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For Builder Base version, see Star Laboratory.
Laboratory12.png

"What dark secrets do these Wizards hide inside their Laboratory? Nobody has dared to look. All we know is that their research makes our spells and troops harder, better, faster and stronger!"


Laboratory1.png Laboratory2.png Laboratory3.png Laboratory4.png Laboratory5.png Laboratory6.png
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6
Laboratory7.png Laboratory8.png Laboratory9.png Laboratory10.png Laboratory11.png Laboratory12.png
Level 7 Level 8 Level 9 Level 10 Level 11 Level 12

Summary

  • The Laboratory is a building where you can upgrade your Troops, Spells and Siege Machines. The Laboratory is unlocked at Town Hall level 3.
    • The upgrade fee is relevant to the resource used to create said target. Dark Elixir Troops/Spells cost Dark Elixir to upgrade, while all others cost elixir.
      • Per each upgrade, the target costs more to create, but gains better overall stats, save for Siege Machines which don't have cost increments.
    • Heroes and Pets cannot be upgraded in the Laboratory since need a free builder/Pet house for them respectively.
  • It is possible to upgrade the Laboratory itself and any progress for the ongoing research continues, but they will never be applied until the building upgrade concludes. However, you cannot start new research projects if the building is upgrading.
  • It is not possible to cancel a research project nor research multiple subjects at a time. However, one can still instantly complete the active one via spending Gems or a relevant Magic Item (Book of Fighting for Troops, Book of Spells for Spells, and Book of Everything for all upgrades in general). Using a relevant Hammer can skip the upgrade timer and negate any costs.
    • It is also possible to use a research potion to boost its research speed to 24 times of the original for 1 hour.
  • The Laboratories emit a purple (level 1-6), blue (level 7), red (level 8) or yellow (level 9-11) glow from the entrances when upgrading something.
  • It cannot upgrade anything the player does not have access to, which may be dependent on the Laboratory itself or said project's associated entity and any other relevant buildings.
  • Different levels of troops will receive graphical changes. However, when you are upgrading something, the laboratory interface will not display the improvements until the upgrade concludes.
  • When a Laboratory upgrade is completed, it is applied immediately to any relevant troops, spells, or Siege Machines that are present on the village in or queued at no additional costs.
    • As a result, due to upgraded units having higher creation costs, you can queue the unit being upgraded in the relevant building just before the upgrade finishes, and then un-queue the unit when the upgrade finishes to gain some resources.
  • The upgrades inside the Laboratory often take massive amounts of time. Due to this one should only choose the upgrades affecting whatever that they would prolifically use in the future, and optionally accelerate them with Magic Items. For example, GoWiPe users should focus on Golems, Wizards, P.E.K.K.As, and whatever spells that could help them.
  • If all of your troops, spells, and siege machines are fully maxed, the word "Research" won't be visible above the Laboratory.

Upgrade Differences

  • Laboratories undergo significant visual changes at all levels except levels 3 and 4.
    • When initially constructed, the Laboratory consists of a wooden octagonal structure with multiple door-less entrances. A mass of black tubing covers the center of the Laboratory's roof.
    • At level 2, the Laboratory adds a large vat of Elixir mounted on one side, while the roof is reinforced with steel. A dial is on the vat of Elixir, and wires connect it to the roof, near the black tubing.
    • At level 3, the Laboratory's roof adds a large black dome with circular elixir-colored ports.
    • At level 4, the doorways receive a golden trim.
    • At level 5, a second Identical Elixir vat is added to the left wall.
    • The level 6 Laboratory receives a faceted crystal sphere on its roof supported by a black iron rod and a helical golden spring. Electricity periodically runs up the surface of the sphere.
    • At level 7, the crystal sphere is replaced by a huge set of stacked circular gold rings, identical to those found atop the level 7 Hidden Tesla. The elixir vat on the left side of the Laboratory is replaced with a larger one filled with Dark Elixir. The ringed structure on the roof crackles periodically with electricity. The dark color theme indicates that this level is unlocked at Town Hall level 9.
    • At level 8, the circular gold rings are replaced with a vertical tube glowing from the inside. This tube is emblazoned with what appears to be the symbol representing radioactive material, which indicates that the liquid is likely radioactive. The doorposts turn to a dark red color. It seems that fiery red-orange fluid is filling the left chamber. The dial also starts moving back and forth rapidly, showing that the vat may be overflowing. During an upgrade, the vertical tube spews fire. The red color theme indicates that this level is unlocked at Town Hall level 10.
    • At level 9, the stack of rings is re-added to the top of the Laboratory, instead this time the rings are white rather than gold. The doorpost turns from a dark red to white. The red fluid on the left side is changed to yellow. The white and yellow color theme indicates that this level is unlocked at Town Hall level 11.
    • At level 10, the Laboratory takes on a blue-gray color scheme. The stack of rings is now replaced with a giant yellow screw, which twists in and out of the roof when an upgrade is in progress. The dial from level 8 returns and is now larger than before. The fluid vat on the left is now replaced by a metal tube with a cyan glow in the middle. The yellow and blue color scheme indicates that this level is unlocked at Town Hall level 12.
    • At Level 11, the Laboratory receives a darker blue color scheme. The roof has a thick band that encases the giant yellow screw, which is now replaced by a tube covered in ice. The doorposts are also covered in ice. The fluid vat on the left is slightly taller and darker. The icy theme and dark blue color indicate that this level is unlocked at Town Hall Level 13.

History

  • The Laboratory was in the original release of the game on August 2, 2012, with 6 levels.
  • The September 18, 2012 update made it so that upgraded troops are now visualized.
  • The February 5, 2013 update added the level 7 Laboratory.
  • In March 12, 2013 update, a new Laboratory screen now lets you browse available upgrades even while an upgrade is already in progress.
  • The May 23, 2013 "Fiery Fortress" update added the level 8 Laboratory and decreased upgrade costs of levels 5, 6 and 7 fro, 540,000/1,080,000/3,000,000 to 500,000/1,000,000/2,500,000.
  • The April 9, 2014 "Clan Wars" update slightly increased HP of level 8 Laboratory from 350 to 370.
  • The December 11, 2014 update increased the HP on every Laboratory levels and redesigned level display for troops, heroes, and spells. Prior to this update, the level display was pink asterisk(s).
    • Level 1 increased from 250 to 500.
    • Level 2 increased from 270 to 550.
    • Level 3 increased from 280 to 600.
    • Level 4 increased from 290 to 650.
    • Level 5 increased from 310 to 700.
    • Level 6 increased from 330 to 750.
    • Level 7 increased from 350 to 800.
    • Level 8 increased from 370 to 850.
  • The July 1, 2015 update increased the HP of levels 7 and 8 Laboratory from 800/850 to 830/950.
  • The December 10, 2015 "Town Hall 11" update added the level 9 Laboratory.
  • The June 11, 2018 "Town Hall 12" update added the level 10 Laboratory.
  • The June 26, 2018 balance changes reduced upgrade times of levels 2-9 Laboratory from 5h/12h/1d/2d/4d/5d/6d/7d to 3h/8h/16h/1d 8h/2d 16h/3d 8h/4d/6d.
  • The April 2, 2019 update reduced upgrade times of levels 1-8 (except for level 3) from 30m/3h/16h/1d 8h/2d 16h/3d 8h/4d to 1m/2h/10h/12h/1d/2d/3d, and reduced upgrade costs of levels 7 and 8 Laboratory from 2,500,000/4,000,000 to 2,000,000/3,000,000.
  • The December 9, 2019 "Town Hall 13" update added the level 11 Laboratory and resized the Laboratory from 4x4 to 3x3.
  • The March 30, 2020 update made it so that Research Potions now boost the Laboratory speed by 24x instead of 10x.
  • The April 12, 2021 "Town Hall 14" update gave the Laboratory an update:
    • Added the level 12 Laboratory.
    • Ongoing Lab upgrade timer now continues normally when Lab is upgraded and can be finished with Gems or a Book. New unit/spell upgrades still cannot be started before the Lab upgrade is completed.
    • Lab research screen is now accessible during Lab upgrade.
    • The level badge flame now continues burning in combat hud when all troops/spells are deployed.

Trivia

  • The conductor on top of the Laboratory on levels 6 and 7 depicts the 'lightning gatherer' that is used to raise the dead creatures to life that are often found in horror movies.
  • The pressure gauges on the side Dark Elixir vats are only seen moving on the level 7 and 8 Laboratory, except for when troops/spells go under upgrade. Otherwise, all Laboratory gauges move.
  • The Laboratory is currently the only building that can only be built/upgraded exactly once in every Town Hall level starting from Town Hall 3 to Town Hall 14.
  • Interestingly, in the Home Village's Laboratory, if you have maxed out a troop or spell for your Laboratory level, and click on it, the game tells you, "Level __ Laboratory required". However, in the Builder Base's Star Laboratory, when clicking a maxed out troop for your Star Laboratory level, the game shows you all of the levels and upgrade bonuses, as would normally happen if the troops was not maxed.
  • The phrase: "Harder, better, faster, and stronger!" is a reference to the French dance duo Daft Punk's widely known song, Harder Better Faster Stronger.
    • None of the troops increase in speed when upgraded. However, the Rage Spell and Haste Spell will give higher speed boosts, which justifies the "faster" part.
  • The Laboratory contains 4 entryways instead of 2, they can be seen in the back where the arches for the entryways stand.
  • The total time finish all upgrades is theoretically 4 years, 73 days and 18 hours, assuming that the upgrade progress is not influenced by anything (such as Magic Items and Gems). However, the time taken to obtain resources is not included in this time, so the actual time needed to finish all upgrades is much longer.

Icon Descriptions

Icon Info.pngTapping this icon displays information about the Laboratory, such as Level and Hitpoints.
Icon Upgrade.pngTapping this icon begins upgrading the Laboratory to the next level, if you have enough resources and a free Builder. When the Laboratory is at maximum level, this icon is not shown.
Icon HoB.pngTapping this icon instantly upgrades the Laboratory to the next level, at the cost of one Hammer of Building if you have one. When the Laboratory is at maximum level, or if the Town Hall requirements for the next level are not met, this icon is not shown.
Icon FinishNow.pngTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number of Gems.
Icon FinishNowBoB.pngTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of one Book of Building. This icon is only shown if you have at least one Book of Building.
Icon FinishNowBoE.pngTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of one Book of Everything. This icon is only shown if you have at least one Book of Everything but do not have a Book of Building.
Icon BuilderPotion.pngTapping this icon, which is displayed only while an upgrade is in progress, boosts all your Builders for 1 hour by a factor of ten, at the cost of one Builder Potion. This icon is only shown if you have at least one Builder Potion.
Icon Cancel.pngTapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.
Icon ResearchPotion.pngTapping this icon boosts your Laboratory for 1 hour by a factor of twenty-four, at the cost of one Research Potion. This icon is only shown if you have at least one Research Potion.
Icon Research.pngTapping this icon opens up the Laboratory interface, allowing you to upgrade your Troops' and Spells' levels.
Town Hall Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14
Number Available 0 0 1 1 1 1 1 1 1 1 1 1 1 1
Size Size
3x3
Level
Level
Hitpoints
Hitpoints
Build Cost
Elixir
Build Time
Time
Experience Gained
Experience
Town Hall Level Required
Town Hall
1 500 5,000 1m 7 3
2 550 25,000 1h 60 4
3 600 75,000 2h 84 5
4 650 150,000 4h 120 6
5 700 300,000 8h 169 7
6 750 600,000 16h 240 8
7 830 1,200,000 1d 293 9
8 950 2,500,000 2d 415 10
9 1,070 5,000,000 4d 587 11
10 1,140 8,000,000 6d 720 12
11 1,210 10,000,000 9d 881 13
12 1,280 12,000,000 12d 1,018 14

Upgrade Chart

The following charts list the level of the Laboratory on the top and the unit/spell you can upgrade on the left. Each cell contains the level of the unit/spell you can train, how much it costs in elixir, and how long it takes. For example, Laboratory level 3 allows you to upgrade your Archers to level 3 for 250,000 Elixir and it takes 1 day. The top chart contains Elixir troop upgrades while the bottom chart contains Dark Elixir upgrades. Certain troops and spells don't have new levels unlocked at certain laboratory levels and are represented by ' - 's. For example, there's no new level of Goblin unlocked at Laboratory level 2, however you can upgrade it from level 1 to 2 with a level 2 (or higher) Laboratory if you didn't upgrade it when you had a level 1 Laboratory.

Those indicated by *(italics) show that certain items do not need the Laboratory fully upgraded to gain in levels. Those items are accessible by a lower Laboratory once the Town Hall and any other upgrade criteria is met. For example, a level 1 Laboratory can upgrade the Lightning Spell once the other requirements of Town Hall 5 and Spell Factory (level 1) are met.

Note that for the interest of keeping this table compact, abbreviations for costs are used. K and M stand for thousand and million, respectively.

Elixir Elixir Elixir

Upgrade Chart Laboratory Level
1 2 3 4 5 6 7 8 9 10 11 12
Barbarian Level 2 - 3 - 4 5 6 7 8 9 - 10
Cost 25K - 100K - 300K 1M 2M 3M 5M 9.5M - 15M
Time 6h - 12h - 1d 1d 12h 2d 12h 4d 7d 12d - 14d
Archer Level 2 - 3 - 4 5 6 7 8 9 - 10
Cost 40K - 160K - 480K 1.3M 2.5M 3.5M 5.5M 10M - 15.5M
Time 12h - 1d - 1d 12h 2d 2d 12h 4d 7d 12d - 14d
Giant Level - 2 - 3 4 5 6 7 8 9 10 -
Cost - 50K - 200K 600K 1.5M 2.5M 4M 6M 10.5M 15M -
Time - 9h - 18h 1d 12h 2d 12h 4d 5d 9d 14d 15d -
Goblin Level 2 - 3 - 4 5 6 7 - 8 - -
Cost 50K - 200K - 600K 1.2M 2.5M 4M - 9.5M - -
Time 12h - 1d - 1d 12h 2d 3d 12h 6d - 12d - -
Wall Breaker Level - 2 - 3 4 5 - 6 7 8 9 10
Cost - 100K - 250K 750K 1.5M - 3.5M 7.5M 11.5M 14M 16M
Time - 12h - 1d 1d 12h 2d - 4d 7d 11d 15d 16d
Balloon Level - 2 - 3 4 5 6 - 7 8 9 10
Cost - 150K - 450K 900K 1.8M 3.5M - 7.5M 12M 14M 18M
Time - 12h - 1d 2d 3d 4d - 8d 14d 16d 18d
Wizard Level - - 2 3 4 5 6 7 8 9 10 -
Cost - - 150K 350K 650K 1.3M 2.6M 5M 8M 10M 15M -
Time - - 12h 1d 1d 12h 2d 4d 6d 9d 13d 15d -
Healer Level - - - - 2 3 4 - 5 - 6 7
Cost - - - - 500K 1M 3M - 9.5M - 14.5M 17M
Time - - - - 1d 12h 2d 12h 4d - 11d 20h - 15d 17d
Dragon Level - - - - 2 3 4 5 6 7 8 9
Cost - - - - 1.75M 2.5M 4M 6M 8M 10M 15M 18.5M
Time - - - - 1d 12h 3d 5d 7d 9d 14d 16d 18d
P.E.K.K.A Level - - - - - 2 / 3 4 5 / 6 7 8 9 -
Cost - - - - - 1.5M / 2.25M 3.2M 4.5M / 6M 9M 12M 15M -
Time - - - - - 2d / 3d 12h 4d 12h 6d / 7d 10d 14d 15d -
Baby Dragon Level - - - - - - 2 3 / 4 5 6 7 8
Cost - - - - - - 2.5M 3.5M / 4.5M 7M 9M 15M 17M
Time - - - - - - 3d 5d / 7d 9d 14d 15d 12h 16d 12h
Miner Level - - - - - - - 2 / 3 4 / 5 6 7 -
Cost - - - - - - - 3.5M / 4.5M 6M / 8M 10.5M 14M -
Time - - - - - - - 3d / 5d 7d 12h / 10d 12h 14d 15d 12h -
Electro Dragon Level - - - - - - - - 2 3 4 5
Cost - - - - - - - - 9M 11M 16M 19M
Time - - - - - - - - 10d 14d 16d 18d
Yeti Level - - - - - - - - - 2 3 -
Cost - - - - - - - - - 11M 15M -
Time - - - - - - - - - 14d 16d -
Dragon Rider Level - - - - - - - - - - 2 3
Cost - - - - - - - - - - 16M 17.5M
Time - - - - - - - - - - 15d 17d
Lightning Spell Level *2 *3 4 - - 5 6 7 8 9 - -
Cost *85K *225K 450K - - 900K 2M 4M 8M 10M - -
Time *12h *1d 1d 12h - - 3d 5d 8d 10d 12h 13d - -
Healing Spell Level - *2 - 3 4 5 6 7 - - 8 -
Cost - *75K - 300K 600K 1.2M 2.5M 4.5M - - 14M -
Time - *6h - 18h 1d 12h 3d 5d 9d - - 16d -
Rage Spell Level - - *2 *3 4 5 - - - 6 - -
Cost - - *450K *900K 1.8M 3M - - - 11M - -
Time - - *18h *1d 12h 3d 5d - - - 11d 12h - -
Jump Spell Level - - - - *2 - - 3 - - 4 -
Cost - - - - *3M - - 6M - - 13M -
Time - - - - 4d - - 7d - - 15d -
Freeze Spell Level - - - - - - 2 3 / 4 / 5 6 7 - -
Cost - - - - - - 1.5M 2.5M / 4.2M / 6M 8.5M 11M - -
Time - - - - - - 2d 4d / 6d / 7d 12h 9d 11d 12h - -
Clone Spell Level - - - - - - - 2 / 3 4 / 5 - 6 7
Cost - - - - - - - 3M / 4.5M 7M / 9M - 14M 16.5M
Time - - - - - - - 3d / 4d 12h 6d 12h / 11d 12h - 15d 16d 12h
Invisibility Spell Level - - - - - - - - 2 3 4 -
Cost - - - - - - - - 9M 12M 15M -
Time - - - - - - - - 9d 11d 12h 15d 12h -

Dark Elixir Dark Elixir Dark Elixir

 
Upgrade Chart Laboratory Level
5 6 7 8 9 10 11 12
Minion Level 2 3 / 4 5 6 7 8 9 10
Cost 3K 7K / 15K 25K 40K 90K 150K 250K 300K
Time 1d 1d 12h / 2d 3d 4d 12h 7d 14d 15d 12h 16d 12h
Hog Rider Level 2 3 / 4 5 6 7 8 / 9 10 -
Cost 5K 9K / 16K 30K 50K 100K 150K / 240K 280K -
Time 1d 6h 2d / 2d 12h 4d 5d 7d 12h 11d 12h / 14d 16d -
Valkyrie Level - 2 3 / 4 5 6 7 8 9
Cost - 8K 12K / 25K 45K 90K 175K 260K 310K
Time - 2d 6h 3d / 4d 6d 8d 12h 13d 16d 17d
Golem Level - 2 3 / 4 5 6 / 7 8 / 9 10 -
Cost - 10K 20K / 30K 50K 75K / 110K 160K / 200K 270K -
Time - 2d 12h 3d / 4d 5d 7d / 8d 10d 12h / 14d 16d -
Witch Level - - 2 3 4 5 - -
Cost - - 50K 80K 130K 200K - -
Time - - 5d 6d 12h 9d 12h 14d - -
Lava Hound Level - - 2 3 4 5 6 -
Cost - - 35K 60K 120K 190K 270K -
Time - - 2d 12h 5d 9d 14d 16d -
Bowler Level - - - 2 3 4 5 -
Cost - - - 75K 125K 200K 280K -
Time - - - 6d 9d 14d 16d -
Ice Golem Level - - - - 2 / 3 4 / 5 - 6
Cost - - - - 80K / 120K 160K / 200K - 320K
Time - - - - 5d / 8d 10d 12h / 14d - 17d
Headhunter Level - - - - - 2 3 -
Cost - - - - - 180K 240K -
Time - - - - - 14d 16d -
Poison Spell Level - 2 3 4 5 6 7 8
Cost - 20K 40K 75K 150K 200K 260K 300K
Time - 1d 2d 4d 9d 11d 15d 12h 17d 12h
Earthquake Spell Level - 2 3 4 5 - - -
Cost - 20K 40K 75K 120K - - -
Time - 2d 4d 7d 12h 11d - - -
Haste Spell Level - - 2 3 / 4 5 - - -
Cost - - 30K 50K / 80K 120K - - -
Time - - 2d 12h 5d / 8d 11d - - -
Skeleton Spell Level - - - 2 / 3 4 5 / 6 7 -
Cost - - - 25K / 40K 70K 125K / 150K 250K -
Time - - - 2d 12h / 4d 6d 12h 8d 12h / 10d 12h 15d -
Bat Spell Level - - - 2 / 3 4 5 - -
Cost - - - 30K / 60K 120K 160K - -
Time - - - 3d / 5d 12h 7d 12h 9d - -

Elixir Siege Machines Elixir

Upgrade Chart Laboratory Level
10 11
Wall Wrecker Level 2 / 3 4
Cost 6M / 8M 14M
Time 8d / 10d 16d
Battle Blimp Level 2 / 3 4
Cost 6M / 8M 14M
Time 8d / 10d 16d
Stone Slammer Level 2 / 3 4
Cost 6M / 8M 14M
Time 8d / 10d 16d
Siege Barracks Level *2 / 3 4
Cost *8M / 11M 14M
Time *10d / 14d 16d
Log Launcher Level *2 / 3 4
Cost *8M / 11M 14M
Time *10d / 14d 16d
Home Village Buildings
Defensive Buildings CannonArcher TowerMortarAir DefenseWizard TowerAir SweeperHidden TeslaBomb TowerX-BowInferno TowerEagle ArtilleryScattershotBuilder's HutGiga TeslaGiga Inferno (TH13)Giga Inferno (TH14)Walls

Traps: BombSpring TrapAir BombGiant BombSeeking Air MineSkeleton TrapTornado Trap

Resource Buildings Town Hall (Magic Items) • Gold MineElixir CollectorDark Elixir DrillGold StorageElixir StorageDark Elixir StorageClan Castle (Treasury)
Army Buildings Army CampBarracksDark BarracksLaboratorySpell FactoryDark Spell FactoryWorkshopBarbarian King AltarArcher Queen AltarGrand Warden AltarRoyal Champion AltarPet House
Other Buildings BoatDecorationsObstaclesLoot CartStrongman's CaravanSuper SaunaBuilder's HutMaster Builder's Hut