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ClansHQ Impact Score Guide: War, CWL, and Capital Raid Formulas

Understand how ClansHQ calculates Clash of Clans Impact scores for War, CWL, Capital Raid, and Overall Impact, including weights, penalties, bonuses, and examples.

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Impact is an adjustable summary score that helps clan leaders review War, Clan War League (CWL), and Capital Raid activity together. You choose the measures and weights that matter to your clan, and ClansHQ shows exactly how they produce the final percentage.

Impact is not a verdict on a player, a prediction of the next result, or a replacement for looking at individual attacks. Its purpose is narrower: turn the recorded War, CWL, and Capital Raid measures you select into one consistent percentage.

This guide first explains what each score rewards, then provides the formulas and worked examples needed to audit or reproduce it.

Impact in one minute

Each activity-specific Impact score follows the same general process:

  1. ClansHQ converts each included statistic into a value where 0 represents no credit and 1 represents full unadjusted credit. Eligible War and CWL difficulty bonuses can raise offensive credit above 1.
  2. The selected weights decide how much each value matters relative to the others.
  3. A weight of 0 removes that parameter.
  4. The weighted result is converted to a percentage and rounded to the nearest whole number. War and CWL can exceed 100% when earned difficulty bonuses raise offensive credit above its normal maximum.

Overall Impact works one level higher: it combines the War, CWL, and Capital Raid percentages instead of converting raw activity statistics. A dash in a weighted source is treated as 0%.

In War and CWL, Stars means the total stars earned by an attack. New Stars means only the additional stars that attack adds beyond the clan's previous best result against the same base. For example, improving a base from two stars to three earns 3 Stars and 1 New Star.

Weights are relative, not fixed percentages. A weight of 10 is twice as influential as a weight of 5. Dividing every weight by the total turns the settings into effective percentages.

For example, weights of 10, 6, 3, and 1 add up to 20. Their effective shares are 50%, 30%, 15%, and 5%.

The default weights are:

ScoreDefault weights
WarMissed attacks 10; offensive stars 6; destruction 3; defense 1
CWLMissed attacks 10; offensive stars 7; destruction 2; defense 1
Capital RaidParticipation 10; average attacks 10; average loot 0
OverallWar 5; CWL 5; Capital Raid 0

Every weight selector accepts a whole number from 0 through 10. The values are relative: 10 is not automatically 10%, and a weight of 0 excludes that parameter.

Impact options are saved in the browser for the current device. Reset to defaults restores the documented defaults for that option panel.

Impact works best as a starting point for review, not as a verdict on a member. If you are configuring it for the first time, see How to choose useful weights before changing the defaults.

War Impact

War Impact combines four possible components: the missed attack penalty, offensive stars, offensive destruction, and defensive performance.

War component formulas

Missed Attack Penalty score

Missed Attack score = 1 − Missed attacksAvailable attack opportunities
  • Missed attacks = confirmed available attacks that were not used
  • Available attack opportunities = all recorded attack slots included in the calculation

This is a penalty expressed as remaining credit. A member with no missed attacks receives 1, or full credit, for this component. If 20% of the member's available attacks were missed, the component is 0.80. If every available attack was missed, it is 0.

The same expression can be written as a direct deduction:

Missed weight × (1 − Missed rate) = Missed weight − (Missed weight × Missed rate)
  • Missed weight = the weight selected for Missed Attack Penalty
  • Missed rate = missed attacks divided by available attack opportunities

In other words, the member starts with the component's full weighted credit and loses credit according to the missed percentage. A missed attack also remains in the denominator for offensive stars and destruction, contributing zero to both measures.

Offensive Stars score

Offensive Stars score = Adjusted selected starsAvailable attack opportunities × 3
  • Adjusted selected stars = the total Stars or New Stars selected in War Impact options, including eligible difficulty bonuses and penalties
  • Available attack opportunities = all recorded attack slots included in the calculation
  • 3 = the maximum unadjusted stars available from one attack

The user can choose New Stars per Attack or Stars per Attack in War Impact options; New Stars is the default. Adjusted selected stars is the total from that selected metric after any eligible difficulty bonus or penalty has been applied. Three stars per available opportunity represents full unadjusted credit.

Destruction score

Destruction score = Total destruction percentage pointsAvailable attack opportunities × 100
  • Total destruction percentage points = destruction percentages added across the included attacks
  • Available attack opportunities = all recorded attack slots, including missed attacks
  • 100 = the maximum destruction percentage from one attack

This is average destruction across every available attack opportunity. A missed attack contributes 0% destruction.

Defense score

Defense score = 1 − Total stars concededRecorded defenses × 3
  • Total stars conceded = stars from the recorded best opposing attacks against the member's base
  • Recorded defenses = included wars with a recorded best opposing attack
  • 3 = the maximum stars conceded in one recorded defense

The defensive measure rewards conceding fewer stars to the recorded best opposing attack. Conceding no stars produces 1. Conceding an average of 1.5 stars produces 0.5. Conceding three stars per recorded defense produces 0.

If a member has no recorded defense, ClansHQ excludes this component and renormalizes the remaining weights. Missing defense data is not treated as a perfect defense and is not treated as a zero score.

Complete War Impact formula

Active weight = Missed weight + Stars weight + Destruction weight + available Defense weight
  • Available Defense weight = the configured defense weight when defense data exists; otherwise it is excluded
Weighted points = Missed score × Missed weight + Stars score × Stars weight + Destruction score × Destruction weight + Defense score × available Defense weight
War Impact before rounding = 100 × Weighted pointsActive weight
  • Weighted points = the four active component scores multiplied by their weights and added together
  • Missed, Stars, Destruction, and Defense scores = the component scores defined above
  • Each weight = the value selected for that component in War Impact options
  • Active weight = the sum of the weights that apply to this member

ClansHQ rounds the result to the nearest whole percentage. War Impact cannot fall below 0%, but an earned difficulty bonus can raise it above 100%.

The default War weights are:

  • Missed Attack Penalty: 10
  • Offensive Stars per Attack: 6
  • Destruction per Attack: 3
  • Stars Conceded per Defense: 1

With defense data available, the effective default shares are therefore 50%, 30%, 15%, and 5%.

War difficulty bonus and dipping penalty

When enabled, the difficulty bonus can add credit to the offensive star value selected in War Impact options. A separate Successful bonus metric determines eligibility. 3 New Stars qualifies when the attack earns three new stars. 3 Stars + at least 1 New Star qualifies when the attack earns three total stars and creates at least one new star. The metric defaults to 3 Stars + at least 1 New Star and can be changed independently of War's offensive selection.

The three star-related settings have separate jobs:

SettingWhat it controls
Offensive Stars metricChooses whether Stars or New Stars provides the offensive value included in Impact.
Successful bonus metricDetermines whether an attack qualifies for a difficulty bonus.
Dipping penalty metricChooses whether Stars or New Stars provides the value reduced by an enabled dipping penalty.
Eligible Town Hall levels = Town Hall levels attacked up − TH bonus starts after, with negative results treated as 0
Town Hall bonus = Eligible Town Hall levels × Configured TH bonus percentage100
  • Town Hall levels attacked up = the target's Town Hall level minus the attacker's Town Hall level; easier or equal targets use zero
  • Configured TH bonus percentage = extra credit per Town Hall level attacked up
  • TH bonus starts after = the number of levels ignored before bonus increments begin
Eligible map positions = Map positions attacked up − Map bonus starts after, with negative results treated as 0
Map bonus = Eligible map positions × Configured map bonus percentage100
  • Map positions attacked up = the attacker's map position minus the target's map position; easier or equal targets use zero
  • Configured map bonus percentage = extra credit per map position attacked up
  • Map bonus starts after = the number of positions ignored before bonus increments begin

The optional Dipping Penalty reduces offensive credit whenever a used attack targets an easier base. It is off by default for War. A separate Dipping penalty metric determines whether the proportional deduction uses Stars or New Stars. The metric defaults to New Stars, matching War's default offensive selection, but can be changed independently.

Penalized Town Hall levels = Town Hall levels dipped − TH penalty starts after, with negative results treated as 0
Town Hall dipping penalty = Penalized Town Hall levels × configured TH dipping percentage ÷ 100
Penalized map positions = Map positions dipped − Map penalty starts after, with negative results treated as 0
Map dipping penalty = Penalized map positions × configured map dipping percentage ÷ 100
Difficulty bonus multiplier = 1 + eligible Town Hall bonus + eligible Map bonus
Dipping penalty rate = Town Hall dipping penalty + Map dipping penalty
  • 1 = the attack's normal value before bonuses
  • Eligible bonuses = zero unless the attack satisfies the selected Successful bonus metric: 3 New Stars, or 3 Stars plus at least 1 New Star
  • Dipping penalty rate = the enabled Town Hall and map deductions for attacking an easier target, independent of the attack result
Adjusted selected stars = Selected offensive stars × Difficulty bonus multiplier − Selected dipping stars × Dipping penalty rate
  • Selected offensive stars = Stars or New Stars chosen for the War offensive component
  • Selected dipping stars = Stars or New Stars chosen for the Dipping penalty metric
  • Difficulty bonus multiplier = the eligible Town Hall and map bonuses calculated above

If adjusted selected stars would be below 0, ClansHQ uses 0 instead.

An attack receives no difficulty bonus unless it satisfies the selected Successful bonus metric. When New Stars is selected, it must earn 3 New Stars. When Stars is selected, it must earn 3 Stars and at least 1 New Star. The dipping penalty has no success condition and applies proportionally to its independently selected metric. If the relevant Town Hall or map-position data is unavailable, that part of the adjustment is zero.

For example, suppose an attack improves a base from two stars to three. It earns 3 Stars and 1 New Star. It therefore qualifies under War's default 3 Stars + at least 1 New Star setting, but it would not qualify if 3 New Stars were selected. Qualification makes the attack eligible; the bonus amount still depends on the configured Town Hall and map difficulty beyond their thresholds.

The percentage and threshold fields accept non-negative numbers. The default difficulty settings are:

OptionWar defaultCWL default
Offensive Stars metricNew StarsNew Stars
Successful Attack Difficulty BonusOnOn
Successful bonus metric3 Stars + at least 1 New Star3 New Stars
Town Hall bonus / starts after1% / 01% / 0
Map bonus / starts after1% / 11% / 0
Dipping PenaltyOffOn
Dipping penalty metricNew StarsNew Stars
Town Hall penalty / starts after0% / 00% / 0
Map penalty / starts after1% / 11% / 0

With War's map threshold of 1, one map position up or down produces no adjustment, while two positions produce one increment. CWL's threshold of 0 applies an increment beginning with the first position. Difficulty credit can push both the offensive component and the final Impact score above 100%.

War example

Consider a member with 10 available attacks, including two missed attacks. Across the used attacks, the member records 18 adjusted stars and 720 total destruction percentage points. The member concedes 12 stars across 10 recorded defenses.

Missed Attack score = 1 − 210 = 0.80
Offensive Stars score = 1830 = 0.60
Destruction score = 7201,000 = 0.72
Defense score = 1 − 1230 = 0.60
Weighted value = (0.80 × 10) + (0.60 × 6) + (0.72 × 3) + (0.60 × 1) = 14.36
War Impact = 100 × 14.3620 = 71.8%, displayed as 72%

In this example, the two missed attacks affect three parts of the result: they reduce missed-attack credit and remain as zero-value opportunities in the stars and destruction averages.

CWL Impact

CWL Impact uses the same structure as War Impact. Its four possible components are missed-attack credit, offensive stars, destruction, and defensive performance. The offensive component can use Stars or New Stars; New Stars is the default.

CWL component formulas

Offensive Stars score = Adjusted selected starsAvailable CWL attack opportunities × 3
  • Adjusted selected stars = total Stars or New Stars selected in CWL Impact options after eligible difficulty bonuses and penalties
  • Available CWL attack opportunities = all recorded CWL attack slots included in the calculation
  • 3 = the maximum unadjusted selected stars available from one attack

The missed-attack, destruction, and defense formulas are the same as the War formulas above, using CWL opportunities, attacks, and recorded defenses. A missed CWL attack stays in the opportunity denominator and contributes zero selected stars and 0% destruction. If no defense is recorded, the defense component is removed and the remaining active weights are renormalized.

Complete CWL Impact formula

Weighted points = Missed score × Missed weight + Offensive Stars score × Offensive Stars weight + Destruction score × Destruction weight + Defense score × available Defense weight
Active weight = Missed weight + Offensive Stars weight + Destruction weight + available Defense weight
CWL Impact before rounding = 100 × Weighted pointsActive weight
  • Component scores = the Missed Attack, Offensive Stars, Destruction, and Defense scores defined above
  • Weighted points = the active component scores multiplied by their weights and added together
  • Each weight = the value selected for that component in CWL Impact options
  • Available Defense weight = the defense weight when defense data exists; otherwise it is excluded
  • Active weight = the sum of the weights that apply to this member

ClansHQ rounds the result to the nearest whole percentage. CWL Impact cannot fall below 0%, but an earned difficulty bonus can raise it above 100%.

The default CWL weights are:

  • Missed Attack Penalty: 10
  • Offensive Stars per Attack: 7 (New Stars by default)
  • Destruction per Attack: 2
  • Stars Conceded per Defense: 1

With defense data available, the effective default shares are 50%, 35%, 10%, and 5%.

CWL difficulty bonus and dipping penalty

The CWL adjustment uses the same Town Hall and map-position equations as War. Its Successful bonus metric can be 3 New Stars or 3 Stars + at least 1 New Star, independently of the CWL offensive selection. The Successful bonus metric defaults to 3 New Stars. The Dipping penalty metric can be Stars or New Stars and defaults to New Stars.

Adjusted selected stars = Selected offensive stars × Difficulty bonus multiplier − Selected dipping stars × Dipping penalty rate
  • Selected offensive stars = Stars or New Stars selected in CWL Impact options
  • Selected dipping stars = Stars or New Stars selected for the CWL Dipping penalty metric
  • Difficulty bonus multiplier and Dipping penalty rate = the Town Hall and map adjustments described in the War section

With the default 3 New Stars bonus metric, a three-star cleanup that adds fewer than three new stars does not qualify for the CWL difficulty bonus. If the Successful bonus metric is changed to 3 Stars + at least 1 New Star, a three-star cleanup qualifies only when it creates one or more new stars. When Dipping Penalty is enabled, it applies to attacks against easier bases and uses its independently selected Stars or New Stars value.

CWL example

Using the default New Stars offensive metric, consider a member with 10 available CWL attacks, including two missed attacks. The member earns 21 adjusted new stars, records 750 total destruction percentage points, and concedes 9 stars across 10 recorded defenses.

Missed Attack score = 1 − 210 = 0.80
New Stars score = 2130 = 0.70
Destruction score = 7501,000 = 0.75
Defense score = 1 − 930 = 0.70
Weighted points = (0.80 × 10) + (0.70 × 7) + (0.75 × 2) + (0.70 × 1) = 15.10
CWL Impact = 100 × 15.1020 = 75.5%, displayed as 76%

Here, stronger new-star and defensive scores produce a higher result than in the War example, while the two missed attacks still reduce participation credit and the offensive averages.

Capital Raid Impact

Capital Raid Impact combines participation rate, average attacks, and average loot. These measures are calculated across the loaded Raid Weekend data.

Capital Raid component formulas

Participation score

Participation score = Participated weekendsAvailable weekends
  • Participated weekends = tracked weekends where the member made at least one attack
  • Available weekends = tracked weekends from the member's first recorded participation onward

A participated weekend is a tracked weekend in which the member made at least one attack. Available weekends are counted from the member's first recorded participation onward. This avoids penalizing a member for loaded weekends before the first time they appear as a participant.

Average Attacks score

Average attacks = Total attacksParticipated weekends
  • Total attacks = all Capital Raid attacks made in the included weekends
  • Participated weekends = included weekends where the member made at least one attack
Average Attacks score = Average attacks6
  • Average attacks = the member's average calculated directly above
  • 6 = the maximum number used as the full-credit reference
  • Full-credit limit = results above 1 are kept at 1

An average of six attacks per participated weekend receives full credit. Lower averages receive proportional credit, and the component is capped at 1.

Average Loot score

Member average loot = Total lootParticipated weekends
  • Total loot = Capital Gold looted by the member in the included weekends
  • Participated weekends = included weekends where the member made at least one attack
Average Loot score = Member average lootHighest member average loot in the loaded data
  • Member average loot = the member's average calculated directly above
  • Highest member average loot = the largest member average in the currently loaded Capital Raid comparison

The member with the highest average receives full credit, and other participating members receive a proportional score. If the highest loaded average is zero, the loot component value is zero.

Average Loot is a comparison, not a fixed target. For example, a member averaging 20,000 Capital Gold receives full credit when that is the highest average in the loaded data. If another loaded member averages 25,000, the first member's score becomes 20,000 out of 25,000, or 80%, even though their own average stayed the same.

Complete Capital Raid Impact formula

Weighted points = Participation score × Participation weight + Average Attacks score × Attacks weight + Average Loot score × Loot weight
Active weight = Participation weight + Attacks weight + Loot weight
Capital Raid Impact before rounding = 100 × Weighted pointsActive weight
  • Participation, Average Attacks, and Average Loot scores = the component scores defined above
  • Weighted points = the three component scores multiplied by their weights and added together
  • Participation, Attacks, and Loot weights = the values selected in Capital Raid Impact options
  • Active weight = the three configured Capital Raid weights added together

ClansHQ rounds the result to the nearest whole percentage and keeps the displayed Capital Raid Impact between 0% and 100%.

The default Capital Raid weights are:

  • Participation Rate: 10
  • Average Attacks per Participated Weekend: 10
  • Average Loot per Participated Weekend: 0

Average Loot is excluded by default. A member also needs at least one recorded participated weekend to receive a Capital Raid Impact score.

Capital Raid example

Consider a member with five available Raid Weekends who participated in four, made 22 attacks, and averaged 24,000 Capital Gold. The highest member average in the loaded data is 30,000.

Participation score = 45 = 0.80
Average attacks = 224 = 5.50
Average Attacks score = 5.506 = 0.9167
Average Loot score = 24,00030,000 = 0.80

With the default loot weight of 0, the Average Loot score is calculated but does not affect Impact.

Weighted points = (0.80 × 10) + (0.9167 × 10) + (0.80 × 0) = 17.167
Capital Raid Impact = 100 × 17.16720 = 85.835%, displayed as 86%

With the default weights, this result reflects participation and attack usage equally; the member's relative loot performance does not affect the score unless its weight is raised above 0.

Overall Impact in the Members table

Overall Impact combines the already-calculated War, CWL, and Capital Raid Impact percentages. It does not recalculate attacks or defenses.

Weighted source points = War Impact × War weight + CWL Impact × CWL weight + Capital Raid Impact × Capital Raid weight
Total source weight = War weight + CWL weight + Capital Raid weight
Overall Impact before rounding = Weighted source pointsTotal source weight
  • War, CWL, and Capital Raid Impact = the source scores already calculated for the member, with a dash treated as 0%
  • War, CWL, and Capital Raid weight = the values selected in Overall Impact options
  • Weighted source points = each Impact score, or 0% for a dash, multiplied by its weight and added together
  • Total source weight = the sum of all three configured source weights

ClansHQ rounds Overall Impact to the nearest whole percentage.

Every weighted source is included. If a member has War and CWL Impact but a dash for Capital Raid Impact, Capital Raid contributes 0% while its configured weight remains in the denominator. A source with a configured weight of 0 has no effect.

The default Overall Impact weights are:

  • War Impact: 5
  • CWL Impact: 5
  • Capital Raid Impact: 0

The default Overall Impact is therefore an equal blend of War and CWL Impact, with a dash in either source counted as 0%. Capital Raid can be included from Overall Impact options.

Overall Impact example

Using the worked examples above, the member has 72% War Impact, 76% CWL Impact, and 86% Capital Raid Impact. With the default Overall weights, War and CWL each have a weight of 5 while Capital Raid has a weight of 0.

Weighted source points = (72 × 5) + (76 × 5) + (86 × 0) = 740
Total source weight = 5 + 5 + 0 = 10
Overall Impact = 74010 = 74%

Because Capital Raid has a weight of 0, the result is the midpoint of the member's 72% War Impact and 76% CWL Impact.

What happens when weights or data are missing?

The following rules apply throughout the Impact system:

  • A parameter weight of 0 excludes that parameter.
  • Active weights are normalized, so the numbers express relative importance.
  • War or CWL defense is excluded when no recorded defense exists for that member.
  • Overall Impact treats an unavailable War, CWL, or Capital Raid source score as 0% when its weight is above 0.
  • War and CWL return no Impact when the member has no attack opportunities in the included data.
  • Capital Raid returns no Impact when the member has no participated weekend.
  • If every relevant weight is 0, no Impact score is shown.
  • A displayed dash means the source Impact score is unavailable. For Overall Impact only, a weighted dash contributes 0%.

How Exclude latest war affects Impact

The War and CWL Table Settings include Exclude latest war from calculations. When enabled, the latest applicable War or CWL round remains visible but is removed from the records used to build averages and Impact.

This is useful when the newest event is incomplete. It also means the Impact score may change immediately when the setting is toggled because the underlying opportunities, stars, destruction, missed attacks, and defenses change together.

How to choose useful weights

There is no universal weighting that fits every clan. The defaults provide a starting point, not an official definition of player value.

A few practical principles help:

  • Give missed attacks more weight when dependable participation is essential.
  • Give offensive stars or new stars more weight when creating stars is the main selection concern.
  • Keep some destruction weight when partial progress matters, especially for attacks that stop short of the next star.
  • Use defensive performance as context rather than assuming every defensive matchup was equally difficult.
  • Enable relative Capital Raid loot only if comparing loot efficiency serves the clan's review process.
  • Change one or two weights at a time so the effect remains understandable.

Impact works best as a starting point for review. Two members can have the same score for very different reasons, and a single percentage cannot explain assignments, connection problems, cleanup roles, tactical instructions, roster changes, or opponent strength in full.

Frequently asked questions

Is a higher Impact score better?

Yes. Each component is oriented so that more credit produces a higher score. For the Missed Attack Penalty, fewer missed attacks leave more credit. For defense, fewer conceded stars leave more credit.

Does a missed attack get counted twice?

It affects three distinct questions. The missed penalty reduces participation credit, while the unused opportunity also contributes zero offensive stars and zero destruction. This is intentional: using an attack, earning stars, and producing destruction represent different parts of performance.

Can War or CWL Impact exceed 100%?

Yes. An earned difficulty bonus can raise adjusted offensive stars above the ordinary three-stars-per-opportunity reference, which can raise the final War or CWL Impact above 100%. This preserves the extra credit instead of hiding it behind an upper limit.

Why can Capital Raid loot Impact change over time?

Average Loot is relative to the highest member average in the currently loaded Capital Raid data. A different leader or comparison period can therefore change the reference value.

Is Impact an official Clash of Clans statistic?

No. Impact is a ClansHQ calculation built from recorded Clash of Clans activity. It is intended as a configurable review aid, not an official Supercell score or ranking.

Review Impact alongside the underlying activity

Open your clan dashboard on ClansHQ to compare Impact with the War, CWL, Capital Raid, and member data behind it. If a calculation looks incorrect or unclear, please tell us through the feedback page so we can investigate and improve it.

ClansHQ is an independent Clash of Clans analytics tool and is not affiliated with or endorsed by Supercell.