Farming in Clash of Clans means attacking for loot (Gold, Elixir and Dark Elixir) instead of trophies, to pay for your upgrades. Since the October 2025 update you farm in normal Battles, which never change your trophies, and since the Clash Anytime update armies cost nothing and are ready instantly. So the only limit on farming is your time, and the skill is getting the most loot out of each attack.
Below: how loot works, with the exact numbers from the game's data files (release of 13 October 2026), a farming routine, how to find high-loot bases, what to attack with and how to protect what you farm.
Where to farm: Battles, not Ranked
The October 2025 update split multiplayer into two modes:
- Battles open from Town Hall 2. You can attack as often as you like and they never win or lose trophies. This is where farming happens.
- Ranked Battles open from Town Hall 7. They have weekly tournaments, a limited number of attacks against players in your Town Hall range, and they are the only place trophies are won or lost.
The two are linked by your league: the League Bonus and Star Bonus depend on your current Ranked league and Town Hall, and they apply in both modes. So the efficient routine is to play your Ranked attacks to reach the highest league you can, then farm in Battles with that bonus on every win.
How much loot you can take
From storages
An attacker can take a share of what sits in your storages, up to a cap per resource. The share falls as Town Halls go up, from 20 to 14 percent for Gold and Elixir, while the cap rises:
| Town Hall | Gold and Elixir: share of storages | Gold and Elixir: most per attack, each | Dark Elixir: share | Dark Elixir: most per attack |
|---|---|---|---|---|
| 2 | 20% | 200,000 | Not yet (Dark Elixir arrives at Town Hall 7) | |
| 3 | 20% | 200,000 | Not yet (Dark Elixir arrives at Town Hall 7) | |
| 4 | 20% | 200,000 | Not yet (Dark Elixir arrives at Town Hall 7) | |
| 5 | 20% | 200,000 | Not yet (Dark Elixir arrives at Town Hall 7) | |
| 6 | 20% | 200,000 | Not yet (Dark Elixir arrives at Town Hall 7) | |
| 7 | 18% | 360,000 | 6% | 2,000 |
| 8 | 16% | 480,000 | 6% | 2,400 |
| 9 | 14% | 560,000 | 5% | 4,700 |
| 10 | 14% | 595,000 | 5% | 5,000 |
| 11 | 14% | 700,000 | 5% | 5,500 |
| 12 | 14% | 980,000 | 5% | 6,000 |
| 13 | 14% | 1,260,000 | 5% | 7,500 |
| 14 | 14% | 1,400,000 | 5% | 8,700 |
| 15 | 14% | 1,540,000 | 5% | 9,200 |
| 16 | 14% | 1,610,000 | 5% | 9,500 |
| 17 | 14% | 1,680,000 | 5% | 9,800 |
| 18 | 14% | 1,750,000 | 5% | 10,100 |
From collectors and drills
Resources still sitting in Gold Mines and Elixir Collectors are much easier to take: an attacker gets 50 percent of what has not been collected, and 75 percent from Dark Elixir Drills. That is why full collectors are the clearest sign of a good target, and why you should collect your own before logging off.
The Town Hall difference
The loot you get depends on the defender's Town Hall compared with yours:
| Defender's Town Hall | 4+ lower | 3 lower | 2 lower | 1 lower | Same | 1 higher | 2 higher | 3 higher | 4+ higher |
|---|---|---|---|---|---|---|---|---|---|
| Loot you get | 5% | 25% | 50% | 80% | 100% | 110% | 120% | 150% | 200% |

Battles match you with bases around your own Town Hall, with some variance. When a lower Town Hall comes up, its loot is cut, sometimes to almost nothing; a higher one pays extra if your army can reach the storages.
League Bonus and Star Bonus (the loot bonus)
On top of what you steal, each win pays a League Bonus, and collecting five stars pays the Star Bonus. Both grow with your league and your Town Hall. At Town Hall 18:
| League (Town Hall 18) | League Bonus: Gold and Elixir, each | League Bonus: Dark Elixir | Star Bonus: Gold and Elixir, each | Star Bonus: Dark Elixir |
|---|---|---|---|---|
| Skeleton League 1 | 1,000 | 100 | 848,000 | 4,240 |
| Barbarian League 4 | 13,000 | 300 | 900,000 | 4,500 |
| Archer League 7 | 25,000 | 600 | 960,000 | 4,800 |
| Wizard League 10 | 80,000 | 900 | 1,020,000 | 5,100 |
| Valkyrie League 13 | 180,000 | 1,200 | 1,080,000 | 5,400 |
| Witch League 16 | 250,000 | 1,600 | 1,140,000 | 5,700 |
| Golem League 19 | 290,000 | 2,000 | 1,200,000 | 6,000 |
| P.E.K.K.A League 22 | 325,000 | 2,300 | 1,260,000 | 6,300 |
| Titan League 25 | 350,000 | 2,600 | 1,320,000 | 6,600 |
| Dragon League 28 | 370,000 | 2,750 | 1,380,000 | 6,900 |
| Electro League 31 | 390,000 | 2,900 | 1,440,000 | 7,200 |
| Legend League | 410,000 | 3,000 | 1,500,000 | 7,500 |
The table shows the first tier of each league; each tier above it adds a little (Barbarian League 4, 5 and 6 pay 13,000, 14,000 and 15,000 Gold), and the three Legend League tiers pay the same. At lower Town Halls every figure is smaller. At Town Hall 18 the League Bonus in Legend League is 410 times the Skeleton League 1 figure for Gold and Elixir and 30 times for Dark Elixir, so your Ranked league matters even if you only farm.
How to farm: a routine
- Play your Ranked attacks first. Your league sets the League Bonus on every later win, so climbing it is the first farming step.
- Collect your own mines and drills, then start Battles.
- Skip until the loot is worth it. Set a minimum (see the example below) and skip every base under it.
- Attack to win. The League Bonus is paid on wins, so take the attack only if your army can win it, and go for the storages and full collectors first.
- Spend before you stop. Start an upgrade or put the rest into walls before logging off.
A worked example
You are Town Hall 15 and find a Town Hall 15 base with 6,000,000 Gold in its storages and 400,000 sitting in full Gold Mines. From the storages you can take 14 percent, which is 840,000 (under the 1,540,000 cap). From the mines you can take 50 percent, 200,000. That is up to 1,040,000 Gold before the League Bonus. The same base at Town Hall 13 would give you half of that, and at Town Hall 17 one and a fifth times as much.
How to find high-loot bases
When a base comes up, check in this order:
- The available loot at the top of the screen, against your minimum.
- Full collectors and drills outside the walls, the easiest loot in the game.
- Signs nobody has played: full collectors, old tombstones, and defences far behind the Town Hall level. Inactive bases defend poorly and their storages keep filling.
- The defender's Town Hall. Prefer your own level or higher; two levels below gives you half its loot at best.
- Where the storages are. Storages near the edge, or a layout your army can reach, are worth the attack. Deep storages behind strong defences usually are not.
What to farm with
Older guides tell you to bring a cheap, fast-training army. That no longer applies: Supercell removed training costs for troops, spells and siege machines, and the Clash Anytime update removed training time, so your army is ready again the moment an attack ends and your heroes no longer need healing. An attack now costs you only time, which changes what a good farming army is:
- Bring your strongest army, heroes included. There is no saving to be made with a weaker one, and a win pays the League Bonus.
- Goblins for resource buildings. In the game data they target resource buildings first and deal double damage to them, which makes them the specialist for collectors and storages. Each takes 1 housing space.
- An army that reaches storages. At higher Town Halls most of the loot sits in storages, so the best farming army is one that gets through to them reliably at your level.
Heroes still cannot fight while they upgrade, so keep one army that works without them.
Protecting what you farm
- Spend before you stop. Loot in a started upgrade or a wall cannot be stolen.
- Collect your mines and drills before logging off: attackers get 50 to 75 percent of what is left in them, against at most 14 to 20 percent of a storage.
- Use a farming base. A farming layout puts the storages first, with the Dark Elixir Storage deepest of all. Browse our base layouts for farming designs at your Town Hall.
- Use your Raid Medals. The Clan Capital's Trader sells resources for Raid Medals, a useful top-up when you are one storage short; see our Raid Weekend guide.