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For a separate multiplayer system for the Legend League, see Legend League Tournaments.
For the Builder Base multiplayer mode, see Builder Battles.
For the Clan Capital multiplayer mode, often called Raids, see Raid Weekends.
Attack Multiplayer

Multiplayer Battles is the main form of battle in the Home Village. In Multiplayer Battles, players attack other players for various reasons, such as to gain Trophies or to steal resources. One final reason is to simply have something to do while waiting for an upgrade.

Raiding Mechanics

Matchmaking

Matchmaking in Multiplayer Battles 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. Note that 'Revenge' is unavailable against an attack that was itself a revenge attack.


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, 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.

WinningEnemyRaid

Winning a defense

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

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

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


Overall Damage

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

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

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

As a consequence of the way damage is calculated, if a village has more than 100 buildings, in theory it would be possible to score 100% without needing to destroy all of the buildings, since destroying more than 99% of buildings would be counted as 100%.

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


Victory and Defeat

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

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

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


Gaining and Losing Trophies

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

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

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


Match Cost

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

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

Town Hall Level Cost Gold
1 5
2 10
3 50
4 100
5 150
6 250
7 350
8 550
9 750
10 900
11 1,000
12 1,100
13 1,200
14 1,300
15 1,400
16 1,500

Loot Mechanics

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

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


Loot from Storages

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

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


Determining Loot in Storages: Summary

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

Gold and Elixir

The percentage of Gold/Elixir that can be stolen from storages until TH6 is 20% and is capped at 200,000. At TH7 and up, the percentage that can be stolen drops by 2% at each TH level, to a minimum of 10% at TH11 and above, while the cap increases by 50k at each TH level, to a maximum of 700,000 at TH16. 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% 1,700* 8,500
3 20% 20,000* 100,000
4 20% 100,000* 500,000
5-6 20% 200,000** 1,000,000
7 18% 250,000 1,388,889
8 16% 300,000 1,875,000
9 14% 350,000 2,500,000
10 12% 400,000 3,333,333
11 10% 450,000 4,500,000
12 10% 500,000 5,000,000
13 10% 550,000 5,500,000
14 10% 600,000 6,000,000
15 10% 650,000 6,500,000
16 10% 700,000 7,000,000
*Figures in asterisks denote storage caps that are determined only by the storage capacity of the storages.
**This applies to Town Hall 5 but not Town Hall 6.

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

Dark Elixir

The percentage of Dark Elixir that can be stolen from the storage until TH8 is 6% and is capped at 2,000. Starting at TH9, the percentage that can be stolen drops by 1% at each TH level (down to a minimum of 4% at TH10 and above) and the cap goes up by 500, up to a maximum of 6,000 at TH16. 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 4% 3,500 87,500
12 4% 4,000 100,000
13 4% 4,500 112,500
14 4% 5,000 125,000
15 4% 5,500 137,500
16 4% 6,000 150,000
*Figures in asterisks denote storage caps that are determined only by the storage capacity of the storages.

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


Loot Distribution between Storages

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

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

Gold and Elixir

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

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

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

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

Some examples can be viewed in these collapsible boxes:

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

Dark Elixir

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

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

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

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

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

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

Determining Loot Availiability from Storages

To determine the total loot available from storages, the loot available in each storage is first determined, and then totaled up. To determine the loot available in a given storage, two calculations are made for each storage, and then the results are compared.

Calculation A: Fixed Percentage

The first calculation determines the loot available in the storage through the Town Hall's percentage alone. Recall that the percentage available to be stolen is given by the following table:

Town Hall Level
Town Hall
Percentage of Gold/Elixir Available
Gold Elixir
Percentage of Dark Elixir Available
Dark Elixir
1-6 20% 6%*
7 18% 6%
8 16% 6%
9 14% 5%
10 12% 4%
11-16 10% 4%

*This value is found in the game files, although there is no practical use for this value as Town Hall 6 and below cannot hold Dark Elixir.

The amount available from each storage is simply the amount held in that storage multiplied by the appropriate percentage for that Town Hall level, rounded down to the lower integer if necessary.

Calculation B: Proportion of the Loot Cap

For this calculation, the loot cap is used to determine the amount of loot in a storage. The loot cap is not a hard limit; in the context of determining loot, it should be treated as a baseline. The loot cap for each Town Hall level is given in the below table:

Town Hall Level
Town Hall
Gold/Elixir Loot Cap
Gold Elixir
Dark Elixir Loot Cap
Dark Elixir
1-6 200,000* 2,000**
7 250,000 2,000*
8 300,000 2,000
9 350,000 2,500
10 400,000 3,000
11 450,000 3,500
12 500,000 4,000
13 550,000 4,500
14 600,000 5,000
15 650,000 5,500
16 700,000 6,000

*These values are found in the game files, although the "cap" may not be reachable in practice as a full storage does not offer enough through the percentage calculation.
**This value is found in the game files, although there is no practical use for this value as Town Hall 6 and below cannot hold Dark Elixir.

In this calculation, the game attempts to distribute loot proportionally between the storages. Determining loot for the storage is determined as follows:

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

Note that because of the nature of the calculations, rounding discrepancies can occur and because of this, the sum of loot available from all the storages through this calculation may not equal the loot cap. Players may find themselves offering up to 20,000 more or less Gold or Elixir than what is available from the cap, or 100 more Dark Elixir than the cap.

Combining the Results

After both calculations described above have been made, the loot available from the storage is equal to the lesser of the two results.

Which value is taken is usually obvious when the amount held in the storages is far from the amount needed to reach the loot cap in either direction, as there will be a large difference between the two results in these cases. However, when the two results are close, some storages may take the amount available as determined by calculation A and others determined by calculation B.

Full, worked examples, on how this is done:

Example A: Typical scenario
Consider a simple scenario where a TH13 player with fully upgraded storages has stored exactly 15 million gold. He would have 3.25 million gold in each storage and 2 million in the Town Hall.
To determine the amount that's lootable from each gold storage, we perform both calculations:
  • Calculation A: The fixed percentage calculation gives 3.25 million * 10% = 325,000 gold in each storage.
  • Calculation B: First, we see that 3.25 million divided by 15 million yields approximately 0.2167. Multiplying this by the loot cap of 550k gives us 119,166, which is then rounded up to 120,000 for each storage.
Now the result of calculation B is much lower than the result of calculation A, so each gold storage takes the amount as determined by calculation B, that is, 120,000 gold per storage.
Applying the above procedure to the Town Hall similarly, one can show that the Town Hall offers 70,000 gold. Summing up the above results, we have a total of 4*120,000+70,000 = 550,000 gold available in the storage.
Example B: Some rounding inconsistencies
Consider two different scenarios involving a TH13 player with fully upgraded storages. First, suppose he has 12 million elixir stored (2.5 million in each elixir storage, 2 million in the Town Hall).
Applying calculation B to the storages (the results of calculation A gives much higher figures than these and can thus be ignored), we see that each elixir storage will give 110,000 elixir, while the Town Hall offers 90,000 elixir, for a total of only 530k elixir - 20k short of the loot cap.
Now consider a scenario where the player has 12.5 million elixir stored (2.625 million in each elixir storage, 2 million in the Town Hall). Applying the calculations gives us 120,000 elixir in each storage, while the Town Hall still offers 90,000 elixir, for a total of 570k elixir - 20k more than the loot cap.
Example C: New TH8 scenario
This example illustrates a scenario where both calculations are used in some part of the loot calculation.
Consider a scenario where a player has just upgraded to TH8 (from a max TH7) and built a gold storage at level 1. He then holds exactly 1,876,300 gold. The loot distribution described above gives 1,000 gold in the level 1 gold storage, and 625,100 in each of the other two gold storages and the Town Hall.
Now the level 1 gold storage holds 1,000 out of the 1,875,100 gold. Calculation A gives us 1,000 * 16% = 160 gold, while calculation B gives us 200 gold using the special rounding rules. As the result from calculation A is lower than that from calculation B, the level 1 gold storage will have 160 gold available.
The other three resource storages each hold 625,100 gold. Here, calculation A offers 625,100 * 16% = 100,016 gold, which is slightly greater than the result by calculation B, which yields 100,000 gold (625,100/1,876,300*300,000 ≈ 99,946.70, which rounds up to 100,000). Thus, each of these resource storages hold 100,000 gold.
Example D: Consequences of the loot distribution
This example illustrates the impact of needing to use the above mentioned loot distribution compared to the naive approach of a fair split.
Consider a TH13 player (with maxed storages) holding exactly 12,222,222 gold. By the rules of loot distribution, we find that the loot is distributed as follows: 2 million in the Town Hall, 2,555,556 each in three storages, and 2,555,554 in the other.
Now using calculation B to calculate the amount of available loot (again, calculation A's results are much greater than these, and can be ignored), the Town Hall will have 90,000 gold, the three storages with 2,555,556 will each offer 120,000 gold, while the storage with 2,555,554 will offer only 110,000 gold. This totals to 560,000 gold available.
If we were to use a naive approach and suppose that the loot was distributed evenly (with 2,555,556 gold in two gold storages and 2,555,555 gold in the other two), the two storages that are short will offer 110,000 gold each, for a total of 550,000 gold available.
Another possible naive approach assumes that loot is not discrete and so allows 2,555,555.5 gold in each of the four gold storages. The ensuing calculation tells us in this case, each storage will offer 110,000 gold, and added to the Town Hall's 90,000, combines for a total of 530,000 gold.
In actuality (i.e. if you were to actually to recreate this scenario), you would find that 560,000 gold would be available from your storages, which means the two naive approaches outlined fail.
Example E: Dark Elixir calculations
For a change of pace, let's look at calculations involving Dark Elixir. First, let's consider a typical TH10 scenario with 130,000 DE (the TH10 will have 20k in the Town Hall with the remainder in the storage).
Now the Town Hall has 15.38% of the total Dark Elixir, and multiplying this by the cap of 3,000 gives 461.5, which is rounded to 500. Similarly, the Dark Elixir storage has 84.62% of the total Dark Elixir; multiplying this by the cap of 3,000 gives 2,538.5, rounded to 2,500. So the TH10 will have 500 DE available in the Town Hall and 2,500 DE in the storage.
Rounding discrepancies are also possible with Dark Elixir, but are much rarer due to the binary nature of the storages. For example, consider a TH11 with a full storage of 200,000 Dark Elixir. The Town Hall has exactly 10% of the Dark Elixir, while the storage has exactly 90%. Multiplying these by the cap of 3,500 gives 350 and 3,150, which are both rounded up to give 400 and 3,200 DE available from the Town Hall and storage respectively, or a total of 3,600 (100 more than the cap).

Loot from Collectors

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

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

Gold and Elixir

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

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% 1,000 2,000
2 50% 5,000 10,000
3 50% 30,000 60,000
4 50% 100,000 200,000
5 50% 250,000 500,000
6 50% 300,000 600,000
7 50% 450,000 900,000
8 50% 600,000 1,200,000
9 50% 700,000 1,400,000
10 50% 875,000 1,750,000
11 50% 1,050,000 2,100,000
12-13 50% 1,225,000 2,450,000
14-16 50% 1,347,500 2,695,000

Dark Elixir

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

Dark Elixir Drills—Percent Lootable by Town Hall Level
Town Hall Level % Available to be Stolen Cap Storage Amount to Reach Cap
7 75% 405 540
8 75% 810 1,080
9 75% 4,050 5,400
10 75% 5,400 7,200
11 75% 6,750 9,000
12-13 75% 8,100 10,800
14-16 75% 9,450 12,600


Loot from Treasury

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

If a Treasury is overfilled (e.g. by leaving a high-level Clan while holding a full Treasury expanded by its Clan Perks), only 3% of the Treasury's maximum capacity (and not 3% of all loot in the Treasury) will be available to loot.

Clan Castle Treasury— Percent Lootable by Town Hall level (caps can only be reached in a level 10 or higher Clan)
Town Hall Level % Available to be Stolen Gold & Elixir Cap Gold & Elixir Storage Amount to Reach Cap Dark Elixir Cap Dark Elixir Storage Amount to Reach Cap
3 3% 18,000 600,000 - -
4 3% 27,000 900,000 - -
5 3% 36,000 1,200,000 - -
6 3% 54,000 1,800,000 - -
7 3% 72,000 2,400,000 360 12,000
8 3% 90,000 3,000,000 450 15,000
9 3% 108,000 3,600,000 540 18,000
10 3% 126,000 4,200,000 630 21,000
11 3% 144,000 4,800,000 720 24,000
12 3% 162,000 5,400,000 810 27,000
13 3% 180,000 6,000,000 900 30,000
14 3% 198,000 6,600,000 990 33,000
15 3% 216,000 7,200,000 1,080 36,000
16 3% 234,000 7,800,000 1,170 39,000


Loot Penalty

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

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

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

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

Maximum Loot Available

The maximum loot available from a base arises from a combination of factors. The below table shows a breakdown of the maximum possible loot from a TH16:

Factor Maximum Available
Gold and Elixir Gold Elixir Dark Elixir Dark Elixir
Storages at loot cap 700,000 6,000
Rounding discrepancies 20,000[1] 100[2]
Maxed collectors at full capacity 1,347,500 9,450
Maxed Treasury at full capacity 234,000 1,170
Total 2,301,500 16,720

Notes

  1. For rounding discrepancy to occur such that 20,000 is gained from it, the defender's gold/elixir storages must hold between about 11,666,667 and 12,173,913 inclusive, or between about 17,500,000 and 18,666,666 inclusive (the lower bounds are crude due to fluctuations in loot held in storages, and in both cases it is possible for players to hold about 50 less and still have this 20,000 discrepancy). Other rounding discrepancies are possible, and are in fact prevalent once there is enough gold/elixir to fill the Town Hall at TH16.
  2. For this rounding discrepancy to occur, the defender's dark elixir storages must hold exactly 160,000. This value is extremely unlikely unless the Dark Elixir Storage is not fully upgraded, in which case it is plausible with a full level 5 storage. Unlike the gold/elixir rounding discrepancy, outside this value, no other discrepancy occurs.

Trivia

  • As soon as the three-minute raid timer begins counting down, all Villagers will run towards the Town Hall to hide. Builders assigned to unweaponised Builder's Huts, as well as the Master Builder (if he is in the Home Village) will also do the same.
  • 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 (after which live-spectating of attacks against your base was made possible), 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.
  • If the Spell Factory or Dark Spell Factory brewed a spell during a raid, it will still play a "spell brewed".
  • 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.
  • If you force quit the app in the middle of an attack, the attack will not end, there will be a time lapse. So if you have dropped all your units, you can force quit the app to finish the attack quicker.
  • If a defending hero is healed up during a raid, the jingle-sound indicating their being fully healed will play, but they will not appear mid-battle.
  • If you visit an enemy that raided you, you can tap on their Clan Castle to check if they have Clan Castle troops before starting a revenge battle.
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