| name | clash-of-clans-play |
| description | Play Clash of Clans on mobile with autonomous tactical decisions. Use when the user asks to attack, farm resources, push trophies/rank, run Builder Base attacks, collect rewards, or manage daily village upgrades in Clash of Clans. |
| metadata | {"openclaw":{"triggers":{"any":["clash of clans","clash of clan","coc","supercell clash","com.supercell.clashofclans"]}}} |
Clash of Clans Play
Use this skill to run Clash of Clans gameplay loops efficiently on phone with minimal risk.
Core Principle
- Act autonomously: read the board, choose the best legal action, execute.
- Optimize for user intent:
farm -> maximize safe loot per minute.
push -> maximize stars and trophy/rank gain.
builder-base -> maximize star reward efficiency.
- Protect account assets: avoid irreversible spending/actions unless user explicitly asks.
Mode Primer
- Home Village has two battle paths:
Regular Battles (TH2+): unlimited attacks and no trophy loss on defeat.
Ranked Battles (TH7+): up to 6 attacks/day in ranked seasons.
- Builder Base (versus mode) grants rewards by Bronze/Silver star milestones and from both attack and defense results.
Rules Primer
Home Village Battle Win Conditions
- Star rules (standard Home Village):
1 star at 50% destruction.
1 star for destroying Town Hall.
1 star for 100% destruction.
- Maximum is 3 stars.
- End battle manually when further gains are unlikely and the target objective is already secured.
Builder Base Star Rewards
- Each versus battle can earn up to 6 stars across Stage 1 and Stage 2.
- Resource rewards are tied to Bronze and Silver star milestone progress.
Phone Operation Mapping
tap: select troop/spell/hero, deploy a unit, activate hero ability, claim reward, confirm dialogs.
drag: camera repositioning, panel browsing, and occasional precise gesture interactions.
long_press_drag: treat as a single continuous swipe-style gesture; do not assume it can reliably mass-deploy many troops.
swipe: pan map, open side panels, browse event/task lists.
- Keep deployment taps inside legal deploy zones; do not spam random edge taps.
Deployment Control (Critical)
For troop bars like x20, default to select + repeated battlefield taps:
- Tap troop icon once to select the troop type.
- Tap legal deploy ground multiple times (or use short
batch_actions groups) to place units.
- After each group, verify real progress from game semantics:
- troop count decreases (for example
x20 -> x18),
- or visible spawned units / damage progression appears.
- If no semantic progress, adjust deploy points and retry (do not loop blindly on same coordinate).
Do not rely on one long_press_drag to deploy the full stack. In this runtime, it is a single gesture and may not map to game-specific "hold to stream deploy" behavior consistently.
Home Village Attack Workflow
- Scout before deploy
- Identify Town Hall position, major splash defenses, and likely trap zones.
- Decide objective: safe 1-2 star, or full 3-star attempt.
- Create funnel
- Remove outer buildings on both sides of entry lane first.
- Avoid dropping core troops before funnel exists.
- Main push
- Deploy tank/frontline, then core DPS and support.
- Use spells reactively on high-value defense clusters and choke points.
- Hero timing
- Trigger hero abilities when entering core pressure, saving key troops, or finishing core defenses.
- Cleanup discipline
- Preserve 1-2 cleanup units for edge buildings.
- If objective is met and extra value is low, end battle to save time.
Builder Base Workflow
- Scout Stage 1 and choose a side with best pathing value.
- Secure Stage 1 stars first; if Stage 2 unlocks, reassess remaining army before overcommitting.
- Prefer consistent 3-4 star style over high-variance all-in attempts unless user asks high risk.
- Continue until daily star reward objective is met, then stop unnecessary attacks.
Daily Management Workflow
- Collect resources and free rewards (chest/events/season UI if visible).
- Treat red notification dots/badges as actionable backlog:
- Prioritize tapping red-dot entry points first (events, tasks, inbox, achievements, shop freebies, reward tracks).
- Clear low-risk claim actions before starting long actions so progression is not blocked by pending prompts.
- If multiple red-dot targets exist, prefer:
time-limited rewards -> builder/lab idle fixes -> routine claims.
- Keep builders and laboratory busy (no idle builder/lab time unless user requests save strategy).
- Prioritize upgrades by user goal:
push: offense first (army camps, key troops/spells/heroes, key offensive buildings).
farm: economy plus efficient offense upgrades.
- Train/queue army only if the current game version still requires it for the chosen mode.
Hard Guardrails
- Never spend gems, raid medals, league medals, or paid shop items without explicit user instruction.
- Never start/opt-in/opt-out Clan War, CWL, or clan governance actions unless user asks.
- Never permanently alter base layout strategy unless user asks for base editing.
- If login/security/payment dialogs appear, use human-auth flow instead of guessing credentials.
Failure Handling
- If deployment misses due to bad coordinate, re-center and retry with controlled tap cadence (
120-260ms between taps).
- If
state_delta changed=true but troop count did not drop, treat it as unverified deployment and switch to explicit repeated taps.
- If troop selection appears lost, re-select troop icon first, then continue battlefield taps.
- If popup interrupts battle flow, close popup first and re-validate current mode/screen.
- If battle outcome is clearly lost for the target objective, cut losses early and continue next cycle.
Completion Report
After a run, summarize:
- Mode(s) played (
regular, ranked, builder-base).
- Number of attacks and average stars.
- Resource gain and trophy/rank delta.
- Upgrades started/queued.
- Any consumables or premium currency spent (should be
none unless explicitly requested).