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Clash of Clans Single Player Campaign

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

The Single Player Campaign, which the game also calls the Goblin Map, is a run of 90 fixed goblin villages you can attack at any time for Gold, Elixir and, from level 51 on, Dark Elixir. Each level can be looted once and starred up to three times, and the stars feed three achievements worth Gems. Below is every level with its recommended Town Hall, its loot and a short plan of attack, followed by how the map, stars and rewards work.

How the Goblin Map works

Open the map from the Attack button in your Home Village; the Goblin King’s head marks the level you select. Each level shows a recommended Town Hall. Since October 2019 the game warns you if you try a level above that recommendation, but it does not stop you.

A few rules differ from multiplayer battles:

  • There is no battle timer. You can let a single Balloon wander for minutes.
  • You win and lose no trophies, and campaign stars do not count toward your Star Bonus or earn a league bonus.
  • Attacking a goblin village does not shorten your Shield.
  • Each village’s loot pays out once. Damage does not carry over: a level you half-destroyed is fully rebuilt on your next try, and any defending troops respawn.
  • Goblin villages ignore the building limits players have. Sherbet Towers alone has six Wizard Towers.
  • If you disconnect mid-battle, the attack does not count, even if you already had the win, and any Clan Castle troops you deployed are gone.

Since the March 2025 update removed training time and cost, your own troops are refilled for free after every attack, so retrying a level costs nothing but time. Clan Castle troops are still used up when you deploy them.

Stars, loot and achievements

Every level has three stars, for 270 in total. Stars count toward three achievements, and two boss levels have one-off achievements of their own:

Achievement What it takes Gems
Get those Goblins! 10, 50 and 150 campaign stars 5 + 10 + 20
Get those other Goblins! 175, 200 and 225 stars 20 + 50 + 100
Get Even More Goblins! 240, 255 and 270 stars 50 + 100 + 150
Dragon Slayer Defeat the Giant Dragon in Dragon’s Lair (level 75) 20
Ungrateful Child Defeat M.O.M.M.A in M.O.M.M.A’s Madhouse (level 90) 20

Clearing all 90 levels pays out roughly 39 million Gold, 39 million Elixir and 324,000 Dark Elixir. The loot is stored in the Goblin Hall and the storages, split evenly between them, so you collect each building’s share as you destroy it. In April 2021 Supercell raised the rewards for the early levels (3 through 21), so older guides that list 500 or 6,000 Gold for those maps are out of date.

Buildings you only see on the Goblin Map

The Goblin Hall works like a player Town Hall of the same level, and the level 12 version carries a weapon that behaves like the Giga Tesla. Goblin Huts are 250-HP filler buildings that count toward destruction. The Goblin Castle is the goblins’ Clan Castle and can hold defending troops, and some later maps add red huts that release troops in sequence. Dragon’s Lair has its own Foreboding Cave.

Every campaign level

Jump to: 1-10 | 11-20 | 21-30 | 31-40 | 41-50 | 51-60 | 61-70 | 71-80 | 81-90

Levels 1 to 10: tutorial and Cannon maps

Town Hall 1 to 4. These maps teach the basics. Several have no defense that can hit air, so one Balloon can win them once you have unlocked it.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
1 Payback 1 500 500 – Tutorial level. One Wizard on the odd little Cannon is all it takes.
2 Goblin Forest 1 500 500 – Also part of the tutorial. The only defense is an Archer Tower; five Barbarians on it, or one Barbarian plus a leftover Wizard, finish the job.
3 Goblin Outpost 2 1,500 1,500 – First real attack. Walk a few Barbarians through the front opening and they will reach both Cannons.
4 Rocky Fort 3 2,500 2,500 – Push about seven Giants through the gap guarded by two Cannons. The third Cannon sits behind Walls, so send a small group there separately.
5 Goblin Gauntlet 3 3,000 3,000 – Bombs hide in the corridor. Skip it and drop Giants or Barbarians right beside each of the two Cannons.
6 Cannonball Run 3 4,000 4,000 – Three Cannons plus Bombs. Drop a Giant pack inside by the top torches, or let Giants tank while Archers shoot.
7 Two Smoking Barrels 4 5,000 5,000 – One of the two Cannons is level 4, so give it the bigger group. Two or three Giants per Cannon is enough.
8 Gold Rush 4 8,000 4,000 – Four Cannons and no Bombs. Send Giants in through the left and right openings.
9 Maginot Line 4 8,000 8,000 – Introduces the Mortar. Spend two cheap Barbarians to set off the Bombs, then charge the two Cannons.
10 Rat Valley 4 8,000 12,000 – The valley floor is packed with Bombs, but nothing here shoots air. A single Balloon clears the whole map.

Levels 11 to 20: first Air Defenses and Archer Towers

Town Hall 4 to 6. The pattern for most of this stretch: knock out whatever shoots air, then let a Balloon do the rest.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
11 Brute Force 4 10,000 14,000 – Another map with no anti-air: one Balloon or Minion wins it. On the ground, send one Goblin first to spring the traps, then Giants.
12 Gobbotown 5 20,000 10,000 – Six Cannons and still no anti-air, so one air troop is the cheap answer. Eight Giants with two Wall Breakers also gets three stars.
13 M is for Mortar 5 14,000 14,000 – First Spring Traps, two Mortars, and nothing that can hit a Balloon. One or two Balloons is the whole plan.
14 Megablaster 5 20,000 10,000 – First Air Defense. Place a few Archers at the top of the map to take it down, then let a Balloon flatten the rest.
15 Immovable Object 5 16,000 16,000 – Around 25 Archers at the southeast entrance can kill the Air Defense, then a Balloon finishes. The side path to the Cannons has Spring Traps.
16 Fort Knobs 5 17,000 17,000 – Knock out the Air Defenses with Barbarians (or one carefully placed Archer that stays out of Cannon range), then send a Balloon.
17 Watchtower 5 16,000 20,000 – The level 10 Archer Tower is the only threat. Put 15 to 25 Archers on it behind a Giant, or about ten Balloons.
18 Fool’s Gold 5 24,000 14,000 – Air Defense and Archer Tower on each side. Flood both with Balloons or lots of Archers. Skeleton Traps sit between the Gold Storages.
19 Thoroughfare 6 20,000 20,000 – Two Archer Towers and two Air Defenses guard the inside. Start with the towers: about 15 Barbarians dropped right next to each one. Once the towers are down, send roughly 20 Archers at the two Air Defenses. When all four are down, one or two Balloons finish the base. If the Barbarians stall, a Giant in front of each group buys them time.
20 Bouncy Castle 6 15,000 30,000 – Wall Breakers, then a Barbarian wave at the upper-right Cannon. Once both Archer Towers fall, one Balloon cleans up.

Levels 21 to 30: Wizard Towers and Hidden Teslas

Town Hall 6 and 7. Loot jumps here and the maps start mixing splash defenses with traps, so a single cheap troop to trip traps pays for itself.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
21 Fikova 6 24,000 24,000 – Sometimes spelled Fivoka. A big Giant group on the Air Defenses, then one Balloon. Bring more than 15 low-level Giants.
22 Gobbo Campus 6 25,000 25,000 – Work up from the bottom one section at a time: Giants in front, Archers well behind them. Clear the Archer Towers with Barbarians and finish with a Balloon.
23 Danny Boy 6 30,000 30,000 – One Goblin into each bottleneck clears the traps. Then Barbarians or about 11 Archers per Archer Tower, Giants on the Air Defense, and a Balloon to finish.
24 Ommahha Beech 6 35,000 35,000 – Barbarians on the lower Archer Towers, Archers on the Air Defenses, then a Balloon. Watch for Spring Traps to the upper left of the Mortars.
25 Walls of Steel 6 40,000 40,000 – Both side entrances are full of traps, so trip them with a single cheap troop first. Giants on the Archer Towers, and after that nothing targets air.
26 Sicilian Defense 6 45,000 45,000 – The Archer Towers are the problem. Split about 26 Giants (roughly 14 at the bottom tower), or swarm each tower with several Balloons, then finish with one Balloon.
27 Obsidian Tower 7 20,000 80,000 – First Wizard Tower. Place Archers so they can hit each Air Defense without drawing Archer Tower fire, then switch to Balloons. Lightning helps on the Wizard Towers.
28 Arrow Head 7 60,000 60,000 – Barbarians on the four Archer Towers, Archers on the Air Defense, then a Balloon. Two Hidden Teslas hide between the central storages.
29 Red Carpet 7 70,000 70,000 – 35 to 45 Barbarians from the top for the Archer Towers and Air Defense; Giants shield Wizards at the Wizard Towers.
30 Natural Defense 7 150,000 2,000 – Almost all Gold. Archers can stand among the trees to hit the Air Defense, then one Balloon. Four Hidden Teslas guard the walled Gold Storage.

Levels 31 to 40: mid-game air and Giant-Healer maps

Town Hall 7 and 8. Mass Minions, mass Balloons and Giant-Healer pushes all work. Bring a Healing or Rage Spell.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
31 Steel Gauntlet 7 80,000 80,000 – Forty or more Minions dropped together at the bottom overwhelm the Air Defenses and Archer Towers. On the ground, start by killing the bottom Mortar with Giants.
32 Queen’s Gambit 7 90,000 90,000 – Set off the front Bombs with a Giant, keep that Giant on the Mortar while Archers kill it, then swarm the front Archer Towers.
33 Full Frontal 7 50,000 140,000 – Mass Minions from the bottom again, or Wall Breakers on the top junctions with Giants, then Archers circling the Mortars.
34 Chimp in Armor 7 150,000 50,000 – Giants plus Wall Breakers on the right side take the first Air Defense; add a Healer, then six to ten Balloons for the rest of the anti-air.
35 Faulty Towers 8 110,000 110,000 – One Air Defense, on the right. Push Giants and a Healer from that side with a Healing Spell, or zap it with three Lightning Spells and go air.
36 Point Man 8 120,000 120,000 – Barbarians clear the Bombs around the Wizard Tower. Two Giants and a Wizard take the Air Defense, then three Balloons per anti-air building.
37 Triple A 8 130,000 130,000 – Giants hold the Mortars’ attention while Archers kill them, then swarm. Air option: two Dragons, Balloons and a Rage Spell.
38 Goblin Picnic 8 See note See note – Giants and a Healer from the top right. A Jump Spell over the P.E.K.K.A statue (bottom right) triggers a hidden surprise. Loot is disputed; see below.
39 Bait ‘n Switch 8 140,000 140,000 – Mass Balloons on the two Air Defenses, or one Dragon per Air Defense backed by about three Balloons each.
40 Collateral Damage 8 150,000 150,000 – Spread Archers on the Air Defense, three or four Balloons on the Wizard Tower, then four to six more on the Archer Tower. Survivors finish the base.

Goblin Picnic loot: published figures disagree: one lists 140,000 Gold and 140,000 Elixir, while another lists 2,000 Gold and 270,000 Elixir. We have not been able to confirm which is current, so check the storages in the game before you plan around it.

Levels 41 to 50: the original endgame

Town Hall 8 and 9. Sherbet Towers (50) was the final level until October 2018.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
41 Choose Wisely 8 150,000 150,000 – Barbarians and Wall Breakers on both Mortars, then the outer Archer Towers, then Healing over the Wizard Towers. Hog Riders also work.
42 Mega Evil 8 150,000 150,000 – Small Giant and Archer teams take the three outer Archer Towers, single Archers pick off the edge Air Defenses, then a big Balloon wave with Healing finishes.
43 Crystal Crust 9 200,000 200,000 – Giants and Archers from the bottom. Add Wall Breakers once both Archer Towers fall, and keep Healing ready near the Wizard Towers.
44 Cold as Ice 9 250,000 250,000 – Barbarians and spread Archers on the top Wizard Towers, then Barbarians through the bottom gap onto the two Mortars.
45 Jump Around 9 300,000 300,000 – Rush Barbarians at both Air Defenses while avoiding the Spring Traps, then Giants on the Archer Towers and one Balloon.
46 Kitchen Sink 9 400,000 400,000 – Giants and Wall Breakers on the Air Defenses with one or two Healers. Five Hidden Teslas sit outside the northeast wall.
47 Rolling Terror 9 500,000 500,000 – Clear the bottom Hidden Teslas with a large Archer group, then send about six Dragons from the bottom under a Rage Spell that covers both Air Defenses.
48 Megamansion 9 600,000 600,000 – A Giant-heavy ground army with Archers, two to four Wall Breakers, a Healing Spell and a Dragon or two (one can come from the Clan Castle).
49 P.E.K.K.A’s Playhouse 9 700,000 700,000 – Three Lightning Spells between the Air Defenses plus an Earthquake Spell, then Golems with Wizards and Dragons from the top.
50 Sherbet Towers 9 800,000 800,000 – Six Wizard Towers and dozens of Bombs. Wall Breakers open the top for Giants or P.E.K.K.As with the Barbarian King; Dragons finish.

Levels 51 to 60: the 2018 Goblin villages begin

Town Hall 9 and 10. Added in October 2018. From here every level also pays Dark Elixir.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
51 Invaders 9 300,000 300,000 2,000 First level that pays Dark Elixir. Treat it as a full TH9 base rather than a cleanup map.
52 Cross and Bows 10 350,000 350,000 2,500 Your usual TH10 war army.
53 Forest Outing 10 350,000 350,000 3,000 Spring Traps everywhere. Lead with a heavy troop such as a Golem, then Witches or Wizards. Lightning on two Air Defenses opens an air route.
54 Skeleton Run 10 400,000 400,000 3,500 Golems at the corners with Wizards behind them. The middle is full of Skeleton Traps, so bring a Poison Spell or Valkyries.
55 Magic Practice 10 400,000 400,000 4,000 Set off the Shrink Traps with a few cheap troops placed around the edge, then Jump Spell your ground army inside, where the defenses are mostly weak splash.
56 High Pressure 10 450,000 450,000 4,000 Your usual TH10 war army.
57 No Flight Zone 10 450,000 450,000 4,500 The edge is lined with Seeking Air Mines and the Goblin Castle holds a Dragon and three Balloons. A ground army avoids most of that.
58 Graduation Ceremony 10 500,000 500,000 4,500 Balloons from all four corners, a Rage Spell on each group, with the King and Queen tagging along on two of the sides.
59 Midnight Oil 10 500,000 500,000 5,000 Your usual TH10 war army.
60 All Angle Attack 11 550,000 550,000 5,000 Your usual TH11 war army.

Levels 61 to 70: Infernos, Eagle Artillery and troop huts

Town Hall 11 and 12. Some maps now hide defending troops in huts or the Goblin Castle. They come back for every new attempt, so plan for them each time.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
61 Burning Sensation 11 550,000 550,000 5,500 Air Bombs and Seeking Air Mines surround the Inferno Towers. Fly single Balloons past them first, then Balloons with Rage. The X-Bow is set to ground.
62 Underground Workaround 11 600,000 600,000 5,500 Your usual TH11 war army.
63 Teamwork Opportunity 11 600,000 600,000 6,000 Your usual TH11 war army.
64 Bowling Alley 11 650,000 650,000 6,000 Trip the Skeleton Traps and Hidden Teslas with Barbarians, use Valkyries on skeletons, and Freeze the Eagle Artillery. Time the Grand Warden‘s ability.
65 Keep Your Cool 11 650,000 650,000 6,500 Your usual TH11 war army.
66 Where Eagles Dare 11 700,000 700,000 6,500 One of the hardest TH11 maps. Use Balloons to burn through the traps, then the Archer Queen with several Healers and Rage.
67 Fireworks Inc. 11 700,000 700,000 7,000 Your usual TH11 war army.
68 Goblin Capital 12 750,000 750,000 7,000 The Goblin Castle releases 40 level 7 Goblins. Pull them out early and kill them with splash before your main push.
69 Pick Your Poison 12 750,000 750,000 7,500 Your usual TH12 war army.
70 The Arena 12 800,000 800,000 7,500 A red hut releases a Bowler, Valkyrie, Baby Dragon, Witch, Dragon, P.E.K.K.A, Golem and Electro Dragon in turn. Keep spells in reserve.

Levels 71 to 80: Dragon’s Lair and the 2022 levels

Town Hall 12 and 13. Dragon’s Lair (75) was the last level until December 2022, when levels 76 to 90 were added for TH13 to TH15.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
71 Paper Map 12 800,000 800,000 8,000 Your usual TH12 war army.
72 Flagged for Traps 12 850,000 850,000 8,500 Your usual TH12 war army.
73 Grand Avenue 12 1,000,000 1,000,000 10,000 Its hut holds three level 5 Dragons, so plan anti-air for them.
74 Besieged 12 1,250,000 1,250,000 12,500 Your usual TH12 war army.
75 Dragon’s Lair 12 2,500,000 2,500,000 25,000 The Foreboding Cave (25,000 HP) releases the Giant Dragon, also called the Golden Dragon, when troops get close. Killing it earns Dragon Slayer.
76 Go to Bat 13 800,000 800,000 8,000 Your usual TH13 war army.
77 Ring of Power 13 820,000 820,000 8,200 The hut holds three Archers, two Headhunters and a Lava Hound. Headhunters punish heroes, so let a troop pull them first.
78 Suspicious Gap 13 840,000 840,000 8,400 The hut holds two Archers and four Super Minions. Bring splash that can hit air for the Super Minions.
79 Stay on Target 13 860,000 860,000 8,600 Your usual TH13 war army.
80 Such a Tease 13 880,000 880,000 8,800 Your usual TH13 war army.

Levels 81 to 90: TH14 and TH15 finale

Town Hall 14 and 15. The last five levels are tuned for TH15, ending with M.O.M.M.A’s Madhouse.

Level Name Rec. TH Gold Elixir Dark Elixir How to beat it
81 Titanic 14 900,000 900,000 9,000 First level with Builder’s Huts, so expect them to shoot back the way they do on a real TH14 base.
82 Cold Flame 14 920,000 920,000 9,200 Your usual TH14 war army.
83 Corner Case 14 940,000 940,000 9,400 Your usual TH14 war army.
84 Path to Pain 14 960,000 960,000 9,600 The hut releases five Electro Titans. Plan for a second heavy ground wave halfway through.
85 Builderopolis 14 980,000 980,000 9,800 Your usual TH14 war army.
86 Monolithic 15 1,000,000 1,000,000 10,000 Your usual TH15 war army.
87 Raging Headache 15 1,050,000 1,050,000 10,500 Your usual TH15 war army.
88 Toxic Town Square 15 1,100,000 1,100,000 11,000 Your usual TH15 war army.
89 Disappearing Dilemma 15 1,150,000 1,150,000 11,500 Your usual TH15 war army.
90 M.O.M.M.A’s Madhouse 15 2,500,000 2,500,000 25,000 A hut holds M.O.M.M.A, an oversized P.E.K.K.A (55,000 HP) whose splash hits ground and air. Defeating her earns Ungrateful Child.

Goblin Builder and Goblin Researcher

These two share the goblin theme but are not part of the campaign. They are the Goblin Workers from the limited-time “Work for Hire!” event, first run in October 2023. While the event is live, a player at Town Hall 7 or higher with all five Builder’s Huts can pay Gems to hire the Goblin Builder for one extra upgrade when every builder is busy, and the Goblin Researcher runs a second Laboratory upgrade alongside the first. The fee is 40 Gems per day of upgrade time, with a 10-Gem minimum, on top of the normal resource cost. They work only in the Home Village. The event has returned regularly since; the latest run listed on the Clash of Clans Wiki was November 2025, so check the in-game Events tab for the next one.

Campaign history

  • October 23, 2018: 25 new goblin villages (levels 51 to 75) added, with Dark Elixir loot and new star achievements.
  • October 16, 2019: warning added when you attack a level above your recommended Town Hall.
  • April 12, 2021: rewards raised for the first 19 levels after the tutorial.
  • December 12, 2022: 15 new levels (76 to 90) for TH13 to TH15, plus the Get Even More Goblins! and Ungrateful Child achievements.
  • October 9, 2023: three new goblin-themed backgrounds for the campaign maps.
  • September 9, 2024: the Single Player and Practice tabs now show your progress.

No campaign levels have been added since December 2022, so Town Hall 16 to 18 players have no levels tuned for them. For guided lessons at your own Town Hall level, use Practice Mode, found next to the campaign on the same Attack screen. For attacking real players, see our attack strategies hub.

Sources: Supercell release notes (Clash Anytime update notes, Meet Goblin Builder) and in-game data.