Clash of Clans Available Loot Calculator

🏰 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.

Tip: Storage loot is capped by the defender Town Hall, while full collectors can add a separate high-value layer. Use collector amounts when checking abandoned bases.
🎯Clash of Clans Loot Presets
⚙️Village and Loot Inputs
Model note: Pick a preset or enter exact resource amounts. Storage percentages, caps, and bonus values are editable so the calculator can follow live balance changes.
This fills the default storage percentages and caps for the defending village.
The attacker and defender TH gap controls the multiplayer loot multiplier.
Multiplayer applies the Town Hall gap multiplier to storages and collectors.
Use split profiles to rebalance sample amounts without changing the rule tables.
Combined Gold held in normal storages plus the Town Hall storage share.
Combined Elixir held in normal storages plus the Town Hall storage share.
Total Dark Elixir stored before storage cap, drill loot, and Treasury loot.
Mines are modeled at 50% lootable, capped by their total capacity.
Collectors use the same 50% lootable rule as Gold Mines.
Dark Elixir Drills are modeled at 75% lootable, capped by drill capacity.
Treasury loot is 3% and does not receive TH gap modification.
Use current Clan Castle Treasury contents for a defender-loss estimate.
Dark Treasury cap is also editable through defender TH and Clan Perk assumptions.
Default is filled from defender Town Hall. Edit for balance tests or old replays.
Dark Elixir uses its own percentage and smaller storage cap.
Maximum modeled Gold or Elixir from storages before TH-gap multiplier.
Maximum modeled Dark Elixir from storage before TH-gap multiplier.
League bonus reaches 80% at 50% destruction and 100% at 70% destruction.
Bonus values are added after base loot and can be edited manually.
League bonus max for each Gold and Elixir, or war win bonus per resource.
Dark bonus before destruction payout or war result payout.
Only used when raid context is set to Clan War bonus planning.
📌Current Rule Snapshot
TH16
Defender loot table
14%
Gold and Elixir storage rate
100%
Town Hall gap multiplier
100%
Bonus payout factor
Clash of Clans Available Loot Results
Total converted loot weight
5.35M
Gold + Elixir + Dark weighted at 100x
Gold available
1.91M
Storage, mines, Treasury, and bonus
Elixir available
1.91M
Storage, collectors, Treasury, and bonus
Dark Elixir available
15.3K
Storage, drills, Treasury, and bonus
🧪Comparison and Spec Grid
Storages
Gold0
Elixir0
Dark0
Collectors
Gold0
Elixir0
Dark0
Treasury
Gold0
Elixir0
Dark0
Bonus
Gold0
Elixir0
Dark0
Tip: Treasury loot is intentionally separated from the Town Hall gap multiplier. A high-level attacker farming a lower Town Hall loses storage and collector value, but the Treasury 3% rule stays separate.
📊Clash of Clans Loot Reference Tables
Storage percentage and cap defaults by defender Town Hall
Town HallGold and ElixirGE capDark ElixirDE cap
TH1-620%200,0006%2,000
TH718%360,0006%2,000
TH816%480,0006%2,400
TH914%560,0005%4,750
TH1014%595,0005%5,000
TH1114%700,0005%5,500
TH1214%980,0005%6,000
TH1314%1,260,0005%7,500
TH1414%1,400,0005%8,750
TH1514%1,540,0005%9,250
TH1614%1,610,0005%9,500
TH1714%1,680,0005%9,750
TH1814%1,750,0005%10,000

This calculator uses combined storage math for planning. Exact in-game storage rounding can vary near cap thresholds.

Collector and drill loot rules
Town HallMine and collector capDrill capRule
TH7450,00040550% / 75%
TH8600,00081050% / 75%
TH9700,0004,05050% / 75%
TH10875,0005,40050% / 75%
TH111,050,0006,75050% / 75%
TH12-131,225,0008,10050% / 75%
TH14-151,347,5009,45050% / 75%
TH16-181,470,00010,35050% / 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.

Treasury loot caps by Town Hall
Town HallGE capDE capPercent
TH772,0003603%
TH890,0004503%
TH9108,0005403%
TH10126,0006303%
TH11144,0007203%
TH12162,0008103%
TH13180,0009003%
TH14198,0009903%
TH15216,0001,0803%
TH16234,0001,1703%
TH17252,0001,3503%
TH18270,0001,4403%

Treasury caps assume a high-level clan perk capacity. Enter lower Treasury amounts if the Clan Castle cannot hold the listed cap.

Town Hall gap modifier
Defender vs attackerMultiplierApplies toUse case
4+ TH higher200%Storage and collectorsStrong upward hit
3 TH higher175%Storage and collectorsUpward farm
2 TH higher150%Storage and collectorsRisky upward hit
1 TH higher120%Storage and collectorsSmall upward hit
Same TH100%Storage and collectorsNormal mirror
1 TH lower80%Storage and collectorsDownward farm
2 TH lower50%Storage and collectorsHeavy penalty
3 TH lower25%Storage and collectorsSevere penalty
4+ TH lower5%Storage and collectorsAlmost no base loot

The calculator disables this multiplier in Clan War bonus planning because war rewards use separate bonus rules.

League and war bonus handling
Bonus typeGold and ElixirDark ElixirPayout model
Gold I14,00060Destruction
Crystal I70,000320Destruction
Master I140,000700Destruction
Champion I200,0001,200Destruction
Titan I320,0002,400Destruction
Legend340,0002,400Destruction
Clan WarCustomCustomWin, tie, loss

League bonus reaches full value at 70% destruction. War bonus uses the selected win, tie, loss, or no-bonus payout factor.

Tip: For defender loss planning, count all storages and the Town Hall storage share together. For attacker profit planning, keep army training resource needs outside this loot model.
Tip: If a balance update changes TH18 or supercharged collector values, edit the cap fields first, then save that result as your working comparison.

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.

Clash of Clans Available Loot Calculator

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