Why I built ClashClock
Planning the next upgrade shouldn't mean juggling timers, notes and several villages in your head. I built ClashClock to keep all of that in one place, on your phone or on a big screen.
It keeps the timers of your Home Village and Builder Base together, shows when a builder or the lab is free, and plans the upgrades ahead around the hours you can't play. A builder that finishes at 01:00 idles until you wake up, so long upgrades belong across your night and your workday.
Where the numbers come from
Costs, build times, level caps and requirements come from the data files the game itself downloads. That file set dates from April 2026, so hand-sourced overrides carry what Supercell has changed since: 38 entities today. Every override names its source.
I check the result against two outside datasets, one built from the wiki and one that a community project extracts from the newest game client. Where they disagree, the game's own files win. A separate check of all 3,906 timer records in the app (2,485 with a duration) on 5 October 2026 changed no base duration; the mistakes it found were in my own calculations.
Updates go in by hand and nothing watches for them, so for a short time after a release a new level can be missing or a cost can show its old value. The order the planner picks is a judgement, not a fact; the technical guide, How ClashClock works, says which parts are copied from the game and which are assumptions.
What is stored and what is sent
Your villages, plans and settings live in your browser, and so does the planner, so your village is never sent anywhere to be planned. ClashClock itself sets no cookies, and visits are counted without them.
Without an account, four things leave your device. Your player tag goes to Supercell's official game API, through RoyaleAPI's proxy, when you add a village or ask for your league and clan; a security check (Cloudflare Turnstile) first lets your device create the anonymous guest ID it is tied to. If you switch on push, your browser's push address stays until you switch push off, and the text and time of upcoming reminders until they are sent. A message from the Support page, with your email address, is mailed to me and kept in the database for 30 days (90 if the mail could not be delivered). And, as on any website, the servers that deliver a page log your IP address and the page you asked for.
An account is optional. It syncs your devices and refreshes heroes, lab research and hall levels from the game's API. Supabase then stores your email address, a hash of your password and your villages as one document that row level security restricts to your account. To delete the account, write to me through the Support page or by email.
The privacy policy is the binding text; the technical guide tabulates every case where something leaves your device.
Independent of Supercell
ClashClock is an unofficial fan project; Supercell is not involved and does not endorse or sponsor it. It never asks for your Supercell ID or password and has no connection to your game account, so it can't start, cancel or speed up an upgrade.
How it is run and funded
I run ClashClock alone and keep my name private: I write the planner, maintain the game data and answer the messages. It is free, with no paid tier. Support on Ko-fi goes toward hosting, the database and the mail service; nothing is unlocked or promised in return.
How to reach me
The quickest way is the contact form on the Support page; for a wrong timer it asks for what I need to find the cause. My address is under this text if you prefer email.