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LootEdit

Gold/ElixirEdit

Gold and Elixir can be stolen from three types of Resource Buildings: storages, mines/collectors and the Town Hall.

  • Storages: The percentage of Gold/Elixir that can be stolen from storages is 20% and is capped at 198,000. This means that if more than 990,000 is being held in storages, it is subject to the cap.
  • Mines/Collectors: The percentage of Gold/Elixir that can be stolen from mines/collectors is 50% and is capped only by the storage capacity of the mine/collector.
  • Town Hall: There is an additional 1,000 of each resource that can be stolen inside the Town Hall.

Therefore, calculated loot = (20% x stored resources, up to 198,000) + (50% x amount in mines/collectors) + 1,000. This means that the maximum calculated loot, for each resource, that can be stolen from 1 opponent (with maxed mines/collectors and full storages, and same Town Hall level) is: 198,000 + (7 x 75,000) + 1,000 = 724,000.

These figures are before the loot multiplier is applied. The loot multiplier is what is behind the loot "penalty" and the loot "bonus". The amount of available loot = calculated loot x loot multiplier. The loot multiplier \mathbb{M} is determined as follows:

  • 5% for attacking someone with a Town Hall (TH) 4+ levels lower than the attacker's.
  • 25% for attacking someone with a TH 3 levels lower than the attacker's.
  • 50% for attacking someone with a TH 2 levels lower than the attacker's.
  • 90% for attacking someone with a TH 1 level lower than the attacker's.
  • 100% for attacking someone with a TH level equivalent to the attacker's.
  • 110% for attacking someone with a TH 1 level higher than the attacker's.
  • 150% for attacking someone with a TH 2 levels higher than the attacker's.
  • 200% for attacking someone with a TH 3+ levels higher than the attacker's.

The comprehensive formula for finding available loot L_{avail} is as follows:

L_{avail} = \mathbb{M} \cdot ( min(0.2 \cdot L_{S},198000) + 0.5 \cdot L_{MC} ) +  min(\mathbb{M} \cdot L_{TH}, 1000)

Where:

  • L_{S} = total amount of loot in all storages
  • L_{MC} = total amount of loot in all mines or collectors
  • L_{TH} = total amount of loot in the Town Hall

NOTE: The 1,000 that the Town Hall stores is subject to the PENALTY but not the BONUS, as 1,000 of each resource is the most it can ever store.

Calculator:

The maximum theoretical Gold or Elixir loot is as follows:

L_{avail} = (200%) \cdot [ 198,000 + 0.5 \cdot (7 \cdot 150,000) ] +  1000 = 1,447,000

In practice this is almost impossible for someone to actually raid, though.

Dark ElixirEdit

Dark Elixir Storages have 5% of their contents available for raiding and Dark Elixir Drills have 75% available for raiding. The cap for raiding from the storage is 2,000, while the drills are raidable according to (75% of uncollected DE) x (loot multiplier) or the maximum capacity of the drill, whichever is lower.

The comprehensive formula for finding Dark Elixir loot is as follows:

L_{avail} = \mathbb{M} \cdot min(0.05 \cdot L_{S},2000) + \sum_{i} min(\mathbb{M} \cdot 0.75 \cdot L_{D_i}, C_{D_i} )

Where:

The maximum theoretical Dark Elixir loot is as follows:

L_{avail} = (200%) \cdot 2,000 + (1,600 + 1,600 + 1,600) = 8,800

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