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This is a compilation of trivia points that I feel might not be included in a regular Trivia section, for whatever reason. I got inspired by a similar blog post on the Boom Beach Wiki, i.e. this one over here.

If you feel like any of these trivia points belong on a page, or if you notice that any of these trivia points are incorrect or otherwise need to be removed, feel free to notify me.

Home Village[]

  • The village spans 44 tiles long and 44 tiles wide, plus a grassy border of 3 tiles in width. The area of the village is 1,936 square tiles whilst with the border included this increases to 2,500 square tiles. In other words, the border makes up 22.56% of the total clearing area.
  • A theoretical maximum of 1,752 square tiles, or 90.5% of the placeable area, can be covered by all types of structures, barring tombstones, holiday obstacles, the Loot Cart and temporary traps. This can be broken down as follows:
    • In a Town Hall 11 with all structures built, the 300 walls would take up roughly 15.5% of the placeable area of the village.
    • All the buildings (including the five Builder's Huts) would take up 819 square tiles, or 42.3% of the placeable area.
    • The traps would take up another 45 square tiles, or 2.3% of the placeable area.
    • If you bought all the decorations (including the temporarily available Builder's Statue and Barbarian King Statue), they would take up another 192 square tiles, or 9.9% of the placeable area. If you did not obtain either aforementioned statue, the decorations would take up 184 square tiles, or 9.5% of the placeable area.
    • A maximum of 44 non-holiday obstacles can spawn at one time. If all these obstacles are 3x3 in size and are completely within the placeable area, then another 396 square tiles, or 20.5% of the placeable area, are occupied by said obstacles.
  • If we assume that a Builder strikes a building 88 times per minute, then over the course of 14 days (the longest build time in the game), he would have hit the building 1,774,080 times.
  • Some constructions that the Builder undertakes seem to be illogical, though Clash of Clans is merely a game after all. These constructions include:
    • The level 11 Elixir Storage upgrading to level 12 (and prior upgrades before level 11): it does not break after being hit by a hammer for 7 days straight. If we assume the 88 times/minute rate, this would equate to 887,040 hits on the storage. But then again, it might be common misconception and that the Elixir Storage was made of plastic all along.
      • In a similar vein, the Dark Elixir Storage would fall under this category as well. However it only takes a maximum of 6 days to upgrade one level so this is not as impressive.
    • The level 2 Army Camp upgrading to level 3. Honestly adding a carrot would definitely take less than 3 hours, unless they were that hard to find. Also, I'm sure that even carving a carrot (which would have been another way to "make" a carrot) would take less than 15,840 strikes to complete.
      • A similar principle applies the levels 4 and 5. Merely the food is being changed and yet it takes up to a day to finish the upgrade.
      • Actually from a logical standpoint upgrading the Army Camp at all does not make sense. The size of the Army Camp does not change throughout its upgrades yet the capacity of the camp increases when it is upgraded. How does a better-looking Army Camp allow more troops to fit?
    • Yet amidst all this, a Builder can change a wall instantly given enough Gold (or Elixir).
  • If a fully upgraded set of 300 Walls (100 of which are level 12 with the rest being level 11) were spread out such that Wall Breakers cannot hit more than one of them at once, then you would require 900 maxed Wall Breakers to destroy them all. This requires at least six armies if you utilise the Clan Castle and the Clone Spell. Without either of these, you would need eight armies' worth of Wall Breakers.
    • If instead you used level 1 Wall Breakers, then you would have required 4,800 Wall Breakers, which would have required at least 28 armies with Clan Castle and Clone Spell and 40 without.
  • You would need a total of 1,735 maxed Wall Breakers to destroy every building, assuming that there are no Walls, that no Wall Breakers are lost to defenses and traps, and that no Wall Breaker hits more than one building at a time.
    • Again assuming the above conditions, if you instead used level 1 Wall Breakers, you would need 10,978 of them to destroy every building.
  • You would need 89 maxed Wall Breakers to reduce a maxed Golem into Golemites, of course assuming that there are no Walls so that Wall Breakers could target anything. You would then require a further 18 for each Golemite, for a total of 125 Wall Breakers if you hit only one Golemite at a time.
  • A single level 1 Archer would require 18,825 hits to destroy an entire maxed out village, assuming that she is not destroyed by defenses or attacks any walls. If time to travel from building to building was ignored, this would require 5 hours, 13 minutes and 45 seconds, or 104 times the length of a normal battle.
    • If the Archer was to destroy every wall as well, then she would need another 321,500 attacks. Again assuming time of travel is ignored, this would require 3 days, 17 hours, 18 minutes and 20 seconds, for a total of 340,325 attacks, or 3 days, 22 hours, 32 minutes and 5 seconds to destroy a whole maxed village; this is 1,890 times the length of a normal battle.
  • A level 1 Dark Elixir Drill would require 10,000 hours to completely fill both a Town Hall 10/11 and a level 6 Dark Elixir Storage with Dark Elixir, of course this is assuming that no Dark Elixir is lost through the Drill filling or either the Drill or the Storage being raided. This timespan is over 1 year long, which is honestly somewhat ridiculous.
  • A level 1 Gold Mine or Elixir Collector by itself would require 50,000 hours to completely fill a set of fully upgraded storages plus a Town Hall 11 with Gold or Elixir, again assuming no resources are lost through filling or raiding. This timespan is over 5 years long, longer than the time since Clash of Clans was first released worldwide in August 2012 (as of the time of writing; this last fact will no longer be true on the 16th April 2018).
  • A maxed Goblin stealing from a Gold Storage that has 90,000 available loot (which is what would be the case with maximum loot available in a Town Hall 11) would steal 3,744 Gold with every hit.
    • The same Goblin stealing from a Gold Mine with 100,000 available loot (again the maximum available) would steal around 10,833 Gold with every hit.
  • A maxed Goblin stealing from a Dark Elixir Storage that has 2,800 available loot (the maximum available in a Town Hall 11) would steal 91 Dark Elixir with every hit.
    • The same Goblin stealing from a Dark Elixir Drill with 1,350 available loot (the maximum possible) would steal around 121 Dark Elixir with every hit.
  • There is actually a trophy threshold for promotion from Legend League, at 10 million trophies. However, this threshold is so high that it could never practically be reached.
    • To promote from Legend League would require a gain of 9,995,000 trophies. Assuming that each battle yields 6 trophies (the minimum trophy offer), one would require 1,665,834 battles to reach 10 million trophies if no trophies are gained or lost through defenses.
    • In a five-week season, a player would have to win 333,166.8 battles per week, or one battle every 1.815 seconds if he/she was to reach 10 million trophies.
  • The Lava Hound's Lava Pups scatter out 5 tiles away from the point of death of the Lava Hound.
  • Some spells have different or otherwise interesting names in the game files. Aside from the somewhat well-known "Haste" used for the Rage Spell, we have:
    • "LightningStorm" for the Lightning Spell
    • "HealingWave" for the Healing Spell
    • "Duplicate" for the Clone Spell
    • "SpeedUp" for the Haste Spell
    • "SpawnSkele" for the Skeleton Spell
  • The Skeleton Spell's duration increases as it levels up. The duration of the spell, level by level, is 8.25, 9.9, 12.1 and 14.3 seconds respectively. This suggests that the average rate of Skeleton spawning is 0.55 seconds per Skeleton.
  • It is stated without proof that "if two shields of any duration were added to the shop (with standard cooldown times i.e. cooldown time equal to five times that of the shield duration)", then it would be possible to remain shielded indefinitely. The below points provide a proof for this:
    • In the below proof, is equal to the greatest integer not greater than x. For example, and .
    • Let the durations, in days, of the two new shields be x and y. Their cooldown times are 5x and 5y respectively.
    • Let us consider what happens over the course of an arbitrary a days. We want to prove that, no matter how we choose a, the shielded duration is always greater than a.
    • We will have experienced 1-day shield cooldowns, so we could buy 1-day shields. We note that so we are shielded by this type of shield for more than a/5 days.
    • We handle the cases for the other four types of shields similarly, and show that in each case we are shielded by each type of shield for more than a/5 days. Consequently we are shielded for more than a days over the same time period, so that completes the proof.

Builder Base[]

  • It is well-known that the Giant Cannon does extra damage to the Battle Machine, and the most commonly accepted reason for this is due to the cannonball hitting the Battle Machine for several frames at once which allows it to do a few times the normal damage. That being said, if the cannonball hits the Battle Machine for a long enough period of time, it can do enough damage to one-shot it.
    • A level 7 Giant Cannon would require its cannonball to remain in contact for a total of 21 frames to one-shot a level 20 Battle Machine, if the ability is not used. Assuming Clash of Clans runs at 60 frames per second, this is a timespan of 0.35 seconds.
    • If the ability is used optimally (i.e. yields the maximum health gain of 950) then the Battle Machine can survive for 5 more frames before being taken down.
    • Against a level 1 Battle Machine, the level 7 Giant Cannon's cannonball needs to contact the Battle Machine for 17 frames to destroy it in one shot.
    • On the other hand, a level 1 Giant Cannon's cannonball would require contact for 38 frames to one-shot a level 20 Battle Machine; this increases to 45 frames if the ability is used optimally.
  • A maximum of 90 Bats are possible at any one time; this comes from 10 level 12 or higher Night Witches which each spawn 5 bats normally and a further 4 when the Night Witch is destroyed.
    • A maximum of 210 Skeletons are possible at any one time; this comes from 10 Drop Ships which each spawn 9 skeletons normally and a further 12 when the Drop Ship is destroyed.
  • The ability for the Giant Cannon's cannonball to travel 48 tiles allows the Giant Cannon to cover a total of 7,238 square tiles. This is more than 19 times the area of coverage of the long-range Archer Tower, and more than 15 times the area of coverage of the Multi Mortar. However, this is only 94% of the area of coverage of the Eagle Artillery.
  • A level 1 Gem Mine would require 6,481 days, 11 hours, 33 minutes and 20 seconds to produce enough Gems to match the number offered by the Chest of Gems (14000 Gems). In other words, it takes around 17.74 years for the level 1 Gem Mine to produce $100 worth of Gems.
  • As with the Legend League, there is a trophy threshold for "promotion" from the top "league". Again, this threshold is 10 million trophies, which means that it is virtually impossible to reach over the course of a season.

Single Player Campaign[]

  • Some of the levels' names are references to particular topics.
    • A Gold Rush is a discovery of gold that lures miners, merchants and other such people to seek fortune. The theme fits as a relatively large amount of Gold is available in this base.
    • Maginot Line is a reference to the line of fortifications, obstacles and weapons of the same name built by France before World War II, in order to deter German invasion.
    • Brute Force refers to a technique of exhaustion which involves trying every combination or case in order to get a desired result.
    • M is for Mortar is a take on the commonly used "A is for Apple" (and similar phrases) used to teach young children about phonics and the alphabet.
    • An Immovable Object is a hypothetical object that cannot be moved by any force. Such an object cannot exist in reality because it would require infinite mass.
    • Fort Knobs could be a reference to the real-life Fort Knox.
    • Fool's Gold could refer to pyrite, an iron sulfide compound that bears a resemblance to real gold.
    • A Thoroughfare is a transportation route; anything that connects one location to another. The level name may, however, refer to the Battle of Thoroughfare Gap, a battle in the American Civil War.
    • A Bouncy Castle is an inflatable structure that is used for recreational purposes.
    • Danny Boy is the name of a ballad set to an ancient Irish melody, published in 1913.
    • Ommahha Beech is a likely reference to the code name "Omaha Beach", for one of the five sectors of the Allied D-Day Normandy landings.
    • The Sicilian Defence is a commonly used chess opening, with the opening moves e4 (by White) followed by c5 (by Black).
    • A Red Carpet is used in tradition to mark the path taken by heads of state during ceremonies and other formal occasions, and more recently has been used for VIPs and celebrities as well.
    • The Queen's Gambit is another chess opening with the opening moves d4 (by White), followed by d5 (by Black), then followed by c4 (by White again).
    • Faulty Towers may be a reference to "Fawlty Towers", a British sitcom.
    • A Point Man is the frontmost man in a military formation, that is, the first man or unit to advance towards unsecured territory.
    • A Bait 'n Switch is a form of fraud used to encourage purchases of substitute goods, as an alternative to a marketed good that is either not available or not of the expected quality.
  • Although P.E.K.K.A's Playhouse does not appear to be a reference to anything, it would later share its name with an Arena in Clash Royale.

General[]

  • You need 36,310,530 Experience to reach level 500, which is currently the maximum level possible. If you donated 1 Barbarian every second (which is not possible in the long run without gemming troops) and did not gain any Experience through other means, you would need 420 days, 6 hours, 15 minutes and 30 seconds to reach this level.
    • A single construction that yields exactly 36,310,530 Experience would take anywhere between 1,318,454,588,880,900 and 1,318,454,661,501,960 seconds. This is equal to roughly 41.8 million years.
    • 36,310,530 Experience is equivalent to destroying 3,300,958 Town Halls that are all level 11. It is also equivalent to destroying 5,187,219 Builder Halls that are all level 7.
  • It takes 181,600 Clan XP to reach Clan level 20.
    • If a Clan never wins any wars, it can still reach level 20, but only after playing at least 340 wars - which is only slightly more than that of a Clan that wins every war with 585 XP every war.
    • If a Clan did only 5v5 wars, they would only reach level 20 after a minimum of 1,346 wars. This would take a minimum of 2,635 days and 22 hours, or roughly 7.2 years.
  • If a 50-member Clan had all players have the same trophy count, then the Clan score would be as follows:
    • If the trophy count is a multiple of 100, then the Clan score would be exactly ten times that of a member's score.
    • If the trophy count is one less than a multiple of 100, then the Clan score would be ten times that of a member's score minus forty.
    • If the trophy count is congruent to 1, 2, 4, 10, 12, 20, 34, 36, 40, 42, 44, 50, 52, 60, 68, 70, 72, 76, 80, 84 or 92 modulo 100 (i.e. the trophy count leaves a remainder that is found in the list above when divided by 100), then the Clan score is equal to ten times a member's score minus ten.
    • If the trophy count is congruent to 3, 5, 6, 8, 9, 11, 13, 14, 16, 17, 18, 21, 22, 24, 25, 26, 28, 30, 32, 35, 37, 38, 41, 43, 45, 46, 48, 51, 53, 54, 56, 61, 62, 64, 67, 69, 71, 73, 74, 75, 77, 78, 81, 82, 85, 86, 88, 90, 93, 94 or 96 modulo 100, then the Clan score is equal to ten times a member's score minus twenty.
    • Otherwise, the Clan score is equal to ten times a member's score minus thirty.
  • Some effects and attacks are modeled by spells in the game files. These include:
    • The Eagle Artillery's attack is modeled by the "Artillery Center" spell. Interestingly, a single spell instance only creates one shot rather than three, which makes sense as the Eagle Artillery can run out of ammo mid-volley.
    • The temporary Freeze and Shrink Traps' effects are modeled by the spells of the same name, which freeze and shrink your troops respectively.
    • The Raged Barbarian's Rage ability is modeled by the "TroopRage" spell, which, as expected, creates a rage buff for the troop using it.
  • A global variable controls the maximum number of obstacles in both the Home Village and Builder Base. This variable is set to 45; however, only 44 obstacles can spawn at any one time. This is likely because the game checks whether or not the current number of obstacles is strictly less than this variable before spawning an obstacle.
    • Likewise, another global variable controls at what percentage of damage is required before any unactivated Hidden Teslas reveal themselves. This variable is set to 50%, but Hidden Teslas do not activate until at least 51% has been reached; likely because the game checks whether the damage is strictly greater than 50%.
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