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For a separate multiplayer system for the Legend League, see Legend League Tournaments. For Builder Base multiplayer mode, see Versus Battle.

Practice ModeSingle Player CampaignAlt text

Reasons For Raiding[]

There are many reasons why a player might raid you. One reason is to steal resources. Another is to gain trophies to either top up their trophy balance or get promoted to the next league. One final reason is to simply have something to do while waiting for an upgrade.

Raiding Mechanics[]

Multiplayer[]

Test your skills against another player's village! Matchmaking matches you with another player based on your Trophies and Town Hall level. Because of this, you are likely to find targets at or near your Town Hall level.

Alternatively, you can enter a 'Revenge' battle by tapping the Revenge Button button in your Defense Log. This allows you to raid a person who has attacked you first. Beware of this when you attack higher level villages in matchmaking as they will be able to 'Revenge' match you.


Prior to Battle[]

When the opposing player's village first appears, you get 30 seconds during which you can scout the enemy's defenses and plan your attack. Although you can deploy troops during this time, the battle will start immediately upon doing so (you do not get extra time by starting early). When viewing another player's village to raid, potential loot and Trophies that can be earned/lost are shown on the left side of the screen. Before the battle has started, if the village you are first paired up with is not to your liking you can press the 'Next' button to pay a small amount of gold (depending on your Town Hall level) and be shown another village to potentially raid.

Losing Enemy Raid

Winning Defense

The 'Next' button disappears once the battle timer has started, but if you haven't actually deployed troops or cast a spell before the timer has ended, you can tap 'End Battle' to return to your own village without penalty.

Once you have deployed a troop or cast a spell (even accidentally), the 'End Battle' button is replaced by the 'Surrender' button; pressing that and confirming your surrender will cause you to immediately lose the battle and lose Trophies. This can be done intentionally; it is actually a strategy used by players wanting to drop their trophies to possibly farm resources, to defend bases easily, or for other reasons. They will usually drop a hero, if they have one, and 'Surrender' immediately after.

Once you have earned at least 1 star the 'Surrender' button will change to become the 'End Battle' button, you can click it to end the battle early even before the 3 minutes are up. A good reason to use this is to save your Heroes before they lose too much health so you can use them again sooner than if you let their health reach 0.


Overall Damage[]

During a battle, the overall damage is calculated by taking the number of buildings destroyed and dividing that by the number of buildings on the village being attacked.

The overall damage is expressed as a percentage, rounded up to the nearest percent. For example, if a village has 75 buildings and a player destroys 28, the overall damage is 28/75 = 37.33% which is rounded up to 38%.

A star is earned for destroying 50% of buildings (see the section Victory and Defeat below), but the calculation described above effectively allows a player to earn the star by destroying just under half (i.e. more than 49%) of the buildings in some cases. More technically, if a village has n buildings, where n is an odd number greater than 50, destroying (n-1)/2 buildings will be sufficient to score 50%.

Traps are not classified as buildings, so if they are triggered, they do not count towards the damage percentage. Sablon:H are also not classified as buildings and do not count towards the damage percentage. Defensive Clan Castle troops, as well as the defending Barbarian King, Archer Queen and Royal Champion do not count towards the damage percentage either, so they do not need to be defeated to achieve 100% destruction (though destroying their altars will count towards damage). However, the defending Grand Warden does count as a building and needs to be defeated for 100% destruction if the village has one.


Victory and Defeat[]

Trophies are awarded upon a multiplayer victory. Victory is determined by earning at least one star during a raid. There are three stars available to be earned in each battle:

  • One star is earned for destroying 50% of the buildings.
  • One star is earned for destroying the enemy Town Hall.
  • One star is earned for destroying 100% of the buildings. This will require you to earn the first and second star as well.
Raid Star1 Raid Star2 Raid Star3
1 Star Victory 2 Star Victory 3 Star Victory

For each star that you earn, you receive one-third of the available Trophies. It is impossible to get more than one star without destroying the Town Hall. Failure to get any stars means a loss, causing you to lose trophies.


Gaining and Losing Trophies[]

There is often a lot of confusion surrounding Trophies, as it is often possible to lose a lot more trophies than you can win (although sometimes the opposite is true as well). The reason for this is simple; if you begin the match with more trophies than your opponent, it is presumed that your opponent is "weaker" than you (Town Hall or Experience levels are irrelevant for the purposes of this determination). If you defeat this "weaker" opponent you will receive fewer trophies than you would an "equal" opponent; losing will cost you a higher amount of trophies. The opposite is also true: If you have fewer trophies than your opponent, it is presumed that your opponent is "stronger" than you. Defeating this "stronger" opponent entitles you to more trophies than you would get by defeating an "equal" opponent, and likewise being defeated by a "stronger" opponent costs you fewer trophies.

In general the higher your Trophy count, the more difficult opponents you will encounter; both those you are matched with to attack as well as those attacking your village. Because of this, many higher-level players keep an artificially low trophy count by intentionally losing battles; in this way they can both make their villages easier to defend (as they will on average be attacked by weaker opponents) as well as ensure themselves less difficult bases to attack for resources.

Before attacking, pay attention to how many Trophies you can win or lose; often this can help give you a quick indication as to how difficult the upcoming battle will be. If you see a large discrepancy in the number of trophies available to win vs. the amount available to lose, there is a large trophy difference between you and your opponent. If the number of trophies available to win is much higher than that available to lose, you are likely to encounter a difficult battle. If the number available to win is much lower than that available to lose, the battle may in fact be relatively easy. However, do not rely solely on this comparison, as trophy counts can be easily manipulated (as shown in the above paragraph).


Match Cost[]

Finding matches in Multiplayer Battles will cost a small amount of Gold, depending on your Town Hall level. The cost to find a match at each Town Hall level is shown in the table below.

Note that these amounts are deducted each time you start finding a match or hit the "next" button while looking for a suitable base to attack. For example, searching through 100 bases as a Town Hall 11 would cost 100,000 Gold, not 1,000.

Town Hall Level Cost Gold


1 10
2 50
3 75
4 110
5 170
6 250
7 380
8 580
9 750
10 900
11 1,000
12 1,100
13 1,200

Single Player Campaign[]

Sablon:Main

Fight the goblins in the Single Player Campaign! Each level has a preset amount of loot that can only be earned once. No Trophies can be won or lost in the Single Player Campaign and it will not reduce shield durations. The loot in the maps also does not regenerate, though the buildings are all rebuilt and the traps reset each new time you look at the level.

Early in the campaign, the levels usually have no aerial defenses such as Air Defenses or Archer Towers, allowing easy completion with a single Balloon or Minion. As players progress through the campaign, the levels steadily become tougher, requiring either a higher-leveled army or a solid strategy. That being said, raiding the goblins can be quite lucrative once you progress through the hard levels. In fact, most of the later levels can reward you with over 500,000 each of Gold and Elixir, and the final level offers 2.5 million of both. Levels after "Sherbet Towers" also offer Dark Elixir, of which several thousand can be looted from each level, up to a whopping 25,000 in the final level.

It is interesting to note that while the difficulty of the Single Player Campaign increases quite rapidly as one progresses in level, the available loot rises considerably as well. Resources above 300,000 Gold and Elixir can be found after the level "Choose Wisely".


Practice Mode[]

Sablon:Main

Practice Mode enables the player to practice their raiding skills and try out a variety of attacks, with preset armies for each level. Like the Single Player Campaign, trophies are not won or lost and no Shield is deducted for doing a Practice Mode attack. Loot is also present in Practice Mode, though it can only be earned once.


Loot Mechanics[]

Loot can be stolen from three types of sources: resource storages (including the Town Hall), resource collectors, and the Treasury.

Each source has mechanics governing how much loot is available from buildings of that type.


Loot from Storages[]

Typically, a fixed proportion of a player's stored resources can be stolen. However, once a player has stored a significant amount of resources, this proportion often gets capped and instead a fixed maximum amount of resources can be stolen. This proportion and maximum amount is determined primarily by the player's Town Hall level.

Note that the Town Hall is treated as a storage of all three resource types, however, it only gives loot upon its destruction.

To fully understand how loot from storages is determined, one also needs to understand how stored loot is distributed between the storages.


Loot Distribution between Storages[]

Note: This section is highly technical.

In this section, the term storage refers to either a regular resource storage or the Town Hall. The term regular storage refers to a storage that is not the Town Hall.

Gold and Elixir[]

Consider a scenario where a player with 5 storages (let's assume that all the regular storages are sufficiently upgraded for simplicity) holds an arbitrary amount of Gold, say 876,266. With an even split, you'd expect there to be 175,253 gold in each storage and the one leftover gold simply goes into one of them.

However, this is not the case. Instead, what you'd get is that four storages would each have 175,254 gold and the other has only 175,250. Loot divisions like this can easily be observed in-game by simply checking the storages. This may seem somewhat arbitrary, but this very slightly uneven division can potentially have consequences on loot availability (as we'll see later).

There is a procedure that can be done to determine how loot is distributed between the storages. Suppose that there is X gold (or elixir; but we'll use gold for the procedure) in the storages. How this is divided is determined as follows:

  1. If X is greater than the maximum storage capacity of the storages, set X to be equal to this maximum storage capacity. What this does is it treats overfilled storages as if they were full normally.
  2. Divide X by the number of storages that the player has available and call this result Y. Compare Y with the storage capacity of all the storages. Note that for the purpose of this procedure so far, a level 1 regular storage is treated to have a storage capacity of 1,000, rather than 1,500.
  3. If Y is greater than the storage capacity of at least one of the storages, fill that storage, set it aside (it is no longer considered) and subtract its storage capacity from X. Take this result as the new X and go back to step 2 with one less storage. A level 1 regular storage takes away 1,000 from X rather than 1,500.
  4. If Y is less than the storage capacity of all of the remaining storages, then take the ceiling of Y (i.e. round Y up to the next integer if it's not already an integer; otherwise keep Y the same). Call the result Z.
  5. Fill all of the remaining storages with Z gold. To make the total agree with X (if it hasn't already), select one of the regular storages and remove gold from it until the total agrees. If this is not sufficient (which is the case only at very low gold amounts), select another storage and remove gold from it similarly, repeating this as necessary.
  6. If there are level 1 regular storages, the last 500 of its actual storage capacity only fills up once all other storages have been filled. In the case that there are multiple such storages, the extra loot is divided evenly between them similarly to step 5.

Some examples can be viewed in these collapsible boxes:

Example A: Typical TH13 scenario: 5 storages
Consider a simple scenario where a TH13 player is holding exactly 12 million gold in 5 storages, and that all of his storages are maxed (so there's no problems with low-level storages).
Now applying the above procedure, 12 million divided by 5 is 2.4 million, which is more than the storage capacity of the Town Hall (2 million). So by step 3 of the procedure, we fill the Town Hall with 2 million gold and set it aside. This leaves us with 10 million gold to divide amongst the 4 regular storages.
Now 10 million divided by 4 is 2.5 million, less than the storage capacity of the regular storages (4 million). By step 5, we now fill each regular storage with 2.5 million gold. There are no discrepancies between this amount and the total, so the distribution is complete; the Town Hall has 2 million and each regular storage has 2.5 million.
If we were to add one gold to the amount, the procedure is the same until step 3. There, step 4 kicks in (as 10,000,001 divided by 4 is 2,500,000.25) and we have to take the ceiling of that number (2,500,001) to fill in each regular storage for step 5. Doing this gives us 3 gold too many for the required amount; to fix this, we remove this 3 gold excess from one of the storages, leaving it with 2,499,998 gold. Now we are done; the Town Hall still has 2 million, three regular storages each have 2,500,001, and the fourth regular storage has 2,499,998.
Example B: New TH8 scenario: 4 storages
Consider a player who has just upgraded to TH8 and built a new gold storage, leaving it at level 1 (her other two storages are maxed at level 11). She then holds exactly 3 million gold.
Applying the procedure, we see that 3 million divided by 4 is 750,000, far more than can be held by the level 1 storage. So we fill it up with 1,000 gold (not its capacity of 1,500) by the exception and set it aside. We now have 2,999,000 gold to divide between 3 storages.
The Town Hall only has 750,000 capacity, so that too is now filled and set aside, leaving us with 2,249,000 gold that we can split evenly between the last 2 storages. Final distribution: 1,000 gold in the new storage, 750,000 in the Town Hall, and 1,124,500 in each level 11 storage.
Had she upgraded her gold storage to level 2 (or higher), it would be filled completely by the procedure in step 2. The rest of the procedure is done similarly.
Example C: Very low gold amount
Consider a TH13 player (with 5 storages) who has just started an upgrade that literally emptied his gold storages. He then picks up a handful of gold from a nearby Gold Mine, bringing his total up to 6.
Per step 5 of the procedure, it tells us that his storages should be filled with 2 gold each, with 4 gold to be removed. A storage is chosen and the 2 gold is removed from it. Since this is not sufficient to make the total agree, another storage is chosen and 2 gold is removed from it too.
What happens is that three storages each have 2 gold, while two are completely empty. If the TH13 player had one more gold (for a total of 7), the process of distributing the gold would be similar, culminating in three storages with two gold each, one with one gold, and one with none.

Dark Elixir[]

The distribution of Dark Elixir between the Dark Elixir Storage and the Town Hall is generally simpler than the case of Gold and Elixir.

Typically, at low Dark Elixir counts, the Dark Elixir is split between the Dark Elixir Storage and Town Hall at a 4:1 ratio. As the amount of Dark Elixir increases, and the Town Hall fills up with Dark Elixir, the rest of the Dark Elixir will simply all go into the storage.

The below procedure can be used to determine in most cases how Dark Elixir is distributed between the storage and the Town Hall. Suppose there is X Dark Elixir stored in the storages. Then, to determine how the X Dark Elixir is distributed:

  1. If X is greater than the maximum storage capacity of the storages, set X to be equal to this maximum storage capacity. What this does is it treats overfilled storages as if they were full normally.
  2. Divide X by 5, and round the result down.
  3. If the Town Hall can hold this amount, then fill it with this amount and fill the Dark Elixir Storage with the remainder. Otherwise, fill the Town Hall completely and deposit the remainder to the Dark Elixir Storage.

However, there are two interesting exceptions to this rule of note:

  • The Town Hall 7 holds 2,500 Dark Elixir, but will "self-cap" and only hold 2,000 Dark Elixir in most scenarios. The first 10,000 Dark Elixir will fill normally between the storages, but beyond that, depending on the level of the Dark Elixir Storage, further scenarios will happen:
    • With a level 1 storage, the next 2,000 Dark Elixir will go to the Dark Elixir Storage before the Town Hall holds any more Dark Elixir. Once the Dark Elixir Storage has filled, the last 500 Dark Elixir will fill the Town Hall.
    • With a level 2 storage, the next 9,000 Dark Elixir will all go to the Dark Elixir Storage, filling it up to 17,000 of its 17,500 capacity. The final 1,000 Dark Elixir will then be distributed evenly between the two storages.
  • The level 2 Dark Elixir Storage in particular holds 17,500 Dark Elixir, but as above, it holds only 17,000 Dark Elixir before the distribution becomes abnormal. With a TH8 or above, the first 21,250 Dark Elixir fills normally between the two storages. However, for the next 1,250 Dark Elixir, they are distributed between the Dark Elixir Storage and the Town Hall at a 2:3 ratio. Any further Dark Elixir (which is only possible with TH9 or higher) will fill up the Town Hall.

Determining Loot in Storages[]

This section provides a brief summary of how loot is determined in storages. Further details are explained in the Determining Loot Availability section below.

Gold and Elixir[]

The percentage of Gold/Elixir that can be stolen from storages until TH6 is 20% and is capped at 200,000. At TH7 and up, the percentage that can be stolen drops by 2% at each TH level, to a minimum of 10% at TH11 and above, while the cap increases by 50k at each TH level, to a maximum of 550,000 at TH13. The following chart shows how this works: {{#vardefine:All|}}{{#vardefine:GoldStorage|Yes}}{{#vardefine:ElixirStorage|Yes}}{{#vardefine:DarkElixirStorage|}}{{#vardefine:GoldMine|}}{{#vardefine:ElixirCollector|}}{{#vardefine:DarkElixirDrill|}}{{#vardefine:ClanCastle|}}{{#vardefine:TownHall|}}

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)
Town Hall Level % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 18,000 600,000 - -
4 3% 27,000 900,000 - -
5 3% 36,000 1,200,000 - -
6 3% 54,000 1,800,000 - -
7 3% 72,000 2,400,000 360 12,000
8 3% 90,000 3,000,000 450 15,000
9 3% 108,000 3,600,000 540 18,000
10 3% 126,000 4,200,000 630 21,000
11 3% 144,000 4,800,000 720 24,000
12 3% 162,000 5,400,000 810 27,000
13 3% 180,000 6,000,000 900 30,000
Town Hall Levels—Loot Multiplier
Town Hall Level Difference Percentage of Loot Available
Same or higher level 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4 or more levels lower 5%

Gold and Elixir is typically divided evenly between the available storages; it is divided 3 ways for a TH3-TH7, 4 ways for a TH8 and 5 ways for a TH9 or above (this corresponds to how many storages are available at those Town Hall levels). However, division amongst the storages is often more complicated than an even split in most cases (see the Loot Distribution section for more info).

Dark Elixir[]

The percentage of Dark Elixir that can be stolen from the storage until TH8 is 6% and is capped at 2,000. Starting at TH9, the percentage that can be stolen drops by 1% at each TH level (down to a minimum of 4% at TH10 and above) and the cap goes up by 500, up to a maximum of 4,500 at TH13. The following chart shows how this works:

{{#vardefine:All|}}{{#vardefine:GoldStorage|}}{{#vardefine:ElixirStorage|}}{{#vardefine:DarkElixirStorage|Yes}}{{#vardefine:GoldMine|}}{{#vardefine:ElixirCollector|}}{{#vardefine:DarkElixirDrill|}}{{#vardefine:ClanCastle|}}{{#vardefine:TownHall|}}

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)
Town Hall Level % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 18,000 600,000 - -
4 3% 27,000 900,000 - -
5 3% 36,000 1,200,000 - -
6 3% 54,000 1,800,000 - -
7 3% 72,000 2,400,000 360 12,000
8 3% 90,000 3,000,000 450 15,000
9 3% 108,000 3,600,000 540 18,000
10 3% 126,000 4,200,000 630 21,000
11 3% 144,000 4,800,000 720 24,000
12 3% 162,000 5,400,000 810 27,000
13 3% 180,000 6,000,000 900 30,000
Town Hall Levels—Loot Multiplier
Town Hall Level Difference Percentage of Loot Available
Same or higher level 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4 or more levels lower 5%

Dark Elixir is typically divided between the Dark Elixir Storage and the Town Hall at a 4:1 ratio at lower Dark Elixir counts, though at higher Dark Elixir counts, the Dark Elixir storage will hold proportionally more of the Dark Elixir than the Town Hall (see the Loot Distribution section for more info).


Determining Loot Availiability from Storages[]

There are two cases to consider when determining the amount of available loot from storages.

Case 1: Pre-Cap[]

In the case where there isn't enough loot in the storage to reach the cap, the percentage is used. The amount available from each storage is simply the amount held in that storage multiplied by the appropriate percentage for that Town Hall level, rounded down to the lower integer if necessary.

Two examples of how this is worked out are shown in these collapsible boxes.

Example A: Simple scenario
For a Town Hall 13 with 2,000,000 Gold in their storage, 400,000 Gold will be stored in each storage (and in the Town Hall as well). Of these, 10% is available to be stolen, so 40,000 gold is available in each storage and the Town Hall.
Example B: Typical scenario
Consider a Town Hall 8 player (who has maxed his storages) holding exactly 988,145 Gold. By the loot distribution rules above, three of the storages (including the Town Hall) will each have 247,037 gold, and the fourth will have 247,034.
Multiplying each of these by the percentage corresponding to TH8 (16%) yields 39,525.92 and 39,525.44 respectively, and both round down to 39,525. Thus, all four storages will have 39,525 gold available each, for a total of 158,100 gold available to steal.

Case 2: Post-Cap[]

In the case where there is enough loot in the storage to reach the storage cap, the storage cap is used. The storage cap is used to determine the amount of loot in this case, however, it is not a hard limit; in the context of determining loot, it should be treated as a baseline.

Determining loot in the post-cap scenario is done individually for each storage and is done as follows:

  1. Take the amount of loot currently stored in that storage and divide it by the total amount stored in all the storages.
  2. Multiply this number by the loot cap, and round the result as appropriate:
    • For Gold or Elixir, typically this result is rounded to the nearest 10,000. However, if the result is less than 10,000 (which can happen with low-level storages), rounding will still occur, but to a higher precision:
      • If the result is between 1,000 and 10,000, it is rounded to the nearest 1,000.
      • If the result is between 100 and 1,000, it is rounded to the nearest 100.
      • If the result is less than 100, it is rounded to the nearest integer.
    • For Dark Elixir, this result is rounded to the nearest 100.

What this does is it attempts to distribute loot proportionally between the storages. However, rounding discrepancies can occur and because of this, players may find themselves offering up to 20,000 more or less Gold or Elixir than what is available from the cap, or 100 more Dark Elixir than the cap.

Here are some examples (in collapsible boxes) on how loot is determined in post-cap scenarios.

Example A: Typical scenario
Consider a simple scenario where a TH13 player with fully upgraded storages has stored exactly 15 million gold. He would have 3.25 million gold in each storage and 2 million in the Town Hall.
To determine the amount that's lootable from each gold storage, we perform step 1 of the above procedure, and see that 3.25 million divided by 15 million yields approximately 0.2167. Multiplying this by the loot cap of 550k gives us 119,166, which is then rounded up to 120,000 for each storage.
Applying the above procedure to the Town Hall similarly, one can show that the Town Hall offers 70,000 gold. Totalling this up with the above yields a total of 550,000 available in the gold storages, which is consistent with the loot cap.
Example B: Some rounding inconsistencies
Consider two different scenarios involving a TH13 player with fully upgraded storages. First, suppose he has 12 million elixir stored (2.5 million in each elixir storage, 2 million in the Town Hall).
Applying the above procedure to the storages, we see that each elixir storage will give 110,000 elixir, while the Town Hall offers 90,000 elixir, for a total of only 530k elixir - 20k short of the loot cap.
Now consider a scenario where the player has 12.5 million elixir stored (2.625 million in each elixir storage, 2 million in the Town Hall). Applying the procedure gives us 120,000 elixir in each storage, while the Town Hall still offers 90,000 elixir, for a total of 570k elixir - 20k more than the loot cap.
Example C: New TH9 scenario
Consider a scenario where a player has just upgraded to TH9 (from a max TH8) and built a gold storage at level 1. He then holds a full gold storage (for a total of 6,251,500 in the storage).
Now the level 1 gold storage holds 1,500 out of the 6.25 million gold. Using the above, we determine that the gold storage would hold 84 gold using the special rounding rules.
The three level 11 gold storages each hold 1.75 million gold, and offer 100,000 each, while the Town Hall holds 60,000. Adding together all our results, we have a total of 360,084 gold available to steal from this player.
Example D: Consequences of the loot distribution
This example illustrates the impact of needing to use the above mentioned loot distribution compared to the naive approach of a fair split.
Consider a TH13 player (with maxed storages) holding exactly 12,222,222 gold. By the rules of loot distribution, we find that the loot is distributed as follows: 2 million in the Town Hall, 2,555,556 each in three storages, and 2,555,554 in the other.
Now using the above method to calculate the amount of available loot, the Town Hall will have 90,000 gold, the three storages with 2,555,556 will each offer 120,000 gold, while the storage with 2,555,554 will offer only 110,000 gold. This totals to 560,000 gold available.
If we were to use a naive approach and suppose that the loot was distributed evenly (with 2,555,556 gold in two gold storages and 2,555,555 gold in the other two), the two storages that are short will offer 110,000 gold each, for a total of 550,000 gold available. In actuality however (i.e. if you were to actually try this), the player would have 560,000 gold available, showing that the naive approach fails in this particular example.
Another possible (and incorrect) naive approach assumes that loot is not discrete and so allows 2,555,555.5 gold in each of the four gold storages. The ensuing calculation tells us in this case, each storage will offer 110,000 gold, and added to the Town Hall's 90,000, combines for a total of 530,000 gold.
Example E: Dark Elixir calculations
For a change of pace, let's look at calculations involving Dark Elixir. First, let's consider a typical TH10 scenario with 130,000 DE (the TH10 will have 20k in the Town Hall with the remainder in the storage).
Now the Town Hall has 15.38% of the total Dark Elixir, and multiplying this by the cap of 3,000 gives 461.5, which is rounded to 500. Similarly, the Dark Elixir storage has 84.62% of the total Dark Elixir; multiplying this by the cap of 3,000 gives 2,538.5, rounded to 2,500. So the TH10 will have 500 DE available in the Town Hall and 2,500 DE in the storage.
Rounding discrepancies are also possible with Dark Elixir, but are much rarer due to the binary nature of the storages. For example, consider a TH11 with a full storage of 200,000 Dark Elixir. The Town Hall has exactly 10% of the Dark Elixir, while the storage has exactly 90%. Multiplying these by the cap of 3,500 gives 350 and 3,150, which are both rounded up to give 400 and 3,200 DE available from the Town Hall and storage respectively, or a total of 3,600 (100 more than the cap).

Loot from Collectors[]

The available amount of loot from resource collectors is relatively easy to determine. At all levels, it is simply a fixed fraction of what the collector held at the time of the attack. Note that the collectors do not produce resources during the battle, and so the loot they hold is fixed at the start of the battle.

Because of higher level collectors' high storage capacity, loot from collectors can potentially make up the majority of the loot available from a base, and this is often the case with abandoned bases. However, most active players will regularly collect from these collectors, limiting the amount of loot available from them.

Gold and Elixir[]

The percentage of Gold and Elixir that can be stolen from mines and collectors is 50% and is capped only by the storage capacity of the resource collector.

{{#vardefine:All|}}{{#vardefine:GoldStorage|}}{{#vardefine:ElixirStorage|}}{{#vardefine:DarkElixirStorage|}}{{#vardefine:GoldMine|Yes}}{{#vardefine:ElixirCollector|Yes}}{{#vardefine:DarkElixirDrill|}}{{#vardefine:ClanCastle|}}{{#vardefine:TownHall|}}

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)
Town Hall Level % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 18,000 600,000 - -
4 3% 27,000 900,000 - -
5 3% 36,000 1,200,000 - -
6 3% 54,000 1,800,000 - -
7 3% 72,000 2,400,000 360 12,000
8 3% 90,000 3,000,000 450 15,000
9 3% 108,000 3,600,000 540 18,000
10 3% 126,000 4,200,000 630 21,000
11 3% 144,000 4,800,000 720 24,000
12 3% 162,000 5,400,000 810 27,000
13 3% 180,000 6,000,000 900 30,000
Town Hall Levels—Loot Multiplier
Town Hall Level Difference Percentage of Loot Available
Same or higher level 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4 or more levels lower 5%

Dark Elixir[]

The percentage of Dark Elixir that can be stolen from drills is 75% and is capped only by the storage capacity of the drill.

{{#vardefine:All|}}{{#vardefine:GoldStorage|}}{{#vardefine:ElixirStorage|}}{{#vardefine:DarkElixirStorage|}}{{#vardefine:GoldMine|}}{{#vardefine:ElixirCollector|}}{{#vardefine:DarkElixirDrill|Yes}}{{#vardefine:ClanCastle|}}{{#vardefine:TownHall|}}

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)
Town Hall Level % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 18,000 600,000 - -
4 3% 27,000 900,000 - -
5 3% 36,000 1,200,000 - -
6 3% 54,000 1,800,000 - -
7 3% 72,000 2,400,000 360 12,000
8 3% 90,000 3,000,000 450 15,000
9 3% 108,000 3,600,000 540 18,000
10 3% 126,000 4,200,000 630 21,000
11 3% 144,000 4,800,000 720 24,000
12 3% 162,000 5,400,000 810 27,000
13 3% 180,000 6,000,000 900 30,000
Town Hall Levels—Loot Multiplier
Town Hall Level Difference Percentage of Loot Available
Same or higher level 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4 or more levels lower 5%

Loot from Treasury[]

Like with the loot from collectors, the loot available from the Clan Castle's Treasury is easy to determine. It is a fixed 3% of what the Treasury held at the time of the attack, and is capped only by the storage capacity of the Treasury (which is dependent on the Town Hall and Clan Perks levels).

{{#vardefine:All|}}{{#vardefine:GoldStorage|}}{{#vardefine:ElixirStorage|}}{{#vardefine:DarkElixirStorage|}}{{#vardefine:GoldMine|}}{{#vardefine:ElixirCollector|}}{{#vardefine:DarkElixirDrill|}}{{#vardefine:ClanCastle|Yes}}{{#vardefine:TownHall|}}

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)
Town Hall Level % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 18,000 600,000 - -
4 3% 27,000 900,000 - -
5 3% 36,000 1,200,000 - -
6 3% 54,000 1,800,000 - -
7 3% 72,000 2,400,000 360 12,000
8 3% 90,000 3,000,000 450 15,000
9 3% 108,000 3,600,000 540 18,000
10 3% 126,000 4,200,000 630 21,000
11 3% 144,000 4,800,000 720 24,000
12 3% 162,000 5,400,000 810 27,000
13 3% 180,000 6,000,000 900 30,000
Town Hall Levels—Loot Multiplier
Town Hall Level Difference Percentage of Loot Available
Same or higher level 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4 or more levels lower 5%

Loot Penalty[]

To discourage higher level players from attacking lower level players, a "loot penalty" system is put in place that reduces loot obtained from opponents with lower level Town Halls. This loot penalty is put in place after the above loot calculations have been carried out.

The loot penalty is applied to loot obtained from resource storages and resource collectors (including the Town Hall), but does not apply to the Clan Castle's Treasury. Loot penalty is also not applied in Clan Wars; all players that attack the same war base will earn the same potential amount of loot and war win bonus from that base, regardless of their Town Hall level.

The loot penalty is determined by considering the difference in level of the attacker and defender's Town Halls, and is shown in the table below:

{{#vardefine:All|}}{{#vardefine:GoldStorage|}}{{#vardefine:ElixirStorage|}}{{#vardefine:DarkElixirStorage|}}{{#vardefine:GoldMine|}}{{#vardefine:ElixirCollector|}}{{#vardefine:DarkElixirDrill|}}{{#vardefine:ClanCastle|}}{{#vardefine:TownHall|Yes}}

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)
Town Hall Level % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 18,000 600,000 - -
4 3% 27,000 900,000 - -
5 3% 36,000 1,200,000 - -
6 3% 54,000 1,800,000 - -
7 3% 72,000 2,400,000 360 12,000
8 3% 90,000 3,000,000 450 15,000
9 3% 108,000 3,600,000 540 18,000
10 3% 126,000 4,200,000 630 21,000
11 3% 144,000 4,800,000 720 24,000
12 3% 162,000 5,400,000 810 27,000
13 3% 180,000 6,000,000 900 30,000
Town Hall Levels—Loot Multiplier
Town Hall Level Difference Percentage of Loot Available
Same or higher level 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4 or more levels lower 5%

Maximum Loot Available[]

The maximum loot available from a base arises from a combination of factors. The below table shows a breakdown of the maximum possible loot from a TH13:

Factor Maximum Available
Gold and Elixir Gold
Elixir


Dark Elixir Dark Elixir


Storages at loot cap 550,000 4,500
Rounding discrepancies 20,000[1] 100[2]
Maxed collectors at full capacity 1,050,000 6,750
Maxed Treasury at full capacity 180,000 900
Total 1,800,000 12,250

Of note is that these totals are obviously very rare, not just because of the requirements of having collectors and treasury at full capacity, but also requiring a very specific amount of loot in the storages (see the below notes for specifics). It is often the case that a player with full capacity collectors and Treasury also has full storages, in which case it can be shown by the above rules that they only offer 540,000 gold/elixir from them (10,000 less than the cap and 30,000 less than the maximum possible).

Notes

  1. For rounding discrepancy to occur such that 20,000 is gained from it, the defender's gold/elixir storages must hold between about 12,222,278 and 12,941,176 inclusive (these bounds assume all storages are at least level 13). The lower bound is crude, because the slightly uneven loot distribution causes fluctuations in the rounding; it is possible for a player with as little as 12,222,224 to obtain this discrepancy, however the upper bound is stable because it is derived from the loot available in the Town Hall (which stores a fixed 2 million at this point). Other rounding discrepancies are possible, and are in fact prevalent in the post-cap scenario at TH13.
  2. For this rounding discrepancy to occur, the defender's dark elixir storages must hold exactly either 120,000 or 200,000 dark elixir. Both these values are extremely unlikely unless the Dark Elixir Storage is not fully upgraded, in which case the latter is plausible with a full level 6 storage. Unlike the gold/elixir rounding discrepancy, outside these two values, no other discrepancy occurs in the post-cap scenario.

Trivia[]

  • As soon as the three-minute raid timer begins counting down, all Builders and Villagers run towards the Town Hall to hide.
  • Every time you get raided, you will get the notification saying Your village was raided by (Attacker's name)! (assuming you have notifications turned on). It was changed to (Attacker's name) is attacking your village! During the Christmas 2014 Update, it was changed to Your village is being raided by (Attacker's name)!
  • Players from up to 200 Trophies above and below you are able to raid you, but these are not hard limits.
  • Following the Christmas 2014 update, it is possible to watch a live attack on your village, if you are able to log on while the attack is in progress.
  • Supercell increased the battle timer by 30 seconds at the 10/12/2015 update.
    • This update considerably increased the storage capacity of the Town Hall and also allowed players to steal Dark Elixir from it.
    • This was then reverted to the original 3-minute timer in the 21/3/2016 update.
  • In May 2016 update, Supercell increased the multiplayer searching timeout from 5 minutes to 30 minutes.
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