Coc Calculate War Weight

CoC Calculate War Weight Calculator & Guide | Advanced Clan War Tools :root { –primary-color: #004a99; –primary-dark: #003366; –success-color: #28a745; –bg-color: #f8f9fa; –text-color: #333; –border-color: #e0e0e0; –card-shadow: 0 4px 6px rgba(0,0,0,0.05); } body { font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Roboto, Helvetica, Arial, sans-serif; background-color: var(–bg-color); color: var(–text-color); line-height: 1.6; margin: 0; padding: 0; } .container { max-width: 960px; margin: 0 auto; padding: 20px; } /* Typography */ h1, h2, h3 { color: var(–primary-color); margin-top: 1.5em; } h1 { text-align: center; font-size: 2.5rem; margin-bottom: 1rem; border-bottom: 3px solid var(–primary-color); padding-bottom: 10px; display: inline-block; } .header-section { text-align: center; margin-bottom: 40px; } /* Calculator Card */ .calculator-card { background: white; border-radius: 8px; padding: 30px; box-shadow: var(–card-shadow); border: 1px solid var(–border-color); margin-bottom: 50px; } .input-group { margin-bottom: 20px; } .input-group label { display: block; font-weight: 600; margin-bottom: 8px; color: var(–primary-dark); } .input-group select, .input-group input { width: 100%; padding: 12px; border: 1px solid #ccc; border-radius: 4px; font-size: 16px; box-sizing: border-box; /* Fix for padding increasing width */ } .input-group select:focus, .input-group input:focus { border-color: var(–primary-color); outline: none; box-shadow: 0 0 0 3px rgba(0, 74, 153, 0.1); } .helper-text { display: block; font-size: 0.85rem; color: #666; margin-top: 5px; } .error-msg { color: #dc3545; font-size: 0.85rem; margin-top: 5px; display: none; } /* Results Section */ .results-section { background-color: #f1f8ff; border: 1px solid #cce5ff; border-radius: 6px; padding: 25px; margin-top: 30px; text-align: center; } .main-result-label { font-size: 1.1rem; color: var(–primary-dark); font-weight: bold; margin-bottom: 10px; } .main-result-value { font-size: 3rem; font-weight: 800; color: var(–primary-color); margin: 10px 0; line-height: 1; } .result-unit { font-size: 1.2rem; color: #666; font-weight: normal; } .intermediate-results { display: block; /* Enforce single column flow */ margin-top: 20px; text-align: center; } .int-res-item { background: white; padding: 15px; margin: 10px 0; border-radius: 4px; border: 1px solid var(–border-color); } .int-res-label { font-weight: 600; color: #555; display: block; margin-bottom: 5px; } .int-res-value { font-size: 1.25rem; color: var(–primary-dark); font-weight: bold; } /* Buttons */ .btn-container { margin-top: 20px; display: block; text-align: center; } .btn { padding: 12px 24px; font-size: 16px; border: none; border-radius: 4px; cursor: pointer; font-weight: 600; margin: 5px; transition: background 0.2s; } .btn-reset { background-color: #6c757d; color: white; } .btn-reset:hover { background-color: #5a6268; } .btn-copy { background-color: var(–success-color); color: white; } .btn-copy:hover { background-color: #218838; } /* Tables */ table { width: 100%; border-collapse: collapse; margin: 20px 0; font-size: 0.95rem; } table th, table td { border: 1px solid var(–border-color); padding: 12px; text-align: left; } table th { background-color: var(–primary-color); color: white; } table tr:nth-child(even) { background-color: #f2f2f2; } .table-caption { font-style: italic; text-align: center; color: #666; margin-top: 5px; font-size: 0.9rem; } /* Canvas/Chart */ .chart-container { margin: 30px auto; max-width: 600px; background: white; padding: 15px; border-radius: 6px; border: 1px solid var(–border-color); } /* Article Content */ .content-section { background: white; padding: 30px; border-radius: 8px; box-shadow: var(–card-shadow); margin-bottom: 30px; border: 1px solid var(–border-color); } ul, ol { padding-left: 20px; } li { margin-bottom: 10px; } .faq-item { margin-bottom: 20px; border-bottom: 1px solid #eee; padding-bottom: 15px; } .faq-question { font-weight: 700; color: var(–primary-dark); margin-bottom: 8px; display: block; } .resource-list { list-style: none; padding: 0; } .resource-list li { margin-bottom: 15px; padding-bottom: 15px; border-bottom: 1px solid #eee; } .resource-list a { color: var(–primary-color); font-weight: bold; text-decoration: none; font-size: 1.1rem; } .resource-list p { margin: 5px 0 0 0; font-size: 0.9rem; color: #555; } footer { text-align: center; padding: 40px 20px; background-color: var(–primary-dark); color: white; margin-top: 50px; } @media (max-width: 600px) { h1 { font-size: 1.8rem; } .main-result-value { font-size: 2.2rem; } .calculator-card { padding: 15px; } }

CoC Calculate War Weight

Accurate estimation tool for Clash of Clans matchmaking algorithm and clan war optimization.

War Weight Estimator

Town Hall 9 Town Hall 10 Town Hall 11 Town Hall 12 Town Hall 13 Town Hall 14 Town Hall 15 Town Hall 16 Select your base Town Hall level.
Not Built Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 (Max) High impact on war weight.
Not Built Level 1 Level 2 Level 3 Level 4 (Max) Average level of your Scattershots.
Not Built Level 1 Level 2 Level 3 (Max) Significantly increases defensive weight.
0 1 2 3 Count of Inferno Towers built.
Enter average level (1-10).
Please enter a valid level (1-10).
Sum of King + Queen + Warden + Royal Champion levels.
Please enter a valid positive number.
ESTIMATED WAR WEIGHT
164,000
Gold Available on War Day

(Estimated Gold/Elixir in storages during war)

Defensive Structure Weight 110,000
Hero & Offense Factor 54,000
Matchmaking Bracket Heavy TH16
Figure 1: Weight Distribution Breakdown
Category Weight Value % of Total
Table 1: Detailed Weight Contribution by Category

What is coc calculate war weight?

Coc calculate war weight refers to the process of estimating the hidden numerical value assigned to a player's base in Clash of Clans (CoC) by the Supercell matchmaking algorithm. This value, commonly known as "War Weight," determines the strength of the opponents your clan will face in Clan Wars and Clan War Leagues (CWL).

Every defensive structure, hero, wall, and trap on your base adds a specific amount of points to your total weight. When a clan searches for a war, the algorithm sums up the war weights of all participating members and attempts to find an opposing clan with a similar total weight. Understanding how to calculate this metric is crucial for clan leaders and serious players who wish to optimize their roster to gain a competitive advantage.

Common misconceptions include the belief that cosmetic items or decorations affect weight (they do not), or that offensive upgrades like troop levels have zero impact. While defensive weight is the primary factor seen in gold storages, offensive weight (heroes, troops, spells) plays a significant role in the underlying matchmaking logic.

War Weight Formula and Mathematical Explanation

While the exact formula is proprietary to Supercell, the community has reverse-engineered the logic through years of data collection. The visible representation of defensive war weight is the amount of Gold available in a player's storages on Battle Day (multiplied by specific factors depending on Town Hall level).

The estimation formula used in our calculator follows this additive logic:

Total Weight = Base TH Weight + (Defense Levels × Defense Factor) + (Hero Levels × Hero Factor)

Variable Breakdown

Variable Meaning Unit Typical Impact
Base TH Weight Intrinsic weight of the Town Hall structure Points 5,000 – 30,000
Heavy Defenses Eagle, Scattershot, Monolith, Infernos Points Very High
Splash/Point Defenses Cannons, Archer Towers, Mortars Points Low to Medium
Hero Levels Combined levels of King, Queen, Warden, RC Levels Medium (Linear scaling)
Table 2: Variables influencing calculation logic

Heavy defenses like the Eagle Artillery and Monolith carry significantly more weight than standard defenses. This is why "engineering" (keeping war weight low while maximizing offense) often involves delaying these specific upgrades.

Practical Examples (Real-World Use Cases)

Example 1: The Maxed TH13

Consider a fully maxed Town Hall 13 player. They have built all Scattershots, maxed their Eagle Artillery to level 4, and have high-level heroes.

  • Town Hall: 13
  • Eagle Artillery: Level 4
  • Scattershots: Level 2 (2 units)
  • Heroes: Combined ~200 levels
  • Result: Their defensive war weight will display approximately 130,000 in war storages. This player will draw a Max TH13 or a rushed TH14 opponent.

Example 2: The "Strategic Rushed" TH15

A player rushes to Town Hall 15 for the offensive benefits but neglects heavy defenses to manage their weight.

  • Town Hall: 15
  • Eagle Artillery: Level 1 (Low)
  • Monolith: Not Built
  • Heroes: Combined ~150 levels
  • Result: Despite being TH15, their weight might calculate closer to 110,000 (similar to a TH12/13). This gives the clan an offensive advantage (TH15 troops) against a weaker defensive opponent.

How to Use This War Weight Calculator

  1. Select Town Hall Level: Choose your current Town Hall from the dropdown menu. This sets the baseline coefficient.
  2. Input Heavy Defenses: Select the levels for your Eagle Artillery, Scattershots, and Monolith. If you haven't built them, select "Not Built".
  3. Enter Hero Levels: Sum up the levels of your Barbarian King, Archer Queen, Grand Warden, and Royal Champion. Enter the total number.
  4. Analyze the Result: Look at the "Estimated War Weight" figure. This number represents the Gold shown in your storages during a war (e.g., if the result is 120,000, an enemy attacking you sees 120k Gold available).
  5. Make Decisions: If your weight is high but your heroes are low, you are a "liability" in war. Focus on upgrading heroes before adding more heavy defenses.

Key Factors That Affect War Weight Results

When you coc calculate war weight, several distinct factors influence the final output. Understanding these allows for better base building decisions.

1. The "Heavy" Defense Penalty

Not all defenses are equal. Dropping an Eagle Artillery or Monolith adds a massive spike to your weight instantly (often +10k to +15k), whereas upgrading a Cannon adds very little. Strategic players delay building these until their offense can support the weight increase.

2. Town Hall Weapon Level

From TH12 onwards, the Town Hall itself is a weapon. Upgrading the Giga Tesla or Giga Inferno adds significant weight, distinct from the Town Hall level itself.

3. Hero Levels vs. Utility

Heroes add weight linearly. However, the offensive utility gained from 10 levels of a Queen usually outweighs the defensive weight penalty, making Hero upgrades the safest investment for war optimization.

4. Wall Weight

Historically, walls added significant weight. In recent updates, Supercell has reduced the weight of walls to encourage players to upgrade them without fear of matchmaking penalties.

5. Offense Weight (Hidden)

While this calculator focuses on defensive weight (visible via Gold), "Offense Weight" tracks your troop levels, camp space, and spell capacity. A base with maxed troops but level 1 defenses will still draw tough opponents because the algorithm accounts for your attacking power.

6. Magic Items and Spell Towers

Newer structures like Spell Towers at TH15 have high density weight because they fundamentally change how a base must be attacked, forcing the algorithm to rate the base higher.

Frequently Asked Questions (FAQ)

Does war weight affect Clan War Leagues (CWL)?

No. CWL matchmaking is based purely on your clan's League tier (e.g., Master I, Crystal II). War weight is ignored, meaning you should always bring your strongest bases regardless of weight.

How can I check my exact war weight in-game?

On Battle Day (not Preparation Day), ask a clanmate to scout your base and check the amount of Gold available in your storages. Note: Do not check it yourself; you must view it from a "scout" perspective or a friendly challenge.

Do traps add war weight?

Yes, but very little. Seeking Air Mines and Giant Bombs add small amounts, but their defensive value is usually worth the minor weight increase.

What is "roster engineering"?

Roster engineering involves managing the collective weight of the entire clan (e.g., including a few low-weight bases at the bottom) to lower the average weight and get an easier match.

Does placing decorations increase weight?

No. Statues, flags, and obstacles (trees/bushes) have zero impact on war weight.

Should I upgrade defenses or offense first?

For war purposes, always prioritize Offense (Army Camps, Heroes, Clan Castle) before Defense. This ensures you can 3-star a base of your own weight.

Why is my calculated weight different from the in-game value?

Supercell frequently adjusts weights in maintenance breaks without patch notes. This calculator uses a best-fit estimation based on current community data.

What is the "0.5" strategy (e.g., 9.5, 10.5)?

This is a strategy where you upgrade your Town Hall (e.g., to TH10) but do not build the new defenses (Infernos) immediately. You focus on offense first, effectively playing as a "TH9.5" to keep weight low.

Related Tools and Internal Resources

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// Global chart variable var weightChartCtx = document.getElementById('weightChart').getContext('2d'); var chartInstance = null; // Initialize logic window.onload = function() { calculateWarWeight(); }; function calculateWarWeight() { // 1. Get Inputs var thLevel = parseInt(document.getElementById('thLevel').value) || 0; var eagleLevel = parseInt(document.getElementById('eagleLevel').value) || 0; var scatterLevel = parseInt(document.getElementById('scatterLevel').value) || 0; var monolithLevel = parseInt(document.getElementById('monolithLevel').value) || 0; var infernoCount = parseInt(document.getElementById('infernoCount').value) || 0; var infernoAvgLevel = parseFloat(document.getElementById('infernoAvgLevel').value); var heroLevels = parseInt(document.getElementById('totalHeroLevels').value); // Validation var hasError = false; if (isNaN(infernoAvgLevel) || infernoAvgLevel 10) { if(infernoCount > 0) { // Only error if they have infernos selected document.getElementById('infernoError').style.display = 'block'; // Use default for calc but show error infernoAvgLevel = 1; hasError = true; } else { infernoAvgLevel = 0; document.getElementById('infernoError').style.display = 'none'; } } else { document.getElementById('infernoError').style.display = 'none'; } if (isNaN(heroLevels) || heroLevels 0 var weightMonolith = monolithLevel * 5000; // Monolith is extremely heavy var weightInferno = infernoCount * infernoAvgLevel * 800; // Hero Weight (Linear scaling approximation) // Approx 150 points per hero level var weightHeroes = heroLevels * 120; // Total Calc var defenseSpecifics = weightEagle + weightScatter + weightMonolith + weightInferno; var totalWeight = baseWeight + defenseSpecifics + weightHeroes; // Cap reasonable limits based on TH (sanity check for display) // Real in-game max is around 165k-170k for TH16 if (totalWeight > 175000) totalWeight = 175000; if (totalWeight 150000) bracket = "Heavy TH16"; else if (totalWeight > 130000) bracket = "Mid-Max TH15"; else if (totalWeight > 110000) bracket = "Max TH13/New TH14"; else if (totalWeight > 90000) bracket = "Max TH12"; else bracket = "Mid-Level"; document.getElementById('bracketTier').innerText = bracket; // Update Table updateTable(baseWeight, defenseSpecifics, weightHeroes, totalWeight); // Update Chart drawChart(baseWeight, defenseSpecifics, weightHeroes); } function updateTable(base, def, hero, total) { var tbody = document.getElementById('breakdownTableBody'); tbody.innerHTML = "; var data = [ { cat: 'Base Town Hall Structure', val: base }, { cat: 'Heavy Defenses (Eagle/Inferno/Etc)', val: def }, { cat: 'Heroes & Offense Factor', val: hero } ]; for (var i = 0; i < data.length; i++) { var row = document.createElement('tr'); var percent = ((data[i].val / total) * 100).toFixed(1) + '%'; row.innerHTML = '' + data[i].cat + '' + '' + data[i].val.toLocaleString() + '' + '' + percent + ''; tbody.appendChild(row); } } function drawChart(base, def, hero) { // Using raw Canvas API to avoid external libraries var canvas = document.getElementById('weightChart'); var ctx = canvas.getContext('2d'); var width = canvas.width; var height = canvas.height; var padding = 40; var barWidth = 60; var maxVal = Math.max(base, def, hero) * 1.2; // Scale factor // Clear ctx.clearRect(0, 0, width, height); // Axis ctx.beginPath(); ctx.moveTo(padding, padding); ctx.lineTo(padding, height – padding); ctx.lineTo(width – padding, height – padding); ctx.stroke(); var labels = ['Base', 'Defenses', 'Heroes']; var values = [base, def, hero]; var colors = ['#004a99', '#dc3545', '#28a745']; // Draw Bars var spacing = (width – (2 * padding)) / values.length; for (var i = 0; i < values.length; i++) { var val = values[i]; var barHeight = (val / maxVal) * (height – 2 * padding); var x = padding + (spacing * i) + (spacing/2) – (barWidth/2); var y = height – padding – barHeight; ctx.fillStyle = colors[i]; ctx.fillRect(x, y, barWidth, barHeight); // Text Label ctx.fillStyle = '#333'; ctx.font = '12px Arial'; ctx.textAlign = 'center'; ctx.fillText(labels[i], x + barWidth/2, height – padding + 15); // Value Label ctx.fillText((val/1000).toFixed(0) + 'k', x + barWidth/2, y – 5); } } function resetCalculator() { document.getElementById('thLevel').value = "16"; document.getElementById('eagleLevel').value = "6"; document.getElementById('scatterLevel').value = "4"; document.getElementById('monolithLevel').value = "3"; document.getElementById('infernoCount').value = "3"; document.getElementById('infernoAvgLevel').value = "9"; document.getElementById('totalHeroLevels').value = "340"; calculateWarWeight(); } function copyResults() { var res = document.getElementById('result').innerText; var brac = document.getElementById('bracketTier').innerText; var txt = "My CoC War Weight Calculation:\n" + "Estimated Weight: " + res + "\n" + "Bracket: " + brac + "\n" + "Generated by Advanced War Tools"; var tempInput = document.createElement("textarea"); tempInput.value = txt; document.body.appendChild(tempInput); tempInput.select(); document.execCommand("copy"); document.body.removeChild(tempInput); var btn = document.querySelector('.btn-copy'); var originalText = btn.innerText; btn.innerText = "Copied!"; setTimeout(function(){ btn.innerText = originalText; }, 2000); }

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