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    Barracks

    Barracks

    Barracks

    levels">levels

    15

    Minimum town hall level

    1

    Size

    3 × 3

    Constant improvement

    Resource to improve:

    Elixir

    Cumulative cost

    18,288,700

    Cumulative cost

    29 days, 17 hours, 16 minutes, 10 seconds In the barracks you can train your troops to attack enemies. Upgrade it to unlock advanced units so you can win epic battles.
    Barracks Barracks Barracks Barracks
    1 level 2 level 3 level 4 level
    Barracks Barracks Barracks Barracks
    5 level 6 level 7 level 8 level
    Barracks Barracks Barracks Barracks
    9 level 10 level 11 level 12 level
    Barracks Barracks Barracks
    13 level 14 level 15 level

    Summary

    Details

    • The barracks allows you to train troops using elixir, and once they finish being trained, they will go to the camps.
    • If the barracks is in the process of upgrading, you will not be able to train troops.
      • If there are troops in training and the barracks is upgraded, the troops will not train until the upgrade process is complete.
    • Starting with the Christmas 2012 update, the barracks emits a glow on their door when they have troops in training.
    • In the May 2016 update, the sound emitted when training a troop changes.

    Appearance

    • When first constructed, the barracks is a red square building, with a sloping roof with a small window and an entrance without a door. The ceiling is adorned with a pair of crossed swords. The building itself resembles a larger builder's cabin, but with several differences. The swords on the ceiling symbolize the Barbarian, unlocked in this level. A small window is carved into the stone wall.
    • At level 2, the barracks gains a pair of archery targets on the side of the structure (with several arrows stuck in the targets, as well as on one side of the building) and a shelf by the entrance with a pair of swords barbarian. The archery "target shooting" represents the Archer, unlocked at this level.
    • At level 3, the sloping roof only extends downward to become a slightly higher pointed roof, and the door is enlarged. Both modifications were possibly made in order to accommodate the larger units, the Giants unlocked at this level. Additional arrows appear on the "target shooting" (and on the walls), a third sword appears on the hanger, and one is stuck on the left side of the door.
    • At level 4, one of the archery "target shooting" moves to the front of the Barracks to the left of the door, and one of the arrows on the wall is removed, leaving only one. It also seems to be a little higher. The Barbarian sword on the wall moves in the frame. The Goblins do not seem to be represented at this level, however it is the unit that is unlocked.
    • At level 5, a small wooden barrier (made from Level 1 Walls) is added along one side of the structure. The bar frame is replaced with a pump rack, made up of a pair of them. Also, two femurs (bones) appear on the ground in front of the door. The walls, bones, and bombs appear to represent Wall Breakers, and it is reasonable to assume that they use the walls for training purposes, just as Archers do for "target shooting."
    • At level 6, the walls are replaced with the launch of a balloon consisting of a wooden lattice structure that supports a raised wooden platform, similar to a Level 1 Archers Tower. A rope tether strap also hangs. of the raised wooden platform, currently tied to a small stake in the ground. One of the two femurs disappears.
    • At level 7, the bomb rack is replaced with a spell cauldron that appears to represent the Wizard, the unit unlocked at this level, and the remaining femur disappears.
    • At level 8, the balloon launch pad is upgraded to a much more robust version of gold metal. The square wooden deck is replaced with a sunburst style, attached to the support frame with four large rivets. It is possible that the launch pad in the form of rays of sun represents the Healers unlocked in this level.
    • At 9th level, the giant swords on the roof of the barracks are replaced with what appears to be a black louvered vent or a tub of molten lava. Either way, the fire from the mouth (and, when raised to level 4 with the Lab, the flaming eyes) Dragons are probably the units that carried this addition.
    • At level 10, the entire structure, including the deck edges, is clad in gray metal with gold rivets. The Sword Rack, seen alongside the previous levels">levels, replaces the Spell Cauldron, now sporting five swords instead of four. Lastly, the large louvered ventilation is replaced with a huge PEKKA head which is the unlocked unit at this level.
    • At level 11, the head of the PEKKA is once again replaced by a vent similar to that of level 9, but this time smaller. The cauldron is replaced by what appears to be two small dragon eggs. The sun-shaped platform has been replaced with a wooden platform reinforced with a red cap and a strap is added, supposedly to contain the Baby Dragon, and this appears on the top of the platform.
    • At level 12, the ventilation grill is replaced with a pair of crossed shovels along with a miner's hat on top. The dragon eggs are replaced with a mine cart and the railroad to represent the miner, unit unlocked in this level.
    • At level 13, the blades and hull are replaced by antennas. The ladder is replaced by a chimney and the mine cart by an electrical outlet. This indicates that it is unlocked when Electric Dragon.
    • At level 14, the fireplace has ice. The antennas are replaced by a grid in which inside there are Miniyetis. The plug is replaced by a basket. All of this represents what is unlocked by Yeti.

    Constant improvement

    Town hall level 1 2 3 4 5 6 7 8 9 10 11 12 13 14
    Quantity Available 1 2 2 3 3 3 4 4 4 4 4 4 4 4

    levels">levels

    Level
    Barracks
    Cost
    Barracks
    Upgrade time
    Barracks
    Experience
    Barracks
    Life
    Barracks
    Town hall level
    Barracks
    Unlocked drive
    Barracks
    1 200 10s 3 250 1 Bárbaro
    2 1,000 1m 7 290 1 Goalkeeper
    3 2,500 15cm 30 330 1 Giant
    4 5,000 1h 60 370 2 Duende
    5 10,000 4h 120 420 3 Wall breakers
    6 80,000 8h 169 470 4 Bombastic balloon
    7 240,000 12h 207 520 5 Mago
    8 700,000 16h 240 580 6 Curandera
    9 1,000,000 1d 293 650 7 Dragon
    10 1,500,000 2d 415 730 8 Pekka
    11 2,500,000 3d 509 810 9 Baby dragon
    12 3,250,000 5d 657 900 10 Miner
    13 4,000,000 8d 831 980 11 Electric Dragon
    14 5,000,000 9d 881 1,050 12 Yeti
    15 6,000,000 11d 974 1,150 13 Montadragones

    Training

    Elixir Troops Training Time
    Troop Number of Quarters Available
    1 Barracks 2 Barracks 3 Barracks 4 Barracks
    Bárbaro 20s 10s 6s 5s
    Goalkeeper 24s 12s 8s 6s
    Giant 2m 1m 40s 30s
    Duende 28s 14s 9s 7s
    Wall breakers 1m 30s 20s 15s
    Bombastic balloon 2m 1m 40s 30s
    Mago 2m 1m 40s 30s
    Curandera 8m 4m 2m 40s 2m
    Dragon 12cm 6m 4m 3m
    Pekka 12cm 6m 4m 3m
    Baby dragon 6m 3m 2m 1m 30s
    Miner 2m 1m 40s 30s
    Electric Dragon 24cm 12cm 8m 6m
    Yeti 12cm 6m 4m 3m
    Main Village Buildings
    Defensive buildings Cannon • Archer Tower • Mortar • Defense Rockets • Wizard Tower • Air Controller • Tesla Tower • Bomber Tower • Crossbow • Inferno Tower • Artillery Eagle • Tesla Gigator • Infernal Gigator • Catapult • Infernal Gigatorre (TH14) • Walls

    Traps: Bomb • Spring Trap • Aerial Bomb • Set of Explosives • Aerial Trace Mine • Skeleton Trap • Tornado Trap





    Resource buildings Town Hall • Gold Mine • Elixir Collector • Dark Elixir Extractor • Gold Store • Elixir Store • Dark Elixir Store • Clan Castle (Treasury)
    Army buildings Camp • Barracks • Dark Barracks • Laboratory • Spell Cauldron • Dark Spell Cauldron • Workshop • Altar of the Barbarian King • Altar of the Archer Queen • Altar of the Grand Sentinel • Altar of the Royal Fighter
    Other buildings Decorations • Obstacles • Builder's Hut • Master Builder's Hut • Ship • Loot Cart • Strongman's Caravan • Supersauna
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