What does a Clash of Clans farm bot do?
GameBotOps collects village resources, searches for opponents that meet loot thresholds and returns to village maintenance after attacking. Your working mode determines whether resources are saved or spent on upgrades.
How do loot thresholds work?
Gold, elixir and dark elixir have separate minimum values. A target must meet all configured thresholds, with readable gold and elixir values. If a threshold is not met, the bot searches for another opponent; unreadable loot is not accepted as sufficient.
Higher thresholds may require more searching. Set them around your village's resource needs. The working mode controls upgrade spending; it does not create a separate trophy targeting mode.
Three working modes
- Resource only: The default mode. Resource collection and attacks run without spending on buildings, walls or obstacle removal. The account hands over when both main gold and elixir storages are confirmed full in the village. Attack and total account turn limits still apply.
- All upgrades: An upgrade cycle starts when either the main gold or elixir storage reaches 95%. One normal builder is reserved for walls; other idle normal builders are assigned to eligible buildings, starting with the most expensive affordable option. Lower-cost targets are considered when resources are insufficient.
- Walls only: Once either the main gold or elixir storage reaches 95%, the bot upgrades walls in batches while resources allow. It does not start building upgrades.
Dark elixir is tracked in loot targets and on the dashboard. The fill-and-handover rule uses the main gold and elixir storages; it does not apply the same full-storage condition to dark elixir.
Builders and batch wall upgrades
Wall upgrades can use gold or elixir. The bot reads the unit cost and available balance to select a batch, checks the resource decrease afterwards and continues while resources allow.
In All upgrades mode, a builder reserved for walls is not reassigned to buildings just because wall resources are insufficient. That builder becomes available for buildings only after a full list scan confirms that no upgradable walls remain. Before the next upgrade cycle, the bot waits for either gold or elixir storage to reach 95% again.
Town Hall and hero upgrades, laboratory research, Goblin Builder/Researcher, Gem spending and wall rings are outside automatic upgrade coverage. Spending is not confirmed when its cost or resource type cannot be verified.
Village collection and obstacle removal
Resource bubbles, the loot cart and tombstones are handled during village maintenance. The map is scanned in several directions and collection is checked against what actually changes on screen.
Modes that allow resource spending can remove logs, mushrooms, bushes, trees and other eligible obstacles. The removal control, cost and resource are verified, and any configured reserve is preserved. Resource only mode does not make these purchases.
Event rewards in the farming cycle
Supported chest openings, card packs and three-choice reward screens are part of the bot's flow. Three-choice rewards prioritise gold, elixir, dark elixir and event tickets; if none are recognised, a random card is chosen from the verified panel.
We follow events and update the bot at the start of each event to adapt it to the event flow. See event support for existing features and how updates are handled.
Resource totals and multiple accounts
Daily loot varies with opponents, thresholds, the visible army, account count and running time. Fixed returns and uninterrupted operation are not guaranteed. The dashboard shows each account's last verified gold, elixir and dark elixir balances.
The auto attack and multi-account management pages explain the other parts of the cycle.