. Here is how to adapt:

Buff Days

When a modifier buffs a unit class (like Mage Supremacy), load your decks with that class. If you do not have strong mage units, focus on your opponent ban strategy to remove their mage deck.

Restriction Days

When a modifier bans a unit class, make sure none of your three decks rely solely on that class. Having one deck that ignores the restriction gives you a safe pick.

Boss Rush Days

Favor decks with strong boss damage (Bombardier, Corsair, Demonologist). These days punish decks that rely on long-term scaling.

Economy Days

When modifiers reduce merge costs or boost mana generation, aggro decks become much stronger. Your Scrapper deck might become your best pick.

Pro Tip: Check the modifier schedule at the start of the tournament and pre-plan which deck you will lean on each day. This saves decision-making energy during combat phases.

Getting to 7,600 Trophies

If you are not at 7,600 yet, here is the practical push advice that worked for me and my clan:

  1. Play one meta deck obsessively. Do not experiment. Find the current S-tier deck (check tier lists) and grind 100+ games with it until muscle memory takes over.
  2. Push during the first 3 days after season reset. Trophy ranges are chaotic early season, and you will face weaker players who dropped from higher ranks.
  3. Stop playing when tilted. Losing streaks compound. If you lose 3 in a row, take a 2-hour break. Your decision-making degrades when frustrated.
  4. Join a clan that shares replay analysis. Watching how top players pilot your deck reveals micro-optimizations you are missing.
  5. Focus on one deck upgrade at a time. A level 13 Bard is better than five level 11 legendaries. Concentrated power beats distributed mediocrity.

Reality Check: The jump from 7,000 to 7,600 is massive. It took me two full seasons of focused grinding. If you are at 6,500, start now for next season's tournament.

Reward Breakdown

Economic Perk

Every participant gets a random economic perk that provides bonuses, discounts, or doubled rewards for certain activities. Examples include: 20% off legendary card upgrades, double Essence from dungeon runs, or 10% more gold from PvP wins. Quality improves with higher leaderboard placement.

Combat Perk

Every participant also gets a random combat perk that adds new abilities or visual effects to specific units. The first combat perk released in Update 35.0 goes to Engineer, giving it an area damage effect on max-level merges. These perks are purely cosmetic or provide minor combat bonuses.

Premium Currency and Essence

Top 50 finishers get premium currency (the exact amount scales with placement). Top 100 get Essence. Even low placements get some Essence, so participation is always profitable.

Profile Decorations

Top 100 finishers get unique profile borders, badges, and titles that show tournament participation and rank. These are permanent and carry prestige in the community.

Is It Worth the Grind? If you are already at 7,600+ trophies and have three upgraded decks, absolutely yes. The perks alone are worth it, and the first-win daily bonus means even casual participation is profitable. If you are below 7,000 trophies, focus on next season.

Frequently Asked Questions

What happens if I do not play all 7 days?

Nothing bad. You keep any Medals you earned, and you still get the two perks (though lower quality than if you had played more). The first-win daily bonus means even playing 10 minutes per day is worthwhile.

Can I change my three decks during the tournament?

Yes, during rest phases you can swap units within your decks (as long as they are upgraded enough). You cannot add a fourth deck or completely rebuild a deck mid-tournament, but unit substitutions are allowed.

Do I lose trophies from regular ranked when I play Supremacy?

No. Supremacy uses a separate Medal scoring system. Your regular ranked trophies are unaffected. You can play both modes simultaneously.

What if my opponent and I ban the same deck?

The ban system is simultaneous, so if you both ban each other's Deck 1, both of you are locked out of playing Deck 1 that match. This is why having three strong decks matters.

Can I see opponent deck lists before banning?

Yes. Before the ban phase, both players see the three deck lists (unit names, not exact levels). This is where meta knowledge helps: if you see Bard + Dryad + Mime, you know what you are facing.

Is there a minimum number of games required?

No minimum, but the first-win daily bonus is so significant that playing at least one game per day maximizes Medal efficiency. If you can only play 7 games (one per day), you will still get decent rewards.

Do talents and heroes matter?

Yes. Your equipped talents and hero apply to all three decks. Some players swap talents during rest phases to match the daily modifier (offensive talents on buff days, defensive talents on restriction days).

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