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Raiding Menu


Reasons For Raiding

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

Raiding Mechanics

Multiplayer

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

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


Prior to Battle

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

Winning Defense

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

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

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


Victory and Defeat

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

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

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


Gaining and Losing Trophies

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

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

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


Match Cost

Town Hall Level Cost Gold
1 10
2 50
3 75
4 110
5 170
6 250
7 380
8 580
9 750
10 900
11 1,000
12 1,100

Single Player Campaign

Main article: Single Player Campaign

Fight the goblins in the Single Player Campaign! Each level has a preset amount of loot that can only be earned once. No Trophies can be won or lost in the Single Player Campaign and it will not reduce shield durations.

Early in the campaign, the levels usually have no aerial defenses such as Air Defenses or Archer Towers, allowing easy completion with a single Balloon or Minion. As players progress through the campaign, the levels steadily become tougher, requiring either a higher-leveled army or a solid strategy. That being said, raiding the goblins can be quite lucrative once you progress through the hard levels. In fact, some levels can reward you with Gold and Elixir as much as 800,000 each!

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

Loot

Gold Gold and Elixir Elixir

Gold and Elixir can be stolen from four types of buildings: storages, mines/collectors, the Town Hall, and the Clan Castle (if it contains loot in its treasury).

Note that all loot, regardless of building type, is subject to the Town Hall level-based loot multiplier (discussed below). This multiplier is applied after all calculations, including the listed caps.

  • Storages: The percentage of Gold/Elixir that can be stolen from storages until TH6 is 20% and is capped at 200,000. At TH7 and up, the percentage that can be stolen drops by 2% at each TH level, to a minimum of 10% at TH11 and TH12, and the cap increases by 50k at each TH level, to a maximum of 450,000 at TH11 and TH12. The following chart shows how this works:
Gold/Elixir Storages—Percent Lootable by Town Hall Level
Town Hall Level  % Available to be Stolen Cap Storage Amount to Reach Cap
1 20% 500 2,500
2 20% 1,400 7,000
3 20% 20,000 100,000
4 20% 100,000 500,000
5-6 20% 200,000 1,000,000
7 18% 250,000 1,388,889
8 16% 300,000 1,875,000
9 14% 350,000 2,500,000
10 12% 400,000 3,333,333
11-12 10% 450,000 4,500,000

The available Gold and Elixir is split evenly between all the Storages and the Town Hall. For example, if there are 3 Gold Storages then the available Gold to be taken will be split four ways; one part is stored in the Town Hall and one part for each of the three storages, provided that none of these storages are filled.

Gold Mines/Elixir Collectors—Percent Lootable by Town Hall Level
Town Hall Level  % Available to be Stolen Cap Storage Amount to Reach Cap
1 50% 500 1,000
2 50% 2,500 5,000
3 50% 30,000 60,000
4 50% 100,000 200,000
5 50% 250,000 500,000
6 50% 300,000 600,000
7 50% 450,000 900,000
8 50% 600,000 1,200,000
9-12 50% 700,000 1,400,000
  • Town Hall: There is a portion of all three resources that can be stolen inside the Town Hall. As the Town Hall acts as a storage building for all resources, the percentage of available resources is equal to the percentage of available resources from the regular storages. For example, if 20% of Gold can be stolen from the storages, 20% of the Gold held by the Town Hall can be stolen. However, note that its loot is only obtained upon its destruction; if it is only damaged partially, no loot will be yielded.
  • Clan Castle: The percentage of loot that can be stolen from your Clan Castle's Treasury is a flat 3%, and is capped only by the storage capacity of the Treasury itself, which is dependent on Town Hall level and Clan Perks. This 3% is unaffected by any loot penalty whatsoever.

Clan Castle Treasury— Percent Lootable by Town Hall level (caps can be increased by Clan Perks)
Town Hall Level  % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 12,000 400,000 - -
4 3% 18,000 600,000 - -
5 3% 24,000 800,000 - -
6 3% 36,000 1,200,000 - -
7 3% 48,000 1,600,000 240 8,000
8 3% 60,000 2,000,000 300 10,000
9 3% 72,000 2,400,000 360 12,000
10 3% 84,000 2,800,000 420 14,000
11 3% 96,000 3,200,000 480 16,000
12 3% 108,000 3,600,000 540 18,000

The current maximum loot comes from raiding a TH11 with full collectors and 4.5M or more in storage.  This means that the maximum calculated loot, for each resource, that can be stolen from 1 opponent is: 450,000 + (7 x 100,000) = 1,150,000. If you add in a full Treasury (from a village belonging to a level 10 clan), this maximum can be as high as 1,150,000 + 162,000 = 1,312,000.

These figures are before the loot multiplier is applied. The loot multiplier is what is behind the loot "penalty". The amount of available loot = calculated loot x loot multiplier, and this calculation applies to all loot sources. Well, except for the Clan Castle actually - the loot penalty simply does not apply to what is looted from it. The loot multiplier is determined as follows:

Town Hall Levels—Loot Multiplier
Town Hall Level Difference Percentage of Loot Available
Same or higher level 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4 or more levels lower 5%

Dark Elixir Dark Elixir

Dark Elixir can be stolen from four types of buildings: storages, drills, Town Hall and the Clan Castle (if it contains loot in its treasury).

  • Storages: The percentage of Dark Elixir that can be stolen from the storage until TH8 is 6% and is capped at 2,000. Starting at TH9, the percentage that can be stolen drops by 1% at each TH level (down to a minimum of 4% at TH10 and above) and the cap goes up by 500, up to a maximum of 3,500 at TH11 and TH12. The following chart shows how this works:

Dark Elixir Storage—Percent Lootable by Town Hall Level
Town Hall Level  % Available to be Stolen Cap Storage Amount to Reach Cap
7 6% 1,200 20,000
8 6% 2,000 33,333
9 5% 2,500 50,000
10 4% 3,000 75,000
11-12 4% 3,500 87,500

The available Dark Elixir is split between the Dark Elixir Storage and the Town Hall in a 4:1 ratio, which means that the Dark Elixir available from the Dark Elixir Storage itself is four times greater than that available from the Town Hall.

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

Dark Elixir Drills—Percent Lootable by Town Hall Level
Town Hall Level  % Available to be Stolen Cap Storage Amount to Reach Cap
7 75% 405 540
8 75% 810 1,080
9 75% 2,700 3,600
10-12 75% 4,050 5,400

The current maximum Dark Elixir loot comes from raiding a TH12 with full drills and 87,500 or more in storage. This means that the maximum calculated loot, for Dark Elixir, that can be stolen from 1 opponent is: 3,500 + (3 x 1,350) = 7,550. If you add in a full Clan Castle Treasury (again from a village belonging to a level 10 clan) the maximum can be as high as 7,550 + 810 = 8,360.

The same loot multipliers as with Gold/Elixir apply to Dark Elixir as well.


Trivia

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