Banners
game wiki

Build a village, upgrade the Town Hall, put together an army from cards and go on raids. This page covers buildings by level, troops with animations, and the rules of battle and loot. The numbers come straight from the game.

About the game

Banners is a strategy game about your own village. You place mines and storages, unlock new buildings and levels with the Town Hall, and build walls and defenses. You train your army in the barracks and unlock new troops with cards that you get for battles. With the army you go on a campaign through 25 chapters or attack other players’ villages and take their resources.

There are 25 Town Hall levels. The first buildings go up in minutes, late Town Hall upgrades take days. While you are offline, mines keep producing, and builds and training keep going.

From Town Hall 3 you can build a Guild House and join a guild: guildmates send each other troops, and guilds fight wars against each other. Raids earn trophies that move players up the leaderboard.

How to play

The game runs in Discord. Join a voice channel on a server that has the Echo bot, click Activities (the rocket icon at the bottom of the channel window), pick Echo and open Banners in the games menu. Your village is tied to your Discord account and is the same on every server.

The game is in beta: rules and numbers still change. If you find a bug, send a bug report.

Friends

The “Friends” button is in the column of buttons on the left edge of the screen. Its window has your code of 6 letters and digits and an invite link. The “Invite a friend” button opens a Discord window where you pick who gets the link, and “Copy link” copies it. A friend who opens the game through the link is linked to you automatically. If they came in some other way, for example through “Invite to this game”, they enter your code in the “Friend code” field and press “Link”.

A friend code is entered once and only in a new village: within 72 h of starting the game. The Discord account must also be more than 30 days old. You cannot enter your own code, and two players cannot invite each other.

When your friend’s Town Hall 5 upgrade is finished, you both get a reward. You get gold, wood and mana worth 4 h of your Town Hall income and 8 cards. Your friend gets resources worth 1 h of their Town Hall income and 10 cards. Dark and divine mana are added if you already have storage for them. While a reward is waiting, the “Friends” button shows a red dot. Claim it with the “Claim” button in the window: resources go to your storages, and what does not fit goes to the Guild House treasury. You get rewards for your first 10 friends. Friends after that still appear in the list without a reward for you, and they always get their own.

First steps

In a new village you meet the advisor, the knight Vseslav. He takes you step by step and shows where to tap: collect gold from the mine, place a cannon from the “Shop”, win the first campaign battle, find the “Cards”, train troops in the “Army” and start a Town Hall upgrade. A step with an action counts by itself once you do it. If you lose the first battle, the advisor suggests training new troops and trying again.

Finishing the tutorial gives 500 gold and 10 Swordsman cards. You can skip the tutorial with the “Skip tutorial” button: tap it twice, and there is no reward then. If the village already has upgraded buildings or wins, the tutorial does not appear.

Resources

Gold

The main currency: defenses, the Town Hall, training regular troops, unlocking and upgrading cards. Produced by the Gold Mine, kept in the Gold Storage.

Wood

Goes into buildings and walls. Produced by the Lumber Mill, kept in the Wood Storage.

Mana

Needed for spells and some buildings. Produced by the Mana Spring, kept in the Mana Storage.

Dark Mana

For dark troops and late buildings. The Dark Mana Collector unlocks at Town Hall 7.

Divine Mana

The rarest resource: divine troops and the top upgrades. Its collector unlocks at Town Hall 14.

Town Hall

The Town Hall is the main building. Its level decides how many buildings you can place, how far you can upgrade them, how many builders you have and how high your troops can go.

Town HallUpgradeBuildersCampTroop levelUnlocks
1—110up to 3Gold Mine, Lumber Mill, Mana Spring, Wood Storage, Gold Storage, Mana Storage, Barracks, Archer Tower, Cannon
22 min120up to 3Wall
330 min220up to 4Hero Hall, Guild House, Bomb
41 h230up to 4Spring Trap
53 h340up to 5Spell Forge, Mortar, Air Bomb
66 h360up to 5Mage Tower, Sky Ballista, Big Bomb
712 h375up to 6Dark Mana Collector, Dark Mana Storage, Hidden Lightning Tower
81 d490up to 6Air Mine, Skeleton Trap
91 d4105up to 7Bomb Tower
102 d4140up to 7Whirlwind
112 d4160up to 8Repeating Crossbow, Tornado Trap
123 d5180up to 8—
133 d5220up to 9Fire Tower, Scatter Gun
143 d5240up to 9Divine Mana Collector, Divine Mana Storage
154 d5260up to 10Sky Cannon
164 d5280up to 10—
174 d5300up to 11Giga Bomb
185 d5300up to 11—
196 d5300up to 12—
206 d5320up to 12—
217 d5320up to 13—
228 d5320up to 13—
239 d5340up to 14—
2410 d5340up to 14—
2511 d5340up to 15—

Buildings: resources

Mines and collectors produce resources on their own, and you collect them. Storages hold your stock and set how much you can keep.

Gold Mine, level 19
From level 19 · Town Hall 24
mine

Gold Mine

Produces gold while you are offline. A full mine stops producing, so collect in time.

Unlocks atTown Hall 1
Levels19
How many1 → 7
Size2×2
Hitpoints400 → 4,000
Production per hour200 → 2,900
Lumber Mill, level 19
From level 19 · Town Hall 24
mill

Lumber Mill

Produces wood.

Unlocks atTown Hall 1
Levels19
How many1 → 7
Size2×2
Hitpoints400 → 4,000
Production per hour200 → 2,900
Mana Spring, level 17
From level 17 · Town Hall 24
well

Mana Spring

Produces mana.

Unlocks atTown Hall 1
Levels17
How many1 → 4
Size2×2
Hitpoints400 → 4,000
Production per hour120 → 1,300
Dark Mana Collector, level 11
From level 11 · Town Hall 22
darkwell

Dark Mana Collector

Produces dark mana.

Unlocks atTown Hall 7
Levels12
How many1 → 3
Size2×2
Hitpoints810 → 4,400
Production per hour10 → 51
Divine Mana Collector, level 7
From level 7 · Town Hall 25
divinewell

Divine Mana Collector

Produces divine mana.

Unlocks atTown Hall 14
Levels7
How many1 → 2
Size2×2
Hitpoints1,100 → 3,300
Production per hour4 → 10
Gold Storage, level 17
From level 17 · Town Hall 23
goldstore

Gold Storage

Stores gold. Raiders take part of the stock.

Unlocks atTown Hall 1
Levels18
How many1 → 4
Size2×2
Hitpoints680 → 7,500
Capacity1,900 → 1,100,000
Wood Storage, level 17
From level 17 · Town Hall 23
store

Wood Storage

Stores wood.

Unlocks atTown Hall 1
Levels18
How many1 → 4
Size2×2
Hitpoints680 → 7,500
Capacity1,900 → 1,100,000
Mana Storage, level 13
From level 13 · Town Hall 23
vault

Mana Storage

Stores mana.

Unlocks atTown Hall 1
Levels14
How many1 → 3
Size2×2
Hitpoints680 → 7,500
Capacity940 → 750,000
Dark Mana Storage, level 9
From level 9 · Town Hall 23
darkvault

Dark Mana Storage

Stores dark mana.

Unlocks atTown Hall 7
Levels10
How many1 → 1
Size2×2
Hitpoints1,200 → 7,200
Capacity3,900 → 270,000
Divine Mana Storage, level 5
From level 5 · Town Hall 22
divinevault

Divine Mana Storage

Stores divine mana.

Unlocks atTown Hall 14
Levels6
How many1 → 1
Size2×2
Hitpoints1,600 → 4,300
Capacity17,000 → 110,000

Buildings: army

Barracks add camp space, the Spell Forge brews spells, the Hero Hall holds heroes, the Guild House takes reinforcements.

Barracks, level 15
From level 15 · Town Hall 20
barracks

Barracks

Adds camp space: 10 at level 1 and 5 more for each next level.

Unlocks atTown Hall 1
Levels16
How many1 → 4
Size3×3
Hitpoints810 → 7,300
Spell Forge, level 9
From level 9 · Town Hall 21
spellforge

Spell Forge

Brews spells. Its level is the number of spell slots.

Unlocks atTown Hall 5
Levels10
How many1 → 1
Size3×3
Hitpoints810 → 4,900
Hero Hall, level 11
From level 11 · Town Hall 23
herohall

Hero Hall

Without the hall, heroes do not fight. The hall level caps hero levels.

Unlocks atTown Hall 3
Levels12
How many1 → 1
Size3×3
Hitpoints1,200 → 11,000
Guild House, level 11
From level 11 · Town Hall 23
castle

Guild House

You cannot join a guild without it. Holds reinforcements from guildmates.

Unlocks atTown Hall 3
Levels11
How many1 → 1
Size3×3
Hitpoints1,400 → 10,000

Defenses

Each defense has its own targets: some hit only ground troops, some only air troops, some hit an area.

Cannon, level 25
From level 25 · Town Hall 24
cannon

Cannon

A fast cannon against ground targets.

Unlocks atTown Hall 1
Levels26
How many1 → 7
Size2×2
Hitpoints740 → 8,100
Damage per second27.5 → 1,319
Range5 tiles
Targetsground only
Archer Tower, level 25
From level 25 · Town Hall 24
tower

Archer Tower

An archer that hits both ground and air.

Unlocks atTown Hall 1
Levels26
How many1 → 8
Size2×2
Hitpoints610 → 6,700
Damage per second16.7 → 799
Range7 tiles
Targetsground and air
Mortar, level 9
From level 9 · Town Hall 24
mortar

Mortar

Hits an area from far away but cannot hit troops right next to it.

Unlocks atTown Hall 5
Levels9
How many1 → 4
Size2×2
Hitpoints1,100 → 7,300
Damage per second15 → 321
Range11 tiles
Targetsground only
Mage Tower, level 7
From level 7 · Town Hall 23
magic

Mage Tower

An area fireball that also reaches flying troops.

Unlocks atTown Hall 6
Levels7
How many1 → 5
Size2×2
Hitpoints1,300 → 7,100
Damage per second23.1 → 358
Range7 tiles
Targetsground and air
Sky Ballista, level 9
From level 9 · Town Hall 23
antiair

Sky Ballista

Shoots down flying troops, does not fire at the ground.

Unlocks atTown Hall 6
Levels10
How many1 → 5
Size2×2
Hitpoints1,500 → 10,000
Damage per second200 → 4,283
Range10 tiles
Targetsair only
Hidden Lightning Tower, level 7
From level 7 · Town Hall 24
tesla

Hidden Lightning Tower

Hidden underground, pops up when an enemy comes near.

Unlocks atTown Hall 7
Levels7
How many2 → 5
Size2×2
Hitpoints1,100 → 6,000
Damage per second83.3 → 1,293
Range6 tiles
Targetsground and air
Bomb Tower, level 5
From level 5 · Town Hall 21
bombtower

Bomb Tower

Drops bombs on an area and explodes when destroyed.

Unlocks atTown Hall 9
Levels6
How many1 → 2
Size2×2
Hitpoints1,800 → 8,000
Damage per second68.2 → 766
Range6 tiles
Targetsground only
Whirlwind, level 3
From level 3 · Town Hall 18
sweeper

Whirlwind

Blows flying troops back, deals no damage.

Unlocks atTown Hall 10
Levels4
How many1 → 2
Size2×2
Hitpoints1,900 → 6,300
Damage per second0 → 0
Range8 tiles
Targetsair only
Repeating Crossbow, level 7
From level 7 · Town Hall 23
crossbow

Repeating Crossbow

A rapid-fire crossbow with long range.

Unlocks atTown Hall 11
Levels8
How many2 → 4
Size3×3
Hitpoints3,800 → 15,000
Damage per second160 → 1,530
Range11 tiles
Targetsground and air
Fire Tower, level 5
From level 5 · Town Hall 25
inferno

Fire Tower

A beam that burns hotter while it holds a target.

Unlocks atTown Hall 13
Levels5
How many2 → 3
Size2×2
Hitpoints3,200 → 11,000
Damage per second192 → 1,330
Range9 tiles
Targetsground and air
Sky Cannon, level 3
From level 3 · Town Hall 21
skycannon

Sky Cannon

Hits anywhere on the base, wakes up when many troops are deployed.

Unlocks atTown Hall 15
Levels4
How many1 → 1
Size3×3
Hitpoints6,100 → 15,000
Damage per second203 → 865
Rangewhole base
Targetsground and air
Scatter Gun, level 7
From level 7 · Town Hall 25
scattershot

Scatter Gun

Its shot bursts into fragments over an area.

Unlocks atTown Hall 13
Levels7
How many2 → 2
Size3×3
Hitpoints4,900 → 16,000
Damage per second109 → 757
Range10 tiles
Targetsground and air

Traps

Traps are hidden from the attacker and go off once per battle.

Bomb, level 7
From level 7 · Town Hall 21
bomb

Bomb

Explodes under ground troops.

Unlocks atTown Hall 3
Levels8
How many2 → 8
Size1×1
Damage80 → 592
Spring Trap, level 4
From level 4 · Town Hall 16
spring

Spring Trap

Throws troops off the field.

Unlocks atTown Hall 4
Levels6
How many2 → 6
Size1×1
Damageno damage
Big Bomb, level 4
From level 4 · Town Hall 18
bigbomb

Big Bomb

A big blast, good against riders.

Unlocks atTown Hall 6
Levels5
How many1 → 5
Size2×2
Damage350 → 1,608
Air Bomb, level 7
From level 7 · Town Hall 23
airbomb

Air Bomb

An area blast against flying troops.

Unlocks atTown Hall 5
Levels7
How many2 → 8
Size1×1
Damage140 → 778
Air Mine, level 4
From level 4 · Town Hall 20
airmine

Air Mine

One heavy hit on a flying target.

Unlocks atTown Hall 8
Levels5
How many2 → 6
Size1×1
Damage800 → 3,676
Skeleton Trap, level 4
From level 4 · Town Hall 20
skeletontrap

Skeleton Trap

Releases skeletons that fight the attackers. Pick the mode in the trap card. “Target: ground” is set off by ground troops, and the skeletons hit only ground troops. “Target: air” is set off by flying troops, and the skeletons jump to hit them.

Unlocks atTown Hall 8
Levels5
How many2 → 4
Size1×1
Damageno damage
Tornado Trap, level 1
From level 1 · Town Hall 11
tornado

Tornado Trap

Holds troops in place and spins them.

Unlocks atTown Hall 11
Levels3
How many1 → 1
Size1×1
Damageno damage
Giga Bomb, level 1
From level 1 · Town Hall 17
gigabomb

Giga Bomb

A huge blast; the attacker can see it in advance.

Unlocks atTown Hall 17
Levels3
How many1 → 1
Size2×2
Damage9,000 → 15,944

Walls

Walls are placed one tile at a time and join their neighbors on their own. You can extend a row: select a wall and drag one of the four arrows around it, and new walls go in that direction until a building, the edge of the field, the Town Hall limit or until gold runs out. Troops that face a long way around to their target break the nearest wall in the path; an archer shoots over a wall if the building is in range. Walls upgrade instantly and need no builder. Each level looks different: stakes, stakes with barbs, stone and more.

Wall, level 1
lv. 1Town Hall 2
Wall, level 2
lv. 2Town Hall 3
Wall, level 3
lv. 3Town Hall 4
Wall, level 4
lv. 4Town Hall 5
Wall, level 5
lv. 5Town Hall 6
Wall, level 6
lv. 6Town Hall 7
Wall, level 7
lv. 7Town Hall 8
Wall, level 8
lv. 8Town Hall 9
Wall, level 9
lv. 9Town Hall 10
Wall, level 10
lv. 10Town Hall 11
Wall, level 11
lv. 11Town Hall 12
Wall, level 12
lv. 12Town Hall 13
Wall, level 13
lv. 13Town Hall 14
Wall, level 14
lv. 14Town Hall 15
Wall, level 15
lv. 15Town Hall 16
Wall, level 16
lv. 16Town Hall 17
Wall, level 17
lv. 17Town Hall 18
Wall, level 18
lv. 18Town Hall 19
Wall, level 19
lv. 19Town Hall 20
Wall, level 20
lv. 20Town Hall 21
Hitpoints400 → 17,000
How many25 → 490

Troops

There are three kinds of troops. Regular troops train for gold, dark troops for dark mana, divine troops for divine mana. Everyone has the Swordsman and the Archer, the rest are unlocked with cards. Unlocking has no Town Hall requirement, but the Town Hall caps the level: up to level 3 right away, then one more level every two Town Hall levels. Each troop takes camp space.

Regular troops

Swordsman: attack

Swordsman

Common

Melee fighter, hits the nearest building

Health110
Damage per second11.7
Targetsany building
Camp space1
Training25 · gold
Archer: attack

Archer

Common

Shoots from range, over walls

Health60
Damage per second9.2
Targetsany building
Camp space1
Training40 · gold
Marauder: attack

Marauder

Common

Fast, double damage to mines and storages

Health60
Damage per second14
Targetsresources
Camp space1
Training30 · gold
Sapper: attack

Sapper

Common

Runs to a wall and blows up, opening a gap

Health80
Damage per second40
Targetswalls
Camp space2
Training70 · gold
Shield Brute: attack

Shield Brute

Rare

Lots of health, goes only for defenses

Health800
Damage per second15
Targetsdefenses
Camp space5
Training300 · gold
Mage: attack

Mage

Rare

Fireball, area damage

Health130
Damage per second41.3
Targetsany building
Camp space4
Training280 · gold
Aerostat: stance

Aerostat

Rare

Flies to defenses and drops bombs

Health390
Damage per second24
Targetsdefenses, flies
Camp space5
Training420 · gold
Priestess: attack

Priestess

Epic

Flies and heals allies, does not attack

Health1,000
Damage per seconddoes not attack
Targetsany building, flies
Camp space10
Training1,100 · gold
Griffin: attack

Griffin

Epic

Flies, strikes an area from above

Health1,900
Damage per second70
Targetsany building, flies
Camp space20
Training2,200 · gold
Tunneler: attack

Tunneler

Epic

Moves underground and cannot be hit while digging

Health340
Damage per second41.5
Targetsany building
Camp space6
Training520 · gold

Dark troops

Imp: attack

Imp

Rare

Fast flyer, shoots fire, walls do not stop it

Health70
Damage per second38
Targetsany building, flies
Camp space2
Training8 · dark mana
Boar Rider: attack

Boar Rider

Epic

Jumps over walls, attacks only defenses

Health360
Damage per second31
Targetsdefenses
Camp space5
Training21 · dark mana
Berserker: attack

Berserker

Epic

Hits everyone around in a circle

Health700
Damage per second44.3
Targetsany building
Camp space8
Training45 · dark mana
Golem: attack

Golem

Legendary

Huge, splits into 4 small golems on death

Health9,000
Damage per second41.7
Targetsdefenses
Camp space30
Training150 · dark mana
Necromancer: attack

Necromancer

Legendary

Raises skeletons, stays at the back

Health480
Damage per second21.4
Targetsany building
Camp space12
Training75 · dark mana

Divine troops

Titan: attack

Titan

Legendary

A giant that stomps everything around it

Health8,000
Damage per second82
Targetsany building
Camp space35
Training100 · divine mana
Phoenix: attack

Phoenix

Mythic

Fire bird, rises from the ashes once

Health2,500
Damage per second93.8
Targetsany building, flies
Camp space30
Training110 · divine mana
Archangel: attack

Archangel

Mythic

Heals allies and shields them, so they take less damage

Health2,800
Damage per seconddoes not attack
Targetsany building, flies
Camp space25
Training96 · divine mana
Stormcaller: attack

Stormcaller

Legendary

Lightning hits the target and jumps to four more

Health1,935
Damage per second57.5
Targetsany building
Camp space25
Training100 · divine mana
Dragon: attack

Dragon

Mythic

Flies, breathes fire over an area

Health4,400
Damage per second177
Targetsany building, flies
Camp space30
Training120 · divine mana

The numbers are for level 1. Each level adds +20% health and damage. From level 9, the Griffin gets another +8% per level. From level 11, the Titan gets another +8% per level. From level 11, the Phoenix gets another +11% per level. From level 12, the Stormcaller gets another +6% per level. From level 13, the Dragon gets another +7% per level.

Spells

Spells are brewed in the Spell Forge for mana and can be cast anywhere on the field. The forge unlocks at Town Hall 5.

Lightning

Three lightning strikes on an area: buildings and troops

Radius2 tiles
Space1

Healing

Heals allies in the circle for a few seconds

Radius3 tiles
Space2

Rage

Allies in the circle hit harder and run faster

Radius3 tiles
Space2

Leap

Ground troops jump over walls in the circle

Radius3 tiles
Space2

Frost

Freezes defenses and enemies in the circle

Radius2.5 tiles
Space1

Heroes

Heroes are unlocked with cards and can fight from Town Hall 3, once the Hero Hall is built. They take no camp space. Each hero has an ability: after deploying the hero, tap it again. A wounded hero rests until the next battle.

Warlord: attack

Warlord

Epic

Battle Cry. Calls swordsmen and flies into a rage

Huntress: attack

Huntress

Epic

Shadow. Turns invisible and shoots faster

Shaman: attack

Shaman

Legendary

Healing Rain. Strongly heals all allies nearby

Guardian: attack

Guardian

Legendary

Bastion. Allies nearby take almost no damage

Shieldmaiden: attack

Shieldmaiden

Legendary

Boomerang Shield. The shield bounces between buildings and hits each one

Engineer: attack

Engineer

Legendary

Turret. Places a shooting turret

Beastmaster: attack

Beastmaster

Legendary

The Pack. Calls wolves

Archmage: attack

Archmage

Mythic

Meteor. Drops a meteor on its target and everything around it

Dragon Knight: attack

Dragon Knight

Mythic

Dive. Dives and burns everything below

Shadow Lord: attack

Shadow Lord

Mythic

Shadow Step. Jumps to a defense and hits with double force

Cards

Cards replace the laboratory. A battle against a player gives 4–6 cards for a win and 1 for a loss. The first win on a campaign base gives 2 for a watch post, 3 for a camp and 5 for a fortress. Rarity decides which card drops. Collect the required number and unlock the troop for gold; after that, cards and gold go into upgrades.

RarityDrop chanceTo unlock
Common60%10 cards
Rare26%8 cards
Epic10%5 cards
Legendary3%3 cards
Mythic1%2 cards

Hero cards drop four times less often than other cards of the same rarity.

Battle

A battle lasts three minutes. You deploy troops beyond the white border around the base, and then they act on their own: each one heads for its own target. One star for 50% destruction, one for the Town Hall, one for the whole base. The battle ends when time runs out, the base is destroyed, or all deployed troops are dead and there is no one left to deploy. After the battle, troops you did not deploy return to the camp, and so do 50% of deployed troops that survived, if the camp has room.

Traps stay invisible until they go off. The Hidden Lightning Tower rises from the ground when troops come close. Sappers run to walls and blow a gap in them, the Shield Brute goes only for defenses, the Marauder for resources.

Sharing the battle result

When the game is open in Discord, the battle result window has a “Share” button. It sends a battle card: win or loss, who the battle was against, stars, destruction percentage, loot, trophy change and up to 5 troops and heroes you deployed the most. The bottom of the card says how to open the game. There is no button after a practice battle.

On desktop and in the web version of Discord, the button opens a Discord window where you pick the chat for the card. On a phone, the Echo bot sends the card to the chat of the voice channel where the game is open. For that, Echo has to be on the server, you have to be in that voice channel, and the bot needs permission to send messages and attach files in the channel chat. If the Discord window does not open on desktop, the bot sends the card too. If the card cannot be sent, the reason appears under the button. You can share at most once every 30 seconds, and the bot posts each battle to the chat only once.

Discord status

While you are in the game, your Discord profile shows “Playing Banners” and a line about what you are doing. In the village it is your Town Hall and league, in a raid or guild war the opponent and stars, in the campaign the base. During a replay it says “Watching a battle replay”. The line updates at most once every 15 seconds.

Raids and loot

In a raid on a player, the loot depends on the buildings you destroy: from each storage and mine you take a share in proportion to how much of its hitpoints you knocked off. From storages you can take up to 20% of the stock at early Town Halls and up to 14% at late ones, from mines half of what has piled up.

The Town Hall gap changes the loot: against a Town Hall one level above yours you get 120%, one below 80%, three below 25%. If 30% or more is destroyed, the defender gets a shield for 6 h. Below 30% there is no shield. While your village is under attack, a banner at the bottom of the screen has a Watch button, so you can watch the battle live. The defender can take revenge within 12 hours of the start of the raid, even if the attacker has a shield. How revenge works is described in Battle log.

Battle log

The “Log” button on the side of the village screen opens your last 50 raids against players. They are split into the “Defenses” and “Attacks” tabs. A row shows the opponent and their Town Hall, when the battle was, stars, destruction percentage, resources and trophies. For a defense the resources show how much was taken from you, for an attack how much you took. Guild war battles are not in the log: the war has its own screen, and a war defense does not loot your village.

New defenses put a red dot on the “Log” button. Opening the log marks them as seen. Defenses older than 7 days do not count as new.

The “Replay” button shows the battle on the field as it went. You can speed the replay up to 2× or 4×, and the “From the start” button runs it again. Replays exist for battles from the new version of the game.

A defense has a “Revenge” button. You can attack the raider for 12 hours from the start of their raid, even if they have a shield and the Town Hall gap is bigger than regular search allows. Loot, trophies and the shield work as in a regular raid, and attacking removes your own shield. You cannot take revenge if the time is up, someone else is attacking the raider’s base right now, their village is still on the old version of the game, or you are now in the same guild. The revenge list is also on the “Raid” screen.

If your village was attacked while you were away, the “While you were away” window opens when you come back. It shows how many raids there were, who attacked, how much they took, how your trophies changed and how many attacks were repelled. You can open the log from there.

Echo can send you Discord DMs. You choose what to get in the game settings, on the “Notifications” tab. It has 10 switches, all off by default. The “Turn all on” button turns them all on at once. The switches by group:

  • “Village”: “When I am attacked” (who attacked, how much they took, the trophy change and until when you can take revenge), “When a build is finished”, “Army trained” (the camp is full), “Spells brewed” (the forge is full), “Hero rested”, “Shield ended” and “Mines full” (half of your mines or more are full).
  • “Friends and guild”: “A friend reached Town Hall 5” (the reward waits in the “Friends” window) and “Guild” (covers both guild wars, when one starts or ends, and reinforcements that guildmates send to your Guild House).
  • “Events”: “Events and rewards” (covers both the start of a limited-time event and a season reward that is waiting).

Things that happen at the same time arrive in one message. Messages of one kind come at most once every 30 minutes, and the rest within that time arrives as a summary. No messages come while you are in the game, or from 0:00 to 8:00 by your device time: what piles up overnight arrives in one message in the morning. If Discord does not let messages from Echo through, a “Try again” button appears on the “Notifications” tab.

Campaign

The campaign has 25 chapters with 3 bases each: a watch post, a camp and a fortress. Each chapter is built for the Town Hall level of its number, so a chapter’s fortress is usually taken with a Town Hall one level higher. A win unlocks the next base, and the first win on a base gives cards.

1. Forest Outpost · Town Hall 1
2. Old Mine · Town Hall 2
3. Stone Ford · Town Hall 3
4. Valley of Towers · Town Hall 4
5. Hill Fort · Town Hall 5
6. Marsh Stockade · Town Hall 6
7. Copper Pits · Town Hall 7
8. Windy Pass · Town Hall 8
9. Ash Plain · Town Hall 9
10. Northern Bastion · Town Hall 10
11. Salt Caves · Town Hall 11
12. Griffin Nest · Town Hall 12
13. Ice Fort · Town Hall 13
14. Crimson Waste · Town Hall 14
15. Shadow Keep · Town Hall 15
16. Fire Pits · Town Hall 16
17. Storm Citadel · Town Hall 17
18. Dead City · Town Hall 18
19. Dragon Ridge · Town Hall 19
20. Obsidian Castle · Town Hall 20
21. Sky Harbor · Town Hall 21
22. Abyss Gate · Town Hall 22
23. Twilight Throne · Town Hall 23
24. Star Stronghold · Town Hall 24
25. Heart of the Empire · Town Hall 25

Guilds

A guild holds up to 50 players. Guildmates write in a shared chat, send each other troops and fight wars against other guilds together. The “Guild” button at the bottom of the screen opens the guild window.

Guild House

Without a Guild House you can neither create a guild nor join one. The house unlocks at Town Hall 3, and guilds stay unavailable while its first construction is under way. During an upgrade the house works at its previous level.

The house holds troops sent by guildmates. They come out to defend the village when an enemy gets closer than 9–12 tiles to the house (the radius grows with the house level). In an attack, the “Reinforcements” button deploys all of them at once at one spot. Troops that die defending leave the house, survivors stay, and troops not deployed in an attack go back to the house. From level 4 the house also takes spells, and in an attack you cast them the same way as your own.

The house treasury collects resources: guild war loot and 25% of the raid win bonus. Rewards for tasks and achievements that did not fit in your storages go there too. The “Move to storages” button moves resources from the treasury, as much as fits. Nothing goes in above the treasury capacity, so empty it in time.

HouseTown HallTroopsSpellsMember slotsTreasury: goldTreasury: woodTreasury: manaTreasury: dark manaTreasury: divine mana
1310—101,4001,400690——
2515—143,1003,1001,600——
3720—1822,00022,00011,0001,300—
492512269,00069,00034,0004,100—
51130126100,000100,00050,0006,000—
61335230180,000180,00088,00011,000—
71535234260,000260,000130,00015,0006,400
81740238380,000380,000190,00023,0009,400
91945342560,000560,000280,00034,00014,000
102145346750,000750,000380,00045,00019,000
1123503501,200,0001,200,000580,00069,00029,000

Troops and spells are given in space. The guild has as many member slots as the leader’s house gives. The guild level adds up to +50% to treasury capacity.

Creating and joining

Any player with a Guild House can create a guild and becomes its leader. The name is 3 to 24 characters long, the description at most 180. The leader picks the join type and the requirements: the minimum Town Hall and trophies.

  • “Open”: a player joins right away if they meet the requirements.
  • “By application”: a player sends an application with a note of up to 150 characters, and the leader or a co-leader accepts or declines it.
  • “Closed”: no new members are accepted.

A player can have only one application at a time: a new one cancels the old one. When accepting an application, the leader or a co-leader can take a player below the requirements; only free slots and the player’s Guild House are checked. The guild has as many slots as the leader’s Guild House gives: 10 to 50. Rude words are not accepted in the name, description and application, and in chat they are replaced with asterisks.

If the leader leaves, the member with the highest role becomes leader; among equal roles, the one who joined first. When the last member leaves, the guild is deleted.

Guild banner

The leader and co-leaders put together the guild banner on the “Banner” tab of the guild window. A banner is made of ready parts: field color, a second color for the division, the division, a symbol, the symbol color and the field edge. You cannot upload your own images or text. The “Random” button builds a banner from random parts, “Save” saves it. The guild chat shows who changed the banner.

Until a banner is chosen, the guild has a default one: the game builds it once from random parts, and it does not change. The banner is shown in the guild window, in guild search, on the leaderboard, on the war screen and in player profiles. A flag with this banner flies over the Guild House in every member’s village. In battle the flag flies over the defender’s Guild House and disappears when the house is destroyed.

Colors · 12
GulesCrimsonOrangeGoldVertSea greenAzureSky bluePurpureSableSilverBrown
Divisions · 10
PlainFessPaleBendChevronCrossQuarterlyBordureChequyWavy
Symbols · 16
LionEagleWolfBearDragonHorseSwordAxeHammerShieldTowerCrownSunMoonStarOak
Field edges · 4
StraightSwallowtailPointsPointed

The same colors are used for the field, the division and the symbol. At the top are banners the game built from random parts.

Roles

All members write in chat, request and send reinforcements, and take part in wars. Other rights depend on the role.

RoleExtra rights
LeaderHands over leadership, accepts and declines applications, changes the description, banner, join type and requirements, starts and cancels war search, promotes and demotes members, kicks members from the guild
Co-leaderAccepts and declines applications, changes the description, banner, join type and requirements, starts and cancels war search, promotes and demotes members, kicks members from the guild
ElderKicks members from the guild
MemberCommon rights only

You can promote, demote and kick only members with a lower role. A promotion is one step up, and no one is promoted above co-leader. Only a leadership handover makes someone leader; the former leader then becomes a co-leader.

Chat and reinforcements

The chat shows guildmates’ messages, reinforcement requests, the results of their raids and defenses, the start and result of wars, and who joined and who left. A message can be up to 300 characters long, and you can send one at most once every 2 seconds and no more than 12 per minute.

The request button posts a request for troops to the chat, and you can add a note of up to 80 characters. You can ask while the house is not full, at most once every 20 min. At high guild levels the wait is shorter, down to 5 min. Under a request, guildmates see their ready troops and spells; one tap sends one troop or one spell. They can send as much as the house has free space, and one guildmate can fill it alone. A troop arrives at the sender’s level, but not above the cap for the receiver’s Town Hall. You cannot send reinforcements during your own raid.

Guild level

The guild gets XP for reinforcements: 1 per troop space and 2 per spell space. A member’s raid win brings 3. Reinforcements and raids by one member give at most 200 XP per day, Moscow time. For a war the guild gets 5 per star plus 150 for a win, 80 for a draw or 30 for a loss. There are 20 levels, and bonuses unlock in steps.

LevelTotal XPWhat changes
10reinforcement request every 20 min
25005% refund for sent troops
31,900war reward +5%, reinforcement request every 18 min
44,500treasury +10%
58,500reinforcement request every 15 min, 10% refund for sent troops
614,100war reward +10%
721,400reinforcement request every 13 min, treasury +20%
830,70020% refund for sent troops
941,700war reward +15%, reinforcement request every 11 min
1055,700treasury +30%
1289,700reinforcement request every 9 min, 30% refund for sent troops
14133,700war reward +20%, treasury +40%
16188,700reinforcement request every 7 min, 40% refund for sent troops
18255,700war reward +25%, treasury +50%
20334,700reinforcement request every 5 min, 50% refund for sent troops

Refund: the sender gets back this share of the cost of the troops they sent. The war reward and treasury bonuses are counted from the base values.

Guild wars

The leader or a co-leader starts a war. They pick the size (2, 3, 5, 10, 15, 20, 25, 30, 40 or 50 members per side, but no more than the guild has) and the lineup. If no lineup is picked, the strongest members by Town Hall and trophies go in. The game looks for an opponent among guilds waiting for a war of the same size, with lineup strength within 15%. Strength is the sum of Town Hall levels. A guild that waits longer than 1 h gets any opponent of the same size.

There is no preparation day: the war lasts 24 hours right after the match. Each member has 2 attacks and can attack each enemy base once. Attacks hit copies of the bases as they were when the war started: no construction goes on there, and Guild House troops defend the base again in every attack. The best attack on each base counts. The guild with more stars wins; with equal stars, the one with the higher average destruction. Trophies do not change in a war, and the defender loses nothing.

War loot does not arrive right away. It piles up, and when the war ends it goes into each member’s Guild House treasury: 100% for a win, 75% for a draw, 50% for a loss, counted from what that member looted. The guild level adds up to +25% on top. War attacks count towards daily tasks and the “Guild War” achievement.

Raids and the guild

You cannot attack members of your own guild, and raid search does not offer them. Guild House troops defend the village in regular raids too. A raid win with at least one star brings the guild XP. The result of every raid and every defense of a member appears in the guild chat.

Reports

Another player’s chat message, a guild card in search and a join application each have a “Report” button. Applications are seen by the leader and co-leaders, so they are the ones who can report them. Echo Support reviews the report. The reported person does not find out who sent it.

For violations, a message can be hidden or deleted, a guild name replaced with the neutral “Guild #…”, a description or application text cleared, writing in guilds banned for up to 365 days or permanently, and a guild can be disbanded. A ban closes chat, request notes, application texts, the description and guild creation. The person affected gets a letter from Echo on the website with the reason. You can dispute the decision on the appeal page.

Leaderboard and leagues

The “Ranks” button on the side of the screen opens the leaderboard with the “Players”, “Guilds” and “Leagues” tabs. The player list shows the top 100 by trophies, the guild list the top 50 by points. You see your own row even if you are not on the list. The leaderboard includes players who have trophies or have searched for a raid at least once.

Only raids on players give trophies: 10 per star of a win. On a loss the attacker loses 8. The defender loses as many as the attacker gained, and gets 8 for a repelled attack. The campaign and guild wars do not change trophies.

Your league depends on your trophy count. A season lasts a calendar month, Moscow time, and ends on the 1st at 00:00 Moscow time. The reward goes by your best result of the season: if you reached a league and then dropped lower, you still get the reward for it.

The reward is cards and resources. Resources are counted in hours of Town Hall income: Town Hall income is the gold, wood and mana an active player at your Town Hall level gets in an hour from collecting and raids. Dark and divine mana are added if you already have storage for them.

LeagueFrom trophiesHours of incomeCards
Unranked0——
Bronze40023
Silver80045
Gold1,40068
Crystal2,000912
Master2,6001216
Champion3,2001620
Titan4,1002025
Legend5,0002430

After the season ends, a results window opens when you come back; claim the reward there or on the “Leagues” tab. If you do not claim it, the game gives it to you when the next season ends. At the end of a season, trophies above 5,000 are cut: you keep 5,000 plus 50% of the excess. For example, 6,000 trophies become 5,500.

Guild points come from members’ trophies. Members are sorted by trophies, highest first, and each member’s trophies are multiplied by the weight of their place: places 1–10 ×0.5, 11–20 ×0.25, 21–30 ×0.12, 31–40 ×0.1, 41–50 ×0.03. A big guild does not overtake a strong one just by having more members. With equal points, the guild with more war wins ranks higher.

Tasks and achievements

The “Tasks” button on the side of the screen opens tasks and achievements. Every day you get 3 tasks, one from each group: “Collect”, “Battle” and “Village”. The goal adapts to your village and Town Hall. If a group has no task available to your village (for example, you have no Guild House or have never searched for a raid), a task from another group is used. Tasks change at midnight Moscow time, and unfinished ones are gone.

GroupTaskGoal
CollectCollect gold from mineswhat your collectors produce in 4 h
CollectCollect wood from lumber millswhat your collectors produce in 4 h
CollectCollect mana from springswhat your collectors produce in 4 h
BattleWin battlescampaign, event bases, raids and wars2–4
BattleEarn stars in battlescampaign, event bases, raids and wars3–8
BattleDestroy buildings in battleswalls and traps do not count14–110
BattleWin raids against players1–3
BattleLoot gold and wood in raidsgold and wood worth 1 h of Town Hall income
VillageTrain troopscamp spaceas much space as your camp has
VillageBrew spellsforge spaceas much space as your forge has
VillageStart a build or an upgradewall upgrades count too1–3
VillageSend reinforcements to guildmatesspace15% of your camp space, at least 5

Where a range is given, the goal grows with the Town Hall: from level 1 to level 25.

Each task gives gold, wood and mana worth 1 h of Town Hall income. Completing all of the day’s tasks opens a chest: 3–8 cards depending on your Town Hall. If the reward does not fit in your storages, the rest goes to the Guild House treasury.

Achievements count over your whole time in the game. Each has 3 tiers, and each tier gives cards; achievements give no resources. Bronze gives 2 cards, Silver 5 cards, Gold 10 cards.

AchievementWhat countsBronzeSilverGold
Town HallTown Hall level51220
TrophiesBest trophy count1,0002,6005,000
RaiderRaids won against players10100500
Guild WarStars in guild wars1060250
CampaignStars in the campaign30120225
VictorBattles won252501,500
DestroyerBuildings destroyed in battles2502,50025,000
Gold DiggerGold collected from mines100,0005,000,000100,000,000
WoodcutterWood collected from lumber mills100,0005,000,000100,000,000
LooterGold and wood looted in raids50,0002,500,00050,000,000
ComradeReinforcements sent, space1002,50025,000
BarracksTroops trained, camp space50010,000100,000
ForgeSpells brewed, forge space255005,000
BuilderBuilds and upgrades started252501,000
CollectionCards unlocked51535
HeroesHeroes unlocked1510
Hero PowerBest hero level51525
WallsBest wall level51220
Daily TasksDaily tasks completed10100500
SeasonsSeason rewards received1312

Events

Events run for a limited time, and a new one starts every few weeks. Event dates are in Moscow time: an event starts at 00:00 on the first day and ends at 24:00 on the last. While an event runs, a badge with its name and the time left appears on the left of the village screen. The badge opens the event window, and so does an icon on the campaign map. A red dot on the badge means there is a reward to claim.

An event boosts several troops: they hit harder, and some also get more health. The boost works in every battle started during the event: campaign, raids, guild wars and the event base. A battle started before the event ends is played out with the boost.

The event base is a special village built around the event’s theme. It has 3 tiers, each for its own Town Hall levels. You see the base for your Town Hall, and the base’s Town Hall equals yours. The first win on the base gives resources and cards. This reward is given once per tier: if your Town Hall moves up to the next tier during the event, that tier has its own reward. The base’s buildings give no loot, and repeat battles on it give nothing but count towards tasks. After the event ends, the base is closed. A battle started before the event ends is rewarded even after it.

An event has its own tasks that run for the whole event. Goals are set by your Town Hall the first time you enter the game during the event, and battles count from that moment. Claim the reward with the “Claim” button in the event window. Resources go to your storages, and what does not fit goes to the Guild House treasury. Completed tasks you did not claim are rewarded automatically after the event ends. Resources in event rewards are counted in hours of Town Hall income.

Halloween

October 28 – November 3, Moscow timeon now

During Halloween the village changes: pumpkins with glowing faces stand by the buildings, lanterns hang on posts, cobwebs stretch by the lanterns and in the corners of walls, bats circle over the Town Hall, fog creeps along the ground, and the light turns to evening. On low graphics quality there are fewer pumpkins and lanterns and no fog. Event bases are decorated the same way in battle.

Boost

Necromancer and his skeletons+30% damage and health
Mage+20% damage
Imp+20% damage
Town HallEvent baseFirst win
1–6Pumpkin Patcha round ring of walls with a “stem” on top, mines in rows outside6 h and 6 cards
7–13Old Graveyarda rectangular fence with rows of gravestones made of single walls inside8 h and 8 cards
14–25Pumpkin King's Castlea ring of walls around the Town Hall, an outer ring and cross-shaped partitions10 h and 10 cards
Event tasksGoalReward
Destroy buildings in battleswalls and traps don't count42–3303 h and 3 cards
Win battlescampaign, raids, wars and the event base53 h and 3 cards
Get 3 stars on the event basebest battle on the event base34 h and 5 cards

Dragon Week

November 18 – November 24, Moscow time

Event bases are guarded by Sky Ballistas and air traps.

The bases have more defenses than the Town Hall allows: Sky Ballista +2, Whirlwind +1, Air Mine +2, Air Bomb +2 and Archer Tower +1. The extra buildings are placed only if they are already unlocked at that Town Hall.

Boost

Dragon+25% damage and health
Phoenix+20% damage
Griffin+20% damage
Aerostat+20% damage
Town HallEvent baseFirst win
1–6Cliff Nesta circle of walls, Sky Ballistas on four sides, air traps around6 h and 6 cards
7–13Dragon Cavea circle of walls, Sky Ballistas on four sides, air traps around8 h and 8 cards
14–25Dragon Peaka circle of walls, Sky Ballistas on four sides, air traps around10 h and 10 cards
Event tasksGoalReward
Destroy buildings in battleswalls and traps don't count42–3303 h and 3 cards
Win battlescampaign, raids, wars and the event base53 h and 3 cards
Get 3 stars on the event basebest battle on the event base34 h and 5 cards

Winter Festival

December 23 – January 7, Moscow time

Event bases are snow forts with bastions at the corners.

Boost

Swordsman+20% damage and health
Golem and golemites+25% damage and health
Town HallEvent baseFirst win
1–6Snow Towna square fort with towers jutting out at the corners6 h and 6 cards
7–13Ice Fortressa square fort with towers jutting out at the corners8 h and 8 cards
14–25Winter Palacea ring of walls around the Town Hall, an outer ring and cross-shaped partitions10 h and 10 cards
Event tasksGoalReward
Destroy buildings in battleswalls and traps don't count84–6604 h and 4 cards
Win battlescampaign, raids, wars and the event base104 h and 4 cards
Get 3 stars on the event basebest battle on the event base34 h and 5 cards

Where a goal shows a range, it grows with the Town Hall: from level 1 to level 25. Dark and divine mana are added to rewards if you already have storage for them.

Settings

The gear in the top right corner, under your resources, opens the “Settings” window. It has four tabs: “Graphics”, “Sound”, “Notifications” and “Language”. Graphics, sound and language are saved on this device. In Discord the storage is sometimes unavailable, and then your choice lasts until the game restarts. Notifications are stored on the server and are the same on all devices.

Graphics

Graphics quality can be high, medium or low. In “Auto” mode the game picks the level for your device and lowers it if the game runs slowly.

Sound

Sound turns on after your first tap or click in the game: that is how browsers work. The village and battles have different music. When the game tab is hidden, the sound is paused.

The “Sound” tab has two sliders: music volume, and the volume of effects together with button sounds. The “Mute all sound” button turns everything off at once.

Notifications

On the “Notifications” tab you turn on Discord DMs from Echo. It has 10 switches in the “Village”, “Friends and guild” and “Events” groups. What each switch sends and how the messages arrive is described in Battle log.

Language

The “Language” tab has three options: Auto, Russian and English. Auto uses your Discord language, or the website language if the game is not open in Discord. The language changes right away. Player messages in guild chat, player names and guild names are not translated. The game draws the “Share” card and writes the Discord status line in the chosen language.