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For a similar NPC on Town Hall level based battles, see Practice Mode.
Attack Singleplayer

Summary

Single Player Campaigns are battles against NPC or Non-Player Character Goblins and their preset villages (internet access is still needed). There are currently 90 Single Player levels, and each level has 3 stars that can be achieved for a maximum possible 270 stars from all levels. Each level also has varying Gold, Elixir and Dark Elixir rewards that can be raided from the levels' storages and Town Halls.

Aside from resource rewards, there are five achievements tied to the Single Player Campaign:

  • Get those Goblins!, rewarding a total of 35 Gems for achieving 150 stars in the campaign;
  • Get those other Goblins!, rewarding a total of 170 Gems for achieving 225 stars in the campaign;
  • Get Even More Goblins!, rewarding 350 Gems for achieveing all 270 stars in the campaign;
  • Dragon Slayer, rewarding 20 Gems for slaying the Giant Dragon in the "Dragon's Lair" level.
  • Ungrateful Child, rewarding 20 Gems for slaying the M.O.M.M.A in the "M.O.M.M.A's Madhouse" level.

The basic mechanics in the Single Player Campaign are the same as in multiplayer, with the following exceptions:

  • No player Trophies are won or lost.
  • No loot bonuses are earned upon winning a battle in the Single Player Campaign if the player is placed in a Trophy League. Stars scored also do not count towards the Star Bonuses.
  • There is no time limit.
  • The number and type of Defensive Buildings do not follow what is available to players and are limited only by the available space. For example, the 50th level "Sherbet Towers" has 6 Wizard Towers and dozens of Bombs (only 5 Wizard Towers and 7 Bombs are available at Town Hall level 13).
  • There are buildings and obstacles exclusive to this mode (see list below).
  • Attacking (in the Single Player Campaign) will not decrease the duration of an active Shield, allowing the player to raid the Goblins if the player intends to wait out the Shield.
  • A battle will not finish in the case of a disconnect. In fact, disconnecting during a battle will prevent a victory even if it had already been achieved; and you will lose all spawned troops.

A number of the earlier levels have no Air Defenses, Archer Towers or Wizard Towers. That means you can easily complete them with a single Balloon (or other air troops). Be aware that other missions can still be won with 1 Balloon as well; you just have to destroy all the Wizard Towers, Air Defenses and Archer Towers with other troops/spells first.

It should be noted that the resources available in the Single Player Campaign can only be obtained once and that damage does not persist between successive attacks on the same level; if a player destroys part of a level in one battle, all the damage will be repaired the next time the player attacks the same level.

Some levels have defensive troops housed in particular structures. These troops always respawn for the next battle if they are killed in a particular battle.

Below is a list of Single Player Campaign exclusive buildings.

Goblin Hall

For the Home Village version, see Town Hall.
For the Builder Base version, see Builder Hall.
For the Clan Capital version, see Capital Hall.
For the Clan Districts version, see District Hall.
GoblinTH
Goblin Hall

The Goblin Hall is the main building of these maps. It behaves exactly like the player Town Hall. Its appearance stays the same at levels 1-12, the difference being hitpoints (equal to player Town Hall of the same level), the amount of experience given (equal to the level of the Goblin Hall), and, last but not least, the level 12 Goblin Halls have a weapon that acts in a similar fashion to the Giga Tesla. In M.O.M.M.A's Madhouse, it appears to be a level 7 Goblin throwing bombs, which peaks out of the Goblin Hall's roof.

Each resource (Gold, Elixir, Dark Elixir) is split evenly between the Goblin Hall and each storage of this type. This may cause the Goblin Hall to hold more resources than a player Town Hall of the same level can possibly hold.

Goblin Hut

GoblinHut
Goblin Hut

The Goblin Huts are non-defensive buildings. Like non-defensive buildings in Multiplayer Battles such as resource storages, they count towards destruction percentage. A Clash Royale building is inspired by this building.

Goblin Castle

GoblinCastle
Goblin Castle

This is the Goblin equivalent to the player's Clan Castle, though it has no specific capacity, and is not considered a resource building. When destroyed, its appearance resembles that of a ruined Clan Castle.

Dragon Cave

DragonCave
Dragon Cave

The Dragon Cave appears in the level Dragon's Lair and houses the Giant Dragon (or Golden Dragon, a name preferred by the fandom). It functions like the Goblin Castle, spawning the Giant Dragon whenever a player's troop comes near it. When destroyed, the Dragon Cave uses the destroyed Clan Castle texture.

Building Size Size Hitpoints Hitpoints Trigger Radius Range
Goblin Hall 4x4 Same as player Town Hall of equal level N/A
Goblin Hut 2x2 250 N/A
Goblin Castle 3x3 4,000 13
Dragon Cave 4x4 25,000 13
Building Range Range Attack Speed Attack Speed Unit Type Targeted Favorite Target Damage per Second per Target Damage Damage per Shot per Target Damage Number of Targets Favorite Target Goblin Hall Level Required
Goblin Giga Tesla 10 0.2s Ground & Air 150 30 3 12

Below is a list of all Single Player missions and their rewards, along with brief strategies for completing them.

Level 1: Payback

Payback
  • This map is part of the tutorial (Town Hall 1).
  • Loot available: 500 Gold and 500 Elixir.
  • It consists of one strange Cannon and a Town Hall.
  • In the tutorial, it gives you 3 Wizards. You only need 1 for this, and you can save the 2 for other attacks. (Previously, the tutorial had given you 5 Wizards where you needed to use 2 of them to complete the level which allowed you to save the remaining 3 Wizards for other attacks).
Troops Required
1x Avatar Wizard
Strategy
  1. Send in a Wizard to target the cannon.

Level 2: Goblin Forest

Goblin Forest
  • This map is also part of the tutorial (Town Hall 1).
  • Loot available: 500 Gold and 500 Elixir.
  • It has a Level 1 Archer Tower, a Goblin Hut, some level 1 Walls, and a Town Hall.
  • Troops Required
5x Avatar Barbarian or 1x Avatar Barbarian 1x Avatar Wizard
Note: The Wizards saved from the previous level will automatically be deployed on the left side.

Level 3: Goblin Outpost

Recommended Town Hall 2

Loot available: 1,500 Gold and 1,500 Elixir.

Goblin outpost

This level is the first non-tutorial level. It has two level 1 Cannons, lvl 1 Walls, a Goblin Hut and a Town Hall.

Just deploy a few Barbarians through the main door; they will destroy two Cannons.

Goblin_Outpost

Level 4: Rocky Fort

Recommended Town Hall 3.

Loot available: 2,500 Gold and 2,500 Elixir.

This level introduces the level 2 Walls. It consists of two level 1 Cannons, one level 2 Cannon and level 2 Walls.

Deploy 7 Giants through the opening with the two Cannons.

Alternatively, deploy around 10-20 Barbarians through the opening, and use a Giant and a few Archers on the side with the single Cannon protected by a few level 1 Walls.

Alternative 2: Follow the above but instead of Giants and Archers for the Walls, use 10 or so Barbarians.

Rocky Fort
 	Rocky_Fort 	 			  

Level 5: Goblin Gauntlet

Recommended Town Hall 2

Loot available: 3,000 Gold and 3,000 Elixir.

Goblin Gauntlet

This level introduces the Bomb. The defenses are two level 1 Cannons, lvl 1 Walls and Bombs hidden in the passageway.

Deploy 3 Giants or few Barbarians at each Cannon.

Note: There is a structure at the bottom of the map of what seems to be an Army Camp, however, this doesn't count towards the percentage.

 	Goblin_Gauntlet 	 			  

Level 6: Cannonball Run

Recommended Town Hall 4.

Loot available: 4,000 Gold and 4,000 Elixir.

Cannonball Run consists of three level 1 Cannons, level 1 Walls and Bombs.

Deploy 5-10 Giants on the upper torches inside the base.

Alternatively, deploy one Giant for each Cannon as meatshields while you deploy Archers to take the Cannons out.

Cannonball Run
 	Cannonball_Run 	 			  

Level 7: Two Smoking Barrels

Recommended Town Hall 3.

Loot available: 5,000 Gold and 5,000 Elixir.

This level introduces the level 4 Cannon. Its defenses are two Cannons (one level 4 and one level 1), level 1 Walls and Bombs hidden in the passageway.

Deploy 2-3 Giants on each Cannon. Deploy extra troops if necessary.

Two Smoking Barrels
 	Two_Smoking_Barrels 	 			  

Level 8: Gold Rush

Recommended Town Hall 4.

Loot available: 8,000 Gold and 4,000 Elixir.

This level has four level 2 Cannons and level 1 and lvl 2 Walls, but no Bombs.

Deploy 5-10 Giants through each opening on the left and right.

Easter egg: If you look at the left side of the map, you will see that there is a X-Mas Tree from the 2012 winter update.

Gold rush
 	Gold_Rush 	 			  

Level 9: Maginot Line

Recommended Town Hall 4.

Loot available: 8,000 Gold and 8,000 Elixir.

This level introduces the Mortar. It consists of a level 1 Mortar, level 1 Walls, a bunch of Bombs and two level 2 Cannons.

Send in a couple of Barbarians to set off the Bombs, then charge for the Cannons.

Note: There is a structure at the right corner what seems to be an Army Camp. However, like the Goblin Gauntlet, it doesn't count towards the percentage.

Maginot Line
 	Maginot_Line 	 			  

Level 10: Rat Valley

Recommended Town Hall 4.

Loot available: 8,000 Gold and 12,000 Elixir.

This level has three-level 2 Cannons, level 1 Walls and 26 Bombs.

Drop a single Balloon to wreck the whole base while ignoring the traps, or drop a few Goblins through the opening to set off the numerous Bombs, then send in a swath of Barbarians to destroy the "cleared" base.

Rat Valley
 	Rat_Valley 	 			  

Level 11: Brute Force

Recommended Town Hall 4.

Loot available: 10,000 Gold and 14,000 Elixir.

This level consists of level 1, 2 and 3 Walls, three level 4 Cannons and Bombs.

Drop one Goblin through the opening and deploy 5-10 Giants. One Balloon (or Minion) will also easily destroy the base as there are no defenses that kill air troops.

Note: There are 2 Pumpkin Bombs in the overhang under the left Gold Storage.

Brute Force
 	Brute_Force 	 			  

Level 12: Gobbotown

Recommended Town Hall 4.

Loot available: 20,000 Gold and 10,000 Elixir.

This level has six level 4 Cannons, level 1 and 2 Walls and Bombs.

Deploy 8 level 2+ Giants and 2 level 2+ Wall Breakers next to a Cannon. A single air troop will easily destroy the base as well.

Easter egg: If you look at the right side of the map, you will see that there is a X-Mas Tree from the 2013 winter update.

Gobbotown
 	Gobbotown 	 			  

Level 13: M is for Mortar

Recommended Town hall 5.

Loot available: 14,000 Gold and 14,000 Elixir.

This level introduces the Spring Trap. It consists of four level 4 Cannons, two level 1 Mortars, level 1 and 2 Walls, Bombs and Spring Traps.

There are no Air Defenses, Archer Towers or Wizard Towers in the base, so you may easily drop a Balloon or two and destroy it. Another strategy is to bomb the front of the base, then drop a Barbarian/Goblin to set off the Spring Trap. Then, use a few Giants to distract the Mortars and Cannons and deploy a few Goblins and Barbarians/Archers to destroy the rest of the base.

M is for Mortar
 	M_is_for_Mortar 	 			  

Level 14: Megablaster

Recommended Town Hall 5.

Loot available: 20,000 Gold and 10,000 Elixir.

This level introduces the Air Defense and level 5 and 8 Cannons. It consists of two level 5 Cannons, one level 8 Cannon, one level 1 Air Defense and level 1 and 2 Walls. Some Spring Traps are present at the side entrances, with Bombs lining the level 2 Walls guarding the high-level Cannon.

Deploy 1 or more Archers at the top of the base to take care of the Air Defense, and drop a Balloon to take care of the rest of the defenses. Either then destroy the rest of the base with regular troops.

Megablaster
 	Megablaster 	 			  

Level 15: Immovable Object

Loot available: 16,000 Gold and 16,000 Elixir.

Send in about 25 Archers (preferably level 2 or higher) at the southeast entrance to take out the Air Defense, then deploy at least 1 Balloon to take out the rest. Note that there are Spring Traps on the side entrance to the Cannons.

Immovable Object
 	Immovable_Object 	 			  

Level 16: Fort Knobs

Loot available: 17,000 Gold and 17,000 Elixir.

Use Barbarians on the Air Defenses, then drop one Balloon to destroy the entire base. Drop more Balloons if you want to speed up the process.

Another strategy is to use a single Archer to take out the Air Defenses and a single Balloon to destroy the remainder of the base. Care must be taken to place the Archer so the Cannons can't reach her. Also note that this will take a long time, but you will actually make a profit as a result of the few units used.

Fort Knobs
 	Clash_of_Clans_Level_16_-_Fort_Knobs-1 	 			  

Level 17: Watchtower

Loot available: 16,000 Gold and 20,000 Elixir.

Place about 15-25 Archers to take out the Archer Tower, and a single Balloon will handle the rest (you can place a Giant to shield the Archers if necessary).

You can alternatively swarm the Archer Tower with several Balloons (about 10 or so); once destroyed, the Balloons will promptly destroy the remainder of the base.


Fun fact: the level 10 Archer Tower is what's considered a "Watchtower" in this level. This is because people that normally attack this level don't have access to a level 10 Archer Tower which can be upgraded at Town Hall 8.

Watchtower
 	Clash_of_Clans_Level_17_-_Watchtower 	 			  

Level 18: Fool's Gold

Loot available: 24,000 Gold and 14,000 Elixir.

Swarm many Balloons or dozens of Archers on the left and right side at the Air Defense/Archer Tower.

6+6 Level 2 Balloons is not enough (confirmed), 8+8 Level 2 Balloons was enough though 7+7 may work if the Balloons target the Air Defense and then the Archer Tower (confirmed).

The Mortar farthest right is partially inside a Walls. This is not just visual and melee troops can destroy the Mortar even if the Walls separates them from the center of the Mortar.

Note: There are Skeleton Traps (set to ground) between the Gold Storages.

Fool's Gold
 	Clash_of_Clans_Level_18_-_Fools_Gold 	 			  

Level 19: Thoroughfare

Loot available: 20,000 Gold and 20,000 Elixir.

Send in 15 Barbarians to each of the Archer Towers, and then 20 Archers to take out the 2 Air Defenses. Clear the rest with a Balloon or two.

Thoroughfare
 	Clash_of_Clans_Level_19_-_Thoroughfare 	 			  

Level 20: Bouncy Castle

Loot available: 15,000 Gold and 30,000 Elixir.

Drop few Wall Breakers and then 50 level 3 or higher Barbarians at the upper right Cannon. Once the Archer Towers are destroyed, clean the rest with a Balloon.

If you're good, 3 Balloons from the Archer Tower will clear it.

Bouncy Castle
 	Clash_of_Clans_Level_20_-_Bouncy_Castle 	 			  

Level 21: Fikova

Loot: 24,000 Gold and 24,000 Elixir.

Drop several Giants at the Air Defenses, and then sweep up with one Balloon. You could support the Giants by dropping a Lightning Spell (it won't do much but it's something).

Note: 15 Level 2 Giants (7 on one side of Air Defense, 8 on the other) wasn't enough to knock out the Air Defenses before being destroyed. Tested several times. Added Archers as extra damage but they target houses.

Fikova
Clash_of_Clans_Level_21_-_Fikova

Level 22: Gobbo Campus

Loot: 25,000 Gold and 25,000 Elixir.

Drop few Giants at the bottom, then send in Archers well behind Giants, then repeat for the next section. Drop a few Barbarians at the Archer Towers and finish up with a Balloon.

The above strategy didn't work with all level 2 units, so it took some testing to find one that did. 1 Wall Breaker at the bottom, suggest aiming for the bottom left Cannon first. Then deploy 11 Archers at each Archer Tower, 10 is not enough. After all, Archers are deployed, send all your Giants (should have 9 ) to the bottom Cannon. Then watch as you come close to losing but eventually win.

Gobbo Campus
 	Clash_of_Clans_-_Level_22_Gobbo_Campus 	 			  

Level 23: Danny Boy

Loot: 30,000 Gold and 30,000 Elixir.

1 Goblin in each will clear all of the traps out of the bottle-necks.

Drop few Barbarians at the Archer Towers, then deploy several Giants at the Air Defense, supported by a few Archers. Throw a Balloon at them to finish up.

The Barbarian strat didn't work for me. Dropped about 11 Archers per Archer Tower then about 10 Giants for Air Defenses, finishing with a Balloon.

Alternate strategy: Deploy 2 Giants at each Archer Tower, then deploy 1 Wizard (unlockable at TH5) at each of the Archer Towers excluding the top one. Instead, deploy some more Giants, send in a Wall Breaker, and Lightning Spell the Air Defense (it takes 3 to take it out). Clear the rest with a Balloon.

Trivia: This is the first level which a single maxed P.E.K.K.A cannot beat, no matter where you place her.

Danny Boy
 	Clash_of_Clans_Level_23_-_Danny_Boy 	 			  

Level 24: Ommahha Beech

Loot: 35,000 Gold and 35,000 Elixir.

Drop some Barbarians down below at the Archer Towers, then drop Archers at the Air Defenses. Finish with a Balloon.

Alternative 1: 26 Giants at the Archer Towers on bottom and 1 Balloon. Also, you can use the Giant-Healer combo from the bottom of the base, after destroying the Air Defenses.

Ommahha Beech

Trivia: This level is a pun of Omaha Beach, a beach located in Normandy, France where Allied troops overwhelm the Axis forces during World War II.

 	Clash_of_Clans_Level_24_-_Ommahha_Beech 	 			  

Level 25: Walls of Steel

Loot: 40,000 Gold and 40,000 Elixir.

There are many traps at the two side entrances to the fort. Place an Archer or Barbarian to activate these. Next, use Giants to destroy the Archer Towers. Then place 1 or two Balloons since there's nothing that targets them.

Alternative 1: Deploy 4 level 2 Balloons at each Archer Tower. This number reduces to 3 with level 3 Balloons.


This level may be a reference to the internet meme of Duke Nukem saying he’s got Balls of Steel.

Walls of Steel
 	Clash_of_Clans_Level_25_-_Walls_of_Steel 	 			  

Level 26: Sicilian Defense

Loot: 45,000 Gold and 45,000 Elixir.

Sicilian Defence

Drop Barbarians at the Archer Towers up top, then drop a few at the bottom to storm the Archer Tower at the bottom, then one Balloon will take care of the rest.

Alternative 1: Make 26 Giants. Drop about 14 at the bottom Archer Tower and the rest at the top Archer Towers, finishing with 1 Balloon.

Alternative 2: Strafe the top Archer Towers with Archers, then deploy 3~4 Balloons (same as above) at the tower on the bottom. “Never” use ground troops to destroy the Town Hall.

Alternative 3: You can overwhelm the Archer Towers with Balloons; drop several Balloons for each Archer Tower.

 	Clash_of_Clans_Level_26_-_Sicilian_Defense 	 			  

The Sicilian Defense is a popular chess opening.

Level 27: Obsidian Tower

Loot: 20,000 Gold and 80,000 Elixir.

This level introduces the Wizard Tower, a splash damage defense.

Have at least 100 Archers. Start at the top with about 20, then the bottom with about the same. Keep reinforcing until you work your way into the Wizard Towers.

Another strategy is to use 2 or 3 Lightning Spells (depending on level) on the Wizard Towers, and then swarm them with Barbarians and Archers. However, this is not very cost-effective but is useful if you need to dump spells.

Alternative 2: Deploy some well-placed Archers at each Air Defense until they are down. (you can do this without having Archer Towers shoot your troops.) Then, strafe the remaining defenses with Balloons. Use Lightning Spell for the Wizard Towers if necessary.

Easter egg: At the bottom of the map, there is a Halloween Headstone from the 2014 Halloween update. If you deploy your units there, there'll be many Skeleton Traps.

Obsidian Tower
 	Clash_of_Clans_Level_27_-_Obsidian_Tower 	 			  

Level 28: Arrow Head

Loot: 60,000 Gold and 60,000 Elixir.

Send in Barbarians to each of the 4 Archer Towers, and then Archers to take out the Air Defense. Clear the rest with a Balloon.

If your Archers aren't high enough level to take down the two central storages (the Archers will go for them first) then the Air Defense before they're killed, use two Wall Breakers (per side) to get into the storages near the center and then drop 15-20 Goblins to get them out of the way. This means your Archers will go straight for the Air Defense. The two Hidden Teslas that pop up from between the storages can be dealt with using two Giants to distract the defenses and then drop a few groups of Archers to clean up the Hidden Teslas.

Level 2 Goblins do 3x the damage of level 2 Archers when attacking resources and at level 2 the Cannon will 1-shot them both.

Alternative: Train 20 Level 3~4 Giants and rush them at the Hidden Teslas. Use a Healing Spell on the double-Wall layer behind the Hidden Teslas, then follow up with a Wall Breaker (2 if it's below level 3). Deploy a Healer once the Air Defense is down and send in as many Barbarians as your Army Camps can hold at the top.

Arrow Head
 	Clash_of_Clans_Level_28_-_Arrow_Head 	 			  

Level 29: Red Carpet

Loot: 70,000 Gold and 70,000 Elixir.

Red Carpet
 	Clash_of_Clans_Level_29_-_Red_Carpet 	 			  

Deploy at least 35-45 Barbarians at the top to take out the Archer Towers and the Air Defense. Put at least 5 Giants each by the Wizard Towers as a meat shield then place a few Wizards to take out the Wizard Towers. Finish up with a Balloon.

Alternative: Strafe 2 or 3 (depending on level) Lightning Spells to destroy the Mortars, then deploy 200 level 4 Barbarians (maybe a Barbarian King too) at the opening.

Level 30: Natural Defense

Loot: 150,000 Gold and 2,000 Elixir.

Use Wall Breakers on the Walls where the Air Defense is located. Then deploy Barbarians to take it out and leave the rest of the job for a Balloon. Alternatively, just deploy Archers in the trees (yes, you can!) to take out the Air Defense, then deploy a single Balloon to mop-up, as above.

Alternative 2: Deploy a single Wall Breaker at the Air Defense. Place a single Giant, then a Wizard behind him to fight the Air Defense. Once it is down, clear the rest with a Balloon or a Minion.

Note: There is a Gold Storage surrounded by level 5 Walls near the middle of the map. It is protected by 4 Hidden Teslas (marked by Cornflower Beds). You can drop a Dragon near it, but if it is not a high enough level, you can use a few Balloons.

Natural Defense
 	Clash_of_Clans_Level_30_-_Natural_Defense 	 			  

Level 31: Steel Gauntlet

Loot: 80,000 Gold and 80,000 Elixir.

Deploy a few Giants next to the bottom Mortar (you can spawn in there) to take it out. Drop a Giant as a meat shield near the top Mortar while a few spread out Archers take it out. As both Mortars go down, swarm Barbarians and Archers near the Archer Towers and they should be able to overwhelm the remaining defenses.

Alternative 1: Balloon Rush the gap in the red area near the bottom of the base. Use Rage Spells or support Minions and Archers.

Alternative 2: Straight up 40 Minions or more at the bottom. Air Defenses and Archer Towers can't take them out fast enough. Survivors will take care of the rest. The easiest, most efficient way to 3 star.

Steel Gauntlet
 	Clash_of_Clans_Level_31_-_Steel_Gauntlet 	 			  

Level 32: Queen's Gambit

Loot: 90,000 Gold and 90,000 Elixir.

Deploy a few Barbarians or a Giant to set off the Bombs in front. Then use a Giant as a meat shield for the Mortar while Archers take it out. Once the Mortar goes down swarm the Archer Towers in the front with Barbarians and/or Archers and the remaining defenses will not be able to stop the troops.

Alternative: Set off the Bombs with a Giant, then deploy 33 Giants as close to the Archer Towers as possible (level 4).

Queen's Gambit
 	Clash_of_Clans_Level_32_-_Queen's_Gambit 	 			  

Similar to The Sicilian Defense, the Queen's Gambit is a popular chess opening.

Level 33: Full Frontal

Loot: 50,000 Gold and 140,000 Elixir.

Deploy Giants as a meat shield while Wall Breakers break the junctions at the top of the base. Deploy more Giants through the three openings created by the Wall Breakers, and as the bottom Mortars focus on the Giants, deploy Archers in a semicircle around the Mortars to destroy them. After that, drop any clean-up troops to speed up the destruction of the base if necessary.

Alternative 1: Strafe 10 Wall Breakers at the top with 200 Barbarians.

Alternative 2: Deploy an army of 40 Minions or more at the bottom. The Air Defenses can't take them out fast enough. Cheapest way to 3 star.

Full Frontal
 	Clash_of_Clans_Level_33_-_Full_Frontal 	 			  

Level 34: Chimp in Armor

Recommended Town Hall 7.

Loot: 150,000 Gold and 50,000 Elixir.

Deploy 10-15 Giants followed up by Wall Breakers on the right side, near the Level 4 Walls. Let them destroy the Air Defense, then deploy a Healer or two. As the Giants work through the base, deploy about 6-10 Balloons to clear out the other Air Defense and other remaining anti-air towers. Afterward simply use any necessary clean up troops if you want to speed up the destruction, as the lack of anti-air defenses afterward means that any surviving Balloons will not be able to be stopped.

Alternative 1: Plop 3 Lightning Spells at the right Air Defense, then deploy a few Balloons to defeat the other one. Use Minions or Dragons to take care of the rest.

Alternative 2: Deploy 1-2 Giants on each side to draw the Wizard Towers' attention. Then, send in mass of at least 25 Minions on each side to take out Air Defenses and the Wizard Towers. Cheapest way to 3 star.

Chimp in Armor
 	Clash_of_Clans_Level_34_-_Chimp_in_Armor 	 			  

Level 35: Faulty Towers

Recommended Town Hall level 8.

Loot: 110,000 Gold and 110,000 Elixir.

Defense: 3 x Level 8 Cannon, 2 x Level 6 Archer Tower, 1 x Level 5 Mortar, 1 x Level 3 Air Defense, 3 x Level 2 Wizard Tower.

Use a Giant-Healer combo from the right side where the Air Defense is located. Drop a Healing Spell whenever necessary.

Alternative: Triple Lightning Spell the area near the Air Defense and remove the anti-air towers. Place Balloons and Minions from the left side (Minions are not necessary).

Faulty Towers
 	Clash_of_Clans_Level_35_-_Faulty_Towers 	 			  

Level 36: Point Man

Recommended Town Hall level 8.

Loot: 120,000 Gold and 120,000 Elixir.

Place a few Barbarians to clear the Bombs around the Wizard Tower. Then surround it with a wave of Barbarians and a wave of Archers. Next, destroy both Mortars at the same time with Wall Breakers and Barbarians. Takedown the rest of the single-target defenses with Barbarians and Archers. To play safe and ensure success, you may also use a Giant-Healer combo from the top where the Air Defense is located.

Alternative: Deploy 2 Giants at the Air Defense, then place a single Wizard behind. Once the Air Defense is destroyed, deploy 3 Balloons at each remaining anti-air defense.

Point Man
 	Clash_of_Clans_Level_36_-_Point_Man 	 			  

Level 37: Triple A

Recommended Town Hall level 8.

Loot: 130,000 Gold and 130,000 Elixir.

Drop a few Giants as distractions for the Mortars, then destroy the Mortars with Archers. Swarm the rest of the base with Barbarians and Archers.

Alternative: Use 2 Dragons, 5 Balloons and a Rage Spell to clear the Air Defenses. At the same time, use 3 Balloons or Minions (more are needed) to take care of the Archer Towers.

Triple A
 	Clash_of_Clans_Level_37_-_Triple_A 	 			  

Level 38: Goblin Picnic

Recommended Town Hall level 8.

Loot: 140,000 Gold and 140,000 Elixir.

Use a Giant-Healer combo from the top-right side of the base.

Note: There's an Easter egg put in by Supercell most likely since the July 1, 2015 Update. To do this, drop a Jump Spell on the P.E.K.K.A Statue at the bottom right, deploy some units to get over the statue. Once they're inside, they'll trip on something. Santa Claus will appear and drop several presents.

Goblin Picnic
 	Clash_of_Clans_Level_38_-_Goblin_Picnic 	 			  

Level 39: Bait 'n Switch

Recommended Town Hall level 8.

Loot: 140,000 Gold and 140,000 Elixir.

Swarm as many Balloons as you can near the Air Defenses, then as both Air Defenses go down there won't be anything to stop them.

Alternative: Use one Dragon per Air Defense, then use 3 Balloons per Air Defense to support them. Use Minions as needed.

Bait 'n Switch
 	Clash_of_Clans_Level_39_-_Bait_'n_Switch 	 			  

Level 40:Collateral Damage

Recommended Town Hall level 8.

Loot: 150,000 Gold and 150,000 Elixir.

Use spread-out Archers to take out the Air Defense, and then use about three or four Balloons (depends on the level of your Balloons) to take out the Wizard Tower, followed by using another 4-6 Balloons to take out the Archer Tower. The surviving Balloons will then help you to clean up the rest of the base.

Alternative: Deploy 25+ Minions at the Air Defense and Enrage them. Deploy 3 Balloons at each remaining anti-air tower.

Collateral Damage
 	Clash_of_Clans_Level_40_-_Collateral_Damage 	 			  

Level 41: Choose Wisely

Recommended Town Hall level 8.

Loot: 150,000 Gold and 150,000 Elixir.

Swarm Barbarians with some Wall Breakers at both Mortars, then use Barbarians and Archers at the lone Archer Towers on the outskirts. Deploy all (most) of your rest Barbarians at the Wizard Towers with a Healing Spell (alternatively you can use Giants at the Wizard Tower).

Alternative: Deploy 2 Giants followed by 1 Wizard at each corner defense. Then send Hog Riders with Healing Spells.

Choose Wisely
 	Clash_of_Clans_Level_41_-_Choose_Wisely 	 			  

Level 42: Mega Evil

Recommended Town Hall level 8.

Loot: 150,000 Gold and 150,000 Elixir.

Use a small amount of Giants and Archers (about 1-2 Giants and 3-5 Archers per Archer Tower) to destroy the three Archer Towers on the perimeter of the base. As soon as they are all destroyed, use a single Archer for each Air Defense on the perimeter; they should be out of range of all the remaining defenses.

Once all the Air Defenses are destroyed, send in a large number of Balloons against the remaining Archer Tower. Use Healing Spells to keep the group of Balloons alive as they then go on to attack the Wizard Towers. Once all the Wizard Towers are destroyed, there is nothing to stop your Balloons to finish cleaning up the rest of the base.

Mega Evil
 	Clash_of_Clans_Level_42_-_Mega_Evil 	 			  

Level 43: Crystal Crust

Recommended Town Hall level 9.

Loot: 200,000 Gold and 200,000 Elixir.

Deploy Giants with some Archers at the bottom. Immediately place a few Wall Breakers after both Archer Towers are down. When the Giants reach the Wizard Towers, decide if you need any Healing Spells depending on the level of Giants. (Barbarians proved to work as well, though one Healing Spell must be used).

Crystal Crust
 	Clash_of_Clans_Level_43_-_Crystal_Crust 	 			  

Level 44: Cold as Ice

Recommended Town Hall level 9.

Loot: 250,000 Gold and 250,000 Elixir.

Use Barbarians and spread-out Archers to take down the top Wizard Towers. Next, spawn Barbarians in the bottom hole in the base to take care of both Mortars. Use the remaining Barbarians and Archers to clear the rest of the single-target defenses.

Alternatively, you can use Archers to destroy both Air Defenses, after destroying the Wizard Towers, and deploy one Balloon.

Cold as Ice
 	Clash_of_Clans_Level_44_-_Cold_As_Ice 	 			  

Level 45: Jump Around

Recommended Town Hall level 9.

Loot: 300,000 Gold and 300,000 Elixir.

Barbarian rush at both Air Defenses (avoid the Spring Traps!) After that, place Giants/Barbarians at the Archer Towers. Then, place one Balloon to clean up the rest.

Jump Around
 	Clash_of_Clans_Level_45_-_Jump_Around 	 			  

Level 46: Kitchen Sink

Recommended Town Hall level 9.

Loot: 400,000 Gold and 400,000 Elixir.

Place (many) Giants at the Air Defenses and then deploy Wall Breakers. Place 2 Healers (probably 1) to heal up Giants. It should be easy for the remaining troops to achieve 3-stars.

Alternative: Deploy 5 Giants, the Barbarian King and two Wizards (in that order) at the Air Defenses. Then deploy 26 Minions spread out to distract the Archer Towers, followed immediately by one Balloon per tower. (you will need level 4 Balloons otherwise it won't work.) Then deploy one Dragon at each remaining Archer Tower. Fill the remaining camps with Balloons and sweep the Hidden Teslas on the right.

Kitchen Sink
 	Clash_of_Clans_Kitchen_Sink_v2_with_TH7_troops-2 	 			  

Updated: Works after March 2013 update.

 	Clash_of_Clans_Level_46_-_Kitchen_Sink 	 			  

NOTE: 5 Hidden Teslas have been added outside the northeast wall (March 2013 update).

Level 47: Rolling Terror

Recommended Town Hall level 9.

Loot: 500,000 Gold and 500,000 Elixir.

Use 80 Archers to take out the Hidden Teslas at the bottom. Then deploy 6 Dragons at the bottom (level 1 is ok, try aiming for the Air Defenses and bring more in the Clan Castle if you can.) Immediately throw in a level 3 Rage Spell (cover both Air Defenses and the Town Hall), and you will 3-star the base with many surviving Dragons.

Rolling Terror

Updated: Works after March 2013 update, with TH7 troops.

 	Clash_of_Clans_Rolling_Terror_v3_with_TH7_troops-1 	 			  

New! Post March 2013 update, cheapest troop composition.

 	Clash_of_Clans,_level_47_Rolling_Terror_(NEW!) 	 			  

Level 48: Megamansion

Recommended Town Hall level 9.

Loot: 600,000 Gold and 600,000 Elixir.

Megamansion

After March update:

2 Dragons (1 in Clan Castle)

1 Healing Spell

27 Giants

37 Archers

4 Wall Breakers (only 2 needed)

 	Clash_of_Clans_Megamansion_v2_with_TH7_troops_after_March_update 	 			  

Even cheaper setup with level 5 troops and spells: http://forums.appsgoer.com/showthread.php?3943-Clash-of-Clans-Level-48-Megamansion-(Updated)

5 Wall Breakers (only 2 needed)

2 Healing Spells (only 1 used in this video)

17 Giants

105 Archers

Level 49: P.E.K.K.A's Playhouse

Recommended Town Hall level 9

Loot: 700,000 Gold and 700,000 Elixir.

PEKKAs Playhouse

Updated map: 3 Lightning Spells, 1 Earthquake Spell, 5 Dragons, 2 Golems, Remainder Wizards. First place all three Lightning Spells between the 2 Air Defenses, then finish them off with an Earthquake Spell. Send the 2 Golems in on each side so the Archers and Wizards will target them. Send Dragons in from the top, and Wizards behind each Golem. It should be a fairly easy 3 star. There is also an Easter egg, someone called Lava Hound can be found here so keep a sharp eye out for him.

 	Tutorial_-_How_to_beat_Level_49_"P.E.K.K.A's_Playhouse"_(UPDATED_LEVEL_MAP) 	 			  

With TH7 troops, after March update:

 	Clash_of_Clans_P.E.K.K.A'S_Playhouse_v2_with_TH7_troops-0 	 			  

Level 50: Sherbet Towers

Recommended Town Hall level 9

Loot: 800,000 Gold and 800,000 Elixir.

Drop Archers to get the Elixir Storages at the top left and right, then place several Wall Breakers at the top center, left and middle. Swarm 10 Giants or 2 P.E.K.K.As through each hole. A Barbarian King and several Healing Spells will serve as a useful backup to the Giants/P.E.K.K.As. Once the majority of Air Defenses are gone, drop one or two Dragons to clean up the rest.

Alternate option: GoWiPE (2 Golems, 4 P.E.K.K.As, 3-4 Wall Breakers and rest Wizards. Bring along 2 Rage Spells and 1 Healing Spell.

(This used to be the last level in the single-player campaign before the 11.49.4 update on October 23rd, 2018).

Sherbet Towers
 	Clash_of_Clans_Sherbet_Towers_v2_with_TH7_troops_after_March_update 	 			  

Level 51: Invaders

Recommended Town Hall level 9

Loot: 300,000 Gold, 300,000 Elixir, and 2,000 Dark Elixir.

Invaders

40 or more Balloons, 2 Rage Spells. Drop 1 Balloon at the front on each side of the entrance corridor, so that they trigger potential Air Bombs and make at least 1 Hidden Tesla pop up. After that, drop 30 Balloons (15 on each side) and when they are heading towards the X-Bows, drop a Rage Spells on any side. Afterward, deploy your remaining 10 Balloons (or more if you have more army space) and drop a Rage Spells on them. If you want, you can use your Barbarian King and/or Archer Queen or Grand Warden too. You might not even need them.


Trivia: This is the first level which a single maxed Royal Champion cannot beat.

Level 52: Cross and Bows

Recommended Town Hall level 10

Loot: 350,000 Gold, 350,000 Elixir, and 2,500 Dark Elixir.

Cross and Bows

Use 1 Minion in each corner of those empty compartments, so that they'll trigger the Skeleton Trap located in each corner and the Hidden Teslas in the empty compartments. Then drop the remaining Minion at the top, just behind the Town hall, so that the 4 Hidden Teslas pop up. Then, as fast as possible, drop (preferably) your Barbarian King, 4 Balloons (for each Hidden Teslas) and a Dragon. When the Skeletons come close, drop a Poison Spell to get rid of them. When the 2 in-range Archer Towers are locked on the Dragon, drop 2 Balloons on each side of the Dragon, so that they'll go for those 2 Archer Towers. Then drop a Rage Spell on each side of the compartments where the Hidden Teslas are located, followed by about 10 Balloons each. Evenly deploy the remaining Balloons at the bottom Archer Towers. When the first group of Balloons go for the centered X-Bow, drop a Healing Spell right on top so the Balloons won't be taken down from many Air Bombs set around the structure.

Level 53: Forest Outing

Recommended Town Hall 10.

Loot: 350,000 Gold, 350,000 Elixir, and 3,000 Dark Elixir.

Forest Outing

This maze level has many Spring Traps and Air Bombs.

Alternative 1: Put a non-spring able troop like the Golem or P.E.K.K.A to trigger most of the Spring Trap and use Witches or Wizards to finish the base.

Alternative 2: Use 4 Lightning Spells (and an Earthquake Spell, if necessary) in 2 of 3 Air Defenses, then deploy the Archer Queen to destroy the last, use Dragons and Balloons to finish all defenses.

Level 54: Skeleton Run

Recommended Town Hall level 10.

Loot: 400,000 Gold, 400,000 Elixir, and 3,500 Dark Elixir.

Skeleton Run

Although the map has only 4 X-Bows, there are a lot of Skeleton Traps around the map.

Deploy 4 Golems at each corner of the village, and 3 Wizards behind of each meat shield (9 Wizards at three of four corners and the Archer Queen in the last), then you can finish the Town Hall using Hog Riders and Poison Spell or Valkyries to deal with the Skeleton Traps in the middle.

Level 55: Magic Practice

Recommended Town Hall 10.

Loot: 400,000 Gold, 400,000 Elixir, and 4,000 Dark Elixir.

Magic Practice

This level has the temporary structure Shrink Trap, it's similar to another temporary structure, Freeze Trap.

Place Barbarians or Archers around the base to trigger some or all the Shrink Traps (if you place any troop in the trap area before the Shrink Trap ends, the troop still to be affected, but placing any hero at the end of the trap will regenerate their HPs), after that you can use a Jump Spell to place ground troops inside the village, because either defense after first Walls are weak splash damages and no ground-attack defense around the Town Hall, making easy for clean all the defenses.

Level 56: High Pressure

Recommended Town Hall level 10.

Loot: 450,000 Gold, 450,000 Elixir, and 4,000 Dark Elixir.

High Pressure

Place 1 or 2 Golems at the right part of the village to lure the X-Bow, Wizard Tower and a Cannon. Then, place Wall Breakers to open a hole into the village. Deploy your Archer Queen to walk inside the base's gaps and trigger some of Spring Traps, use Jump Spell to enter into the middle, let your Barbarian King enter in the fight! And deploy Valkyries behind your King to finish them all.

Level 57:No Flight Zone

Recommended Town Hall level 10.

Loot: 450,000 Gold, 450,000 Elixir, and 4,500 Dark Elixir.

This level has a massive amount of Seeking Air Mines housed in the perimeter of the base. 1 level 7 Dragon and three-level 8 Balloons are stationed in the Goblin Clan Castle

No Flight Zone

Level 58: Graduation Ceremony

Recommended Town Hall level 10.

Loot: 500,000 Gold, 500,000 Elixir, and 4,500 Dark Elixir.

Graduation Ceremony

This map does not contain many traps.

Place 9 Balloons in the bottom corner and assist with a Rage Spell. Place 12 Balloons as well as your Barbarian King in the left corner, assist with a Rage Spell and activate the Barbarian King's ability when his health drops. Place another 12 Balloons in the top corner and assist with a Rage Spell. Deploy remaining Balloons and your Archer Queen in the right corner. Assist with Haste Spell.

Level 59: Midnight Oil

Recommended Town Hall level 10.

Loot: 500,000 Gold, 500,000 Elixir, and 5,000 Dark Elixir.

Midnight Oil

This level has a large amount of Air Bombs outside the Walls. Deploy one Balloon at each Cannon as well as the Archer Tower's to defuse the Air Bombs. Place Rage Spells near the Archer Towers at the top and deploy 9 Balloons at each of the two Archer Towers. Place three Balloons at the top of the map, immediately. Place your Barbarian King right above the Elixir Storage. Place remaining Balloons by Gold Storage. The name of this level may be a reference to the band Midnight Oil.

Level 60: All Angle Attack

Recommended Town Hall level 11.

Loot: 550,000 Gold, 550,000 Elixir, and 5,000 Dark Elixir.

All Angle Attack

This map has many air Skeleton Traps by the Inferno Towers. Deploy one Minion by each of the Inferno Towers to trigger as many Skeleton Traps as possible. Place a Dragon in the bottom corner to lure the Skeletons and place a Poison Spell in front of the Dragon once the Skeletons reach it. Once all of the Skeletons are dead, deploy five Dragons and 4 Balloons along the bottom three Inferno Towers. Deploy 4 Dragons in the left corner of the base. Assist with Healing Spells, Rage Spells, Freeze Spells and/or Haste Spells when necessary.

Level 61: Burning Sensation

Recommended Town Hall level 11.

Loot: 550,000 Gold, 550,000 Elixir, and 5,500 Dark Elixir.

This level has many Air Bombs and Seeking Air Mines by the Inferno Towers. You don't need to use the Queen or Warden to complete this. For this to work, use all Balloons, Clan Castle Balloons, Barbarian King, three Rage Spells, and one Haste Spell. To do this, deploy one Balloon on each sides that has Inferno Towers to get rid of Air Bombs and Seeking Air Mines, but deploy them too close so that the Air Bombs and Seeking Air Mines are all triggered. Once all four directions are done, deploy the Barbarian King from the right side to destroy the Archer Tower. Then, cast three Rage Spells and use Balloons for all the Inferno Tower compartments and 3-4 Balloons for defenses between the Infernos. The X-Bow doesn't need to be targeted since it is set on ground-mode. For the last set of Infernos, use Clan Castle Balloons and a Haste Spell.

Burning Sensation

Level 62: Underground Workaround

Recommended Town Hall level 11.

Loot: 600,000 Gold, 600,000 Elixir, and 5,500 Dark Elixir.


Underground Workaround

Level 63: Teamwork Opportunity

Recommended Town Hall level 11.

Loot: 600,000 Gold, 600,000 Elixir, and 6,000 Dark Elixir.

Teamwork Oppurtunity

Level 64: Bowling Alley

Recommended Town Hall level 11.

It is a smart choice to bring barbarians to trigger the skeleton traps and the hidden teslas. Use one Valkyrie or a few wizards to kill the skeletons. To take out the Tesla towers at the bottom right, lightning spells and Valkyries should do the trick. Be sure to take advantage of the Grand Warden’s ability, and use it while your troops are in range. Bring freeze spells for the eagle artillery. Bring rage spells to maximize the amount of damage your Valkyries deal.

Loot: 650,000 Gold, 650,000 Elixir, and 6,000 Dark Elixir.

Bowling Alley

Level 65: Keep Your Cool

Recommended Town Hall level 11.

Loot: 650,000 Gold, 650,000 Elixir, and 6,500 Dark Elixir.

Keep your Cool

Level 66: Where Eagles Dare

Recommended Town Hall level 11.

Loot: 700,000 Gold, 700,000 Elixir, and 6,500 Dark Elixir.

This level is very difficult. Use Balloons to get rid of the traps then use an Archer Queen and many Healers to clean up the base. Bring some Rage Spells too.

Where Eagles Dare

Level 67: Fireworks Inc.

Recommended Town Hall level 11.

Loot: 700,000 Gold, 700,000 Elixir, and 7,000 Dark Elixir.

Fireworks Inc

Level 68: Goblin Capital

Recommended Town Hall level 12.

Loot: 750,000 Gold, 750,000 Elixir, and 7,000 Dark Elixir.

This level has defensive troops situated in the Goblin Castle. It contains 40 level 7 Goblins.

Goblin Capital

Level 69: Pick Your Poison

Recommended Town Hall level 12.

Loot: 750,000 Gold, 750,000 Elixir, and 7,500 Dark Elixir.

Pick your Poison

Level 70: The Arena

Recommended Town Hall level 12.

Loot: 800,000 Gold, 800,000 Elixir, and 7,500 Dark Elixir.

This level has defensive troops situated in a red hut similar to the one that appears in Goblin Capital. The hut contains, in order, a level 4 Bowler, a level 7 Valkyrie, a level 6 Baby Dragon, a level 4 Witch, a level 7 Dragon, a level 8 P.E.K.K.A, a level 8 Golem, and a level 3 Electro Dragon.

The Arena

Level 71: Paper Map

Recommended Town Hall level 12.

Loot: 800,000 Gold, 800,000 Elixir, and 8,000 Dark Elixir.

Paper Map

Level 72: Flagged for Traps

Recommended Town Hall level 12.

Loot: 850,000 Gold, 850,000 Elixir, and 8,500 Dark Elixir.

Flagged for Traps

Level 73: Grand Avenue

Recommended Town Hall level 12.

Loot: 1,000,000 Gold, 1,000,000 Elixir, and 10,000 Dark Elixir.

This level has defensive troops situated in a red hut similar to the previous ones. The hut contains three level 5 Dragons.

Grand Avenue

Level 74: Besieged

Recommended Town Hall level 12.

Loot: 1,250,000 Gold, 1,250,000 Elixir, and 12,500 Dark Elixir.

Besieged

Level 75: Dragon's Lair

Dragon's lair

Recommended Town Hall level 12.

Loot: 2,500,000 Gold, 2,500,000 Elixir, and 25,000 Dark Elixir.

Golden Giant Dragon

The Giant Dragon

This level has a special Dragon Cave. When units are close enough (or when the Dragon Cave is sufficiently damaged), a Giant Dragon will emerge. The Giant Dragon resembles a re-sprited Dragon, with extremely high stats.

The Giant Dragon's statistics:

Attack Type Damage Type Movement Speed Movement Speed Attack Speed Attack Speed Range Range Damage per Second Damage Damage per Attack Damage Hitpoints Hitpoints
Area Splash 1 Tile Radius (Ground & Air) 16 1.25 sec 3 tiles 1,400 1,750 32,000

When the Giant Dragon is defeated for the first time, players earn the "Dragon Slayer" achievement, which is worth 200 Experience and 20 Gems.

(This used to be the last level in the single-player campaign before the 15.83.6 update on December 12th, 2022)

Level 76: Go to Bat

Recommended Town Hall level 13.

Loot: 800,000 Gold, 800,000 Elixir, and 8,000 Dark Elixir.

Go to Bat

Level 77: Ring of Power

Recommended Town Hall level 13.

Loot: 820,000 Gold, 820,000 Elixir, and 8,200 Dark Elixir.

This level has defensive troops situated in a red hut. The hut contains three level 9 Archers, two level 3 Headhunters and a level 6 Lava Hound.

Ring of Power

Level 78: Suspicious Gap

Recommended Town Hall level 13.

Loot: 840,000 Gold, 840,000 Elixir, and 8,400 Dark Elixir.

This level has defensive troops situated in a red hut. The hut contains two level 9 Archers and four level 9 Super Minions.

Suspicious Gap

Level 79: Stay on Target

Recommended Town Hall level 13.

Loot: 860,000 Gold, 860,000 Elixir, and 8,600 Dark Elixir.

Stay on Target

Level 80: Such a Tease

Recommended Town Hall level 13.

Loot: 880,000 Gold, 880,000 Elixir, and 8,800 Dark Elixir.

Such a Tease

Level 81: Titanic

Recommended Town Hall level 14.

Loot: 900,000 Gold, 900,000 Elixir, and 9,000 Dark Elixir.

Trivia: This is the first level to feature Builder's Huts.

Titanic

Level 82: Cold Flame

Recommended Town Hall level 14.

Loot: 920,000 Gold, 920,000 Elixir, and 9,200 Dark Elixir.

Cold Flame

Level 83: Corner Case

Recommended Town Hall level 14.

Loot: 940,000 Gold, 940,000 Elixir, and 9,400 Dark Elixir.

Corner Case

Level 84: Path to Pain

Recommended Town Hall level 14.

Loot: 960,000 Gold, 960,000 Elixir, and 9,600 Dark Elixir.

This level has defensive troops situated in a red hut. The hut contains five level 2 Electro Titans.

Path to Pain

Level 85: Builderopolis

Recommended Town Hall level 14.

Loot: 980,000 Gold, 980,000 Elixir, and 9,800 Dark Elixir.

Builderopolis

Level 86: Monolithic

Recommended Town Hall level 15.

Loot: 1,000,000 Gold, 1,000,000 Elixir, and 10,000 Dark Elixir.

Monolithic

Level 87: Raging Headache

Recommended Town Hall level 15.

Loot: 1,050,000 Gold, 1,050,000 Elixir, and 10,500 Dark Elixir.

Raging Headache

Level 88: Toxic Town Square

Recommended Town Hall level 15.

Loot: 1,100,000 Gold, 1,100,000 Elixir, and 11,000 Dark Elixir.

Toxic Town Square

Level 89: Disappearing Dilemma

Recommended Town Hall level 15.

Loot: 1,150,000 Gold, 1,150,000 Elixir, and 11,500 Dark Elixir.

Disappearing Dilemma

Level 90: M.O.M.M.A's Madhouse

M.O.M.M.A's Madhouse

Recommended Town Hall level 15.

Loot: 2,500,000 Gold, 2,500,000 Elixir, and 25,000 Dark Elixir.

This level has a red hut that contains the M.O.M.M.A, a special P.E.K.K.A capable of doing extreme splash damage to ground and air units alike.

M.O.M.M.A's statistics:

Attack Type Damage Type Movement Speed Movement Speed Attack Speed Attack Speed Range Range Damage per Second Damage Damage per Attack Damage Hitpoints Hitpoints
Area Splash 1 Tile Radius (Ground & Air) 16 5 sec 3 tiles 2,000 10,000 64,000

Available Loot Table

Level Number Level Name Gold Elixir Dark Elixir TH Level
1 Payback 500 500 0 1
2 Goblin Forest 500 500 0 1
3 Goblin Outpost 1,500 1,500 0 2
4 Rocky Fort 2,500 2,500 0 3
5 Goblin Gauntlet 3,000 3,000 0 3
6 Cannonball Run 4,000 4,000 0 3
7 Two Smoking Barrels 5,000 5,000 0 4
8 Gold Rush 8,000 4,000 0 4
9 Maginot Line 8,000 8,000 0 4
10 Rat Valley 8,000 12,000 0 4
11 Brute Force 10,000 14,000 0 4
12 Gobbotown 20,000 10,000 0 5
13 M is for Mortar 14,000 14,000 0 5
14 Megablaster 20,000 10,000 0 5
15 Immovable Object 16,000 16,000 0 5
16 Fort Knobs 17,000 17,000 0 5
17 Watchtower 16,000 20,000 0 5
18 Fool's Gold 24,000 14,000 0 5
19 Thoroughfare 20,000 20,000 0 6
20 Bouncy Castle 15,000 30,000 0 6
21 Fikova 24,000 24,000 0 6
22 Gobbo Campus 25,000 25,000 0 6
23 Danny Boy 30,000 30,000 0 6
24 Ommahha Beech 35,000 35,000 0 6
25 Walls of Steel 40,000 40,000 0 6
26 Sicilian Defense 45,000 45,000 0 6
27 Obsidian Tower 20,000 80,000 0 7
28 Arrow Head 60,000 60,000 0 7
29 Red Carpet 70,000 70,000 0 7
30 Natural Defense 150,000 2,000 0 7
31 Steel Gauntlet 80,000 80,000 0 7
32 Queen's Gambit 90,000 90,000 0 7
33 Full Frontal 50,000 140,000 0 7
34 Chimp in Armor 150,000 50,000 0 7
35 Faulty Towers 110,000 110,000 0 8
36 Point Man 120,000 120,000 0 8
37 Triple A 130,000 130,000 0 8
38 Goblin Picnic 2,000 270,000 0 8
39 Bait 'n Switch 140,000 140,000 0 8
40 Collateral Damage 150,000 150,000 0 8
41 Choose Wisely 150,000 150,000 0 8
42 Mega Evil 150,000 150,000 0 8
43 Crystal Crust 200,000 200,000 0 9
44 Cold as Ice 250,000 250,000 0 9
45 Jump Around 300,000 300,000 0 9
46 Kitchen Sink 400,000 400,000 0 9
47 Rolling Terror 500,000 500,000 0 9
48 Megamansion 600,000 600,000 0 9
49 P.E.K.K.A.'s Playhouse 700,000 700,000 0 9
50 Sherbet Towers 800,000 800,000 0 9
51 Invaders 300,000 300,000 2,000 9
52 Cross and Bows 350,000 350,000 2,500 10
53 Forest Outing 350,000 350,000 3,000 10
54 Skeleton Run 400,000 400,000 3,500 10
55 Magic Practice 400,000 400,000 4,000 10
56 High Pressure 450,000 450,000 4,000 10
57 No Flight Zone 450,000 450,000 4,500 10
58 Graduation Ceremony 500,000 500,000 4,500 10
59 Midnight Oil 500,000 500,000 5,000 10
60 All Angle Attack 550,000 550,000 5,000 11
61 Burning Sensation 550,000 550,000 5,500 11
62 Underground Workaround 600,000 600,000 5,500 11
63 Teamwork Opportunity 600,000 600,000 6,000 11
64 Bowling Alley 650,000 650,000 6,000 11
65 Keep Your Cool 650,000 650,000 6,500 11
66 Where Eagles Dare 700,000 700,000 6,500 11
67 Fireworks Inc. 700,000 700,000 7,000 11
68 Goblin Capital 750,000 750,000 7,000 12
69 Pick Your Poison 750,000 750,000 7,500 12
70 The Arena 800,000 800,000 7,500 12
71 Paper Map 800,000 800,000 8,000 12
72 Flagged for Traps 850,000 850,000 8,500 12
73 Grand Avenue 1,000,000 1,000,000 10,000 12
74 Besieged 1,250,000 1,250,000 12,500 12
75 Dragon's Lair 2,500,000 2,500,000 25,000 12
76 Go to Bat 800,000 800,000 8,000 13
77 Ring of Power 820,000 820,000 8,200 13
78 Suspicious Gap 840,000 840,000 8,400 13
79 Stay on Target 860,000 860,000 8,600 13
80 Such a Tease 880,000 880,000 8,800 13
81 Titanic 900,000 900,000 9,000 14
82 Cold Flame 920,000 920,000 9,200 14
83 Corner Case 940,000 940,000 9,400 14
84 Path to Pain 960,000 960,000 9,600 14
85 Builderopolis 980,000 980,000 9,800 14
86 Monolithic 1,000,000 1,000,000 10,000 15
87 Raging Headache 1,050,000 1,050,000 10,500 15
88 Toxic Town Square 1,100,000 1,100,000 11,000 15
89 Disappearing Dilemma 1,150,000 1,150,000 11,500 15
90 M.O.M.M.A's Madhouse 2,500,000 2,500,000 25,000 15
Total N/A 38,884,000 39,047,000 324,000 N/A

Trivia

  • Even though it is recommended to not attack Dragon's Lair until Town Hall 12, you can (with Clan Castle troops), beat it, as well as all bases prior to it, at Town Hall 8.
  • When Practice Mode was first released, stars earned there would count towards the "Get those Goblins!" and "Get those other Goblins" achievements and thus it was possible to get the rewards for free, without the expenses of an army.
    • The same was originally true of the Builder Base tutorial - stars earned in the tutorial also formerly counted towards the Single Player Campaign achievements.
  • The Sherbet Towers use to be labeled as 'Goblin King's Hideout'. However, after the Clan War Leagues update that added new levels to the Single Player Campaign, the Sherbet Towers was later relabeled as 'Abandoned Hideout'.
    • Before its relabelling, some players believed the 'Goblin King's Hideout' label referred to the antagonist of the game that appeared in the tutorial.
  • When the level Skeleton Run was initially added, it featured all Halloween obstacles up to and including the 2018 obstacle (the level was added in the October 2018 update alongside the levels past Sherbet Towers). The 2020 Winter update also added the 2019 and 2020 Halloween obstacles to the level.
  • The level P.E.K.K.A's Playhouse is an inspiration of an arena from Clash Royale.
  • There is a Trainer in Clash Royale, called Trainer Fikova, which is a reference to the level Fikova.
  • Even when you didn't deploy your troops directly, the NPC Goblins will rush to their Town Hall.
  • The Full Frontal and Rat Valley used to have Pumpkin Bombs hidden in some areas. The Full Frontal had Pumpkin Bombs next to big rocks and Rat Valley had Pumpkin Bombs next to tombstones.
  • The level 1 Cannon in the Payback tutorial level is different from other level 1 Cannons: it only does 2 damage per second (as opposed to 9), has only 250 hitpoints (compared to 420), and strangely is not considered a defensive building (which can be seen if you use any defense-targeting unit on the level).
  • The Goblin Hut presumably inspired a similar building in Clash Royale, which spawns Spear Goblins instead of doing nothing.

Pop Culture References

Many of the Single Player Campaign Levels' names are references to pop culture.

  • Cannonball Run may be a reference to 1981 film "The Cannonball Run"
  • Two Smoking Barrels is possibly a reference to the 1998 film Lock, Stock and Two Smoking Barrels
  • Gold Rush refers to the real-life phenomenon of the same name, occurring when the discovery of gold brings a rapid influx of miners
  • Maginot Line is a reference to the heavily fortified "Maginot Line" defending the French/German border during WWII.
  • Fort Knobs may be a reference to the American military base, Fort Knox
  • Fool's Gold is possibly a reference to the eponymous mineral pyrite, which bears a similar appearance to gold
  • Danny Boy may be a reference to the traditional folk song of the same name
  • Omahha Beach is a reference to Omaha Beach in Normandy, France, one of five centers of Allied operations during Operation Overlord in WWII
  • Sicilian Defence and Queen's Gambit are the names of two chess openings
  • Faulty Towers may be a reference to the 1975 British sitcom "Fawlty Towers", starring John Cleese
  • No Fly Zone references real life no-fly-zones, where only specific aircraft are permitted to pass through
  • Ring of Power is a reference to the Rings of Power from the Lord of the Rings trilogy by JRR Tolkien
  • Stay on Target is a quote from the destruction of the Death Star in the Star Wars franchise, from Episode IV - A New Hope
  • Titanic may be a reference to the RMS Titanic, which sank in 1912 after hitting an iceberg
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