Clash of Clans icon
Strategy

Clash of Clans

Supercell

Played and written up by our team. Installs go through Google Play, nowhere else.

Clash of Clans screenshot 1Clash of Clans screenshot 2Clash of Clans screenshot 3Clash of Clans screenshot 4Clash of Clans screenshot 5

Every player learns the same habit eventually: open the app, glance at the builders, and feel a small pang if one of them is standing about doing nothing.

A village and a queue that never empties

That pang is the engine of the whole thing. You lay out a village, harden it against raids, join a clan, and push resources into an upgrade list with no end on it. It rewards people who enjoy planning across days rather than minutes, and it punishes nobody for logging off, because the walls keep standing while you are gone.

Raiding by day, rebuilding by evening

Scout a few enemy layouts, pick one whose defences your current army can actually crack, commit the troops, then spend the loot before someone raids you back. Attacking is the interesting half: funnelling troops so they do not wander round the outside, timing spells, and reading which compartment holds the storages.

Defending without being there

The other half you do by design rather than by hand, which is why base layouts get traded and argued over as seriously as they do. A wall is not a wall, it is a decision about which direction an attacker will be tempted into, and you find out whether you were right by reading a replay in the morning.

Clan Wars and the weight of an obligation

The clan layer turns a solo builder game into something with duties. War attacks are scarce, so a sloppy raid costs the whole roster stars, and that accountability keeps people playing long after a single-player version would have run dry. The community of layout sites, attack breakdowns and clan finders around it is unusually deep.

Restraint you can measure

Adverts are essentially absent, and spending buys time or cosmetics rather than strength. Supercell has also extended the middle of the game rather than bolting levels on the end, with the Builder Base and successive Town Hall tiers giving the power curve somewhere to go.

The gem wall, and who should not start

None of that makes the top end painless, and the trap is well placed. Upgrade timers scale up as you climb, so by the time a single building is a multi-day job, the gem price to skip it has stopped looking silly and started looking reasonable, which is precisely the moment it was priced for. You are not being sold power. You are being sold the end of a wait that the game lengthened on purpose. The slow opening hours are the milder version of the same thing, felt before war matchmaking gives you anything else to do.

Stick with it past the early village and this becomes a game you check in on for years rather than weeks, with real strategy in the attacks and a clan worth showing up for. Find one in your first week rather than your third month.

Our editorial score 9.3 /10 Our own opinion, not Google's rating and not the developer's.

What we like

  • Genuinely deep base-design strategy that rewards long-term thinking
  • Clan Wars system creates real social investment and accountability
  • Minimal ads, monetization limited to time-skipping and cosmetics

Watch out for

  • Reaching high Town Hall levels free-to-play requires months of patience
  • Gem economy pricing is steep for time skips at the point they become tempting
  • Early game can feel slow until Clan War matchmaking becomes relevant
Verdict: The most durable mobile strategy game in the market, with a free-to-play monetization model that, by genre standards, is respectful of non-paying players.

From the Play Store listing

These figures come from the official Google Play listing and can change at any time. Check the current listing.

Play rating
4.5 out of 5
Ratings
61,455,746
Installs
500,000,000+
Developer
Supercell
Category
Strategy

How those ratings split

5 ★
78%
4 ★
10%
3 ★
3%
2 ★
2%
1 ★
7%