Clan Castle

Summary

  • A Clan Castle is needed for creating or joining a Clan. It houses troops which can either be placed as reinforcements during an attack, or used as defenders when the player’s base is under attack.
  • Starting at level 4, you can request/donate one Dark Spell to your clan mates!
  • Players begin the game with a ruined Clan Castle. While it is in ruins, it is surrounded by obstacles (plants and stones) and cannot be moved. Rebuilding a Clan Castle requires a Builder, but its reconstruction happens instantly. Once it is rebuilt, players are able to create a Clan or join an existing one. The Clan Castle can also be moved once it is rebuilt (you do not need to join a Clan first or remove any surrounding obstacles).
  • Once players join a Clan, they have the ability to “Request Troops” once every 20 minutes (or faster if the clan has a “Troop Request Wait Time” perk or if they use Request now by using Gems). Also, players can add a message to tell other players what troops they would like. Other Clan members will see the request in the Clan Chat window and can donate a certain maximum number of troops to the Clan Castle (depending on the clan level). Players can use these reinforcements during battle, and they will also defend the base when the player is offline.
  • Players receive experience points for each troop they donate. The number of experience points earned depends on the housing space of the troops donated; for example, donating 1 Archer earns 1 experience point whereas a Giant will earn 5 experience points and a Dragon 20 experience points. Players can normally donate a maximum of 5 troops per request, though up to 8 can be donated in a higher level Clan with the “Donation Limit” perk. Every housing unit of troops donated counts towards the “Friend in Need” achievement.
    • Dark Spells can be donated to Clan Castles level 4 and above, and players receive 5 Experience for each Dark Spell they donate. Each Dark Spell donated will count to the Sharing is Caring achievement.
  • The Clan Castle is home to the Treasury, which receives loot from the daily Star Bonus and Clan Wars. This replaces the previous War Loot storage space, and is not dependent on the actual level of the Clan Castle itself. Attackers can only steal a very small percentage (3%) of the loot stored within the Treasury.

Dark Elixir Storage

  • Summary
    • This storage allows you to save your hard earned Dark Elixir. Dark Elixir is used to buy and upgrade the Heroes, and to train and upgrade Dark Elixir Troops.
    • The Dark Elixir Storage is a transparent, rectangular-shaped building. It is stated that this storage had to resemble a cube due to the Dark Elixir’s power.
    • 6%, 5%, 4% (depending on the town hall level) of the total Dark Elixir in the storage (up to 2,000, 2,500, 3000) can be stolen by attackers, although loot penalties may change this amount (see Raids).
    • Upgrading your Dark Elixir Storage to a higher level than you require for storage purposes can potentially save Dark Elixir in a raid. As an attacker receives an amount of Dark Elixir proportional to the percentage of damage each hit causes, the higher health of the upgraded building results in less Dark Elixir per hit. It also takes longer to destroy, giving you more time for your defenses to destroy the attacker before they can steal all the available Dark Elixir.
    • The Dark Elixir Storage building takes up a 3×3 space.
    • Dark Elixir Storage remain fully functional while being upgraded, like all other Storage.
    • Some people deliberately avoid getting the drill and just get the storage because it is much faster to raid for Dark Elixir than it is to collect it on your own.
    • If a player without a Dark Elixir storage raids Dark Elixir, the looted Dark Elixir will not be stored and will simply disappear. It will, however, give credit toward the Heroic Heist Achievement.
    • Due to the low cap on Dark Elixir, it is sometimes difficult to tell if the Dark Elixir Storage is full; a level 6 Dark Elixir Storage with just under 40,000 Dark Elixir (almost enough to reach the 2,000 cap) is less than 20% full and therefore appears empty.
    • Dark Elixir is the most difficult resource to obtain, with the possible exception of Gems.
    • The Dark Elixir Storage is unlocked at Town Hall level 7, along with the Dark Elixir Drill.
    • As of the 2015, July Update, all kinds of Storage are now immune against Lightning Spells and Earthquake Spells.

Dark Elixir Drill

  • Summary
    • The Dark Elixir Drill collects Dark Elixir from an unlimited underground reserve, and stores it until it is collected by the player and placed into a Dark Elixir Storage. When the drill is full, production will be stopped until it is collected.
    • Attackers can steal up to 75% of the uncollected Dark Elixir in the drill. Having too many uncollected resources will make players a more attractive target.
    • The Dark Elixir Drill takes up a 3×3 space.
    • After the 2014 Christmas update, the Dark Elixir Drill is unlocked at Town Hall level 7, along with the Storage. The second and third drills are now unlocked at Town Halls 8 and 10, respectively. Until the drill is constructed, Dark Elixir can only be obtained by raiding, participating in Clan Wars, collecting Dark Tombstones from dead Dark Elixir Troops and/or using Gems.
    • When you choose to upgrade a Dark Elixir Drill, it will automatically collect any uncollected Dark Elixir. Note that if your Dark Elixir Storage is full at that time, the uncollected Dark Elixir will be lost. During the upgrade the drill stops producing Dark Elixir; if it is destroyed in an attack while the upgrade is in progress, no resources will be lost to the attacker, as the drill is empty.
    • It can be difficult to see without zooming in, but you can visually tell approximately how much Dark Elixir a Dark Elixir Drill currently contains by looking at the glass box on the top rear portion of the drill. An empty (clear) box means the Drill is less than 20% full, while a full (black) box means the Drill is at least 60% full.
    • You can temporarily boost its production with Gems. Spending Gems will double the Drill’s production rate for 1 day.
    • When raiding, the easiest way to tell the difference between the various levels of enemy Drills is to look at the Drill’s footings. Unlike the top of the Drill, there is a very recognizable difference between the footings of all six levels.

Elixir Storage

  • Summary
    • The Elixir Storage allows you to save your hard earned Elixir so that you can use it for future upgrades. While a maximum-level storage unit is capable of storing 2 million Elixir, the amount of Elixir an attacker may loot now depends on the defender’s Town Hall level (See Loot Percentage and Storage CAP below). When your Elixir Storage are full, any Elixir gained from raids will not go into your Elixir Storage, but will count to the total amount of loot stolen from the player. It will also count toward the Elixir Escapade Achievement.
    • The Elixir Storage building takes up a 3×3 space.
    • Elixir Storage are still fully functional while being upgraded.
    • Upgrading your Elixir Storage to a higher level than you require for storage purposes can potentially save Elixir in a raid. As an attacker receives an amount of Elixir proportional to the percentage of damage each hit causes, the higher health of the upgraded building results in less Elixir per hit. It also takes longer to destroy, giving you more time for your defenses to destroy the attacker before they can steal all the available Elixir.
    • The Elixir Storage is the counterpart of the Gold Storage, and vice versa.
    • Although it stores Elixir, it is upgraded with Gold.

Elixir Collector

  • Summary
    • The Elixir Collector collects Elixir from an unlimited underground reserve and stores it until collected by the player and placed into an Elixir Storage. When the collector is full, production will be stopped until it is collected (or raided by an enemy player).
    • The production rate and capacity depends on the level of the Elixir Collector. Players can get an idea of how much Elixir the collector is storing by how full the tank appears.
    • The Elixir Collector takes up a 3×3 space.
    • When you choose to upgrade an Elixir Collector, it will automatically collect any uncollected Elixir. Note that if your Elixir Storage are full at that time, the uncollected Elixir will be lost! During the upgrade the collector stops producing Elixir.
    • Once the Elixir Collector is level 5, you can temporarily boost its production with Gems. Spending Gems will double the Collector’s production for 1 day.
    • When you click to boost the Elixir Collector a clock appears for a few seconds.

Gold Storage

  • Summary
    • The Gold Storage allows players to save hard earned Gold so that it can be used for future upgrades. The highest level can store up to 2 million Gold per storage.
    • The Gold Storage building takes up a 3×3 space.
    • Gold Storage are still fully functional while being upgraded.
    • It is one of the most protected buildings in-game, due to its capability to store large quantities of Gold.
    • There is a relatively common glitch in the attack screen with regard to Gold Storage; in some cases a village may have a Gold Storage that is in fact nearly or completely full, but for some reason it appears completely empty to the enemy player viewing it. However, once it takes damage, the Gold in the storage suddenly pops up and it looks like it is overflowing. This also applies to Elixir Storage, Elixir Collectors, and Gold Mines.
    • Upgrading your Gold Storage to a higher level than you require for storage purposes can potentially save Gold in a raid. As an attacker receives an amount of Gold proportional to the percentage of damage each hit causes, the higher health of the upgraded building results in less Gold per hit. It also takes longer to destroy, giving you more time for your defenses to destroy the attacker before they can steal all the available Gold.
    • The Gold Storage is the counterpart of the Elixir Storage, and vice versa.
    • Although it stores Gold, it is upgraded with Elixir.
    • As of the July 2015 Update, all kinds of Storage are now immune against Lightning Spells and Earthquake Spells.

Gold Mine

  • Summary
    • The Gold Mine collects gold from an unlimited underground reserve and stores it until collected by the player and placed into a Gold Storage. When the mine is full, production will be stopped until it is collected (or raided by an enemy player).
    • The production rate and storage capacity depends on the level of the Gold Mine. One can estimate the amount of resources in the mine by looking at the cart at the right side of the mine.
    • The Gold Mine takes up a 3×3 space.
    • When you choose to upgrade a Gold Mine, it will automatically collect any uncollected Gold. Note that if your Gold Storage are full at that time, the uncollected gold will be lost! During the upgrade the mine stops producing gold.
    • Once the Gold Mine is level 5, you can temporarily boost its production with Gems. Spending Gems will double the Mine’s production for 1 day.
    • When you click to boost the Gold Mine a clock appears for a few seconds.

Town Hall

  • Strategy and Tips
    • Protection of the Town Hall is critical for achieving players’ objectives.
    • Placement of the Town Hall outside a farming base serves no purpose, other than to rapidly drop trophies. Players should aim to protect their Town Hall at all costs, as it contains a 20% of all 3 different resources.
    • If players are designing their War Bases, they should aim to protect their Town Hall at all costs. If an attacker is unable to destroy the Town Hall, they will get a maximum of one star.
      • This concept is however, thrown away when you are trying to design an anti-3 star base, in which the Town Hall is considered just to be another storage and is used to protect key structures to prevent the attacker from claiming a third star(hence the name).
    • However, at higher Town Hall levels (especially Town Hall 8) players can, instead of protecting their Town Hall at all costs, use their Town Halls as a high hit point damage sponge – similar to Storage – as part of a strategy to prevent 3-star attacks from Dragons and other high level armies, at the cost of making 2-star attacks much easier.
    • Town Halls have the highest hit points of any building, with the exception of Walls, which means they take a long time to destroy. Placing your Town Hall within the range of your most powerful defenses can give it the most shots to destroy attackers.
    • It is suggested that you upgrade everything you possibly can (e.g. Troops, Buildings, etc.) before upgrading the Town Hall to the next level. Prematurely upgrading (rushing) your Town Hall is extremely risky, and it will take a long time to upgrade your buildings/troops to match your Town Hall’s level. Raiding with low level troops will also become increasingly difficult.
      • If maximizing your builder time is important to you, it is inefficient to wait until literally all of your building upgrades are finished before beginning the Town Hall, as all but one of your builders will be idle for the duration of your Town Hall upgrade. In order to keep all of your builders occupied (but ensure they are all available when the Town Hall finishes) you should plan for the Town Hall upgrade to finish just as the remaining builders are finishing their final projects. For example, if you are currently at Town Hall level 7 and have three Builders, you should upgrade your Town Hall (which takes 8 days) when the total remaining upgrading time of other buildings approaches 16 days.
    • Don’t place your Town Hall in a corner surrounded by walls, troops can still be placed next to the Town Hall.

 

Skeleton Trap

  • Summary
    • Skeleton Traps are structures that remain hidden until they are activated by an attacking troop moving into their trigger radius.
    • Once triggered, the coffin rises from the ground and multiple Skeletons appear in the area around the coffin to attack nearby troops depending on whether it is set for ground or air troops. You can see the difference above using the Toggle Mode feature.
    • They can be configured to attack either ground troops or air troops.
    • They will remain invisible if set to ground and an air troop passes over (and vice versa).
    • The number of Skeletons released depends on the level of the Skeleton Trap.
    • The Skeletons released have a small skull icon next to them to signify they came from a Skeleton Trap (as opposed to being summoned by a Witch), similar to the icon displayed next to Clan Castle troops. The reason behind this is because they play an equal role to the Skeletons summoned by a defending Witch in the Clan Castle.
    • The Skeletons from the trap have exactly the same stats as the Skeletons summoned by the Witch.
    • Skeleton Traps set to defend against air troops have wings instead of a skull on the face of the coffin. Skeletons that arise from being triggered while set to defend against air troops float through the air with the aid of two small red balloons, the same balloons as those on the Air Bomb.
    • Skeleton Traps were added in the 2014 October 22 Halloween update, but are a permanent addition that will remain available after the holiday has passed, unlike in previous years.

Seeking Air Mine

  • Summary
    • The Seeking Air Mine is a trap that affects a single flying unit. It consists of a bomb attached to three black balloons with white skulls painted onto them.
    • Unlike the Air Bomb, the Seeking Air Mine does not cause splash damage but it does inflict a great amount of damage to powerful units like Dragons or Lava Hounds.
    • The Seeking Air Mine is incapable of taking out Minions, Lava Pups or Healers, and cannot be triggered by them.
    • This trap will attack Lava Hounds, Dragons, Balloons and the Grand Warden if he is set to air mode.
    • Like all traps, once it is activated, the Seeking Air Mine must be re-armed in order to be a part of the next defensive Layout (with the exception of Clan Wars, where all Traps are active for every enemy attack).