Clash of Clans Builder Base Progress Tracker

This application, when supplied with basic information about your Builder Base on Clash of Clans, makes it easy to see which upgrades are remaining for the current Builder Hall level, calculates the total amount of loot needed to complete all of those upgrades, and displays the total value of everything built on the base already. Your base’s information can be saved to your Pixel Crux account so that it is easy to continue to track your base’s progress when you return to this application.

Please note that this application is only for the Builder Base. To track progress on the main village, use Pixel Crux's Clash of Clans Village Progress Tracker.

Getting Started

Welcome! To get started, select your current Builder Hall level in the next module. This will enable other modules that correspond to the buildings, troops, and more that you can have unlocked at that Builder Hall level. For anything that has not been built yet, set the level to 0.

Be sure to click the “Save” button in the lower right corner of the screen when you have filled in your base’s information to save it to the Pixel Crux database for use later. If you save data from this application, it will be loaded automatically on any device that you log in on.

To more quickly enter your base’s information, use the Clash of Clans button beside the “Save” button to import some of the data from your in-game profile.

Builder Hall

Builder Hall Level

Next Upgrade

{{res(bbaseData.building.townHall.cost[bbase.townHall + 1], 'Builder') | number: 0}}Gold
{{time(bbaseData.building.townHall.time[bbase.townHall + 1], 'Builder')}}
Builder Hall

{{z.plural}}

{{z.name}}

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}
    {{res(bbaseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}
    {{time(bbaseData.building[z.key].time[$index], 'Builder')}}
    ×{{y}}

All maxed for this Builder Hall level!

Troops and Army Buildings

Troops

Troop Levels

Upgrades To Do

  • Raged Barbarian
    Level {{offsetLvl($index, bbaseData.troop.ragedBarbarian.lvlOffset)}}
    {{res(bbaseData.troop.ragedBarbarian.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.ragedBarbarian.time[$index], 'Laboratory')}}
  • Sneaky Archer
    Level {{offsetLvl($index, bbaseData.troop.sneakyArcher.lvlOffset)}}
    {{res(bbaseData.troop.sneakyArcher.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.sneakyArcher.time[$index], 'Laboratory')}}
  • Boxer Giant
    Level {{offsetLvl($index, bbaseData.troop.boxerGiant.lvlOffset)}}
    {{res(bbaseData.troop.boxerGiant.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.boxerGiant.time[$index], 'Laboratory')}}
  • Beta Minion
    Level {{offsetLvl($index, bbaseData.troop.betaMinion.lvlOffset)}}
    {{res(bbaseData.troop.betaMinion.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.betaMinion.time[$index], 'Laboratory')}}
  • Bomber
    Level {{offsetLvl($index, bbaseData.troop.bomber.lvlOffset)}}
    {{res(bbaseData.troop.bomber.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.bomber.time[$index], 'Laboratory')}}
  • Baby Dragon
    Level {{offsetLvl($index, bbaseData.troop.babyDragon.lvlOffset)}}
    {{res(bbaseData.troop.babyDragon.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.babyDragon.time[$index], 'Laboratory')}}
  • Cannon Cart
    Level {{offsetLvl($index, bbaseData.troop.cannonCart.lvlOffset)}}
    {{res(bbaseData.troop.cannonCart.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.cannonCart.time[$index], 'Laboratory')}}
  • Night Witch
    Level {{offsetLvl($index, bbaseData.troop.nightWitch.lvlOffset)}}
    {{res(bbaseData.troop.nightWitch.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.nightWitch.time[$index], 'Laboratory')}}
  • Drop Ship
    Level {{offsetLvl($index, bbaseData.troop.dropShip.lvlOffset)}}
    {{res(bbaseData.troop.dropShip.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.dropShip.time[$index], 'Laboratory')}}
  • Power P.E.K.K.A
    Level {{offsetLvl($index, bbaseData.troop.powerPekka.lvlOffset)}}
    {{res(bbaseData.troop.powerPekka.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.powerPekka.time[$index], 'Laboratory')}}
  • Hog Glider
    Level {{offsetLvl($index, bbaseData.troop.hogGlider.lvlOffset)}}
    {{res(bbaseData.troop.hogGlider.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.hogGlider.time[$index], 'Laboratory')}}
  • Electrofire Wizard
    Level {{offsetLvl($index, bbaseData.troop.electrofireWizard.lvlOffset)}}
    {{res(bbaseData.troop.electrofireWizard.cost[$index], 'Laboratory') | number: 0}}Elixir
    {{time(bbaseData.troop.electrofireWizard.time[$index], 'Laboratory')}}

All maxed for this Builder Hall level!

{{z.plural}}

{{z.name}}

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}
    {{res(bbaseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}
    {{time(bbaseData.building[z.key].time[$index], 'Builder')}}
    ×{{y}}

All maxed for this Builder Hall level!

{{z.name}}

{{z.name}} Level

Upgrades To Do

  • Level {{offsetLvl($index, bbaseData.hero[z.key].lvlOffset)}}
    {{res(bbaseData.hero[z.key].cost[$index], 'Builder') | number: 0}}{{z.res2}}
    {{time(bbaseData.hero[z.key].time[$index], 'Builder')}}

All maxed for this Builder Hall level!

Army Camps

Army Camp

Army Camp Levels

Army Camp Level

Camps to Build

  • Camp #{{$index}}
    {{res(bbaseData.building.armyCamp.cost[$index], 'Builder') | number: 0}}Elixir
    {{time(bbaseData.building.armyCamp.time[$index], 'Builder')}}

All maxed for this Builder Hall level!

Reinforcement Camps

Reinforcement Camp

Reinforcement Camp Levels

Reinforcement Camp Level

Camps to Build

  • Camp #{{$index}}
    {{res(bbaseData.building.reinforcementCamp.cost[$index], 'Builder') | number: 0}}Elixir
    {{time(bbaseData.building.reinforcementCamp.time[$index], 'Builder')}}

All maxed for this Builder Hall level!

Defenses

Walls

Number of Wall Segments

You have entered {{totalWalls()}} out of the {{bbaseData.building.wall.maxNum[bbase.townHall]}} wall segments available with a level {{bbase.townHall}} Builder Hall.

Upgrades To Do

  • Level {{$index}}
    {{res(bbaseData.building.wall.cost[$index], 'Builder') | number: 0}}
    Gold/Elixir
    Gold
    ×{{y}}

All maxed for this Builder Hall level!

{{z.plural}}

{{z.name}}

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}
    {{res(bbaseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}
    {{time(bbaseData.building[z.key].time[$index], 'Builder')}}
    ×{{y}}

All maxed for this Builder Hall level!

Traps

{{z.plural}}

{{z.name}}

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}
    {{res(bbaseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}
    {{time(bbaseData.building[z.key].time[$index], 'Builder')}}
    ×{{y}}

All maxed for this Builder Hall level!

Resource Buildings

{{z.plural}}

{{z.name}}

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}
    {{res(bbaseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}
    {{time(bbaseData.building[z.key].time[$index], 'Builder')}}
    ×{{y}}

All maxed for this Builder Hall level!

Progress

Upgrades Remaining for Builder Hall Level

All upgrades have been completed! It’s time to upgrade your Builder Hall!

{{y.name}} (×{{y.number}})
{{time(y.time, y.upgradeType)}}
{{res(y.cost, y.upgradeType) | number: 0}} Elixir
{{y.name}} (×{{y.number}})
{{time(y.time, y.upgradeType)}}
{{res(y.cost, y.upgradeType) | number: 0}} Elixir
{{y.name}} (×{{y.number}})
{{time(y.time, y.upgradeType)}}
{{res(y.cost, y.upgradeType) | number: 0}} Gold
{{y.name}} (×{{y.number}})
{{time(y.time, y.upgradeType)}}
{{res(y.cost, y.upgradeType) | number: 0}} Gold
{{y.name}} (×{{y.number}})
{{time(y.time, y.upgradeType)}}
{{res(y.cost, y.upgradeType) | number: 0}} Gold/Elixir

Minimum Time Remaining

Assuming your Builder(s) and Laboratory are always working, this is how long it will take to do all of the upgrades for your Builder Hall level (disregarding time skipped with Gems or Magic Items).

Builder Upgrades

{{time(totalTimeRemainingByType('Builder') / $storage.ccNumberOfBuildersBB, false) | ifEmpty: 'No Upgrades'}} remaining

{{timeProgress('Builder') | number: 2}}% of the way from maxed Builder Hall {{bbase.townHall - 1 | number: 0}} to maxed Builder Hall {{bbase.townHall | number: 0}}.

Laboratory Research

{{time(totalTimeRemainingByType('Laboratory'), false) | ifEmpty: 'No Upgrades'}} remaining

{{timeProgress('Laboratory') | number: 2}}% of the way from maxed Builder Hall {{bbase.townHall - 1 | number: 0}} to maxed Builder Hall {{bbase.townHall | number: 0}}.

Date

You can max Builder Hall {{bbase.townHall | number: 0}} by {{maxedDate(totalTimeRemainingByType('Builder') / $storage.ccNumberOfBuildersBB, totalTimeRemainingByType('Laboratory'))}}.

Totals

Costs to Max Everything for Builder Hall Level {{bbase.townHall}}

Upgrade Type Total Loot Remaining Total Build Time Remaining*
Gold {{res(goldUntilThCost, false) | number: 0 | ifEmpty: 0}} Gold {{time(goldUntilThTime, false) | ifEmpty: "None"}}
Elixir {{res(elixirUntilThCost, false) | number: 0 | ifEmpty: 0}} Elixir {{time(elixirUntilThTime, false) | ifEmpty: "None"}}
Walls {{res(wallCostUntilThLows, 'Builder') | number: 0}} Gold + {{res(wallCostUntilThHighs, 'Builder') | number: 0}} Gold/Elixir 0 Gold/Elixir N/A
Builder Hall to Level {{bbase.townHall + 1}} {{res(bbaseData.building.townHall.cost[bbase.townHall + 1], 'Builder') | number: 0}} Gold {{time(bbaseData.building.townHall.time[bbase.townHall + 1], 'Builder')}}

Please check your inputs for Walls.

Base Value¤

Upgrade Type Total Loot Spent Total Build Time*
Gold {{res(vvGoldSpent + cumulativeCost('building', 'townHall', bbase.townHall), false) | number: 0 | ifEmpty: 0}} Gold {{time(vvGoldTime + cumulativeTime('building', 'townHall', bbase.townHall), false) | ifEmpty: "None"}}
Elixir {{res(vvElixirSpent, false) | number: 0 | ifEmpty: 0}} Elixir {{time(vvElixirTime, false) | ifEmpty: "None"}}
Walls {{res(vvWallSpentLows, false) | number: 0}} Gold + {{res(vvWallSpentHighs, false) | number: 0}} Gold/Elixir 0 Gold/Elixir N/A
Total {{res(vvGoldSpent + cumulativeCost('building', 'townHall', bbase.townHall) + vvElixirSpent + vvWallSpentLows + vvWallSpentHighs, false) | number: 0 | ifEmpty: 0}} Gold/Elixir {{time(vvGoldTime + cumulativeTime('building', 'townHall', bbase.townHall) + vvElixirTime, false) | ifEmpty: "None"}}

Please check your inputs for Walls.

* Counted in Builder/Laboratory man-hours, the amount of time it would take if only one construction or upgrade was performed at once in sequence. Since both the Master Builder and the Star Laboratory can be working at the same time, the actual time will likely be much shorter.

Excludes the Builder Hall and Walls. Higher levels of Walls can be upgraded with Elixir, and upgrading the Builder Hall may not be considered part of the progression to maxing everything for the current Builder Hall level.

Excludes Walls. Higher levels of Walls can be upgraded with Elixir, and lower levels must be upgraded with Gold.

¤ Base value comes from totalling the full resource and time costs of all completed upgrades. The values in this section do not account for Gold Pass boosts or other reductions to costs due to their variability.