🏰 Clash of Clans Available Loot Calculator
Estimate Clash of Clans raid loot from defender Town Hall, attacker Town Hall, storages, collectors, Dark Elixir drills, Treasury, league bonus, war payout, and resource split.
| Town Hall | Gold and Elixir | GE cap | Dark Elixir | DE cap |
|---|---|---|---|---|
| TH1-6 | 20% | 200,000 | 6% | 2,000 |
| TH7 | 18% | 360,000 | 6% | 2,000 |
| TH8 | 16% | 480,000 | 6% | 2,400 |
| TH9 | 14% | 560,000 | 5% | 4,750 |
| TH10 | 14% | 595,000 | 5% | 5,000 |
| TH11 | 14% | 700,000 | 5% | 5,500 |
| TH12 | 14% | 980,000 | 5% | 6,000 |
| TH13 | 14% | 1,260,000 | 5% | 7,500 |
| TH14 | 14% | 1,400,000 | 5% | 8,750 |
| TH15 | 14% | 1,540,000 | 5% | 9,250 |
| TH16 | 14% | 1,610,000 | 5% | 9,500 |
| TH17 | 14% | 1,680,000 | 5% | 9,750 |
| TH18 | 14% | 1,750,000 | 5% | 10,000 |
This calculator uses combined storage math for planning. Exact in-game storage rounding can vary near cap thresholds.
| Town Hall | Mine and collector cap | Drill cap | Rule |
|---|---|---|---|
| TH7 | 450,000 | 405 | 50% / 75% |
| TH8 | 600,000 | 810 | 50% / 75% |
| TH9 | 700,000 | 4,050 | 50% / 75% |
| TH10 | 875,000 | 5,400 | 50% / 75% |
| TH11 | 1,050,000 | 6,750 | 50% / 75% |
| TH12-13 | 1,225,000 | 8,100 | 50% / 75% |
| TH14-15 | 1,347,500 | 9,450 | 50% / 75% |
| TH16-18 | 1,470,000 | 10,350 | 50% / 75% |
The cap is the combined available amount for that resource source. Supercharge values can be entered manually if your target has extra collector capacity.
| Town Hall | GE cap | DE cap | Percent |
|---|---|---|---|
| TH7 | 72,000 | 360 | 3% |
| TH8 | 90,000 | 450 | 3% |
| TH9 | 108,000 | 540 | 3% |
| TH10 | 126,000 | 630 | 3% |
| TH11 | 144,000 | 720 | 3% |
| TH12 | 162,000 | 810 | 3% |
| TH13 | 180,000 | 900 | 3% |
| TH14 | 198,000 | 990 | 3% |
| TH15 | 216,000 | 1,080 | 3% |
| TH16 | 234,000 | 1,170 | 3% |
| TH17 | 252,000 | 1,350 | 3% |
| TH18 | 270,000 | 1,440 | 3% |
Treasury caps assume a high-level clan perk capacity. Enter lower Treasury amounts if the Clan Castle cannot hold the listed cap.
| Defender vs attacker | Multiplier | Applies to | Use case |
|---|---|---|---|
| 4+ TH higher | 200% | Storage and collectors | Strong upward hit |
| 3 TH higher | 175% | Storage and collectors | Upward farm |
| 2 TH higher | 150% | Storage and collectors | Risky upward hit |
| 1 TH higher | 120% | Storage and collectors | Small upward hit |
| Same TH | 100% | Storage and collectors | Normal mirror |
| 1 TH lower | 80% | Storage and collectors | Downward farm |
| 2 TH lower | 50% | Storage and collectors | Heavy penalty |
| 3 TH lower | 25% | Storage and collectors | Severe penalty |
| 4+ TH lower | 5% | Storage and collectors | Almost no base loot |
The calculator disables this multiplier in Clan War bonus planning because war rewards use separate bonus rules.
| Bonus type | Gold and Elixir | Dark Elixir | Payout model |
|---|---|---|---|
| Gold I | 14,000 | 60 | Destruction |
| Crystal I | 70,000 | 320 | Destruction |
| Master I | 140,000 | 700 | Destruction |
| Champion I | 200,000 | 1,200 | Destruction |
| Titan I | 320,000 | 2,400 | Destruction |
| Legend | 340,000 | 2,400 | Destruction |
| Clan War | Custom | Custom | Win, tie, loss |
League bonus reaches full value at 70% destruction. War bonus uses the selected win, tie, loss, or no-bonus payout factor.
If you’re running out of resources, you might be tempted to rush through upgrading a Town Hall. You notice someone has a weak-looking base. Before he can stock up on more loot, you think: Attack! But how much do they realy have? What’s displayed above their storage buildings isn’t the whole total. It doesn’t count resources from collectors and mines. It doesn’t include Treasury holdings or league bonuses. Lack of information never helps to plan a good hit.
After entering target details, the calculator does the work for you. Supercell categorizes loot as either collector or storage. They is treated separately. Storage has caps based off the defender’s Town Hall level. If your Town Hall level is lower than the defender’s, then your haul will be reduced too. You’ll get some token rewards at best if you attack a much higher base. It’s safer to go after a lower level base but you’ll still see large percentage reduction. Multipliers do not apply to the Clan Castle Treasury but rather to base resources. This is something most player fail to remember.
Why Use a Calculator?
It gives you strategic options. Unlike the defender’s Town Hall level, it doesn’t matter how low or high your Town Hall level is when it comes to the Treasury loot. That’s something many players overlook. You might get hit by a high-level player who raids your lower-level village and take very little off those storages because of the gap penalty. But they’ll still be taking three percent of the Elixir/Gold in the Treasury. And if the owner happened to save up some Dark Elixir in their Treasury, you’re getting that too. Sometimes, an attacker can do better by targeting farming bases with full Clan Castles and empty personal storage. This might be more effective than going after a well-defended, mid-level base with full pots.
Resources from drills and collectors do not depend on storage capacity. Even if the player collects their loot daily, these buildings is still partially lootable. Half from mines. Seventy-five percent from Dark Elixir Drills. Even with visible storage spaces empty, a very old base at a high level could be worth looting. To account for all those hidden layers, the calculator allows you to enter separate values for each collector. There’s no need to guess it all in one go. If target base appears inactive, think about how much gold/elixir there might be sitting in its full collectors just waiting to be plundered. Idle buildings and low troops may point to that conclusion.
There’s one more wrinkle: League bonuses. In addition to whatever resources are looted from structures, multiplayer games offer extra resources based on destruction percentage. Players is rewarded for landing high-percentage shots and encouraged to adopt ideal tactics. War scenarios work differently still. Payout rules are completely different because they do not include the usual Town Hall gap multipliers. Knowing which game context you’re playing is critical to proper planning.
Clash of Clans is all about resource management; how to maximize gain and minimize loss at each opportunity. How can you take some (a fraction) off someone else’s pile without losing your own? When should you take the shot with your troops and when shouldn’t you? What results do you expect to see to know if it’s worth it? Is it better to wait until there is more loot to be had, or save your Dark Elixir to upgrade heroes instead?
You could of waited. This is easy enough with the tools we have, though. No need to do any advanced math in your head or whip out Excel. Just enter what you know and the system will plug it in for you. Whether you’re planning an attack on a clan war or trying to farm up some gold so you can repair your walls, it eliminates some of the guessing from your game plan. It’s no longer a hunch; now it’s a decision made with clear numbers. Each raid now becomes part of a bigger picture instead of fueling the grind.
