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For the Builder Base version, see Star Laboratory.
Laboratory14

"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
Level 1
Laboratory2
Level 2
Laboratory3
Level 3
Laboratory4
Level 4
Laboratory5
Level 5
Laboratory6
Level 6
Laboratory7
Level 7
Laboratory8
Level 8
Laboratory9
Level 9
Laboratory10
Level 10
Laboratory11
Level 11
Laboratory12
Level 12
Laboratory13
Level 13
Laboratory14
Level 14

Summary

  • The Laboratory is a building where you can upgrade your Troops, Spells and Siege Machines, improving their stats such as damage and hitpoints. 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.
    • Heroes and Pets cannot be upgraded in the Laboratory, instead requiring a free Builder or the Pet House to upgrade respectively.
  • It is possible to upgrade the Laboratory itself while an upgrade is happening within the Laboratory, and research will continue as normal while the Laboratory is being upgraded.
  • 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 (a Book of Fighting for Troops and Siege Machines, a Book of Spells for Spells; a Book of Everything can be used for all three). Using a relevant Hammer can skip the upgrade timer and negate any costs.
    • It is also possible to use a Research Potion to boost the Laboratory's research speed to 24 times of the normal rate for 1 hour, effectively removing 24 hours of research time.
    • If the upgrade you use a Research Potion on has less than 24 hours on it, try to start another upgrade immediately when it finishes to not waste the boost.
  • The Laboratories emit a purple (level 1-6), blue (level 7), red (level 8) or yellow (level 9-12) glow from the entrances when upgrading something.
  • The Laboratory 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 have been or are being trained.
  • At higher TH levels, Laboratory upgrades are tedious and can take extreme 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 for the current level your Laboratory is at, 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.
    • At Level 12, the ice tube on top of the Laboratory has been replaced with a small, green pond on top. And it's green and gold now. The fluid vat on the left becomes slightly shorter, but with gold accents. The fluid changes colour from light blue to a gradient purple. Another fluid of Dark Elixir is found on the valve on the left, just above the meter. The jungle theme and green color scheme indicates that this level is unlocked at Town Hall level 14.
    • At level 13, the Laboratory receives a darker blue purple colore scheme. The roof is covered up, and the pond has been replaced with a purple pyramid-shaped dome with dark purple metal and four pink tetrahedon-shaped crystals on top. Below the dome is a ring of metal. On the left side of the building, the fluid vat's frame is now colored a dark purple and the gold accents are gone. The bottom centre of the building has received a thicker golden frame and colored a metallic silver on top, and purple at the bottom. The purple and gold theme indicates that this level is unlocked at Town Hall level 15.
    • At level 14, the Laborator receives a dark red and yellow color scheme. The pyramid-shaped dome is replaced with a large, telescope-like device (similar to the one seen on the Star Laboratory), along with a circular stone ring. Below this ring is another one made of wood. Wooden frames are also added to each of the roof's corners. The fluid vats change as well, with the one on the left now having a light green fluid, while the one on the right resembles a tree trunk with a small leaf growing on it. Thick roots surround the structure, growing around the building. The wires that connect to the fluid vats also change positions, and are no longer connected to the roof. The nature theme and dark red color scheme indicates that this level is unlocked at Town Hall level 16.

Statistics

Town Hall Level 1 2 3 4 5 6 7 8
Number Available 0 0 1 1 1 1 1 1
Town Hall Level 9 10 11 12 13 14 15 16
Number Available 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 50,000 2h 84 5
4 650 100,000 4h 120 6
5 700 200,000 8h 169 7
6 750 400,000 16h 240 8
7 830 800,000 1d 293 9
8 950 1,300,000 1d 18h 388 10
9 1,070 2,100,000 2d 18h 487 11
10 1,140 3,800,000 4d 587 12
11 1,210 5,500,000 6d 720 13
12 1,280 8,100,000 11d 12h 996 14
13 1,350 12,000,000 12d 1,018 15
14 1,400 13,000,000 16d 1,175 16

Upgrade Chart

The following charts list the level of the Laboratory on the top and the unit you can upgrade on the left. Each cell contains the level of the unit you can upgrade to, how much it costs, and how long it takes. For example, Laboratory level 3 allows you to upgrade your Archers to level 3 for 80,000 Elixir and it takes 6 hours. The displayed resource before each table shows which resource is used for the upgrades, whether it costs Elixir or Dark Elixir.

Certain units don't have new levels unlocked at certain Laboratory levels and are represented by dashes ('-'). 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. Some units can be upgraded more than once at a given Laboratory level; the same cell displays all the available levels and corresponding costs, with separate levels delimited by slashes ('/').

Entries indicated by an asterisk and italics ('*italic ') denote that the item involved does not need the Laboratory fully upgraded for the Town Hall level it is unlocked in to be upgraded. These upgrades are available once the unit is unlocked, as long as the Laboratory level stated in the chart 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 13 14
Barbarian Level 2 - 3 - 4 5 6 7 8 9 - 10 11 12
Cost 20K - 60K - 200K 650K 1.4M 2.1M 2.8M 5M - 8.5M 12M 18M
Time 2h - 5h - 12h 1d 1d 12h 1d 18h 2d 3d - 5d 6d 13d
Archer Level 2 - 3 - 4 5 6 7 8 9 - 10 11 12
Cost 30K - 80K - 300K 800K 2M 2.5M 3.2M 5.6M - 9M 14M 18M
Time 3h - 6h - 12h 1d 1d 12h 1d 18h 2d 3d - 5d 6d 13d
Giant Level - 2 - 3 4 5 6 7 8 9 10 - 11 12
Cost - 40K - 150K 500K 1.2M 2M 3M 3.5M 5.6M 8M - 14M 18.5M
Time - 4h - 8h 12h 1d 2d 2d 20h 3d 3d 12h 4d 12h - 6d 12h 14d
Goblin Level 2 - 3 - 4 5 6 7 - 8 - - 9 -
Cost 45K - 175K - 500K 1.2M 2M 3M - 5.6M - - 12M -
Time 5h - 9h - 12h 1d 1d 12h 2d 12h - 4d - - 7d -
Wall Breaker Level - 2 - 3 4 5 - 6 7 8 9 10 11 12
Cost - 100K - 250K 600K 1.2M - 2.5M 4.2M 6.5M 8M 9.5M 14M 19M
Time - 6h - 12h 18h 1d - 1d 12h 2d 3h 3d 6d 12h 10d 11d 14d
Balloon Level - 2 - 3 4 5 6 - 7 8 9 10 - 11
Cost - 125K - 400K 720K 1.3M 2.75M - 4.5M 7M 8.5M 17M - 20M
Time - 8h - 12h 18h 1d 3d 12h - 4d 5d 6h 9d 14d - 16d
Wizard Level - - 2 3 4 5 6 7 8 9 10 - 11 12
Cost - - 120K 320K 620K 1.2M 2.2M 3.5M 5M 5.8M 8.5M - 15M 19.2M
Time - - 8h 12h 18h 1d 2d 2d 16h 3d 12h 5d 6h 7d - 11d 14d
Healer Level - - - - 2 3 4 - 5 - 6 7 8 9
Cost - - - - 450K 900K 2.7M - 4.2M - 8M 16M 17M 21M
Time - - - - 12h 1d 2d - 4d - 6d 12h 11d 12d 15d
Dragon Level - - - - 2 3 4 5 6 7 8 9 10 11
Cost - - - - 1M 2M 3M 3.8M 4.9M 6.3M 8.8M 17.5M 19.5M 21.5M
Time - - - - 18h 1d 12h 3d 4d 5d 6h 5d 12h 7d 12d 14d 16d
P.E.K.K.A Level - - - - - 2 / 3 4 5 / 6 7 8 9 - 10 11
Cost - - - - - 1.2M / 1.8M 2.8M 3.2M / 4.2M 5.2M 7M 8.5M - 17M 20.5M
Time - - - - - 12h / 1d 2d 2d 16h / 3d 12h 4d 18h 6d 7d - 9d 14d 12h
Baby Dragon Level - - - - - - 2 3 / 4 5 6 7 8 9 10
Cost - - - - - - 2M 2.5M / 3.4M 4.2M 5.5M 7.2M 16M 16.5M 20M
Time - - - - - - 2d 3d 12h / 4d 5d 6d 6h 7d 11d 12d 15d
Miner Level - - - - - - - 2 / 3 4 / 5 6 7 8 9 10
Cost - - - - - - - 2.5M / 3.2M 3.8M / 5M 5.8M 8M 15M 16M 20.5M
Time - - - - - - - 2d / 3d 4d / 4d 6h 6d 8d 9d 10d 15d
Electro Dragon Level - - - - - - - - 2 3 4 5 6 7
Cost - - - - - - - - 6.3M 7M 9.6M 18M 20M 22M
Time - - - - - - - - 5d 5d 12h 9d 12d 13d 16d
Yeti Level - - - - - - - - - 2 3 4 5 6
Cost - - - - - - - - - 7M 9M 17.1M 19M 21M
Time - - - - - - - - - 6d 7d 11d 12d 15d
Dragon Rider Level - - - - - - - - - - 2 3 - 4
Cost - - - - - - - - - - 9.6M 16.5M - 21.5M
Time - - - - - - - - - - 9d 14d - 16d
Electro Titan Level - - - - - - - - - - - 2 3 4
Cost - - - - - - - - - - - 19.5M 20.5M 22M
Time - - - - - - - - - - - 13d 14d 16d
Root Rider Level - - - - - - - - - - - - 2 3
Cost - - - - - - - - - - - - 19M 22M
Time - - - - - - - - - - - - 12d 14d
Lightning Spell Level *2 *3 4 - - 5 6 7 8 9 - - 10 11
Cost *50K *100K 200K - - 600K 1.5M 2.5M 4.2M 6.3M - - 13.5M 18.5M
Time *4h *8h 12h - - 1d 3d 4d 6d 7d - - 9d 14d
Healing Spell Level - *2 - 3 4 5 6 7 - - 8 - 9 10
Cost - *75K - 150K 300K 900K 1.8M 3M - - 8.5M - 14.5M 19M
Time - *5h - 10h 20h 1d 12h 3d 4d - - 6d - 9d 15d
Rage Spell Level - - *2 *3 4 5 - - - 6 - - - -
Cost - - *400K *800K 1.6M 2.4M - - - 7M - - - -
Time - - *12h *1d 2d 4d - - - 6d - - - -
Jump Spell Level - - - - *2 - - 3 - - 4 - 5 -
Cost - - - - *2M - - 3.4M - - 7.2M - 14M -
Time - - - - *3d - - 4d - - 6d - 8d 12h -
Freeze Spell Level - - - - - - 2 3 / 4 / 5 6 7 - - - -
Cost - - - - - - 1.2M 1.7M / 3M / 4.2M 6M 7M - - - -
Time - - - - - - 1d 12h 2d 14h / 3d 6h / 4d 6d 7d - - - -
Clone Spell Level - - - - - - - 2 / 3 4 / 5 - 6 7 8 -
Cost - - - - - - - 2.1M / 3.4M 4.2M / 5.6M - 7.2M 12M 15M -
Time - - - - - - - 1d 18h / 3d 3d 12h / 4d - 6d 8d 10d -
Invisibility Spell Level - - - - - - - - 2 3 4 - - -
Cost - - - - - - - - 5.6M 7.5M 9M - - -
Time - - - - - - - - 5d 12h 6d 9d 12h - - -
Recall Spell Level - - - - - - - - - - 2 3 4 5
Cost - - - - - - - - - - 7.5M 12.5M 15M 19.5M
Time - - - - - - - - - - 9d 12h 11d 12h 12d 15d

Dark Elixir Dark Elixir Dark Elixir

Upgrade Chart Laboratory Level
5 6 7 8 9 10 11 12 13 14
Minion Level 2 3 / 4 5 6 7 8 9 10 11 12
Cost 2K 5K / 10K 20K 30K 63K 95K 150K 200K 230K 320K
Time 8h 16h / 1d 2d 2d 16h 3d 12h 5d 7d 11d 12d 14d
Hog Rider Level 2 3 / 4 5 6 7 8 / 9 10 11 12 13
Cost 4K 7K / 10K 20K 37K 70K 95K / 100K 175K 215K 250K 350K
Time 10h 20h / 1d 6h 2d 2d 12h 3d 4d / 5d 7d 8d 18h 12d 14d 12h
Valkyrie Level - 2 3 / 4 5 6 7 8 9 10 11
Cost - 6K 10K / 20K 32K 63K 110K 155K 215K 240K 340K
Time - 1d 2d / 3d 4d 4d 6h 5d 6h 7d 11d 12d 15d
Golem Level - 2 3 / 4 5 6 / 7 8 / 9 10 11 12 13
Cost - 8K 12K / 20K 37K 53K / 77K 100K / 125K 160K 210K 245K 350K
Time - 1d 6h 2d 12h / 3d 3d 18h 4d 6h / 5d 5d 12h / 6d 12h 7d 9d 10d 15d
Witch Level - - 2 3 4 5 - - 6 7
Cost - - 40K 58K 90K 125K - - 300K 360K
Time - - 4d 4d 18h 6d 18h 7d 12h - - 14d 16d
Lava Hound Level - - 2 3 4 5 6 - - -
Cost - - 28K 43K 85K 120K 160K - - -
Time - - 2d 12h 3d 12h 5d 7d 8d - - -
Bowler Level - - - 2 3 4 5 6 7 8
Cost - - - 65K 88K 125K 170K 220K 290K 350K
Time - - - 3d 3d 12h 5d 7d 9d 10d 15d
Ice Golem Level - - - - 2 / 3 4 / 5 - 6 7 8
Cost - - - - 55K / 85K 100K / 125K - 220K 280K 360K
Time - - - - 2d 20h / 4d 5d / 6d 12h - 11d 12d 15d 12h
Headhunter Level - - - - - 2 3 - - -
Cost - - - - - 115K 145K - - -
Time - - - - - 9d 10d - - -
Apprentice Warden Level - - - - - - 2 3 4 -
Cost - - - - - - 180K 270K 320K -
Time - - - - - - 9d 12d 14d -
Druid Level - - - - - - - 2 3 4
Cost - - - - - - - 250K 350K 375K
Time - - - - - - - 12d 14d 16d
Poison Spell Level - 2 3 4 5 6 7 8 9 10
Cost - 10K 20K 43K 70K 110K 155K 200K 270K 350K
Time - 8h 1d 2d 14h 4d 6d 6h 7d 9d 12d 15d
Earthquake Spell Level - 2 3 4 5 - - - - -
Cost - 12K 24K 51K 84K - - - - -
Time - 18h 1d 12h 4d 6h 7d - - - - -
Haste Spell Level - - 2 3 / 4 5 - - - - -
Cost - - 16K 34K / 60K 77K - - - - -
Time - - 1d 12h 2d 14h / 4d 12h 7d - - - - -
Skeleton Spell Level - - - 2 / 3 4 5 / 6 7 - 8 -
Cost - - - 22K / 34K 50K 80K / 100K 150K - 270K -
Time - - - 1d 8h / 2d 14h 4d 4d 6h / 5d 12h 7d - 12d -
Bat Spell Level - - - 2 / 3 4 5 - - 6 -
Cost - - - 26K / 51K 70K 95K - - 280K -
Time - - - 1d 18h / 3d 4h 5d 6h 6d - - 13d -
Overgrowth Spell Level - - - - - 2 - 3 - 4
Cost - - - - - 125K - 250K - 350K
Time - - - - - 10d - 12d - 16d

Elixir Siege Machines Elixir

Upgrade Chart Laboratory Level
10 11 12 13 14
Wall Wrecker Level 2 / 3 4 - 5 -
Cost 3.8M / 5M 8.5M - 15M -
Time 4d / 5d 8d - 10d -
Battle Blimp Level 2 / 3 4 - - -
Cost 3.8M / 5M 8.5M - - -
Time 4d / 5d 8d - - -
Stone Slammer Level 2 / 3 4 - 5 -
Cost 3.8M / 5M 8.5M - 15M -
Time 4d / 5d 8d - 10d -
Siege Barracks Level *2 / 3 4 - - 5
Cost *5M / 7M 8.5M - - 18M
Time *5d / 7d 12h 8d - - 12d
Log Launcher Level *2 / 3 4 - - 5
Cost *4.8M / 6.5M 8.5M - - 18M
Time *5d / 7d 12h 8d - - 12d
Flame Flinger Level *2 / 3 *4 - - 5
Cost *7.6M / 10.5M *13.3M - - 19M
Time *5d / 7d 12h *10d - - 13d 12h
Battle Drill Level - - - 2 / 3 / 4 -
Cost - - - 8M / 11M / 14M -
Time - - - 7d 12h / 10d / 12d -

Icon Descriptions

Icon InfoTapping this icon displays information about the Laboratory, such as Level and Hitpoints.
Icon UpgradeTapping this icon begins upgrading the Laboratory to the next level, if you have enough resources and a free Builder (or B.O.B). When the Laboratory is at maximum level, this icon is not shown.
Icon HoBTapping 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 FinishNowTapping 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 FinishNowBoBTapping 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 FinishNowBoETapping 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 BuilderPotionTapping 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 CancelTapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.
Icon ResearchPotionTapping 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 ResearchTapping this icon opens up the Laboratory interface, allowing you to upgrade your Troops' and Spells' levels.

History

Patch Type Description
August 2, 2012 Game Release Introduction of the Laboratory, with 6 levels.
Laboratory1Laboratory2Laboratory3Laboratory4Laboratory5Laboratory6
September 19, 2012 Update
  • Upgraded troops are now visualized, giving them upgrade differences.
  • Upgraded troops now have pink asterisks that represent their levels.
February 5, 2013 Update
  • Added the level 7 Laboratory.
    Laboratory7
  • The Laboratory now emits light inside the entrance when upgrading troops or spells.
March 12, 2013 Update The Laboratory screen now lets you browse available upgrades even while an upgrade is already in progress.
May 23, 2013 Update
  • Added the level 8 Laboratory.
    Laboratory8
  • Decreased upgrade cost at levels 5-7.
    • Level 5: 540,000 -> 500,000 Elixir
    • Level 6: 1,080,000 -> 1,000,000 Elixir
    • Level 7: 3,000,000 -> 2,500,000 Elixir
October 28, 2013 Maintenance Break Fixed a bug where players were shown to have researched troop levels higher than their Laboratory level would allow them to. Their extra levels were also reverted back in this maintenance break.
April 9, 2014 Update Slightly increased Laboratory's HP at level 8 from 350 to 370.
December 11, 2014 Update
  • Redesigned level display to a symbol of numbers instead of numbers of pink asterisks.
  • Increased HP at all levels.
    • Level 1: 250 -> 500Hitpoints
    • Level 2: 270 -> 550Hitpoints
    • Level 3: 280 -> 600Hitpoints
    • Level 4: 290 -> 650Hitpoints
    • Level 5: 310 -> 700Hitpoints
    • Level 6: 330 -> 750Hitpoints
    • Level 7: 350 -> 800Hitpoints
    • Level 8: 370 -> 850Hitpoints
July 1, 2015 Update
  • Increased HP at levels 7 and 8.
    • Level 7: 800 -> 830Hitpoints
    • Level 8: 850 -> 950Hitpoints
November 30, 2015 Sneak Peek Announced the level 9 Laboratory.
Laboratory9
December 10, 2015 Update Added the level 9 Laboratory.
June 4, 2018 Sneak Peek Announced the level 10 Laboratory.
Laboratory10
June 11, 2018 Update Added the level 10 Laboratory.
June 26, 2018 Balance Changes
  • Reduced upgrade time at levels 2-9.
    • Level 2: 5h -> 3h Time
    • Level 3: 12h -> 8h Time
    • Level 4: 1d -> 16h Time
    • Level 5: 2d -> 1d 8h Time
    • Level 6: 4d -> 2d 16h Time
    • Level 7: 5d -> 3d 8h Time
    • Level 8: 6d -> 4d Time
    • Level 9: 7d -> 6d Time
April 2, 2019 Update
  • Reduced upgrade time at levels 1-8 (except for level 3).
    • Level 1: 30m -> 1m Time
    • Level 2: 3h -> 2h Time
    • Level 4: 16h -> 10h Time
    • Level 5: 1d 18h -> 12h Time
    • Level 6: 2d 16h -> 1d Time
    • Level 7: 3d 8h -> 2d Time
    • Level 8: 4d -> 3d Time
  • Reduced upgrade cost at levels 7 and 8.
    • Level 7: 2,500,000 -> 2,000,000 Elixir
    • Level 8: 4,000,000 -> 3,000,000 Elixir
December 9, 2019 Update
  • Added the level 11 Laboratory.
    Laboratory11
  • Resized the Laboratory from 4x4 to 3x3.
March 30, 2020 Update Research Potions now boost the Laboratory speed by 24x instead of 10x.
April 12, 2021 Update
  • Added the level 12 Laboratory.
    Laboratory12
  • 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.
June 15, 2021 Update Added horizontal scroll indicators to the Laboratory screen.
December 9, 2021 Update Reduced upgrade costs at levels 3-11.
October 10, 2022 Update Added the level 13 laboratory.
Laboratory13
December 12, 2022 Update Upgrades in the Laboratory can be started even while the Building is being upgraded.
December 12, 2023 Town Hall Update
  • Added the level 14 laboratory.
    Laboratory14
  • Reduced upgrade costs at level 12 from 11.5M to 8.1M Elixir

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 Laboratory, Army Camp and the Barracks are the oldest army buildings in the game after its initial release.
  • 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.
    • In Clash Royale, the Elite Barbarians card has a similar description.
    • Notably, troops aren't made faster, though 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, time spent to acquire resources and Gems).
Home Village Buildings
Defensive Buildings CannonArcher TowerMortarAir DefenseWizard TowerAir SweeperHidden TeslaBomb TowerX-BowInferno TowerEagle ArtilleryScattershotBuilder's HutSpell TowerMonolithRicochet CannonMulti-Archer TowerGiga TeslaGiga Inferno (TH13TH14TH15TH16) • Wall
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 FactoryBlacksmithWorkshopBarbarian King AltarArcher Queen AltarGrand Warden AltarRoyal Champion AltarPet House
Other Buildings BoatAirshipForgeDecorationsObstaclesLoot CartStrongman's CaravanSuper SaunaBuilder's HutB.O.B's Hut
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