Verify: proving a player is yours
Play one battle with a deck we name, and the claim on your player becomes a fact rather than a promise.
Adding a player to your account is a claim: "this player is me." For most of what Elixir does a claim is taken on trust, and that is fine. Acting for a clan is different: what a leader can do in Clan should open for the account that controls the leader's tag and nobody else. Verify turns a claim into a proven fact.
The challenge
Only you can decide which eight cards your player takes into a battle, and the game's battle log records exactly that for every match. That is the challenge.
- Pick the player, under Settings › Players & tracking › Verify. The page lists your primary player and your alts, the claims that are yours to prove; a friend or a player you merely watch is theirs. Players are added under Players & tracking; Verify only proves them.
- Elixir names eight cards and shows them the way the game lays a deck out: two rows of four. The eight are your own deck: the one you played most in your last ten recorded Trophy Road battles, with two cards swapped for cards you own of similar elixir cost. The two swaps are marked, so the brief reads as "your deck, two changes" rather than eight strangers, and the deck is playable because you already play it. A deck you have played in the last month, in any mode, is never the target; the swaps are redrawn until the result is new. Only a player with no recorded Trophy Road battles gets eight cards drawn at random from the recorded collection. Tower troops are never among them.
- Make the two changes in a slot and play one battle with it, in any mode, win or lose. The deck comes from Trophy Road because a mode that hands you a deck (an event, a draft) says nothing about the deck you play; where you play the proof is up to you.
- Beside the brief, the page shows your latest battle since you started, with its deck marked card by card against the target, and its result.
- When a battle's deck is exactly the eight cards, the claim is marked verified and the page says so, with the battle that proved it. Switch your deck back; the proof is already recorded.
A challenge stays open for an hour. If it runs out before a matching battle, starting again hands you the same eight cards for a day, so a deck you already built is not wasted. Refreshing the page resumes the open challenge.
What is matched
The set of eight card ids in the deck you played, compared with the eight the challenge named. Order does not matter, card levels do not matter, and whether a card is in its evolution or hero form does not matter, and neither does the mode. A battle played before the challenge was issued never counts, even if its deck happens to match; the proof is a battle played after the brief.
Why a battle, not a deck slot
Selecting a deck in a slot is not enough, because the profile's
currentDeck is a cached copy that the game refreshes on its own
schedule: the API can keep reporting the old deck for more than an hour
after a slot is selected. The battle log is fresh: a finished battle is
readable within about a minute, and it names the deck each side played.
So the proof is a battle.
What it proves, and does not
A verified claim proves that whoever holds this account could choose the deck that player took into a battle at that time. It does not prove anything about other players on the account, and it is not a Supercell feature: nothing here uses their account system.
A verified player is yours alone
A tag has one verified owner, and verifying protects it: no other account can claim that player as itself. Once you verify a player, another account that tries to add it as its primary or an alt (or as its first player, which is its primary) is refused, on the website, through an agent and through the JSON API alike, with the answer this page gives: another account has verified this player; if that player is yours, sign in to the account that verified it, or tell us through the feedback form. Following a verified player as a friend, or watching it, stays open to anyone; that is not a claim to be them.
If another account had already added the player as its primary or an alt before you verified it, that claim ends the moment your verification succeeds. That account's timeline says so, naming the player and never your account; if it was their primary, they are left with no primary until they choose one, and Settings › Players & tracking says so, and the clan Elixir followed for that player is unfollowed, as when a primary moves. Their friend or watching claim on the player stays.
If another account has already verified a player you try to verify, the page says so, with the same answer.
Privacy and cost
Verify reads only your public battle log and profile, the same documents any Clash Royale app can fetch with your tag. The reads it asks for are not charged to your daily live-fetch allowance. Starts are limited to a few an hour, for each account and for each player, so the wizard cannot be used to make the collectors read somebody's log on a loop. A player's log is read for verification at most 120 times a day, across every challenge for that tag, whoever opened it, and removing and adding the player again does not reset the count: about one and a half hours of a watched challenge. Past that the challenge stays open, the page says so, and the check waits for the player's regular recording until the reads come back within a day.
Verification is recorded on the claim itself (status, method and
time), with the proving battle on the challenge, so anything that later
needs "is this claim proven" can read it without a second lookup.
elixir_my_players carries it as claim_status (verified or
unverified) beside each player you track. No data tool changes its
answers on it; the record is the same for everyone.
Clan checks it on every request, inside Elixir. Any player of your own (your primary or an alt) in a clan lets you open that clan as a member and read it. Acting in the clan, the clan map, and the tools your in-game role brings (Elder, Co-leader or Leader) wait until that player is verified, and Clan names the player whose verification would bring more.
Verification also decides what a clan says to its own members: an attested fact a clan's leaders recorded reaches the timeline of readers whose verified player is in that clan (and a member's away only those whose verified player leads it), because it is the clan's own word, not the game's; and Clan's mail about a clan goes only to the account that verified the player it is for.