Clash of Clans War Weight Calculator Single User Version

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Clash of Clans War Weight Calculator – Single User Version

Estimate your base's war weight for better strategic planning in Clan Wars.

War Weight Calculator

Sum of weights for all defensive structures (e.g., Cannons, Archer Towers, Inferno Towers).
Sum of your heroes' current levels (e.g., Barbarian King Lvl 50 + Archer Queen Lvl 50 = 100).
Sum of your trained troops' levels (e.g., Dragon Lvl 5 + 10 other troops Lvl 6 = 5 + (10 * 6) = 65).
Sum of your trained spells' levels (e.g., Lightning Spell Lvl 5 + 4 other spells Lvl 4 = 5 + (4 * 4) = 21).
Enter the current level of your highest-tier walls (e.g., for Level 13 walls, enter 13).
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Your current Town Hall level.

Your War Weight Breakdown

0

Estimated Total War Weight

Defensive Contribution: 0

Offensive Contribution (Heroes, Troops, Spells): 0

Wall Contribution: 0

War weight is an estimate based on the sum of weighted values of your defenses, heroes, troops, spells, and walls, influenced by Town Hall level.

War Weight Components

Visualizing the breakdown of your base's war weight.
Detailed War Weight Components
Component Input Value Calculated Weight
Defensive Buildings 0 0
Heroes 0 0
Troops 0 0
Spells 0 0
Walls (Base Value) 0 0
Town Hall Bonus 0 0

What is Clash of Clans War Weight?

{primary_keyword} is a hidden metric within Clash of Clans that influences matchmaking in Clan Wars. Essentially, it's a numerical value assigned to your base that represents its overall strength, particularly its defensive and offensive capabilities. This weight is crucial because the game's matchmaking algorithm attempts to pair clans with similar total war weights. Understanding your war weight helps you strategize, optimize your base development for war, and avoid becoming an "easy" target or an unfair advantage for your clan. While not directly visible in-game, tools like this calculator provide an estimate.

Who Should Use a Clash of Clans War Weight Calculator?

Several types of players can benefit significantly from using a {primary_keyword} calculator:

  • Competitive Clan War Players: Those serious about winning Clan Wars need to manage their base's war weight effectively. This helps in coordinating upgrades and base layouts to achieve favorable matchups.
  • Base Development Strategists: Players planning their base progression, especially deciding when to upgrade their Town Hall, can use war weight estimates to understand the impact of new defenses, heroes, and troop levels on their war performance.
  • New and Mid-Game Players: Understanding war weight early can prevent common mistakes, such as rushing Town Hall upgrades without adequately developing defenses and offensive troops, which can drastically increase war weight disproportionately.
  • Clan Leaders and War Officers: These individuals can use the calculator to advise clan members on strategic upgrades and to assess the overall war readiness of their clan.

Common Misconceptions About War Weight

Several myths surround war weight:

  • Myth: War weight is solely based on defensive buildings. While defenses contribute significantly, heroes, troops, spells, and even wall levels play a role, especially at higher Town Hall levels.
  • Myth: Maxing everything before upgrading Town Hall is always best. While generally good advice, sometimes strategic "weighting" allows for a slightly rushed Town Hall to gain offensive advantages that outweigh defensive weight. This calculator helps quantify that trade-off.
  • Myth: Offensive weight doesn't matter. While defenses historically had a larger impact, Supercell has adjusted the system. Strong offensive troops and heroes are crucial for securing stars, and their weight is factored in.
  • Myth: War weight is a single, fixed number easily found in-game. It's a complex calculation and not directly displayed. Calculators provide estimations based on known formulas and game data.

Clash of Clans War Weight Formula and Mathematical Explanation

The exact formula used by Supercell is proprietary and can change with game updates. However, community analysis and reverse-engineering have led to a widely accepted estimation model. This calculator uses a simplified but effective approach to estimate your {primary_keyword}.

Core Calculation Logic

The total war weight is generally a sum of weighted components. A common approximation considers the following:

  • Defensive Weight: Each defensive building has a specific weight that increases with its level and type. Higher-tier defenses (e.g., Inferno Towers, Eagle Artillery) have much higher weights than basic ones (e.g., Cannon, Archer Tower).
  • Hero Weight: The combined levels of your Heroes (Barbarian King, Archer Queen, Grand Warden, Royal Champion) contribute to the war weight. Higher levels mean higher weight.
  • Troop & Spell Weight: The levels of your trained troops and spells also add to the overall weight. More powerful troops and spells at higher levels increase this contribution.
  • Wall Weight: Walls contribute based on their level. While individually low, maxing out hundreds of walls can add a noticeable amount to the total war weight.
  • Town Hall Bonus: The Town Hall itself has a weight, and newer Town Hall levels often have a significant inherent bonus, especially if not fully upgraded.

Simplified Formula Representation

Total War Weight ≈ (Weighted Defensive Buildings) + (Weighted Hero Levels) + (Weighted Troop Levels) + (Weighted Spell Levels) + (Weighted Walls) + (Town Hall Level Bonus)

Variable Explanations and Typical Ranges

Here's a breakdown of the variables used in our calculator and their typical context:

Variables Used in War Weight Estimation
Variable Meaning Unit Typical Range
Defensive Buildings Weight Sum of the calculated war weight for each deployed defensive structure. Weight Points ~20,000 – 150,000+ (Varies greatly by TH level and number of defenses)
Hero Levels Total Sum of the current levels of Barbarian King, Archer Queen, Grand Warden, and Royal Champion. Levels 0 – 300+ (Max TH16: 70+70+50+30 = 220, plus potential heroes)
Troop Levels Total Sum of the levels of all trained troops. Levels ~200 – 1000+
Spell Levels Total Sum of the levels of all trained spells. Levels ~50 – 300+
Wall Level The current level of the player's highest tier walls. Level 1 – 16 (for TH16)
Town Hall Level The player's current Town Hall level. Level 1 – 16

Practical Examples (Real-World Use Cases)

Example 1: Maxed-Out Town Hall 12 Player

Consider a player who has fully upgraded all defenses, troops, spells, heroes, and walls for Town Hall 12 and is about to upgrade their Town Hall.

  • Inputs:
  • Defensive Buildings: 100,000 (Estimated pre-calculated weight)
  • Hero Levels Total: 50 (BK) + 50 (AQ) + 30 (GW) = 130
  • Troop Levels Total: 500 (Estimated sum of all trained troop levels)
  • Spell Levels Total: 150 (Estimated sum of all trained spell levels)
  • Wall Level: 12
  • Town Hall Level: 12

Calculation (Illustrative using calculator logic):

Let's assume simplified weight multipliers:

  • Defensive Weight: ~100,000
  • Hero Weight: ~130 * 3 = 390
  • Troop Weight: ~500 * 0.5 = 250
  • Spell Weight: ~150 * 1 = 150
  • Wall Weight: (Level 12 walls contribute ~2000 weight)
  • TH12 Bonus: ~5000

Estimated Total War Weight: 100,000 + 390 + 250 + 150 + 2000 + 5000 ≈ 108,000

Interpretation: This player has a significant war weight due to maxed defenses. They are likely to be matched against other maxed TH12s or lower THs with very strong bases. Upgrading to TH13 will immediately increase their weight.

Example 2: Rushed Town Hall 14 Player (Focus on Offense)

Consider a player who rushed to Town Hall 14, prioritizing heroes and key offensive troops, leaving defenses slightly underdeveloped.

  • Inputs:
  • Defensive Buildings: 75,000 (Estimated weight for TH14 defenses, not fully maxed)
  • Hero Levels Total: 70 (BK) + 75 (AQ) + 50 (GW) + 25 (RC) = 220
  • Troop Levels Total: 800 (Focus on high-level offense)
  • Spell Levels Total: 250 (Focus on high-level offense)
  • Wall Level: 13
  • Town Hall Level: 14

Calculation (Illustrative using calculator logic):

Using similar simplified multipliers:

  • Defensive Weight: ~75,000
  • Hero Weight: ~220 * 3 = 660
  • Troop Weight: ~800 * 0.5 = 400
  • Spell Weight: ~250 * 1 = 250
  • Wall Weight: (Level 13 walls contribute ~2500 weight)
  • TH14 Bonus: ~12,000

Estimated Total War Weight: 75,000 + 660 + 400 + 250 + 2500 + 12,000 ≈ 90,810

Interpretation: Despite being a higher Town Hall level, this player's war weight is lower than the maxed TH12 due to weaker defenses. Their high offensive potential (heroes, troops) means they can still 3-star lower THs but might struggle against equally offensively strong opponents or superior base designs. This strategy is often used to "lower" your position in the clan war lineup, allowing easier targets for clanmates.

How to Use This Clash of Clans War Weight Calculator

Using the {primary_keyword} calculator is straightforward:

  1. Gather Your Base Information: Go through your Clash of Clans village and note down the required details:
    • The total *sum* of the weights of all your defensive buildings (you can find individual building weights online or approximate them).
    • The *sum* of the current levels of all your Heroes.
    • The *sum* of the levels of all your trained Troops.
    • The *sum* of the levels of all your trained Spells.
    • Your current highest Wall level.
    • Your current Town Hall level.
  2. Enter the Values: Input the collected numbers into the corresponding fields in the calculator. Ensure you use the correct units (levels, sums of levels, or estimated weights). For defensive buildings, if you don't know the exact weight, you can input an estimated total sum based on online guides.
  3. View the Results: Once you enter the values, the calculator will instantly update:
    • Main Result: Your estimated total war weight.
    • Sub-Results: Breakdowns showing the contribution from defenses, offense (heroes, troops, spells), and walls.
    • Detailed Table: A breakdown of each component's input value and its calculated weight contribution.
    • Chart: A visual representation of how the different components contribute to your total war weight.
  4. Interpret the Data: Use the results to make informed decisions about your base development. A high war weight might mean you need stronger offensive capabilities to compensate, or it might be time to consider upgrading your Town Hall if your defenses are maxed. A low war weight for your Town Hall level might indicate an opportunity to strengthen defenses or heroes.
  5. Use the Buttons:
    • Calculate War Weight: Click this if you make changes after the initial entry (though results update live).
    • Copy Results: Click this to copy the main result, sub-results, and key assumptions to your clipboard for sharing or note-taking.
    • Reset Values: Click this to revert all fields to sensible default values (e.g., 0 for weights, 1 for wall level, current TH level).

Key Factors That Affect Clash of Clans War Weight Results

Several factors influence your base's war weight. Understanding these helps in strategic planning:

  1. Defensive Building Levels & Types: This is often the largest contributor. Higher-level defenses, especially powerful ones like Inferno Towers, Eagle Artillery, Scattershots, and X-Bows, carry significantly more weight. The number of defenses also matters.
  2. Hero Levels: As heroes become more powerful and essential for offense and defense, their levels contribute substantially to war weight. Maxing heroes is crucial for offense and significantly impacts your overall war weight.
  3. Town Hall Level: Higher Town Hall levels inherently carry more weight. Furthermore, certain Town Hall levels introduce new, high-weight defenses and offensive options, further increasing the base weight simply by reaching that level. The game often assigns a bonus weight to higher THs.
  4. Troop and Spell Levels: While historically less impactful than defenses, maxed-out offensive troops and spells (especially those used in popular war strategies) add to your offensive war weight, which is increasingly considered in matchmaking.
  5. Wall Levels: While individually each wall segment has a low weight, completing all wall upgrades at a certain Town Hall level can add a considerable chunk to your total war weight, especially at higher TH levels with hundreds of segments.
  6. "Rushing" vs. "Maxing": The decision to rush your Town Hall (upgrade it before maxing defenses) or max everything out directly impacts war weight. Rushing can lower your defensive weight relative to your TH level, potentially leading to easier matchups if your offense is strong enough to compensate. Conversely, maxing leads to a higher, more "balanced" war weight.
  7. Game Updates: Supercell periodically adjusts the hidden calculations for war weight. Strategies that were once effective might become less so, and vice-versa. Staying updated with game changes is important.

Frequently Asked Questions (FAQ)

Is this calculator 100% accurate? +

No calculator can be 100% accurate because Supercell's exact war weight formula is proprietary and subject to change. This tool provides a reliable *estimate* based on community research and known weighting factors.

How do I find the *exact* weight of my defensive buildings? +

You can find detailed lists of individual building weights online from Clash of Clans communities (e.g., Reddit, forums). Summing these up provides a more precise input for the 'Defensive Buildings' field. For simplicity, you can estimate based on your Town Hall level and the number/type of defenses.

Does offensive weight matter as much as defensive weight? +

Historically, defenses had a much larger impact. However, Supercell has emphasized offensive capability in recent years. Strong heroes, troops, and spells are crucial for securing stars in war, and their weight is increasingly factored into matchmaking, although defensive weight often remains the primary driver.

What is the best strategy for war weight management? +

There isn't a single "best" strategy; it depends on your clan's goals and your playstyle. Some players aim to keep their war weight low relative to their Town Hall level by focusing on offense and strategically rushing THs. Others prefer a "fair" or "maxed" approach where offense and defense are balanced. This calculator helps you understand the impact of either choice.

How does upgrading walls affect my war weight? +

Upgrading walls contributes to your total war weight. While individual wall segments have a low weight, completing all wall upgrades for a Town Hall level can add a significant amount, especially at higher levels. Balancing wall upgrades with defenses and heroes is part of strategic base development.

What if I have unused or lower-level defenses? +

Any defensive building placed in your village, regardless of its level or whether it's offensively targeted, contributes to your base's defensive war weight. Keeping unused or low-level defenses can artificially inflate your war weight without providing proportional defensive strength, which is generally not recommended for competitive war play.

Should I upgrade my Town Hall if my defenses aren't maxed? +

This is the classic "rush vs. max" dilemma. If your heroes and key offensive troops are maxed for your current TH, and you find yourself unable to get 3 stars on similarly matched opponents, upgrading your TH might be beneficial *if* you plan to immediately upgrade the new defenses and heroes available. However, if your defenses are significantly underdeveloped, you might become a liability in war. This calculator helps quantify the war weight trade-off.

Does the Laboratory or Army Camps affect war weight? +

Generally, the Laboratory and Army Camps themselves do not directly contribute to war weight. The war weight calculation focuses primarily on defensive structures, heroes, troops, spells, and walls. However, upgrading them is essential for unlocking higher troop/spell levels and increasing army capacity, which indirectly impacts your offensive capabilities and overall war effectiveness.

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var defensiveBuildingsInput = document.getElementById('defensiveBuildings'); var heroLevelsInput = document.getElementById('heroLevels'); var troopLevelsInput = document.getElementById('troopLevels'); var spellLevelsInput = document.getElementById('spellLevels'); var wallLevelInput = document.getElementById('wallLevel'); var townHallLevelInput = document.getElementById('townHallLevel'); var mainResultDisplay = document.getElementById('main-result'); var defensiveResultDisplay = document.getElementById('defensiveResult'); var offensiveResultDisplay = document.getElementById('offensiveResult'); var wallResultDisplay = document.getElementById('wallResult'); var tableDefensiveInput = document.getElementById('tableDefensiveInput'); var tableDefensiveWeight = document.getElementById('tableDefensiveWeight'); var tableHeroInput = document.getElementById('tableHeroInput'); var tableHeroWeight = document.getElementById('tableHeroWeight'); var tableTroopInput = document.getElementById('tableTroopInput'); var tableTroopWeight = document.getElementById('tableTroopWeight'); var tableSpellInput = document.getElementById('tableSpellInput'); var tableSpellWeight = document.getElementById('tableSpellWeight'); var tableWallInput = document.getElementById('tableWallInput'); var tableWallWeight = document.getElementById('tableWallWeight'); var tableTHInput = document.getElementById('tableTHInput'); var tableTHWeight = document.getElementById('tableTHWeight'); var calculateBtn = document.getElementById('calculateBtn'); var copyBtn = document.getElementById('copyBtn'); var resetBtn = document.getElementById('resetBtn'); var chart; var chartContext; function validateInput(inputId, errorId, minValue = 0) { var input = document.getElementById(inputId); var errorDisplay = document.getElementById(errorId); var value = parseFloat(input.value); errorDisplay.style.display = 'none'; // Hide error by default if (isNaN(value)) { errorDisplay.textContent = 'Please enter a valid number.'; errorDisplay.style.display = 'block'; return false; } if (value < minValue) { errorDisplay.textContent = 'Value cannot be negative (or less than ' + minValue + ').'; errorDisplay.style.display = 'block'; return false; } // Specific checks for wall level if (inputId === 'wallLevel' && value < 1) { errorDisplay.textContent = 'Wall level must be at least 1.'; errorDisplay.style.display = 'block'; return false; } return true; } function calculateWarWeight() { var valid = true; valid = validateInput('defensiveBuildings', 'defensiveBuildingsError') && valid; valid = validateInput('heroLevels', 'heroLevelsError') && valid; valid = validateInput('troopLevels', 'troopLevelsError') && valid; valid = validateInput('spellLevels', 'spellLevelsError') && valid; valid = validateInput('wallLevel', 'wallLevelError', 1) && valid; // Wall level min is 1 // Town Hall level is a select, so no validation needed here other than it exists if (!valid) { mainResultDisplay.textContent = 'Invalid Input'; defensiveResultDisplay.textContent = '-'; offensiveResultDisplay.textContent = '-'; wallResultDisplay.textContent = '-'; updateTable('-', '-', '-', '-', '-', '-', '-', '-', '-', '-'); updateChart([0, 0, 0, 0, 0, 0]); // Reset chart data return; } var defWeightInput = parseFloat(defensiveBuildingsInput.value); var heroLevelSum = parseFloat(heroLevelsInput.value); var troopLevelSum = parseFloat(troopLevelsInput.value); var spellLevelSum = parseFloat(spellLevelsInput.value); var wallLevel = parseInt(wallLevelInput.value); var thLevel = parseInt(townHallLevelInput.value); // — Weight Calculation Logic (Approximation) — // These are simplified multipliers based on community data. Actual game weights are more complex. var calculatedDefensiveWeight = defWeightInput; // Use the direct input as base defensive weight // Hero Weight Multiplier (Approximate, varies by hero type and level progression) var heroWeightMultiplier = 3.0; // Average multiplier per hero level var calculatedHeroWeight = heroLevelSum * heroWeightMultiplier; // Troop Weight Multiplier (Approximate, varies by troop level) var troopWeightMultiplier = 0.5; // Average multiplier per troop level var calculatedTroopWeight = troopLevelSum * troopWeightMultiplier; // Spell Weight Multiplier (Approximate, varies by spell level) var spellWeightMultiplier = 1.0; // Average multiplier per spell level var calculatedSpellWeight = spellLevelSum * spellWeightMultiplier; // Wall Weight (Simplified based on level, more complex in reality) var wallWeightMap = { 1: 20, 2: 40, 3: 60, 4: 80, 5: 100, 6: 120, 7: 150, 8: 180, 9: 220, 10: 260, 11: 300, 12: 350, 13: 400, 14: 450, 15: 500, 16: 550 }; var calculatedWallWeight = (wallWeightMap[wallLevel] || wallWeightMap[1]) * 10; // Multiply by 10 for higher scale, default to level 1 if out of range // Town Hall Bonus (Significant, increases with TH level) var thBonusMap = { 1: 50, 2: 100, 3: 150, 4: 200, 5: 300, 6: 400, 7: 600, 8: 900, 9: 1300, 10: 1800, 11: 2500, 12: 3500, 13: 5000, 14: 7000, 15: 9500, 16: 12000 }; var calculatedTHBonus = thBonusMap[thLevel] || 0; var totalWarWeight = calculatedDefensiveWeight + calculatedHeroWeight + calculatedTroopWeight + calculatedSpellWeight + calculatedWallWeight + calculatedTHBonus; var totalOffensiveWeight = calculatedHeroWeight + calculatedTroopWeight + calculatedSpellWeight; // Update results display mainResultDisplay.textContent = Math.round(totalWarWeight); defensiveResultDisplay.textContent = Math.round(calculatedDefensiveWeight); offensiveResultDisplay.textContent = Math.round(totalOffensiveWeight); wallResultDisplay.textContent = Math.round(calculatedWallWeight); // Update table updateTable( defWeightInput, Math.round(calculatedDefensiveWeight), heroLevelSum, Math.round(calculatedHeroWeight), troopLevelSum, Math.round(calculatedTroopWeight), spellLevelSum, Math.round(calculatedSpellWeight), wallLevel, Math.round(calculatedWallWeight), thLevel, Math.round(calculatedTHBonus) ); // Update chart updateChart([ calculatedDefensiveWeight, calculatedHeroWeight, calculatedTroopWeight, calculatedSpellWeight, calculatedWallWeight, calculatedTHBonus ]); } function updateTable(defInput, defWeight, heroInput, heroWeight, troopInput, troopWeight, spellInput, spellWeight, wallInput, wallWeight, thInput, thWeight) { tableDefensiveInput.textContent = defInput; tableDefensiveWeight.textContent = Math.round(defWeight); tableHeroInput.textContent = heroInput; tableHeroWeight.textContent = Math.round(heroWeight); tableTroopInput.textContent = troopInput; tableTroopWeight.textContent = Math.round(troopWeight); tableSpellInput.textContent = spellInput; tableSpellWeight.textContent = Math.round(spellWeight); tableWallInput.textContent = wallInput; tableWallWeight.textContent = Math.round(wallWeight); tableTHInput.textContent = thInput; tableTHWeight.textContent = Math.round(thWeight); } function updateChart(data) { if (!chart) { chartContext = document.getElementById('warWeightChart').getContext('2d'); chart = new Chart(chartContext, { type: 'bar', data: { labels: ['Defenses', 'Heroes', 'Troops', 'Spells', 'Walls', 'TH Bonus'], datasets: [{ label: 'Weight Contribution', data: data, backgroundColor: [ 'rgba(255, 99, 132, 0.7)', 'rgba(54, 162, 235, 0.7)', 'rgba(255, 206, 86, 0.7)', 'rgba(75, 192, 192, 0.7)', 'rgba(153, 102, 255, 0.7)', 'rgba(255, 159, 64, 0.7)' ], borderColor: [ 'rgba(255, 99, 132, 1)', 'rgba(54, 162, 235, 1)', 'rgba(255, 206, 86, 1)', 'rgba(75, 192, 192, 1)', 'rgba(153, 102, 255, 1)', 'rgba(255, 159, 64, 1)' ], borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: true, scales: { y: { beginAtZero: true, title: { display: true, text: 'Estimated Weight' } } }, plugins: { legend: { display: false // Hide legend as labels are on the bars }, tooltip: { callbacks: { label: function(context) { var label = context.dataset.label || ''; if (label) { label += ': '; } if (context.parsed.y !== null) { label += Math.round(context.parsed.y); } return label; } } } } } }); } else { chart.data.datasets[0].data = data; chart.update(); } } function copyResults() { var mainResult = mainResultDisplay.textContent; var defResult = defensiveResultDisplay.textContent; var offResult = offensiveResultDisplay.textContent; var wallResult = wallResultDisplay.textContent; var assumptions = "War Weight Assumptions:\n"; assumptions += "- Defensive Buildings Input: " + defensiveBuildingsInput.value + "\n"; assumptions += "- Hero Levels Total: " + heroLevelsInput.value + "\n"; assumptions += "- Troop Levels Total: " + troopLevelsInput.value + "\n"; assumptions += "- Spell Levels Total: " + spellLevelsInput.value + "\n"; assumptions += "- Wall Level: " + wallLevelInput.value + "\n"; assumptions += "- Town Hall Level: " + townHallLevelInput.value + "\n"; assumptions += "- Using estimated multipliers.\n"; var resultText = "Your Estimated War Weight:\n"; resultText += "Total: " + mainResult + "\n"; resultText += " – Defensive Contribution: " + defResult + "\n"; resultText += " – Offensive Contribution: " + offResult + "\n"; resultText += " – Wall Contribution: " + wallResult + "\n\n"; resultText += assumptions; navigator.clipboard.writeText(resultText).then(function() { // Optionally provide feedback, e.g., change button text briefly var originalText = copyBtn.textContent; copyBtn.textContent = 'Copied!'; setTimeout(function() { copyBtn.textContent = originalText; }, 2000); }).catch(function(err) { console.error('Could not copy text: ', err); // Optionally provide error feedback alert('Failed to copy results. Please copy manually.'); }); } function resetValues() { defensiveBuildingsInput.value = '0'; heroLevelsInput.value = '0'; troopLevelsInput.value = '0'; spellLevelsInput.value = '0'; wallLevelInput.value = '1'; townHallLevelInput.value = '11'; // Sensible default TH level // Clear error messages document.getElementById('defensiveBuildingsError').style.display = 'none'; document.getElementById('heroLevelsError').style.display = 'none'; document.getElementById('troopLevelsError').style.display = 'none'; document.getElementById('spellLevelsError').style.display = 'none'; document.getElementById('wallLevelError').style.display = 'none'; calculateWarWeight(); // Recalculate with reset values } // Event Listeners calculateBtn.addEventListener('click', calculateWarWeight); copyBtn.addEventListener('click', copyResults); resetBtn.addEventListener('click', resetValues); // Update on input change var inputs = document.querySelectorAll('.calculator-section input[type="number"], .calculator-section select'); inputs.forEach(function(input) { input.addEventListener('input', calculateWarWeight); // Also trigger on change for select elements if (input.tagName === 'SELECT') { input.addEventListener('change', calculateWarWeight); } }); // Initial calculation on page load document.addEventListener('DOMContentLoaded', function() { calculateWarWeight(); // Initialize the chart context and update it once initially chartContext = document.getElementById('warWeightChart').getContext('2d'); updateChart([0, 0, 0, 0, 0, 0]); // Initial zero data }); // FAQ toggles var faqHeaders = document.querySelectorAll('.faq-item h4'); faqHeaders.forEach(function(header) { header.addEventListener('click', function() { var faqItem = this.parentElement; faqItem.classList.toggle('open'); }); });

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