Clan War Weight Calculator

Clan War Weight Calculator: Optimize Your Clan's War Performance :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ccc; –shadow-color: rgba(0, 0, 0, 0.1); –secondary-text-color: #666; } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); line-height: 1.6; margin: 0; padding: 0; display: flex; flex-direction: column; align-items: center; } main { width: 100%; max-width: 1000px; margin: 20px auto; padding: 20px; background-color: #fff; border-radius: 8px; box-shadow: 0 4px 15px var(–shadow-color); } header { background-color: var(–primary-color); color: #fff; padding: 20px 0; width: 100%; text-align: center; margin-bottom: 20px; } header h1 { margin: 0; font-size: 2.5em; } .calculator-container { background-color: #fff; padding: 30px; border-radius: 8px; box-shadow: 0 2px 10px var(–shadow-color); margin-bottom: 30px; } .calculator-container h2 { color: var(–primary-color); 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Clan War Weight Calculator

Assess Your Base's War Weight

Enter your building, troop, hero, and trap levels to estimate your base's effective Clan War weight. This helps you understand your offensive and defensive contributions and strategize for better matchmaking.

Sum of weight from Cannons, Archer Towers, Mortars, Air Defenses, Wizard Towers, Hidden Teslas, Inferno Towers, Eagle Artillery, Scattershots, etc.
Sum of levels of Barbarian King, Archer Queen, Grand Warden, and Royal Champion. (Approximate weight contribution per level).
Sum of weight from all your upgradeable troops (excluding Siege Machines and common troops like barbarians/archers).
Sum of weight from all your upgradeable spells (excluding common spells like lightning/heal).
Sum of weight from Bombs, Spring Traps, Giant Bombs, Seeking Air Mines, Air Bombs, Skeleton Traps.
Sum of weight from all your walls. (Consider individual wall segment weights).

Your War Weight Analysis

Defenses
Heroes
Offense
Walls
Formula Used:

Clan War Weight is a complex, internal algorithm by Supercell. This calculator uses a simplified approximation based on empirical data and community estimates. It sums weighted contributions from defenses, heroes, troops, spells, traps, and walls. Higher levels generally contribute more weight. The exact proprietary formula is not public.

Component Weight Breakdown (Estimated % Contribution*

Component Estimated Weight % of Total
Defensive Buildings
Heroes
Troops & Spells (Offense)
Traps
Walls
*Estimates are based on typical weight progression and may vary slightly per Town Hall level and specific building/unit.

War Weight Distribution

Visual representation of how different components contribute to your total war weight.

What is Clan War Weight?

Clan War Weight is a hidden metric within the game Clash of Clans that Supercell uses to determine matchmaking for Clan Wars. Essentially, it's a numerical representation of how "strong" or "heavy" a player's base is in terms of its offensive and defensive capabilities. A higher war weight suggests a more developed base, which influences the strength of the opposing clan a team is matched against. Understanding and managing your clan war weight is crucial for strategic gameplay and achieving success in Clan Wars.

Who should use it? Any player or clan leader involved in Clan Wars in Clash of Clans. Whether you're a dedicated war player looking to optimize your attack strategies, a clan elder aiming to balance your clan's war potential, or a new player curious about how base development impacts wars, this calculator provides valuable insights. It's particularly useful for identifying "rushed" bases (high Town Hall level but underdeveloped defenses/heroes) or "engineered" bases (offenses prioritized over defenses for war weight advantages).

Common misconceptions:

  • War Weight = Town Hall Level: While TH level is a significant factor, it's not the only determinant. A maxed TH9 can have a lower war weight than a rushed TH11.
  • Only Defenses Matter: Offensive power (troops, heroes, spells) also contributes significantly to war weight, and an unbalanced base can struggle.
  • All Maxed Bases Have Same Weight: Even within the same TH level, variations in hero levels, troop levels, spell levels, trap levels, and even wall levels can lead to different war weights.
  • Weight is Static: Your war weight changes every time you upgrade a defense, hero, troop, spell, or trap.

Clan War Weight Formula and Mathematical Explanation

The precise formula Supercell uses for Clan War Weight is proprietary and not publicly disclosed. It's a complex algorithm that evolves with game updates. However, through extensive community testing, data analysis, and observation, a reasonably accurate approximation can be made. Our Clan War Weight Calculator utilizes an estimated model that sums up the weighted contributions of various base components. The core idea is that stronger, higher-level elements contribute more weight.

The general principle involves assigning a weight value to each upgradeable element of a base. These weights are not linear and often increase exponentially or with significant jumps at certain upgrade milestones or Town Hall levels. While the exact coefficients are unknown, the relative importance of different components is understood:

  • Defensive Buildings: Typically form the largest chunk of defensive weight. High-tier defenses like Inferno Towers, Eagle Artillery, and Scattershots carry substantial weight.
  • Heroes: Hero levels play a significant role, especially at higher Town Hall levels. Each hero level adds weight.
  • Troops & Spells: Offensive capabilities are crucial. Upgrading powerful troops and spells adds to war weight, reflecting offensive potential.
  • Traps: While individually lighter, a fully developed set of traps adds a noticeable amount of weight.
  • Walls: Higher level walls contribute a significant cumulative weight, often underestimated.

Variables and Estimated Weights

The following table outlines the types of variables considered and their general contribution to war weight. *Note: These are illustrative values and approximations, not the exact figures used by Supercell.*

Variable Meaning Unit Estimated Weight Range (Illustrative) Impact on War Weight
Defensive Buildings Total weight from all active defensive structures (Cannons, Archer Towers, Air Defenses, etc.) Points 10,000 – 150,000+ Very High
Hero Levels Sum of levels of Barbarian King, Archer Queen, Grand Warden, Royal Champion. Levels 50 – 200+ High
Troop Levels Weight from upgraded non-common troops (e.g., Pekka, Dragon, Golem). Points 500 – 30,000+ Medium-High
Spell Levels Weight from upgraded non-common spells (e.g., Rage, Freeze, Poison). Points 200 – 10,000+ Medium
Trap Levels Total weight from activated traps (Bombs, Springs, Teslas). Points 100 – 5,000+ Low-Medium
Wall Levels Total weight from all wall segments. Points 2,000 – 60,000+ Medium-High
Town Hall Level Current Town Hall level. Level 1 – 15 Implicitly High (unlocks new tiers of weight)

The calculator synthesizes these estimations to provide a relative war weight score. An actual score might be derived using a weighted sum like: `Total Weight = (w_def * Defenses) + (w_hero * Heroes) + (w_troop * Troops) + (w_spell * Spells) + (w_trap * Traps) + (w_wall * Walls)`. The coefficients (w_…) are what remain unknown and vary significantly based on the Town Hall level and game updates. For instance, higher TH levels might see drastically increased weights for new defenses or heroes.

Practical Examples (Real-World Use Cases)

Example 1: Maxed Town Hall 10 (War Focused)

Scenario: A player aims for maximum war efficiency at TH10. They have maxed defenses for TH10, heroes at level 40 combined, maxed troops and spells for TH10 attacks, and all walls at level 10.

Inputs:

  • Defensive Buildings Total Weight: 80,000
  • Hero Levels Total Weight: 80 (40 BK + 40 AQ)
  • Troop Levels Total Weight: 15,000
  • Spell Levels Total Weight: 5,000
  • Trap Levels Total Weight: 3,000
  • Wall Levels Total Weight: 25,000

Estimated Results (from calculator):

  • Primary Result (Total War Weight): ~128,000
  • Intermediate: Defenses ~80,000, Heroes ~80, Offense ~20,000, Walls ~25,000
  • Table Breakdown: Shows % distribution, likely dominated by defenses.
  • Chart: Visualizes the large share of defenses, followed by walls and offense.

Interpretation: This base has a solid, balanced war weight for TH10. The offense is well-developed to complement the strong defense. This player would likely be matched against similarly developed TH10 or lower TH11 opponents.

Example 2: Rushed Town Hall 12 (Lower War Weight Focus)

Scenario: A player rushed their Town Hall to 12 primarily for access to new troops or ores, but their defenses, heroes, and troops are significantly underdeveloped for TH12 standards, closer to TH9/10 levels.

Inputs:

  • Defensive Buildings Total Weight: 40,000 (Equivalent to a maxed TH9/10)
  • Hero Levels Total Weight: 40 (e.g., BK 30, AQ 35, GW 5, RC 0)
  • Troop Levels Total Weight: 10,000
  • Spell Levels Total Weight: 3,000
  • Trap Levels Total Weight: 1,500
  • Wall Levels Total Weight: 10,000

Estimated Results (from calculator):

  • Primary Result (Total War Weight): ~64,500
  • Intermediate: Defenses ~40,000, Heroes ~40, Offense ~13,000, Walls ~10,000
  • Table Breakdown: Shows a much lower total weight than a maxed TH10, despite having a higher TH level.
  • Chart: Shows defenses still as a large portion, but total weight is significantly reduced.

Interpretation: This base has a very low war weight for a TH12. While this might seem beneficial for matchmaking, it presents a huge disadvantage in actual war performance. Defending against stronger TH11/12 attacks would be extremely difficult, and the offensive capabilities are insufficient to 3-star comparable bases. This highlights the trade-off between rushing and strategic development.

How to Use This Clan War Weight Calculator

Using our Clan War Weight Calculator is straightforward and designed for quick, actionable insights.

  1. Gather Your Base Information: Open Clash of Clans and go through each of your bases. Note down the *total estimated weight* or *sum of levels* for your defensive buildings, heroes, troops, spells, traps, and walls. You can often find approximate weights from various Clash of Clans fan wikis or community forums, or by summing the weights of individual upgrades. For heroes, spells, and troops, summing their levels is a common proxy for weight contribution.
  2. Input the Values: Enter the gathered numbers into the corresponding fields in the calculator. For example, input the sum of levels for all your heroes into the "Hero Levels Total Weight" field. Use the helper text for guidance on what each field represents.
  3. Calculate: Click the "Calculate War Weight" button. The calculator will instantly process your inputs.
  4. Analyze the Results:
    • Primary Result: This is your estimated total war weight. Compare this number to other players or bases in your clan and in wars.
    • Intermediate Values: These show the approximate weight contribution from major categories (Defenses, Heroes, Offense, Walls). This helps identify which area contributes most to your weight.
    • Table Breakdown: Provides a more detailed view of the percentage contribution of each component to your total estimated weight.
    • Chart: A visual representation making it easy to see the distribution of your war weight across different categories.
  5. Interpret and Strategize:
    • High Defense Weight, Low Offense: You might be an easy 3-star target for stronger offenses. Consider prioritizing troop/hero upgrades.
    • Low Defense Weight, High Offense: Your base may not hold up well against attacks. Prioritize upgrading key defenses.
    • High Overall Weight: Your clan will likely face tough opponents. Ensure your entire clan is coordinated and prepared.
    • Low Overall Weight (relative to TH): You might be "underweight" for your TH. This could be good for matchmaking but signifies vulnerability if defenses aren't caught up.
  6. Use the Buttons:
    • Reset: Clears all fields and returns them to default values, useful for recalculating.
    • Copy Results: Copies the primary result, intermediate values, and key assumptions to your clipboard for sharing or note-taking.

Key Factors That Affect Clan War Weight Results

Several factors interact to determine a base's war weight. Understanding these nuances is key to effective base management for Clan Wars:

  1. Defensive Building Levels: This is arguably the most significant contributor to defensive war weight. Higher-level defenses (e.g., maxed Inferno Towers, Eagle Artillery, Scattershots) add substantial weight. Neglecting these leads to a lower defensive score but makes the base easier to 3-star.
  2. Hero Levels: Heroes are powerful offensive and defensive assets. Their levels contribute significantly, especially as players progress through higher Town Halls. Maxing heroes is a common goal for war-focused players.
  3. Troop and Spell Upgrades: While often contributing less than maxed defenses, fully upgraded offensive troops and spells are essential for securing 3-star victories. The weight associated with these upgrades reflects their potential impact in an attack. Focusing solely on defense while neglecting offense results in a low-probability win.
  4. Trap Development: While individually lighter, a fully developed arsenal of traps (Giant Bombs, Air Bombs, Seeking Air Mines, Spring Traps, Skeleton Traps) adds a noticeable cumulative weight and can surprise attackers.
  5. Wall Levels: Walls represent a substantial portion of a base's total weight, particularly at higher Town Hall levels. While they don't directly inflict damage, they slow down attackers, making them crucial for defense. High-level walls significantly increase war weight.
  6. Town Hall Level and New Content: Each new Town Hall level introduces new buildings, higher levels for existing structures, and often significantly increases the weight contribution of certain items. Players who rush their Town Hall without developing their base proportionally will have a lower war weight than a maxed base at the same Town Hall level, but also much weaker defenses.
  7. "Hidden" Weight Factors (Speculative): Supercell might also incorporate less obvious factors, such as the number of obstacles cleared, decorations, or even the time spent in the game, though these are less likely to be major contributors compared to core upgrades. The calculator focuses on the most empirically supported factors.
  8. Game Updates: Supercell frequently updates Clash of Clans, tweaking upgrade costs, times, and potentially adjusting the underlying war weight algorithm. This means calculators provide estimates that may need periodic recalibration based on community findings. Keeping up with Clash of Clans game updates is crucial.

Frequently Asked Questions (FAQ)

What is the exact Clan War Weight formula?

The exact formula is proprietary to Supercell and not publicly shared. It's complex, likely uses weighted coefficients, and may change with game updates. Our calculator provides a reliable estimate based on community data.

Should I focus on upgrading defenses or offense for war?

For competitive clan wars, a balance is key. Strong defenses are needed to prevent 3-star attacks, while strong offense (heroes, troops, spells) is required to secure 3-star attacks against the enemy. Prioritize based on your Town Hall level and clan strategy. For example, at lower THs, maxing offense might be prioritized before defenses, while at higher THs, balancing both becomes critical.

What is a "rushed" base in terms of war weight?

A rushed base has a higher Town Hall level than its defensive and offensive structures suggest. This typically results in a lower-than-expected war weight for its TH level, but significantly compromises its ability to defend or effectively attack.

What is an "engineered" base?

An engineered base is intentionally underdeveloped defensively relative to its offensive capabilities and Town Hall level to achieve a lower war weight. This strategy aims to gain a matchmaking advantage but can be risky if not executed perfectly.

How do Siege Machines affect war weight?

Currently, Siege Machines are generally considered to have a minimal direct impact on the core war weight calculation used for matchmaking. Their primary influence is on offensive strategy and success rates rather than matchmaking weight itself.

Does upgrading the Laboratory affect war weight?

Upgrading the Laboratory itself does not add significant direct war weight. However, it enables the research of higher-level troops and spells, which *do* contribute to your offensive war weight.

How often should I recalculate my war weight?

You should recalculate your war weight whenever you complete a significant upgrade, especially for key defenses, heroes, or offensive troops. Regularly tracking this can help you understand your base's development trajectory and its implications for war. Consider using this Clash of Clans base builder tool to plan your upgrades.

Can a lower TH base be heavier than a higher TH base?

Yes, it's possible. A maxed-out lower TH base (e.g., TH10) with all defenses, heroes, troops, and walls at their highest level can sometimes have a war weight comparable to or even exceeding a significantly rushed higher TH base (e.g., TH12 with underdeveloped structures). This is why balanced development is often recommended.

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(defensesWeight / totalWarWeight) * 100 : 0; var pctHeroes = totalWarWeight > 0 ? (heroesWeight / totalWarWeight) * 100 : 0; var pctOffense = totalWarWeight > 0 ? (offenseWeight / totalWarWeight) * 100 : 0; var pctTraps = totalWarWeight > 0 ? (trapsWeight / totalWarWeight) * 100 : 0; var pctWalls = totalWarWeight > 0 ? (wallsWeight / totalWarWeight) * 100 : 0; document.getElementById('table-defenses-pct').textContent = pctDefenses.toFixed(1) + '%'; document.getElementById('table-heroes-pct').textContent = pctHeroes.toFixed(1) + '%'; document.getElementById('table-offense-pct').textContent = pctOffense.toFixed(1) + '%'; document.getElementById('table-traps-pct').textContent = pctTraps.toFixed(1) + '%'; document.getElementById('table-walls-pct').textContent = pctWalls.toFixed(1) + '%'; // Update chart updateWarWeightChart([ { name: 'Defenses', value: defensesWeight, color: '#004a99' }, { name: 'Heroes', value: heroesWeight, color: '#28a745' }, { name: 'Offense', value: offenseWeight, color: '#ffc107' }, { name: 'Traps', value: trapsWeight, color: '#17a2b8' }, { name: 'Walls', value: wallsWeight, color: '#6c757d' } ], totalWarWeight); } function resetCalculator() { document.getElementById('defenses').value = 50000; document.getElementById('heroLevels').value = 200; document.getElementById('troopLevels').value = 1000; document.getElementById('spellLevels').value = 200; document.getElementById('trapLevels').value = 50; document.getElementById('wallLevels').value = 5000; // Clear errors document.getElementById('defenses-error').textContent = "; document.getElementById('heroLevels-error').textContent = "; document.getElementById('troopLevels-error').textContent = "; document.getElementById('spellLevels-error').textContent = "; document.getElementById('trapLevels-error').textContent = "; document.getElementById('wallLevels-error').textContent = "; // Reset results and table/chart placeholders document.getElementById('primary-result').textContent = '–'; document.getElementById('defenses-weight').innerHTML = 'Defenses–'; document.getElementById('heroes-weight').innerHTML = 'Heroes–'; document.getElementById('offense-weight').innerHTML = 'Offense–'; document.getElementById('walls-weight').innerHTML = 'Walls–'; document.getElementById('table-defenses').textContent = '–'; document.getElementById('table-heroes').textContent = '–'; document.getElementById('table-offense').textContent = '–'; document.getElementById('table-traps').textContent = '–'; document.getElementById('table-walls').textContent = '–'; document.getElementById('table-defenses-pct').textContent = '–'; document.getElementById('table-heroes-pct').textContent = '–'; document.getElementById('table-offense-pct').textContent = '–'; document.getElementById('table-traps-pct').textContent = '–'; document.getElementById('table-walls-pct').textContent = '–'; // Reset chart updateWarWeightChart([], 0); // Clear chart data } function copyResults() { var primaryResult = document.getElementById('primary-result').textContent; var defensesWeight = document.getElementById('defenses-weight').textContent.replace('Defenses', "); var heroesWeight = document.getElementById('heroes-weight').textContent.replace('Heroes', "); var offenseWeight = document.getElementById('offense-weight').textContent.replace('Offense', "); var wallsWeight = document.getElementById('walls-weight').textContent.replace('Walls', "); var defensesTable = document.getElementById('table-defenses').textContent; var heroesTable = document.getElementById('table-heroes').textContent; var offenseTable = document.getElementById('table-offense').textContent; var trapsTable = document.getElementById('table-traps').textContent; var wallsTable = document.getElementById('table-walls').textContent; var defensesPctTable = document.getElementById('table-defenses-pct').textContent; var heroesPctTable = document.getElementById('table-heroes-pct').textContent; var offensePctTable = document.getElementById('table-offense-pct').textContent; var trapsPctTable = document.getElementById('table-traps-pct').textContent; var wallsPctTable = document.getElementById('table-walls-pct').textContent; var assumptions = "Assumptions:\n" + "- Defenses: " + defensesTable + " (" + defensesPctTable + ")\n" + "- Heroes: " + heroesTable + " (" + heroesPctTable + ")\n" + "- Offense (Troops/Spells): " + offenseTable + " (" + offensePctTable + ")\n" + "- Traps: " + trapsTable + " (" + trapsPctTable + ")\n" + "- Walls: " + wallsTable + " (" + wallsPctTable + ")\n" + "- Formula is an approximation."; var resultsText = "Clan War Weight Analysis:\n" + "Estimated Total War Weight: " + primaryResult + "\n\n" + "Component Weights:\n" + "- Defenses: " + defensesWeight + "\n" + "- Heroes: " + heroesWeight + "\n" + "- Offense: " + offenseWeight + "\n" + "- Walls: " + wallsWeight + "\n\n" + assumptions; try { navigator.clipboard.writeText(resultsText).then(function() { // Success feedback (optional) var copyBtn = document.querySelector('.copy-btn'); var originalText = copyBtn.textContent; copyBtn.textContent = 'Copied!'; setTimeout(function() { copyBtn.textContent = originalText; }, 1500); }, function(err) { console.error('Could not copy text: ', err); // Fallback for older browsers or if clipboard API fails var textArea = document.createElement("textarea"); textArea.value = resultsText; textArea.style.position = "fixed"; // Avoid scrolling to bottom document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'Copied!' : 'Copy failed!'; console.log('Fallback: ' + msg); var copyBtn = document.querySelector('.copy-btn'); var originalText = copyBtn.textContent; copyBtn.textContent = msg; setTimeout(function() { copyBtn.textContent = originalText; }, 1500); } catch (err) { console.error('Fallback: Oops, unable to copy', err); } document.body.removeChild(textArea); }); } catch (e) { console.error('Clipboard API not available or permission denied: ', e); // Fallback if navigator.clipboard is not available var textArea = document.createElement("textarea"); textArea.value = resultsText; textArea.style.position = "fixed"; document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'Copied!' : 'Copy failed!'; console.log('Fallback: ' + msg); var copyBtn = document.querySelector('.copy-btn'); var originalText = copyBtn.textContent; copyBtn.textContent = msg; setTimeout(function() { copyBtn.textContent = originalText; }, 1500); } catch (err) { console.error('Fallback: Oops, unable to copy', err); } document.body.removeChild(textArea); } } var warWeightChartInstance = null; var chartCanvas = document.getElementById('warWeightChart'); function updateWarWeightChart(dataSeries, totalWeight) { if (!chartCanvas) return; var ctx = chartCanvas.getContext('2d'); // Destroy previous chart instance if it exists if (warWeightChartInstance) { warWeightChartInstance.destroy(); } // Define Chart.js like options locally if library not available // Simple fallback for when Chart.js is not loaded if (typeof Chart === 'undefined') { console.warn("Chart.js library not found. Chart will not render."); // Optionally display a message to the user chartCanvas.style.display = 'none'; return; } chartCanvas.style.display = 'block'; // Make sure canvas is visible // Prepare labels and datasets for Chart.js var labels = dataSeries.map(function(item) { return item.name; }); var values = dataSeries.map(function(item) { return item.value; }); var backgroundColors = dataSeries.map(function(item) { return item.color; }); // Calculate percentages for tooltips/hover var percentages = values.map(function(value) { return totalWeight > 0 ? ((value / totalWeight) * 100).toFixed(1) + '%' : '0.0%'; }); warWeightChartInstance = new Chart(ctx, { type: 'pie', // Using pie chart for distribution data: { labels: labels, datasets: [{ data: values, backgroundColor: backgroundColors, hoverBackgroundColor: backgroundColors // Same colors on hover for pie chart }] }, options: { responsive: true, maintainAspectRatio: false, // Allow chart to fill its container space plugins: { legend: { position: 'top', // Position legend at the top labels: { font: { size: 12 } } }, tooltip: { callbacks: { label: function(context) { var labelIndex = context.dataIndex; var label = context.chart.data.labels[labelIndex]; var value = context.raw; var percentage = percentages[labelIndex]; return label + ': ' + value.toLocaleString(undefined, { maximumFractionDigits: 0 }) + ' (' + percentage + ')'; } } } } } }); } // Initial calculation on page load if inputs have default values document.addEventListener('DOMContentLoaded', function() { calculateWarWeight(); // Add event listeners for input changes to update calculator in real time var inputs = document.querySelectorAll('.calculator-container input[type="number"], .calculator-container select'); for (var i = 0; i < inputs.length; i++) { inputs[i].addEventListener('input', calculateWarWeight); } // FAQ toggle functionality var faqQuestions = document.querySelectorAll('.faq-question'); for (var i = 0; i < faqQuestions.length; i++) { faqQuestions[i].addEventListener('click', function() { var faqItem = this.parentElement; faqItem.classList.toggle('open'); }); } });

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