"All your precious gold is stored here. Don't let sneaky goblins anywhere near!Upgrade the storage to increase its capacity and durability against attack."
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
Summary
The Gold Storage allows players to save hard-earned Gold so that it can be used for future upgrades.
Gold Storages are still fully functional while being upgraded.
It is one of the most protected buildings in-game, due to its capability to store large quantities of Gold.
Upgrading your Gold Storage to a higher level than you require for storage purposes can potentially save Gold in a raid. As an attacker receives an amount of Gold proportional to the percentage of damage each hit causes, the higher health of the upgraded building results in less Gold per hit. It also takes longer to destroy, giving you more time for your defenses to destroy the attacker before they can steal all the available Gold.
The Gold Storage is the counterpart of the Elixir Storage, and vice versa.
Although it stores Gold, it is upgraded with Elixir.
As of the July 2015 Update, all kinds of Storages are now immune against Lightning Spells and Earthquake Spells.
Keep in mind, if your Gold Storage is full, you won't be able to store any more gold in it until it is upgraded or gold is used, the exception to this rule is when you buy Gold from a pack in the store, or when you collect gold from the Season Bank.
Upgrade Differences
Gold Storages undergo significant visual changes at levels 5, 10, 11, and 13.
When initially constructed, the Gold Storage consists of a square open-top wooden repository with raised wooden corners. It is reinforced around the base by a single steel band with small brass rivets.
At level 2, the Storage grows slightly taller, adding a pair of small steps on one side and a steel door on the other. A second steel reinforcing band appears as well.
At level 3, the Storage grows taller and adds a third steel reinforcing band. The two small steps are replaced with a short stepladder.
At level 4, it is slightly taller still with a fourth steel band and a taller stepladder.
At level 5, the four steel bands are replaced with a solid metal base (although the top is still made of wood). Armor plating appears at the base of the four corners of the structure. The stepladder is replaced by steel rungs, and a padlock appears on the steel door.
At level 6, the Storage grows taller again, and a new steel band appears above the metal base.
At level 7, it receives additional reinforcement on the four corners.
At level 8, it grows taller once again, the armor plating on the corners receives metal spikes and the steel band moves slightly upwards
At level 9, the Storage grows in height again, receiving a second steel reinforcing band above the metal base. The armor plating on the corners grows wider with additional spikes.
At level 10, all the remaining wood is replaced by metal. The flat sides of the Storage receive spiked brass armor plating, while the corners retain their spiked steel reinforcements, though these now extend the length of the structure. The gray metal padlock on the door is replaced by a pair of brass padlocks.
At level 11, the top halves of the corner reinforcements are replaced with spiked brass armor, and the four corners receive huge vertical golden spikes.
At level 12, it gains a large stone base with steps leading to the ladder, the vertical spikes are replaced by golden pillars, and the two padlocks are replaced by a brass vault.
At level 13, most of the spikes are removed and replaced by a few large spikes. The reinforcements on the bottom become a light gray solid rock with two large spikes protruding from them.
At level 14, most of the spikes are removed again. The top and bottom are replaced by dark blue metal armor. The reinforcements on the bottom are also dark blue and have two small blue spikes each.
Every upgrade up to level 11 approximately doubles the storage capacity.
Oddly, when the storage is near empty, there is a single Gold coin that appears to be floating halfway up the storage. This is more noticeable with every increase in level.
It is possible to overflow the Gold Storage, but only by purchasing special resource packs found in the shop for real money or receiving extra Gold from the Season Bank. If this is done, any excess Gold will remain in the storage, and until the excess is removed (either by spending the Gold or being raided), any Gold earned from raids will be lost, just as if the Gold Storage was full.
Gold/Elixir Storages—Percent Lootable by Town Hall Level
Town Hall Level
% Available to be Stolen
Cap
Storage Amount to Reach Cap
1
20%
500*
2,500
2
20%
1,400*
7,000
3
20%
20,000*
100,000
4
20%
100,000*
500,000
5-6
20%
200,000**
1,000,000
7
18%
250,000
1,388,889
8
16%
300,000
1,875,000
9
14%
350,000
2,500,000
10
12%
400,000
3,333,333
11
10%
450,000
4,500,000
12
10%
500,000
5,000,000
13
10%
550,000
5,500,000
*Figures in asterisks denote storage caps that are determined only by the storage capacity of the storages. **This applies to Town Hall 5 but not Town Hall 6.
Gold Mines/Elixir Collectors—Percent Lootable by Town Hall Level
Town Hall Level
% Available to be Stolen
Cap
Storage Amount to Reach Cap
1
50%
500
1,000
2
50%
2,500
5,000
3
50%
30,000
60,000
4
50%
100,000
200,000
5
50%
250,000
500,000
6
50%
300,000
600,000
7
50%
450,000
900,000
8
50%
600,000
1,200,000
9
50%
700,000
1,400,000
10
50%
875,000
1,750,000
11-13
50%
1,050,000
2,100,000
Dark Elixir Storage—Percent Lootable by Town Hall Level
Town Hall Level
% Available to be Stolen
Cap
Storage Amount to Reach Cap
7
6%
1,200*
20,000
8
6%
2,000
33,333
9
5%
2,500
50,000
10
4%
3,000
75,000
11
4%
3,500
87,500
12
4%
4,000
100,000
13
4%
4,500
112,500
*Figures in asterisks denote storage caps that are determined only by the storage capacity of the storages.
Dark Elixir Drills—Percent Lootable by Town Hall Level
Town Hall Level
% Available to be Stolen
Cap
Storage Amount to Reach Cap
7
75%
405
540
8
75%
810
1,080
9
75%
4,050
5,400
10
75%
5,400
7,200
11-13
75%
6,750
9,000
Clan Castle Treasury— Percent Lootable by Town Hall level (caps can only be reached in a level 10 or higher Clan)