Easy Pixel Art Easy Pixel Art Clash of Clans Ballon

You will need to sign in to save your village's information for later. You can sign in using your favorite service, including Google, Facebook, Twitter, or any email address. Click the button below to sign in or sign up in seconds. If you have already filled in some of your village's information, it will be ready when you return.

Sign In

Clash of Clans Village Progress Tracker

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

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

Welcome! To get started, select your current Town Hall level in the next module. This will enable other modules that correspond to the buildings, troops, spells, and more that you can have unlocked at that Town 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 village'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 village's information, use the Clash of Clans button beside the "Save" button to import some of the data from your in-game profile.

Town Hall Level

Next Upgrade

{{res(baseData.building.townHall.cost[base.townHall + 1], 'Builder') | number: 0}}Gold

{{time(baseData.building.townHall.time[base.townHall + 1], 'Builder')}}

Town Hall

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

Troop Levels

Upgrades To Do

  • Barbarian

    Level {{$index}}

    {{res(baseData.troop.barbarian.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.barbarian.time[$index], 'Laboratory')}}

  • Archer

    Level {{$index}}

    {{res(baseData.troop.archer.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.archer.time[$index], 'Laboratory')}}

  • Giant

    Level {{$index}}

    {{res(baseData.troop.giant.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.giant.time[$index], 'Laboratory')}}

  • Goblin

    Level {{$index}}

    {{res(baseData.troop.goblin.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.goblin.time[$index], 'Laboratory')}}

  • Wall Breaker

    Level {{$index}}

    {{res(baseData.troop.wallBreaker.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.wallBreaker.time[$index], 'Laboratory')}}

  • Balloon

    Level {{$index}}

    {{res(baseData.troop.balloon.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.balloon.time[$index], 'Laboratory')}}

  • Wizard

    Level {{$index}}

    {{res(baseData.troop.wizard.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.wizard.time[$index], 'Laboratory')}}

  • Healer

    Level {{$index}}

    {{res(baseData.troop.healer.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.healer.time[$index], 'Laboratory')}}

  • Dragon

    Level {{$index}}

    {{res(baseData.troop.dragon.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.dragon.time[$index], 'Laboratory')}}

  • P.E.K.K.A

    Level {{$index}}

    {{res(baseData.troop.pekka.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.pekka.time[$index], 'Laboratory')}}

  • Baby Dragon

    Level {{$index}}

    {{res(baseData.troop.babyDragon.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.babyDragon.time[$index], 'Laboratory')}}

  • Miner

    Level {{$index}}

    {{res(baseData.troop.miner.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.miner.time[$index], 'Laboratory')}}

  • Electro Dragon

    Level {{$index}}

    {{res(baseData.troop.electroDragon.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.electroDragon.time[$index], 'Laboratory')}}

  • Yeti

    Level {{$index}}

    {{res(baseData.troop.yeti.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.yeti.time[$index], 'Laboratory')}}

  • Dragon Rider

    Level {{$index}}

    {{res(baseData.troop.dragonRider.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.troop.dragonRider.time[$index], 'Laboratory')}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

Dark Troop Levels

Upgrades To Do

  • Minion

    Level {{$index}}

    {{res(baseData.darkTroop.minion.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.minion.time[$index], 'Laboratory')}}

  • Hog Rider

    Level {{$index}}

    {{res(baseData.darkTroop.hogRider.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.hogRider.time[$index], 'Laboratory')}}

  • Valkyrie

    Level {{$index}}

    {{res(baseData.darkTroop.valkyrie.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.valkyrie.time[$index], 'Laboratory')}}

  • Golem

    Level {{$index}}

    {{res(baseData.darkTroop.golem.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.golem.time[$index], 'Laboratory')}}

  • Witch

    Level {{$index}}

    {{res(baseData.darkTroop.witch.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.witch.time[$index], 'Laboratory')}}

  • Lava Hound

    Level {{$index}}

    {{res(baseData.darkTroop.lavaHound.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.lavaHound.time[$index], 'Laboratory')}}

  • Bowler

    Level {{$index}}

    {{res(baseData.darkTroop.bowler.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.bowler.time[$index], 'Laboratory')}}

  • Ice Golem

    Level {{$index}}

    {{res(baseData.darkTroop.iceGolem.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.iceGolem.time[$index], 'Laboratory')}}

  • Headhunter

    Level {{$index}}

    {{res(baseData.darkTroop.headhunter.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkTroop.headhunter.time[$index], 'Laboratory')}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

Siege Machine Levels

Upgrades To Do

  • Wall Wrecker

    Level {{$index}}

    {{res(baseData.siegeMachine.wallWrecker.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.siegeMachine.wallWrecker.time[$index], 'Laboratory')}}

  • Battle Blimp

    Level {{$index}}

    {{res(baseData.siegeMachine.battleBlimp.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.siegeMachine.battleBlimp.time[$index], 'Laboratory')}}

  • Stone Slammer

    Level {{$index}}

    {{res(baseData.siegeMachine.stoneSlammer.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.siegeMachine.stoneSlammer.time[$index], 'Laboratory')}}

  • Siege Barracks

    Level {{$index}}

    {{res(baseData.siegeMachine.siegeBarracks.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.siegeMachine.siegeBarracks.time[$index], 'Laboratory')}}

  • Log Launcher

    Level {{$index}}

    {{res(baseData.siegeMachine.logLauncher.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.siegeMachine.logLauncher.time[$index], 'Laboratory')}}

  • Flame Flinger

    Level {{$index}}

    {{res(baseData.siegeMachine.flameFlinger.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.siegeMachine.flameFlinger.time[$index], 'Laboratory')}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.hero[z.key].cost[$index], 'Builder') | number: 0}}{{z.res2}}

    {{time(baseData.hero[z.key].time[$index], 'Builder')}}

All maxed for this Town Hall level!

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.pet[z.key].cost[$index], 'Pet') | number: 0}}{{z.res2}}

    {{time(baseData.pet[z.key].time[$index], 'Pet')}}

All maxed for this Town Hall level!

Spell Levels

Upgrades To Do

  • Lightning

    Level {{$index}}

    {{res(baseData.spell.lightningSpell.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.spell.lightningSpell.time[$index], 'Laboratory')}}

  • Heal

    Level {{$index}}

    {{res(baseData.spell.healingSpell.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.spell.healingSpell.time[$index], 'Laboratory')}}

  • Rage

    Level {{$index}}

    {{res(baseData.spell.rageSpell.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.spell.rageSpell.time[$index], 'Laboratory')}}

  • Jump

    Level {{$index}}

    {{res(baseData.spell.jumpSpell.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.spell.jumpSpell.time[$index], 'Laboratory')}}

  • Freeze

    Level {{$index}}

    {{res(baseData.spell.freezeSpell.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.spell.freezeSpell.time[$index], 'Laboratory')}}

  • Clone

    Level {{$index}}

    {{res(baseData.spell.cloneSpell.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.spell.cloneSpell.time[$index], 'Laboratory')}}

  • Invisibility

    Level {{$index}}

    {{res(baseData.spell.invisibilitySpell.cost[$index], 'Laboratory') | number: 0}}Elixir

    {{time(baseData.spell.invisibilitySpell.time[$index], 'Laboratory')}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

Dark Spell Levels

Upgrades To Do

  • Poison

    Level {{$index}}

    {{res(baseData.darkSpell.poisonSpell.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkSpell.poisonSpell.time[$index], 'Laboratory')}}

  • Earthquake

    Level {{$index}}

    {{res(baseData.darkSpell.earthquakeSpell.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkSpell.earthquakeSpell.time[$index], 'Laboratory')}}

  • Haste

    Level {{$index}}

    {{res(baseData.darkSpell.hasteSpell.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkSpell.hasteSpell.time[$index], 'Laboratory')}}

  • Skeletons

    Level {{$index}}

    {{res(baseData.darkSpell.skeletonSpell.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkSpell.skeletonSpell.time[$index], 'Laboratory')}}

  • Bats

    Level {{$index}}

    {{res(baseData.darkSpell.batSpell.cost[$index], 'Laboratory') | number: 0}}Dark Elixir

    {{time(baseData.darkSpell.batSpell.time[$index], 'Laboratory')}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

Number of Walls

You have entered {{totalWalls()}} out of the {{baseData.building.wall.maxNum[base.townHall]}} walls available with a level {{base.townHall}} Town Hall.

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building.wall.cost[$index], 'Builder') | number: 0}}

    Gold/Elixir

    Gold

    ×{{y}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

  • Gear-Up

    {{res(baseData.building[z.key].gearUp.cost, 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].gearUp.time, 'Builder')}}

    ×{{gearUps[z.key]}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

{{z.name}} Levels

{{z.name}} Level

Upgrades To Do

  • Level {{$index}}

    {{res(baseData.building[z.key].cost[$index], 'Builder') | number: 0}}{{z.res}}

    {{time(baseData.building[z.key].time[$index], 'Builder')}}

    ×{{y}}

All maxed for this Town Hall level!

All upgrades have been completed! It's time to upgrade your Town 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}} Dark Elixir

{{y.name}} (×{{y.number}})

{{time(y.time, y.upgradeType)}}

{{res(y.cost, y.upgradeType) | number: 0}} Dark Elixir

Gear Up {{y.name}}

{{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

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

Builder Upgrades

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

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

Laboratory Research

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

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

Hero Pet Upgrades

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

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

Date

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

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"}}
Dark Elixir {{res(darkElixirUntilThCost, false) | number: 0 | ifEmpty: 0}} Dark Elixir {{time(darkElixirUntilThTime, false) | ifEmpty: "None"}}
Walls {{res(wallCostUntilThLows, 'Builder') | number: 0}} Gold + {{res(wallCostUntilThHighs, 'Builder') | number: 0}} Gold/Elixir 0 Gold/Elixir N/A
Town Hall to Level {{base.townHall + 1}} {{res(baseData.building.townHall.cost[base.townHall + 1], 'Builder') | number: 0}} Gold {{time(baseData.building.townHall.time[base.townHall + 1], 'Builder')}}

Please check your inputs for Walls.

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

{{res(vvDarkElixirSpent, false) | number: 0 | ifEmpty: 0}} Dark Elixir

{{time(vvGoldTime + cumulativeTime('building', 'townHall', base.townHall) + vvElixirTime + vvDarkElixirTime, false) | ifEmpty: "None"}}

Please check your inputs for Walls.

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

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

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

¤ Village 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.

centenohouts1995.blogspot.com

Source: https://pixelcrux.com/Clash_of_Clans/Village_Progress_Tracker/App

0 Response to "Easy Pixel Art Easy Pixel Art Clash of Clans Ballon"

Postar um comentário

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel