- 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.
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 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.
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.
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 |
---|---|
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:
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:
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:
- 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.
- 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.
- 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.
- 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.
- 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.
- 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:
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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:
- 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.
- Divide X by 5, and round the result down.
- 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 |
Percentage of Gold/Elixir Available |
Percentage of Dark Elixir Available |
---|---|---|
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 |
Gold/Elixir Loot Cap |
Dark Elixir Loot Cap |
---|---|---|
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:
- Take the amount of loot currently stored in that storage and divide it by the total amount stored in all the storages.
- 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.
- 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:
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:
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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.
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.
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.
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 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 | 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
- ↑ 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.
- ↑ 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.