How is loot determined in clash of clans




















This article is a Loot Guide for the Home Village. Understanding the loot system is critical to comprehend how the Clash of Clans works.

There are two ways of getting resources on multiplayer battles:. The amount of loot available and the loot cap of the storages is based on your current Town Hall level. Lower Town Hall levels offer a highest percentage of loot, but higher levels of Town Hall offer a much bigger cap, increasing the amount of loot available every time you upgrade your Town Hall. Gold Storages and Elixir Storages are similar and follow the same loot calculation:. Dark Elixir Storage follows a different table, but works pretty much the same way:.

Until the player collects and transfers the resources to the main storages, it remains there and can be stolen with a massive steal rate.

In case of victory, you will also get a League Bonus. 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. 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. 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. 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:. 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. 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.

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.

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 bases as a Town Hall 11 would cost , Gold, not 1, 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. The loot in the maps also does not regenerate, though the buildings are all rebuilt and the traps reset each new time you look at the level. 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, most of the later levels can reward you with over , each of Gold and Elixir , and the final level offers 2. Levels after "Sherbet Towers" also offer Dark Elixir , of which several thousand can be looted from each level, up to a whopping 25, in the final level.

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 , Gold and Elixir can be found after the level "Choose Wisely". Practice Mode enables the player to practice their raiding skills and try out a variety of attacks, with preset armies for each level.

Like the Single Player Campaign , trophies are not won or lost and no Shield is deducted for doing a Practice Mode attack. Loot is also present in Practice Mode , though it can only be earned once. Loot can be stolen from three types of sources: resource storages including the Town Hall , resource collectors, and the Treasury.

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. This section provides a brief summary of how loot is determined in storages.

Further details are explained in the Determining Loot Availability section below. The following chart shows how this works:. 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.

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.

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 , With an even split, you'd expect there to be , 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 , gold and the other has only , 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. Multiplayer Loot and Star Bonus. Gold Mines, Elixir Collectors, and Dark Elixir Pumps contain the resources that have not been collected by your opponent.

Gold, Elixir, and Dark Elixir storages contain the resources that the opponent has collected. The Town Hall and Clan Castle also contain some resources, but to get them you have to destroy these buildings entirely.

Star Bonus Seeing five stars on the "Attack! When you complete a Star Bonus, a hour timer begins for a new Star Bonus to become available.



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