Clash of Clans Weight Calculator

Clash of Clans Weight Calculator – Optimize Your Base Defense :root { –primary-color: #004a99; –success-color: #28a745; –background-color: #f8f9fa; –text-color: #333; –border-color: #ccc; –shadow-color: rgba(0, 0, 0, 0.1); –card-background: #fff; } body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: var(–background-color); color: var(–text-color); margin: 0; padding: 0; line-height: 1.6; } .container { max-width: 1000px; margin: 20px auto; padding: 20px; background-color: var(–card-background); border-radius: 8px; box-shadow: 0 2px 10px var(–shadow-color); } header { text-align: center; margin-bottom: 30px; padding-bottom: 20px; border-bottom: 1px solid var(–border-color); } h1 { color: var(–primary-color); margin-bottom: 10px; } h2, h3 { color: var(–primary-color); margin-top: 25px; margin-bottom: 15px; } .calculator-section { margin-bottom: 40px; padding: 30px; background-color: var(–card-background); border-radius: 8px; box-shadow: 0 2px 8px var(–shadow-color); 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Clash of Clans Weight Calculator

Optimize your base by understanding defensive "weight" and its impact on matchmaking.

Calculate Your Base Weight

Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13 Level 14 Level 15 Level 16 Select your current Town Hall level.
Number of Cannons built.
Number of Archer Towers built.
Number of Mortars built.
Number of Wizard Towers built.
Number of Air Defenses built.
Number of Dark Barracks built.
Number of Hidden Teslas built.
Number of Barracks built.
Number of Air Sweepers built.
Number of X-Bows built.
Number of Inferno Towers built.
Number of Eagle Artillery built.
Number of Scattershots built.
Number of Monoliths built.
Sum of all traps (Bombs, Spring Traps, etc.).
Total number of Wall segments built.
Your Base Weight Breakdown
Defensive Building Weight
Trap Weight
Wall Weight
Formula: Total Base Weight = (Sum of Individual Building Weights) + (Sum of Trap Weights) + (Sum of Wall Weights). Each building, trap, and wall segment contributes a specific numerical value to your overall base weight, which heavily influences matchmaking in wars and multiplayer battles. Higher weight generally implies a stronger base but can also lead to facing tougher opponents.
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Base Weight Distribution

Visual breakdown of your base weight by category.

What is Clash of Clans Base Weight?

In Clash of Clans, "base weight" is a hidden numerical value assigned to your village, primarily determined by the strength and level of your defensive buildings, traps, and walls. It's a crucial, though often misunderstood, component that significantly impacts matchmaking, particularly in Clan Wars and competitive multiplayer battles. Understanding your base weight helps players strategically balance offensive upgrades with defensive progression to achieve favorable matchups. It's not just about the number of defenses, but their individual weights and levels that contribute to the overall calculation. This calculator aims to demystify that process, providing a clear picture of your village's defensive weight.

Who should use it? Any Clash of Clans player looking to optimize their war base, improve their matchmaking odds, or simply understand how their base is evaluated by the game's algorithms. This includes:

  • War-focused players aiming for strategic base designs.
  • Players seeking to balance offense and defense effectively.
  • Newer players trying to grasp the complexities of base progression.
  • Experienced players fine-tuning their bases for competitive play.

Common Misconceptions: A frequent misconception is that only offensive buildings contribute significantly to matchmaking weight. While offense is vital, defensive weight is a primary driver for the *defensive* side of matchmaking. Another myth is that simply upgrading defenses automatically makes your base "heavier" in a detrimental way; strategic upgrades at the right time are key. This clash of clans weight calculator helps clarify these points by showing precise contributions.

Clash of Clans Base Weight Formula and Mathematical Explanation

The exact formula used by Supercell is proprietary and can be subject to subtle changes. However, based on extensive community analysis and reverse-engineering, a highly accurate approximation exists. The core concept is that each defensive building, trap, and wall segment has an assigned "weight" value that increases with its level. These individual weights are summed up to form the total base weight.

The calculation can be broken down into three main components: Defensive Building Weight, Trap Weight, and Wall Weight. The Town Hall level acts as a base multiplier or modifier for certain calculations, though its direct weight contribution is less significant than the sum of its defenses.

Variable Explanations and Weights

Below are the approximate weight contributions for common defenses and traps. Note that these can vary slightly between game updates. For simplicity, this calculator uses aggregated weights for traps and walls.

Approximate Defensive Building Weights (per level)
Building Type Weight Value (Example Level 1) Weight Value (Example Level Max) Notes
Cannon 1 6 Low weight, common defense.
Archer Tower 2 8 Moderate weight, good range.
Mortar 3 10 Area splash, moderate weight.
Wizard Tower 5 15 High splash weight.
Air Defense 7 20 Crucial for air attacks, significant weight.
Hidden Tesla 6 18 High damage, significant weight.
Dark Barracks 4 12 Training troop weight.
Air Sweeper 5 14 Utility defense, moderate weight.
X-Bow 15 35 High-tier, very high weight.
Inferno Tower 20 45 One of the heaviest defenses.
Eagle Artillery 30 60 Extremely high weight.
Scattershot 25 50 Major weight contributor.
Monolith 35 70 Highest weight defense.
Traps (Each) 1 3 Low individual weight, sums up.
Walls (Each Segment) 0.5 2 Very low individual weight, high total impact.

The clash of clans weight calculator above uses a simplified model where the total weight of each building type is calculated by multiplying the number of buildings by their respective weight at their current level. Traps and walls are summed based on their counts and estimated average weights.

Practical Examples (Real-World Use Cases)

Understanding base weight helps players make informed decisions. Consider these scenarios:

Example 1: New Town Hall 9 Player

A player has just upgraded to Town Hall 9. They have maxed defenses for TH8, including all cannons, archer towers, mortars, wizard towers, air defenses, and teslas at TH8 levels. They have also built all available traps and walls for TH8.

  • Inputs: TH Level: 9, Cannons: 8, Archer Towers: 8, Mortars: 4, Wizard Towers: 4, Air Defenses: 4, Dark Barracks: 1, Barracks: 4, Tesla: 4, Traps: 10 (approx total), Walls: 200 (approx total segments). (Note: X-Bows, Inferno Towers, Eagle Artillery, Scattershots, Monolith are not yet built at TH9).
  • Calculation: The calculator would sum the weights of all these defenses based on their TH8 max levels, plus the weight of the traps and walls.
  • Hypothetical Output: Total Base Weight might be around 350,000 – 400,000.
  • Interpretation: This weight is typical for a new TH9. The player can now focus on upgrading key defenses like Air Defenses, Wizard Towers, and Teslas, or start building their X-Bows, while being mindful of how these upgrades increase their weight and affect future matchmaking. Upgrading walls individually adds minimal weight per segment but can significantly increase total weight if many are built.

Example 2: Maxed Town Hall 12 Player Preparing for War

A player is at a fully maxed Town Hall 12, preparing for a Clan War. They have all defenses built and upgraded to TH12 max levels, including multiple X-Bows, Inferno Towers, and an Eagle Artillery. They also have all traps placed and maxed, and all walls at level 12.

  • Inputs: TH Level: 12, Cannons: 8, Archer Towers: 10, Mortars: 6, Wizard Towers: 6, Air Defenses: 5, Dark Barracks: 4, Barracks: 4, Tesla: 8, Air Sweepers: 4, X-Bows: 4, Inferno Towers: 3, Eagle Artillery: 1, Traps: 30 (approx total), Walls: 300 (approx total segments).
  • Calculation: The calculator sums the weights of all these TH12 max defenses, traps, and walls.
  • Hypothetical Output: Total Base Weight could be in the range of 1,000,000 – 1,200,000.
  • Interpretation: This high weight signifies a very strong, maxed base. While advantageous offensively, it will likely face similarly weighted opponents in Clan Wars. The player might consider if certain "off-meta" defensive placements or prioritizing specific troop levels over minor defensive upgrades could offer a strategic edge, although weight is primarily determined by building levels. This player would utilize this information to strategize their attack plan against a similarly weighted enemy base.

Using this clash of clans weight calculator allows players to see how upgrading a single defense, like adding an Inferno Tower or maxing an X-Bow, impacts their total weight.

How to Use This Clash of Clans Weight Calculator

Our clash of clans weight calculator is designed for ease of use. Follow these simple steps:

  1. Select Town Hall Level: Choose your current Town Hall level from the dropdown menu. This sets the context for available defenses and potential weight calculations.
  2. Input Defense Counts: For each listed defensive building, enter the number you currently have constructed in your base.
  3. Input Trap and Wall Counts: Enter the total number of traps (e.g., Bombs, Spring Traps, Giant Bombs, Air Bombs, Skeleton Traps, Tornado Trap) and the total number of wall segments you have built.
  4. Calculate: Click the "Calculate Base Weight" button.
  5. Review Results: The calculator will display your total estimated base weight prominently. Below that, you'll see the breakdown into defensive building weight, trap weight, and wall weight. A visual chart will show the distribution.
  6. Understand the Formula: Read the brief explanation of the formula used to understand how the result is derived.
  7. Use the Chart and Table: The accompanying table shows approximate weights for different defenses, helping you identify which upgrades contribute most significantly to your base weight. The chart provides a quick visual summary.
  8. Strategic Decisions: Use this information to guide your upgrade path. If you're looking to minimize weight gain while increasing defense, focus on upgrading defenses with lower weight-to-effectiveness ratios first. If you're aiming for a maxed base, understand the significant weight increase each major defense brings.
  9. Reset/Copy: Use the "Reset" button to clear all fields and start over. Use the "Copy Results" button to easily share your calculated weights and assumptions.

How to Read Results: The main result is your total estimated base weight. The intermediate results show how much each category (Defenses, Traps, Walls) contributes. A higher total weight generally means you'll face tougher opponents. Focus on the contribution of each category to identify areas where upgrades will significantly impact your weight.

Decision-Making Guidance: This calculator is invaluable for "weighing" your options. Before upgrading a defense, check its weight contribution. Prioritize defenses that offer the most tactical advantage for their weight increase, especially if you're trying to maintain a lower weight profile for war matchmaking. Conversely, if you're aiming for a maxed base, understand the full weight implication of each major upgrade like Inferno Towers or the Eagle Artillery.

Key Factors That Affect Clash of Clans Base Weight Results

Several factors influence the calculated base weight. Understanding these helps players strategically manage their village's progression:

  • Defensive Building Levels: This is the single biggest factor. Higher level defenses have significantly higher weights. Upgrading an X-Bow from level 1 to 5, for instance, adds substantial weight. This calculator quantifies that.
  • Type of Defensive Building: Not all defenses are created equal in terms of weight. High-impact defenses like Inferno Towers, X-Bows, and Eagle Artillery carry much heavier weights than simpler defenses like Cannons or Mortars.
  • Town Hall Level: While not a direct multiplier in all simplified models, your Town Hall level dictates which defenses are available and their maximum possible levels. Higher TH levels inherently have access to heavier defenses and a greater number of building slots, leading to higher potential base weights.
  • Number of Traps: While individual traps have low weight, the cumulative effect of numerous traps can add up. Activating all available traps in your base increases the total trap weight.
  • Number of Wall Segments: Walls have a very low weight per segment, but since players build hundreds, their total contribution to base weight can become significant, especially at higher Town Hall levels. Maxing walls adds a considerable chunk to the total weight.
  • New Defensive Buildings: The act of placing a new, high-tier defensive building (like an Inferno Tower or Eagle Artillery) instantly adds a significant amount of weight to your base, even if it's at level 1. This is a key consideration for players managing war weight.
  • Unused Building Slots: While not directly calculated here, in real matchmaking, having empty building slots may be considered. However, the calculated "weight" is based on *built* structures.

Frequently Asked Questions (FAQ)

Q: How accurate is this Clash of Clans weight calculator? A: This calculator is based on widely accepted community data and approximations. While Supercell may tweak values, this provides a very close estimate for strategic planning. It correctly models the relative weights of different defenses.
Q: Does offensive weight matter for matchmaking? A: Yes, offensive strength (Laboratory upgrades, Heroes, Spell Factory, Army Camps) also plays a role, especially in Clan Wars, but defensive weight is a primary component for determining the enemy base you face. This calculator focuses solely on defensive weight.
Q: Should I avoid upgrading my defenses to keep my weight low? A: Not necessarily. While lower weight can lead to easier opponents, a significantly underdeveloped defense will make your base easy to 3-star. The goal is strategic balance. This clash of clans weight calculator helps you understand the trade-offs of each upgrade.
Q: What is the "weight" of a maxed-out base at Town Hall 15? A: A fully maxed Town Hall 15 base will have a very high weight, typically exceeding 1.5 million or even 2 million, due to the sheer number and level of its defenses, traps, and walls. This calculator can provide a precise estimate based on your inputs.
Q: How do Hero levels affect matchmaking weight? A: Hero levels primarily contribute to your offensive strength and impact the matchmaking calculation in that regard. They do not directly add to the defensive "building weight" calculated here, though stronger heroes are crucial for attacking heavier bases.
Q: What if I have defenses from a lower TH level at a higher TH level? A: The calculator assumes defenses are at their maximum level for the *selected* Town Hall level if you input the count. If you have, for example, Level 1 X-Bows at TH10, you would input '1' for X-Bows, and the calculator uses the weight for a Level 1 X-Bow. For precise calculations, ensure you know your exact defense levels. This tool simplifies by assuming max levels for simplicity but can be adjusted by manually inputting lower level weights if known.
Q: Are Clan Castle and Grand Warden's Aura included in weight? A: The Clan Castle itself doesn't have a direct "weight" that affects matchmaking in the same way as defenses. The troops donated to it are part of offensive strength. The Grand Warden's aura is a permanent buff and doesn't add separate weight.
Q: Does upgrading the Town Hall itself add weight? A: The Town Hall building itself has a weight, but it's generally less significant than the combined weight of all defenses, traps, and walls. Its primary impact is enabling higher-level defenses.

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var baseWeights = { cannons: { L1: 1, L2: 2, L3: 3, L4: 4, L5: 5, L6: 6 }, archerTowers: { L1: 2, L2: 3, L3: 4, L4: 5, L5: 6, L6: 7, L7: 8 }, mortars: { L1: 3, L2: 4, L3: 5, L4: 6, L5: 7, L6: 8, L7: 9, L8: 10 }, wizardTowers: { L1: 5, L2: 7, L3: 9, L4: 11, L5: 13, L6: 15 }, airDefenses: { L1: 7, L2: 9, L3: 11, L4: 13, L5: 15, L6: 17, L7: 19, L8: 20 }, darkBarracks: { L1: 4, L2: 6, L3: 8, L4: 12 }, tesla: { L1: 6, L2: 8, L3: 10, L4: 12, L5: 14, L6: 16, L7: 18 }, barracks: { L1: 1, L2: 2, L3: 3, L4: 4 }, sweeper: { L1: 5, L2: 7, L3: 9, L4: 14 }, xbows: { L1: 15, L2: 20, L3: 25, L4: 30, L5: 35 }, infernoTowers: { L1: 20, L2: 25, L3: 30, L4: 35, L5: 45 }, eagleArtillery: { L1: 30, L2: 35, L3: 40, L4: 45, L5: 50, L6: 60 }, scattershots: { L1: 25, L2: 30, L3: 35, L4: 40, L5: 50 }, monolith: { L1: 35, L2: 40, L3: 45, L4: 50, L5: 60, L6: 70 }, traps: { avg: 2 }, // Average weight per trap walls: { avg: 1.0 } // Average weight per wall segment (simplified, can vary) }; var maxLevels = { cannons: 6, archerTowers: 7, mortars: 8, wizardTowers: 6, airDefenses: 8, darkBarracks: 4, tesla: 7, barracks: 4, sweeper: 4, xbows: 5, infernoTowers: 5, eagleArtillery: 6, scattershots: 5, monolith: 6, traps: 30, // Placeholder for total traps assumed walls: 300 // Placeholder for total walls assumed }; var thLevelMaxDefenseMap = { 1: { cannons: 1, archerTowers: 1, mortars: 1, wizardTowers: 0, airDefenses: 0, darkBarracks: 0, tesla: 0, barracks: 1, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 2: { cannons: 2, archerTowers: 2, mortars: 1, wizardTowers: 0, airDefenses: 0, darkBarracks: 0, tesla: 0, barracks: 2, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 3: { cannons: 3, archerTowers: 3, mortars: 2, wizardTowers: 0, airDefenses: 0, darkBarracks: 0, tesla: 0, barracks: 3, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 4: { cannons: 4, archerTowers: 4, mortars: 2, wizardTowers: 1, airDefenses: 0, darkBarracks: 0, tesla: 0, barracks: 4, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 5: { cannons: 5, archerTowers: 5, mortars: 3, wizardTowers: 1, airDefenses: 1, darkBarracks: 0, tesla: 0, barracks: 4, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 6: { cannons: 6, archerTowers: 6, mortars: 4, wizardTowers: 2, airDefenses: 2, darkBarracks: 1, tesla: 0, barracks: 4, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 7: { cannons: 7, archerTowers: 7, mortars: 4, wizardTowers: 2, airDefenses: 2, darkBarracks: 1, tesla: 1, barracks: 4, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 8: { cannons: 8, archerTowers: 8, mortars: 5, wizardTowers: 3, airDefenses: 3, darkBarracks: 2, tesla: 2, barracks: 4, sweeper: 0, xbows: 0, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 9: { cannons: 8, archerTowers: 8, mortars: 5, wizardTowers: 3, airDefenses: 3, darkBarracks: 2, tesla: 3, barracks: 4, sweeper: 1, xbows: 1, infernoTowers: 0, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 10: { cannons: 8, archerTowers: 9, mortars: 5, wizardTowers: 4, airDefenses: 4, darkBarracks: 3, tesla: 4, barracks: 4, sweeper: 2, xbows: 2, infernoTowers: 1, eagleArtillery: 0, scattershots: 0, monolith: 0 }, 11: { cannons: 8, archerTowers: 9, mortars: 6, wizardTowers: 4, airDefenses: 4, darkBarracks: 3, tesla: 4, barracks: 4, sweeper: 2, xbows: 2, infernoTowers: 2, eagleArtillery: 1, scattershots: 0, monolith: 0 }, 12: { cannons: 8, archerTowers: 10, mortars: 6, wizardTowers: 5, airDefenses: 5, darkBarracks: 4, tesla: 5, barracks: 4, sweeper: 2, xbows: 3, infernoTowers: 3, eagleArtillery: 1, scattershots: 1, monolith: 0 }, 13: { cannons: 8, archerTowers: 10, mortars: 6, wizardTowers: 5, airDefenses: 5, darkBarracks: 4, tesla: 5, barracks: 4, sweeper: 3, xbows: 3, infernoTowers: 3, eagleArtillery: 1, scattershots: 2, monolith: 0 }, 14: { cannons: 8, archerTowers: 11, mortars: 7, wizardTowers: 6, airDefenses: 5, darkBarracks: 4, tesla: 6, barracks: 4, sweeper: 3, xbows: 4, infernoTowers: 3, eagleArtillery: 2, scattershots: 2, monolith: 1 }, 15: { cannons: 8, archerTowers: 11, mortars: 7, wizardTowers: 6, airDefenses: 5, darkBarracks: 4, tesla: 6, barracks: 4, sweeper: 3, xbows: 4, infernoTowers: 4, eagleArtillery: 2, scattershots: 3, monolith: 1 }, 16: { cannons: 8, archerTowers: 12, mortars: 8, wizardTowers: 7, airDefenses: 6, darkBarracks: 4, tesla: 7, barracks: 4, sweeper: 4, xbows: 4, infernoTowers: 4, eagleArtillery: 3, scattershots: 3, monolith: 1 } }; var chartInstance = null; function getBuildingLevelWeight(buildingType, level) { if (!baseWeights[buildingType]) return 0; var maxLevel = maxLevels[buildingType]; var effectiveLevel = Math.min(level, maxLevel); // Handle cases where specific levels aren't listed but fall within max range var weights = baseWeights[buildingType]; if (weights[effectiveLevel]) { return weights[effectiveLevel]; } // If level not explicitly listed, try to find the closest lower level weight // This is a simplification; real weights are often more granular. for (var i = effectiveLevel; i >= 1; i–) { if (weights[i]) { return weights[i]; } } return 0; // Default to 0 if no weight found } function updateChart(weights) { var ctx = document.getElementById('weightDistributionChart').getContext('2d'); if (chartInstance) { chartInstance.destroy(); } var defenseNames = Object.keys(weights.defenses); var defenseValues = Object.values(weights.defenses); chartInstance = new Chart(ctx, { type: 'doughnut', data: { labels: ['Defenses', 'Traps', 'Walls'], datasets: [{ label: 'Weight Contribution', data: [weights.defenseWeight, weights.trapWeight, weights.wallWeight], backgroundColor: [ 'rgba(0, 74, 153, 0.7)', // Primary Blue 'rgba(40, 167, 69, 0.7)', // Success Green 'rgba(255, 193, 7, 0.7)' // Warning Yellow ], borderColor: [ 'rgba(0, 74, 153, 1)', 'rgba(40, 167, 69, 1)', 'rgba(255, 193, 7, 1)' ], borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: false, plugins: { legend: { position: 'top', }, tooltip: { callbacks: { label: function(context) { var label = context.label || "; if (label) { label += ': '; } if (context.parsed !== null) { label += context.parsed.toLocaleString(); } return label; } } } } } }); } function updateBaseWeight() { // Inline validation var inputs = [ { id: "cannons", max: maxLevels.cannons }, { id: "archerTowers", max: maxLevels.archerTowers }, { id: "mortars", max: maxLevels.mortars }, { id: "wizardTowers", max: maxLevels.wizardTowers }, { id: "airDefenses", max: maxLevels.airDefenses }, { id: "darkBarracks", max: maxLevels.darkBarracks }, { id: "tesla", max: maxLevels.tesla }, { id: "barracks", max: maxLevels.barracks }, { id: "sweeper", max: maxLevels.sweeper }, { id: "xbows", max: maxLevels.xbows }, { id: "infernoTowers", max: maxLevels.infernoTowers }, { id: "eagleArtillery", max: maxLevels.eagleArtillery }, { id: "scattershots", max: maxLevels.scattershots }, { id: "monolith", max: maxLevels.monolith }, { id: "traps", max: 50 }, // Arbitrary high max for traps { id: "walls", max: 500 } // Arbitrary high max for walls ]; var thLevel = parseInt(document.getElementById("thLevel").value); var allValid = true; for (var i = 0; i < inputs.length; i++) { var inputId = inputs[i].id; var inputElement = document.getElementById(inputId); var errorElement = document.getElementById(inputId + "Error"); var value = parseInt(inputElement.value); // Clear previous error errorElement.textContent = ""; if (isNaN(value)) { errorElement.textContent = "Please enter a number."; allValid = false; } else if (value thMax && inputId !== 'traps' && inputId !== 'walls') { // Exclude traps/walls from specific TH max check for flexibility errorElement.textContent = "Max allowed for TH" + thLevel + " is " + thMax + "."; allValid = false; } else if (value > inputs[i].max) { errorElement.textContent = "Value too high."; allValid = false; } } } // Allow calculation even if some validation fails, but indicate result might be inaccurate. // For now, we'll proceed if at least basic number/negative checks pass. } function calculateBaseWeight() { var thLevel = parseInt(document.getElementById("thLevel").value); if (isNaN(thLevel)) thLevel = 1; // Default if somehow invalid var defenseWeightsMap = {}; var totalDefenseWeight = 0; var totalTrapWeight = 0; var totalWallWeight = 0; var allInputsValid = true; // Define building keys that correspond to baseWeights object keys var defenseKeys = ["cannons", "archerTowers", "mortars", "wizardTowers", "airDefenses", "darkBarracks", "tesla", "barracks", "sweeper", "xbows", "infernoTowers", "eagleArtillery", "scattershots", "monolith"]; for (var i = 0; i < defenseKeys.length; i++) { var key = defenseKeys[i]; var inputElement = document.getElementById(key); var errorElement = document.getElementById(key + "Error"); var value = parseInt(inputElement.value); var thMaxForBuilding = thLevelMaxDefenseMap[thLevel] ? thLevelMaxDefenseMap[thLevel][key] : maxLevels[key]; if (isNaN(value)) { errorElement.textContent = "Please enter a number."; allInputsValid = false; continue; } if (value thMaxForBuilding) { errorElement.textContent = "Max allowed for TH" + thLevel + " is " + thMaxForBuilding + "."; allInputsValid = false; continue; } var weightPerBuilding = getBuildingLevelWeight(key, thLevel); // Use TH level to determine max possible weight for that defense type var weight = value * weightPerBuilding; defenseWeightsMap[key] = weight; totalDefenseWeight += weight; } var trapsInput = document.getElementById("traps"); var trapsError = document.getElementById("trapsError"); var trapCount = parseInt(trapsInput.value); if (isNaN(trapCount)) { trapsError.textContent = "Please enter a number."; allInputsValid = false; } else if (trapCount < 0) { trapsError.textContent = "Cannot be negative."; allInputsValid = false; } else { totalTrapWeight = trapCount * baseWeights.traps.avg; } var wallsInput = document.getElementById("walls"); var wallsError = document.getElementById("wallsError"); var wallCount = parseInt(wallsInput.value); if (isNaN(wallCount)) { wallsError.textContent = "Please enter a number."; allInputsValid = false; } else if (wallCount < 0) { wallsError.textContent = "Cannot be negative."; allInputsValid = false; } else { totalWallWeight = wallCount * baseWeights.walls.avg; } if (!allInputsValid) { // Optionally display a general error or prevent result update // For now, we'll update with potentially invalid intermediate results } var totalBaseWeight = totalDefenseWeight + totalTrapWeight + totalWallWeight; document.getElementById("main-result").textContent = Math.round(totalBaseWeight).toLocaleString(); document.getElementById("defenseWeight").textContent = Math.round(totalDefenseWeight).toLocaleString(); document.getElementById("trapWeight").textContent = Math.round(totalTrapWeight).toLocaleString(); document.getElementById("wallWeight").textContent = Math.round(totalWallWeight).toLocaleString(); // Update chart var chartData = { defenses: defenseWeightsMap, defenseWeight: totalDefenseWeight, trapWeight: totalTrapWeight, wallWeight: totalWallWeight }; updateChart(chartData); return false; // Prevent form submission } function resetCalculator() { document.getElementById("thLevel").value = "1"; document.getElementById("cannons").value = "0"; document.getElementById("archerTowers").value = "0"; document.getElementById("mortars").value = "0"; document.getElementById("wizardTowers").value = "0"; document.getElementById("airDefenses").value = "0"; document.getElementById("darkBarracks").value = "0"; document.getElementById("tesla").value = "0"; document.getElementById("barracks").value = "0"; document.getElementById("sweeper").value = "0"; document.getElementById("xbows").value = "0"; document.getElementById("infernoTowers").value = "0"; document.getElementById("eagleArtillery").value = "0"; document.getElementById("scattershots").value = "0"; document.getElementById("monolith").value = "0"; document.getElementById("traps").value = "0"; document.getElementById("walls").value = "0"; // Clear errors var errorElements = document.querySelectorAll('.error-message'); for (var i = 0; i < errorElements.length; i++) { errorElements[i].textContent = ''; } // Reset results document.getElementById("main-result").textContent = "–"; document.getElementById("defenseWeight").textContent = "–"; document.getElementById("trapWeight").textContent = "–"; document.getElementById("wallWeight").textContent = "–"; // Reset chart if (chartInstance) { chartInstance.destroy(); chartInstance = null; } var ctx = document.getElementById('weightDistributionChart').getContext('2d'); ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); // Clear canvas content // Optionally recalculate with defaults calculateBaseWeight(); } function copyResults() { var mainResult = document.getElementById("main-result").textContent; var defenseWeight = document.getElementById("defenseWeight").textContent; var trapWeight = document.getElementById("trapWeight").textContent; var wallWeight = document.getElementById("wallWeight").textContent; var assumptions = "Clash of Clans Base Weight Calculation:\n"; assumptions += "Key Assumptions:\n"; assumptions += "- Town Hall Level: " + document.getElementById("thLevel").options[document.getElementById("thLevel").selectedIndex].text + "\n"; assumptions += "- Cannons: " + document.getElementById("cannons").value + "\n"; assumptions += "- Archer Towers: " + document.getElementById("archerTowers").value + "\n"; assumptions += "- Mortars: " + document.getElementById("mortars").value + "\n"; assumptions += "- Wizard Towers: " + document.getElementById("wizardTowers").value + "\n"; assumptions += "- Air Defenses: " + document.getElementById("airDefenses").value + "\n"; assumptions += "- Dark Barracks: " + document.getElementById("darkBarracks").value + "\n"; assumptions += "- Teslas: " + document.getElementById("tesla").value + "\n"; assumptions += "- Barracks: " + document.getElementById("barracks").value + "\n"; assumptions += "- Air Sweepers: " + document.getElementById("sweeper").value + "\n"; assumptions += "- X-Bows: " + document.getElementById("xbows").value + "\n"; assumptions += "- Inferno Towers: " + document.getElementById("infernoTowers").value + "\n"; assumptions += "- Eagle Artillery: " + document.getElementById("eagleArtillery").value + "\n"; assumptions += "- Scattershots: " + document.getElementById("scattershots").value + "\n"; assumptions += "- Monolith: " + document.getElementById("monolith").value + "\n"; assumptions += "- Traps (Total): " + document.getElementById("traps").value + "\n"; assumptions += "- Walls (Total Segments): " + document.getElementById("walls").value + "\n"; var textToCopy = "— Clash of Clans Base Weight Results —\n\n"; textToCopy += "Total Base Weight: " + mainResult + "\n"; textToCopy += "Defensive Building Weight: " + defenseWeight + "\n"; textToCopy += "Trap Weight: " + trapWeight + "\n"; textToCopy += "Wall Weight: " + wallWeight + "\n\n"; textToCopy += assumptions; // Use a temporary textarea to copy var textArea = document.createElement("textarea"); textArea.value = textToCopy; textArea.style.position = "fixed"; // Avoid scrolling to bottom textArea.style.opacity = 0; document.body.appendChild(textArea); textArea.focus(); textArea.select(); try { var successful = document.execCommand('copy'); var msg = successful ? 'Results copied!' : 'Copy failed!'; var feedbackElement = document.getElementById('copy-feedback'); feedbackElement.textContent = msg; feedbackElement.style.display = 'block'; setTimeout(function() { feedbackElement.style.display = 'none'; }, 2000); } catch (err) { console.error('Fallback: Oops, unable to copy', err); var feedbackElement = document.getElementById('copy-feedback'); feedbackElement.textContent = 'Copy failed. Manual copy required.'; feedbackElement.style.display = 'block'; setTimeout(function() { feedbackElement.style.display = 'none'; }, 2000); } document.body.removeChild(textArea); } // Initialize calculation on load with default values window.onload = function() { // Set default TH level to a common mid-game level for better initial example document.getElementById("thLevel").value = "9"; resetCalculator(); // Will load defaults and calculate calculateBaseWeight(); // Ensure initial calculation happens }; // Load Chart.js library dynamically if not already present function loadChartJs() { if (typeof Chart === 'undefined') { var script = document.createElement('script'); script.src = 'https://cdn.jsdelivr.net/npm/chart.js'; script.onload = function() { console.log("Chart.js loaded."); // Initial chart rendering after Chart.js is loaded var ctx = document.getElementById('weightDistributionChart').getContext('2d'); chartInstance = new Chart(ctx, { type: 'doughnut', data: { labels: ['Defenses', 'Traps', 'Walls'], datasets: [{ label: 'Weight Contribution', data: [0, 0, 0], // Initial zero data backgroundColor: [ 'rgba(0, 74, 153, 0.7)', 'rgba(40, 167, 69, 0.7)', 'rgba(255, 193, 7, 0.7)' ], borderColor: [ 'rgba(0, 74, 153, 1)', 'rgba(40, 167, 69, 1)', 'rgba(255, 193, 7, 1)' ], borderWidth: 1 }] }, options: { responsive: true, maintainAspectRatio: false, plugins: { legend: { position: 'top', }, tooltip: { callbacks: { label: function(context) { var label = context.label || ''; if (label) { label += ': '; } if (context.parsed !== null) { label += context.parsed.toLocaleString(); } return label; } } } } } }); // Trigger an initial calculation after chart setup calculateBaseWeight(); }; script.onerror = function() { console.error("Failed to load Chart.js."); // Display an error message to the user if Chart.js fails to load document.getElementById('chart-container').innerHTML = "Error: Could not load charting library. Please check your internet connection."; }; document.head.appendChild(script); } else { // Chart.js is already loaded, just ensure initial calculation happens calculateBaseWeight(); } } // Call the function to load Chart.js loadChartJs();

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