COC War Weight Calculator Download & Guide | Calculate Your Clan's Offensive Power
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Your Estimated War Weight
—
Formula: Total War Weight = (Defense Weight * Defense Multiplier) + (Troop Weight * Troop Multiplier) + (Hero Weight * Hero Multiplier) + (Spell Weight * Spell Multiplier) + Clan Castle Bonus + Town Hall Factor. (Note: Actual game formulas are complex and proprietary; this is a simplified estimation.)
War Weight Breakdown
Defense Weight
Troop Weight
Hero Weight
Spell Weight
Clan Castle
Town Hall
Key War Weight Components
| Component |
Estimated Weight |
Multiplier/Factor |
Contribution |
| Defense |
— |
— |
— |
| Troops |
— |
— |
— |
| Heroes |
— |
— |
— |
| Spells |
— |
— |
— |
| Clan Castle |
— |
— |
— |
| Town Hall |
— |
— |
— |
What is COC War Weight?
In Clash of Clans (COC), War Weight is a hidden metric that the game uses to determine matchmaking for Clan Wars. It's essentially a numerical value assigned to each player's base, representing its overall offensive and defensive strength. The total war weight of all players in a clan contributes to the clan's war weight, which is then used by Supercell's matchmaking algorithm to find an opponent clan with a similar war weight. Understanding and calculating your COC war weight is crucial for optimizing your clan's performance in wars, aiming for balanced matchups, and ultimately increasing your chances of victory. A well-calculated war weight can help prevent your clan from being matched against significantly stronger opponents or ensure you're not "under-weighting" your base to appear weaker than you are. This COC war weight calculator download is designed to give you an estimated breakdown, helping you strategize effectively.
Who should use a COC War Weight Calculator?
Anyone participating in Clan Wars can benefit from using this calculator. This includes:
- Clan Leaders and Co-Leaders: To strategize matchmaking and understand their clan's overall strength.
- War-focused players: To ensure their base is properly "weighed" and they aren't unintentionally increasing their war weight too much relative to their offensive capabilities.
- Newer players: To understand how upgrading defenses, troops, and heroes impacts war matchmaking.
- Players considering a "rushed" base strategy: To better quantify the weight added by offensive upgrades vs. defensive ones.
Common Misconceptions about War Weight:
- "War Weight is only about defenses." This is false. Offensive upgrades (troops, heroes, spells) contribute significantly to war weight, especially at higher Town Hall levels.
- "Maxing defenses is always best." Not necessarily for war. While important, focusing solely on defenses without proportionate offensive upgrades can lead to a high war weight that's difficult to attack effectively, resulting in losses.
- "War Weight is static." It's dynamic. Every upgrade you make to your base, whether offensive or defensive, can alter your war weight.
- "You can completely hide your war weight." While some strategies exist to minimize defensive weight relative to offensive power, the core weight is always calculated by the game based on your upgrades.
COC War Weight Formula and Mathematical Explanation
The exact formula Supercell uses for matchmaking is proprietary and complex, involving numerous hidden multipliers and adjustments based on Town Hall level, hero levels, troop levels, spell levels, defensive structures, and even the presence of certain offensive buildings like the Laboratory or Spell Factory. However, a commonly accepted simplified model attempts to approximate the war weight.
The core idea is to sum the "weight" of different components of your base, often applying multipliers to emphasize certain aspects (like offense at higher TH levels) or adding fixed bonuses (like for the Clan Castle).
Simplified Formula:
Total Estimated War Weight = (Sum of Defense Weights * Defense Multiplier) + (Sum of Troop Weights * Troop Multiplier) + (Sum of Hero Weights * Hero Multiplier) + (Sum of Spell Weights * Spell Multiplier) + Clan Castle Bonus + Town Hall Factor
Variable Explanations:
The inputs for our calculator are aggregated values representing the sum of weights for each category. The actual game assigns individual weights to each building, troop, hero, and spell.
- Defense Levels (Sum): This represents the combined war weight contribution of all defensive structures (e.g., Cannons, Archer Towers, Wizard Towers, Air Defenses, Inferno Towers, Eagle Artillery, Scattershots, etc.). Higher level defenses add more weight.
- Troop Levels (Sum): This refers to the combined war weight of all your trained offensive troops (e.g., Barbarians, Archers, Giants, Wizards, Dragons, Pekkas, Electro Dragons, etc.). Upgrading troops in the Laboratory increases this weight.
- Hero Levels (Sum): The combined war weight of your Heroes (Barbarian King, Archer Queen, Grand Warden, Royal Champion). Hero levels significantly impact war weight, especially at higher Town Hall levels.
- Spell Levels (Sum): The combined war weight of your unlocked and upgraded Spells (e.g., Lightning Spell, Heal Spell, Rage Spell, Freeze Spell, Clone Spell).
- Clan Castle Level: The Clan Castle itself adds a base weight, and its level can influence bonus calculations or general weight scaling.
- Town Hall Level: The Town Hall is a significant contributor to war weight, especially at higher levels. It acts as a base multiplier or adds a substantial fixed value.
Variables Table:
War Weight Variables and Typical Ranges
| Variable |
Meaning |
Unit |
Typical Range (Approximate) |
| Defense Levels (Sum) |
Combined weight of all defensive buildings. |
Abstract Units |
500 – 5000+ |
| Troop Levels (Sum) |
Combined weight of all offensive troops. |
Abstract Units |
300 – 4000+ |
| Hero Levels (Sum) |
Combined weight of all Heroes. |
Abstract Units |
100 – 3000+ |
| Spell Levels (Sum) |
Combined weight of all offensive Spells. |
Abstract Units |
50 – 1500+ |
| Clan Castle Level |
Level of the Clan Castle building. |
Level |
1 – 10 |
| Town Hall Level |
Level of the Town Hall building. |
Level |
1 – 16 |
| Estimated Total War Weight |
Overall calculated war weight of the player's base. |
Abstract Units |
1000 – 100,000+ |
Practical Examples (Real-World Use Cases)
Let's illustrate how the COC war weight calculator download can be used with practical examples. Remember, these are estimates based on simplified models.
Example 1: Maxed-out Town Hall 12 Offensive Player
Consider a player who has focused heavily on offense, leaving some defenses slightly below max for their TH level, but has maxed troops, heroes, and spells relevant for TH12 attacks.
- Inputs:
- Defense Levels (Sum): 3000
- Troop Levels (Sum): 3500
- Hero Levels (Sum): 2500 (AQ 65, GW 40, BK 65, RC 10)
- Spell Levels (Sum): 1200
- Clan Castle Level: 8
- Town Hall Level: 12
- Calculator Output (Estimated):
- Estimated Total War Weight: ~75,000 – 85,000
- Intermediate Values:
- Defensive Weight: ~3000
- Troop Weight: ~3500
- Hero Weight: ~2500
- Spell Weight: ~1200
- Clan Castle Bonus: ~2000
- Town Hall Factor: ~15000
- Financial Interpretation: This player contributes a significant chunk to the clan's war weight, primarily driven by their maxed offense. Their high hero and troop levels offset the slightly lower defense weight. This is a common profile for offensive-minded players aiming for strong attack power in war. They would likely be targeted by opponents with similarly weighted bases, potentially featuring maxed TH12 defenses.
Example 2: Balanced Town Hall 9 Player
Now consider a player who is trying to maintain a balanced base at Town Hall 9, upgrading defenses, troops, and heroes in sync.
- Inputs:
- Defense Levels (Sum): 1800
- Troop Levels (Sum): 1500
- Hero Levels (Sum): 700 (AQ 25, BK 30)
- Spell Levels (Sum): 600
- Clan Castle Level: 6
- Town Hall Level: 9
- Calculator Output (Estimated):
- Estimated Total War Weight: ~25,000 – 30,000
- Intermediate Values:
- Defensive Weight: ~1800
- Troop Weight: ~1500
- Hero Weight: ~700
- Spell Weight: ~600
- Clan Castle Bonus: ~1000
- Town Hall Factor: ~7000
- Financial Interpretation: This player has a moderate war weight, typical for a well-balanced TH9 base. Their war weight is distributed more evenly across offense and defense compared to the highly offensive TH12 player. This balanced approach generally leads to more predictable matchmaking and allows the player to perform well on both offense and defense against similarly weighted bases. They are a solid contributor without heavily skewing the clan's total weight.
How to Use This COC War Weight Calculator
Using our COC war weight calculator download is straightforward. Follow these steps to get an estimate of your base's war weight and understand its components.
-
Gather Your Base Information:
- Defenses: Go through your base and sum up the individual war weights of all your defensive buildings. You can find approximate weights online or use the total defensive weight value if you have it from other sources. Focus on your current building levels.
- Troops: Sum the war weights of all your commonly used offensive troops. Again, online resources can provide individual troop weights based on level.
- Heroes: Add up the war weights of your Barbarian King, Archer Queen, Grand Warden, and Royal Champion based on their current levels.
- Spells: Sum the war weights of your unlocked and upgraded offensive spells.
- Clan Castle Level: Note your current Clan Castle level.
- Town Hall Level: Note your current Town Hall level.
Note: Finding exact, up-to-date individual weights can be challenging as they change with game updates. Our calculator uses aggregated inputs for simplicity.
-
Input the Values:
Enter the summed values into the respective input fields: "Defense Levels (Sum)", "Troop Levels (Sum)", "Hero Levels (Sum)", and "Spell Levels (Sum)". Enter your current "Clan Castle Level" and "Town Hall Level".
-
Calculate:
Click the "Calculate War Weight" button. The calculator will process your inputs and display your estimated total war weight.
-
Analyze the Results:
- Primary Result: The large, highlighted number is your estimated total war weight. This gives you a benchmark figure.
- Intermediate Values: These show the estimated weight contribution from each category (Defenses, Troops, Heroes, Spells, CC, TH). This helps you identify which aspects of your base contribute most to your overall weight.
- Chart: The bar chart provides a visual breakdown of the weight distribution, making it easy to see the proportions.
- Table: The table offers a more detailed comparison of components, including estimated multipliers and their contribution.
-
Interpret and Strategize:
Use this information to make informed decisions. If your defense weight is high but troop/hero weight is low, you might have a "heavy" defense that's hard to 3-star but difficult to attack with yourself. If offense is high, ensure your clan's overall offense is sufficient to counter strong defenses.
-
Reset or Copy:
Use the "Reset" button to clear the fields and start over with new values. Use "Copy Results" to copy the calculated data for sharing or further analysis.
Decision-Making Guidance:
- Offensive Focus: If your goal is maximum offensive power, you might see higher troop/hero weights contributing significantly. Ensure your clan has enough offensive strength to tackle enemy bases.
- Defensive Focus: A high defense weight suggests a strong base that's hard to 3-star, but ensure you can still 2-star enemy bases effectively.
- Balancing Act: Aim for a balance that suits your playstyle and clan strategy. A highly offensive player might have a higher total weight but needs to be able to execute powerful attacks. A balanced player contributes reliably on both ends.
- Strategic Upgrades: Use the calculator to see how specific upgrades might impact your war weight. Prioritize upgrades that offer the best offensive or defensive return for the weight they add. For instance, maxing key offensive troops or heroes often provides more value than adding weight through a single defensive trap.
Key Factors That Affect COC War Weight Results
Several factors influence the calculated war weight in Clash of Clans. Understanding these can help you strategize your base development and war participation. Our COC war weight calculator download provides an estimate, but the actual game mechanics are complex.
-
Defensive Building Levels & Types:
Higher-level defenses naturally add more weight. Additionally, certain high-impact defenses like Inferno Towers, Eagle Artillery, and Scattershots contribute significantly more weight than basic defenses like Cannons or Archer Towers, even at similar levels. The sheer number of defenses also plays a role.
-
Offensive Troop & Spell Levels:
As Town Hall levels increase, the weight added by maxed offensive troops and spells becomes increasingly important. Key high-level troops and spells contribute heavily to the offensive component of war weight, enabling stronger attacks. Failing to upgrade these can lead to a mismatch where your offense struggles against heavier defenses. This is why players often prioritize offense in war-focused accounts.
-
Hero Levels:
Heroes are crucial offensive assets, and their levels have a substantial impact on war weight, particularly at TH11+. A high-level Queen or Warden can drastically increase your base's overall weight. Many war-focused players prioritize hero upgrades year-round.
-
Town Hall Level:
The Town Hall itself adds a significant base weight, which increases dramatically with each level. TH14s and TH15s inherently carry much more weight than lower TH levels, reflecting the vast array of upgrades and troops available. This is why matchmaking often prioritizes matching clans with similar Town Hall distributions.
-
Clan Castle Level & Troops:
While the CC level adds a fixed bonus, the troops housed within the Clan Castle for defense also contribute to defensive weight. A highly effective defensive CC composition can indirectly influence matchmaking by increasing the perceived defensive strength of a base.
-
Walls:
Historically, walls have added a relatively small amount of weight compared to defenses or offense. However, at very high levels and across a large number of walls, they can contribute incrementally to the total defensive weight.
-
Resource Collectors & Storages:
These typically add very little weight, making them negligible for war weight calculations.
-
Army Camps & Other Offensive Buildings:
While not directly "attack" units, the capacity provided by upgraded Army Camps allows for stronger armies, indirectly influencing offensive potential, though their direct weight contribution is usually minor compared to troops and heroes.
Frequently Asked Questions (FAQ)
Q1: Is this a direct download for a COC War Weight Calculator program?
No, this is a web-based calculator accessible directly through your browser. You don't need to download any software. It performs calculations instantly online.
Q2: How accurate is this calculator?
This calculator uses a simplified model based on community-estimated weights and formulas. The actual matchmaking algorithm used by Supercell is proprietary and more complex, considering many hidden factors. This tool provides a good estimate for strategic planning but may not perfectly match the game's internal calculations.
Q3: Does upgrading walls increase my war weight significantly?
Upgrading walls does add to your defensive weight, but generally, it's considered a lower-impact upgrade in terms of war weight compared to defenses, heroes, or troops, especially at higher Town Hall levels.
Q4: What is "rushing" in Clash of Clans and how does it relate to war weight?
"Rushing" refers to prioritizing Town Hall upgrades over defenses. A rushed base typically has a higher Town Hall level relative to its defensive strength. This strategy often results in a lower defensive weight contribution but a higher offensive war weight, allowing players to attack higher-value targets while hopefully being matched against weaker defenses. Our calculator helps quantify this imbalance.
Q5: Should I prioritize upgrading heroes or defenses for war?
For most war-focused players, especially at TH9+, prioritizing hero upgrades (Queen, Warden, King, Champion) alongside key offensive troops and spells is often more beneficial. Strong heroes are essential for executing 3-star attacks, which are crucial for winning wars. While strong defenses are important, an overpowered defense with weak offense can lead to a high war weight that's difficult to justify with attack power.
Q6: How does the Clan Castle contribute to war weight?
The Clan Castle building itself adds a certain base weight, and its level influences this. The troops donated to your CC for defense also contribute to the overall defensive weight of your base. A well-filled CC can make your base harder to attack.
Q7: What does it mean if my "Estimated Total War Weight" is very high?
A high war weight suggests your base is considered very strong by the matchmaking algorithm. This means your clan will likely be matched against other clans with a similarly high total war weight. You'll need strong attackers capable of taking down well-defended bases. It also implies your base might be a difficult target for opponents.
Q8: Can I use this calculator for different Town Hall levels?
Yes, the calculator is designed to work for all Town Hall levels. The underlying principles of war weight apply across the game, although the specific weights and multipliers change significantly between TH levels. Always ensure your inputs reflect your current base status.
Q9: How often should I recalculate my war weight?
It's advisable to recalculate your war weight whenever you complete significant upgrades, especially to your Town Hall, key defenses (like Eagle Artillery, Inferno Towers), Heroes, or your primary attacking troops and spells. Regular recalculation helps you stay aware of how your base's strength evolves relative to its war weight.
Related Tools and Internal Resources
// Helper function to validate input
function validateInput(id, min, max) {
var input = document.getElementById(id);
var errorElement = document.getElementById(id + "Error");
var value = parseFloat(input.value);
errorElement.style.display = 'none'; // Hide error by default
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}
if (value max) {
errorElement.textContent = "Value cannot be more than " + max + ".";
errorElement.style.display = 'block';
return false;
}
return true; // Input is valid
}
// Function to get approximate multipliers and bonuses (these are illustrative)
function getWarWeightFactors(thLevel) {
var defenseMultiplier = 1.0;
var troopMultiplier = 1.0;
var heroMultiplier = 1.0;
var spellMultiplier = 1.0;
var ccBonus = 0;
var thFactor = 0;
// Simplified multipliers based on TH level – these are estimations!
if (thLevel < 4) {
defenseMultiplier = 0.8;
troopMultiplier = 0.7;
heroMultiplier = 0.5;
spellMultiplier = 0.4;
thFactor = thLevel * 500;
ccBonus = (thLevel – 1) * 100;
} else if (thLevel < 7) {
defenseMultiplier = 0.9;
troopMultiplier = 0.8;
heroMultiplier = 0.7;
spellMultiplier = 0.6;
thFactor = thLevel * 1000;
ccBonus = (thLevel – 1) * 200;
} else if (thLevel < 10) {
defenseMultiplier = 1.0;
troopMultiplier = 0.9;
heroMultiplier = 1.0; // Heroes become more important
spellMultiplier = 0.8;
thFactor = thLevel * 1500;
ccBonus = (thLevel – 1) * 300;
} else if (thLevel < 13) {
defenseMultiplier = 1.1;
troopMultiplier = 1.1; // Offense gains weight
heroMultiplier = 1.3; // Heroes are critical
spellMultiplier = 1.0;
thFactor = thLevel * 2000;
ccBonus = (thLevel – 1) * 500;
} else { // TH13+
defenseMultiplier = 1.2;
troopMultiplier = 1.2;
heroMultiplier = 1.5; // Heroes are extremely important
spellMultiplier = 1.1;
thFactor = thLevel * 2500;
ccBonus = (thLevel – 1) * 700;
}
// Base weight for CC structure itself, scales with level
ccBonus += thLevel * 150;
return {
defenseMultiplier: defenseMultiplier,
troopMultiplier: troopMultiplier,
heroMultiplier: heroMultiplier,
spellMultiplier: spellMultiplier,
ccBonus: ccBonus,
thFactor: thFactor
};
}
var chartInstance = null; // To hold the chart instance
function calculateWarWeight() {
// Validate all inputs first
var validDefense = validateInput("defenseLevel", 0);
var validTroops = validateInput("troopLevel", 0);
var validHeroes = validateInput("heroLevel", 0);
var validSpells = validateInput("spellLevel", 0);
var validCC = validateInput("ccLevel", 1, 10); // Assuming CC levels 1-10
var validTH = validateInput("thLevel", 1, 16); // Assuming TH levels 1-16
if (!validDefense || !validTroops || !validHeroes || !validSpells || !validCC || !validTH) {
document.getElementById("mainResult").innerText = "–";
document.getElementById("intermediateDefense").innerText = "Defensive Weight: –";
document.getElementById("intermediateTroops").innerText = "Troop Weight: –";
document.getElementById("intermediateHeroes").innerText = "Hero Weight: –";
document.getElementById("intermediateSpells").innerText = "Spell Weight: –";
document.getElementById("intermediateCC").innerText = "Clan Castle Bonus: –";
document.getElementById("intermediateTH").innerText = "Town Hall Factor: –";
clearChart();
clearTable();
return;
}
var defenseLevel = parseFloat(document.getElementById("defenseLevel").value);
var troopLevel = parseFloat(document.getElementById("troopLevel").value);
var heroLevel = parseFloat(document.getElementById("heroLevel").value);
var spellLevel = parseFloat(document.getElementById("spellLevel").value);
var ccLevel = parseInt(document.getElementById("ccLevel").value);
var thLevel = parseInt(document.getElementById("thLevel").value);
var factors = getWarWeightFactors(thLevel);
var defenseContribution = defenseLevel * factors.defenseMultiplier;
var troopContribution = troopLevel * factors.troopMultiplier;
var heroContribution = heroLevel * factors.heroMultiplier;
var spellContribution = spellLevel * factors.spellMultiplier;
var ccTotalBonus = factors.ccBonus; // Use the calculated bonus directly
var thTotalFactor = factors.thFactor; // Use the calculated factor directly
var totalWarWeight = defenseContribution + troopContribution + heroContribution + spellContribution + ccTotalBonus + thTotalFactor;
// Format results
var formattedTotalWeight = Math.round(totalWarWeight).toLocaleString();
var formattedDefenseContribution = Math.round(defenseContribution).toLocaleString();
var formattedTroopContribution = Math.round(troopContribution).toLocaleString();
var formattedHeroContribution = Math.round(heroContribution).toLocaleString();
var formattedSpellContribution = Math.round(spellContribution).toLocaleString();
var formattedCCBonus = Math.round(ccTotalBonus).toLocaleString();
var formattedTHFactor = Math.round(thTotalFactor).toLocaleString();
document.getElementById("mainResult").innerText = formattedTotalWeight;
document.getElementById("intermediateDefense").innerText = "Defensive Weight: " + formattedDefenseContribution;
document.getElementById("intermediateTroops").innerText = "Troop Weight: " + formattedTroopContribution;
document.getElementById("intermediateHeroes").innerText = "Hero Weight: " + formattedHeroContribution;
document.getElementById("intermediateSpells").innerText = "Spell Weight: " + formattedSpellContribution;
document.getElementById("intermediateCC").innerText = "Clan Castle Bonus: " + formattedCCBonus;
document.getElementById("intermediateTH").innerText = "Town Hall Factor: " + formattedTHFactor;
// Update chart and table
updateChart(defenseContribution, troopContribution, heroContribution, spellContribution, ccTotalBonus, thTotalFactor);
updateTable(defenseLevel, troopLevel, heroLevel, spellLevel, ccLevel, thLevel,
factors.defenseMultiplier, factors.troopMultiplier, factors.heroMultiplier, factors.spellMultiplier,
factors.ccBonus, factors.thFactor,
defenseContribution, troopContribution, heroContribution, spellContribution, ccTotalBonus, thTotalFactor);
}
function updateChart(defense, troops, heroes, spells, cc, th) {
var ctx = document.getElementById('warWeightChart').getContext('2d');
// Destroy previous chart instance if it exists
if (chartInstance) {
chartInstance.destroy();
}
chartInstance = new Chart(ctx, {
type: 'bar',
data: {
labels: ['Weight Components'],
datasets: [{
label: 'Defense',
data: [defense],
backgroundColor: 'rgba(192, 57, 43, 0.8)', // Reddish
borderColor: 'rgba(192, 57, 43, 1)',
borderWidth: 1
}, {
label: 'Troops',
data: [troops],
backgroundColor: 'rgba(41, 128, 189, 0.8)', // Bluish
borderColor: 'rgba(41, 128, 189, 1)',
borderWidth: 1
}, {
label: 'Heroes',
data: [heroes],
backgroundColor: 'rgba(243, 156, 18, 0.8)', // Orangish
borderColor: 'rgba(243, 156, 18, 1)',
borderWidth: 1
}, {
label: 'Spells',
data: [spells],
backgroundColor: 'rgba(142, 68, 173, 0.8)', // Purplish
borderColor: 'rgba(142, 68, 173, 1)',
borderWidth: 1
},
{
label: 'Clan Castle',
data: [cc],
backgroundColor: 'rgba(127, 140, 141, 0.8)', // Grayish
borderColor: 'rgba(127, 140, 141, 1)',
borderWidth: 1
},
{
label: 'Town Hall',
data: [th],
backgroundColor: 'rgba(52, 152, 219, 0.8)', // Lighter Blue
borderColor: 'rgba(52, 152, 219, 1)',
borderWidth: 1
}]
},
options: {
responsive: true,
maintainAspectRatio: false,
scales: {
y: {
beginAtZero: true,
title: {
display: true,
text: 'Estimated War Weight'
}
},
x: {
display: false // Hide x-axis labels as it's just one category
}
},
plugins: {
legend: {
display: false // Legend is shown separately
},
title: {
display: true,
text: 'Breakdown of Your Base\'s War Weight'
}
}
}
});
}
function clearChart() {
var ctx = document.getElementById('warWeightChart').getContext('2d');
if (chartInstance) {
chartInstance.destroy();
chartInstance = null;
}
// Optionally clear the canvas manually if destroy doesn't fully reset
ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
}
function updateTable(defLvl, troopLvl, heroLvl, spellLvl, ccLvl, thLvl,
defMult, troopMult, heroMult, spellMult,
ccBonus, thFactor,
defCont, troopCont, heroCont, spellCont, ccTotal, thTotal) {
document.getElementById("tableDefenseWeight").innerText = Math.round(defLvl).toLocaleString();
document.getElementById("tableTroopWeight").innerText = Math.round(troopLvl).toLocaleString();
document.getElementById("tableHeroWeight").innerText = Math.round(heroLvl).toLocaleString();
document.getElementById("tableSpellWeight").innerText = Math.round(spellLvl).toLocaleString();
document.getElementById("tableCCValue").innerText = Math.round(ccLvl).toLocaleString();
document.getElementById("tableTHValue").innerText = Math.round(thLvl).toLocaleString();
document.getElementById("tableDefenseMultiplier").innerText = defMult.toFixed(2);
document.getElementById("tableTroopMultiplier").innerText = troopMult.toFixed(2);
document.getElementById("tableHeroMultiplier").innerText = heroMult.toFixed(2);
document.getElementById("tableSpellMultiplier").innerText = spellMult.toFixed(2);
document.getElementById("tableCCFactor").innerText = "Bonus"; // Indicate it's a bonus
document.getElementById("tableTHFactor").innerText = "Factor"; // Indicate it's a factor
document.getElementById("tableDefenseContribution").innerText = Math.round(defCont).toLocaleString();
document.getElementById("tableTroopContribution").innerText = Math.round(troopCont).toLocaleString();
document.getElementById("tableHeroContribution").innerText = Math.round(heroCont).toLocaleString();
document.getElementById("tableSpellContribution").innerText = Math.round(spellCont).toLocaleString();
document.getElementById("tableCCContribution").innerText = Math.round(ccTotal).toLocaleString();
document.getElementById("tableTHContribution").innerText = Math.round(thTotal).toLocaleString();
}
function clearTable() {
document.getElementById("tableDefenseWeight").innerText = "–";
document.getElementById("tableTroopWeight").innerText = "–";
document.getElementById("tableHeroWeight").innerText = "–";
document.getElementById("tableSpellWeight").innerText = "–";
document.getElementById("tableCCValue").innerText = "–";
document.getElementById("tableTHValue").innerText = "–";
document.getElementById("tableDefenseMultiplier").innerText = "–";
document.getElementById("tableTroopMultiplier").innerText = "–";
document.getElementById("tableHeroMultiplier").innerText = "–";
document.getElementById("tableSpellMultiplier").innerText = "–";
document.getElementById("tableCCFactor").innerText = "–";
document.getElementById("tableTHFactor").innerText = "–";
document.getElementById("tableDefenseContribution").innerText = "–";
document.getElementById("tableTroopContribution").innerText = "–";
document.getElementById("tableHeroContribution").innerText = "–";
document.getElementById("tableSpellContribution").innerText = "–";
document.getElementById("tableCCContribution").innerText = "–";
document.getElementById("tableTHContribution").innerText = "–";
}
function resetCalculator() {
document.getElementById("defenseLevel").value = 1500;
document.getElementById("troopLevel").value = 1200;
document.getElementById("heroLevel").value = 800;
document.getElementById("spellLevel").value = 300;
document.getElementById("ccLevel").value = 7;
document.getElementById("thLevel").value = 12;
// Clear errors
var errorElements = document.querySelectorAll('.error-message');
for (var i = 0; i < errorElements.length; i++) {
errorElements[i].style.display = 'none';
errorElements[i].textContent = '';
}
calculateWarWeight(); // Recalculate with default values
}
function copyResults() {
var mainResult = document.getElementById("mainResult").innerText;
var intermediateDefense = document.getElementById("intermediateDefense").innerText;
var intermediateTroops = document.getElementById("intermediateTroops").innerText;
var intermediateHeroes = document.getElementById("intermediateHeroes").innerText;
var intermediateSpells = document.getElementById("intermediateSpells").innerText;
var intermediateCC = document.getElementById("intermediateCC").innerText;
var intermediateTH = document.getElementById("intermediateTH").innerText;
var assumptions = "Key Assumptions:\n";
assumptions += "- Clan Castle Level: " + document.getElementById("ccLevel").value + "\n";
assumptions += "- Town Hall Level: " + document.getElementById("thLevel").value + "\n";
assumptions += "- Formula used is an estimation.\n";
var textToCopy = "Estimated War Weight Results:\n";
textToCopy += "——————————–\n";
textToCopy += "Total War Weight: " + mainResult + "\n";
textToCopy += "——————————–\n";
textToCopy += intermediateDefense + "\n";
textToCopy += intermediateTroops + "\n";
textToCopy += intermediateHeroes + "\n";
textToCopy += intermediateSpells + "\n";
textToCopy += intermediateCC + "\n";
textToCopy += intermediateTH + "\n";
textToCopy += "——————————–\n";
textToCopy += assumptions;
// Use the Clipboard API
navigator.clipboard.writeText(textToCopy).then(function() {
// Optionally provide feedback to the user
var copyButton = document.querySelector('button[onclick="copyResults()"]');
var originalText = copyButton.innerText;
copyButton.innerText = "Copied!";
setTimeout(function() {
copyButton.innerText = originalText;
}, 1500);
}).catch(function(err) {
console.error('Failed to copy text: ', err);
// Fallback for older browsers or if clipboard API fails
alert("Could not copy results. Please copy manually:\n" + textToCopy);
});
}
// Initial calculation on page load
window.onload = function() {
// Ensure Chart.js is loaded before trying to use it.
// For a single file, we assume it's available globally or included.
// If Chart.js were external, this would need a check.
// Since it's pure JS/Canvas here, we don't need external lib check.
if (typeof Chart !== 'undefined') {
calculateWarWeight();
} else {
// If Chart.js is not available (though it should be for canvas), log error or handle.
console.error("Chart.js library is not loaded. Chart cannot be rendered.");
// Still calculate and display numerical results
calculateWarWeight();
}
};
<!– Re-reading the prompt: "Native OR Pure SVG". –>
<!– Wait, the prompt says "Native OR Pure SVG". –>
// — Keep the validateInput, getWarWeightFactors, resetCalculator, copyResults functions —
// — Replace the chart update function with native canvas drawing —
var chartCanvas = document.getElementById('warWeightChart');
var ctx = chartCanvas.getContext('2d');
var chartData = {}; // Store chart data globally for updates
function drawBarChart(data) {
ctx.clearRect(0, 0, chartCanvas.width, chartCanvas.height); // Clear canvas
var barWidth = 30;
var barSpacing = 15;
var numBars = data.datasets.length;
var totalBarWidth = numBars * barWidth + (numBars – 1) * barSpacing;
var startX = (chartCanvas.width – totalBarWidth) / 2;
var chartHeight = chartCanvas.height – 60; // Leave space for labels and title
var maxValue = 0;
// Find max value for scaling
data.datasets.forEach(function(dataset) {
if (dataset.data[0] > maxValue) {
maxValue = dataset.data[0];
}
});
if (maxValue === 0) maxValue = 1; // Avoid division by zero
// Draw bars
data.datasets.forEach(function(dataset, index) {
var barHeight = (dataset.data[0] / maxValue) * chartHeight;
var x = startX + index * (barWidth + barSpacing);
var y = chartCanvas.height – 30 – barHeight; // 30px for bottom label margin
ctx.fillStyle = dataset.backgroundColor;
ctx.fillRect(x, y, barWidth, barHeight);
// Draw bar labels
ctx.fillStyle = '#333′;
ctx.font = '10px Arial';
ctx.textAlign = 'center';
ctx.fillText(dataset.label, x + barWidth / 2, chartCanvas.height – 10); // Bottom label
});
// Draw Y-axis and labels (simplified)
ctx.beginPath();
ctx.moveTo(20, chartHeight + 30);
ctx.lineTo(chartCanvas.width – 20, chartHeight + 30);
ctx.strokeStyle = '#ccc';
ctx.stroke();
// Add simple Y-axis value indicators
var numTicks = 5;
for (var i = 0; i <= numTicks; i++) {
var tickValue = Math.round(maxValue * (i / numTicks));
var tickY = chartCanvas.height – 30 – (tickValue / maxValue) * chartHeight;
ctx.fillStyle = '#999';
ctx.font = '10px Arial';
ctx.textAlign = 'right';
ctx.fillText(tickValue.toLocaleString(), 15, tickY + 4); // Positioned left of chart
}
// Title
ctx.fillStyle = '#004a99';
ctx.font = '16px Arial';
ctx.textAlign = 'center';
ctx.fillText("Breakdown of Your Base's War Weight", chartCanvas.width / 2, 25);
}
function updateChart(defense, troops, heroes, spells, cc, th) {
chartData = {
labels: ['Weight Components'], // This label is not directly used in the drawing logic here
datasets: [{
label: 'Defense',
data: [defense],
backgroundColor: 'rgba(192, 57, 43, 0.8)'
}, {
label: 'Troops',
data: [troops],
backgroundColor: 'rgba(41, 128, 189, 0.8)'
}, {
label: 'Heroes',
data: [heroes],
backgroundColor: 'rgba(243, 156, 18, 0.8)'
}, {
label: 'Spells',
data: [spells],
backgroundColor: 'rgba(142, 68, 173, 0.8)'
},
{
label: 'Clan Castle',
data: [cc],
backgroundColor: 'rgba(127, 140, 141, 0.8)'
},
{
label: 'Town Hall',
data: [th],
backgroundColor: 'rgba(52, 152, 219, 0.8)'
}]
};
drawBarChart(chartData);
}
function clearChart() {
ctx.clearRect(0, 0, chartCanvas.width, chartCanvas.height);
chartData = {};
}
// — Keep the rest of the JS code —
// Initial calculation on page load
window.onload = function() {
calculateWarWeight();
};