How to solve

Clash Royale Daily Puzzle — How to Solve

The daily puzzle gives you a fixed hand and a fixed enemy push. Your job is to defend, or to land one hit, within Par attempts.

What the Clash Royale Daily Puzzle is

The Daily Puzzle is a fixed-scenario mode that arrived with Season 89. Each puzzle hands you one, two or three cards and drops you into a prepared attack: 1 HP Princess Towers, a specific enemy push, and a target number of attempts called Par. You cannot build a deck or change card levels — the whole problem is where and when you place what you are given. A new puzzle appears each day during a set, and the puzzles stack, so a missed day is never lost.

  1. Read the board

    Look at your cards, the enemy troops, and your tower HP before you place anything.

    01
  2. Pick the line

    Find the interaction that makes the enemy walk into both towers. Placement matters more than card level.

    02
  3. Replay for Par

    Par is the target number of attempts, not a limit. Replay the same board to find a cleaner route.

    03

What Par means

Par is the benchmark number of attempts for a puzzle, borrowed from golf. It is not a limit — you can retry as many times as you like — but finishing at or under Par is the clean solve. Par is also a difficulty signal: a Par 2 puzzle has one obvious line, while a Par 11 puzzle such as Dynamic Duo expects several failed attempts before the route clicks.

The set, not the day

A set runs for seven days, one puzzle per day, and each puzzle stays open until the set ends. That matters for practice: if you are stuck on day four you can leave it, clear day five, and come back with a better feel for the card interactions. The only real deadline is the set timer. After it expires the puzzles stop being playable in-game, and this site keeps every solution page online.

Placement rules that decide most puzzles

  • Pull to the middle. A building or troop placed on the centre line drags the enemy across both Princess Towers instead of one.
  • Stay out of the danger circle. Earthquakes and splash zones are telegraphed before they land; a Cannon or Tesla inside the circle loses its HP before the push arrives.
  • Place in front, not behind. Dropping behind your tower lets the push reach it; dropping in front intercepts it.
  • Wait for the commit. Most failures come from placing before the enemy picks a lane. Let the Hog Rider, Prince or P.E.K.K.A cross the bridge first.

How to read the enemy push

  • Check the health bars first. If your Princess Towers show 1 HP, any hit is fatal and the puzzle becomes a pure intercept problem.
  • Identify the win condition. A Hog Rider targets buildings, a Prince charges, a Graveyard spawns skeletons — each one needs a different answer.
  • Count your cards. With one card you need a single placement that solves everything; with two, the order matters more than the position.

Common mistakes

  • Placing the first card in the lane the enemy is already leaving.
  • Using a building inside a spell circle.
  • Spending both cards at once, so the second one has nothing left to protect.
  • Retrying with the same placement instead of moving it one tile.

Worked example: Ram Reroute

Ram Reroute (Par 9) is a good first read. You hold Cannon and Battle Ram against a Hog Rider and an Earthquake. The Cannon goes in the centre, below the river and outside the quake circle, so the Hog is pulled away from the 1 HP tower. The Battle Ram waits until the Hog jumps the bridge, then knocks him back into the Cannon's fire. Two cards, two placements, one timing rule.

Open the Ram Reroute solution →

How-to-solve FAQ