Laboratory

__NOEDITSECTION__
"What dark secrets do these Wizards hide inside their Laboratory? Nobody has dared to look. All we know is that their research makes our spells and troops harder, better, faster and stronger!"
----
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
Level 13
Level 14
==Summary== 
*The Laboratory is a building where you can upgrade your Troops, Spells and Siege Machines, improving their stats such as damage and hitpoints. The Laboratory is unlocked at Town Hall level 3.
**The upgrade fee is relevant to the resource used to create said target. Dark Elixir Troops/Spells cost Dark Elixir to upgrade, while all others cost Elixir.
**Heroes and Pets cannot be upgraded in the Laboratory, instead requiring a free Builder or the Pet House to upgrade respectively.
*It is possible to upgrade the Laboratory itself while an upgrade is happening within the Laboratory, and research will continue as normal while the Laboratory is being upgraded.
* It is not possible to cancel a research project nor research multiple subjects at a time. However, one can still instantly complete the active one via spending Gems or a relevant Magic Item (a for Troops and Siege Machines, a for Spells; a can be used for all three). Using a relevant Hammer can skip the upgrade timer and negate any costs. 
**It is also possible to use a to boost the Laboratory's research speed to 24 times of the normal rate for 1 hour, effectively removing 24 hours of research time.
**If the upgrade you use a Research Potion on has less than 24 hours on it, try to start another upgrade immediately when it finishes to not waste the boost.
*The Laboratories emit a purple (level 1-6), blue (level 7), red (level 8) or yellow (level 9-12) glow from the entrances when upgrading something.
*The Laboratory cannot upgrade anything the player does not have access to, which may be dependent on the Laboratory itself or said project's associated entity and any other relevant buildings.
*Different levels of troops will receive graphical changes. However, when you are upgrading something, the laboratory interface will not display the improvements until the upgrade concludes.
*When a Laboratory upgrade is completed, it is applied immediately to any relevant troops, spells, or Siege Machines that have been or are being trained.
*At higher TH levels, Laboratory upgrades are tedious and can take extreme amounts of time. Due to this one should only choose the upgrades affecting whatever that they would prolifically use in the future, and optionally accelerate them with Magic Items. For example, GoWiPe users should focus on Golems, Wizards, P.E.K.K.As, and whatever spells that could help them.
*If all of your troops, spells, and siege machines are fully maxed for the current level your Laboratory is at, the word "Research" won't be visible above the Laboratory.
==Upgrade Differences==
* Laboratories undergo significant visual changes at all levels except levels 3 and 4.
**When initially constructed, the Laboratory consists of a wooden octagonal structure with multiple door-less entrances. A mass of black tubing covers the center of the Laboratory's roof.
**At level 2, the Laboratory adds a large vat of Elixir mounted on one side, while the roof is reinforced with steel. A dial is on the vat of Elixir, and wires connect it to the roof, near the black tubing.
**At level 3, the Laboratory's roof adds a large black dome with circular elixir-colored ports.
**At level 4, the doorways receive a golden trim.
**At level 5, a second Identical Elixir vat is added to the left wall.
**The level 6 Laboratory receives a faceted crystal sphere on its roof supported by a black iron rod and a helical golden spring. Electricity periodically runs up the surface of the sphere.
**At level 7, the crystal sphere is replaced by a huge set of stacked circular gold rings, identical to those found atop the level 7 . The elixir vat on the left side of the Laboratory is replaced with a larger one filled with Dark Elixir. The ringed structure on the roof crackles periodically with electricity. The dark color theme indicates that this level is unlocked at Town Hall level 9.
**At level 8, the circular gold rings are replaced with a vertical tube glowing from the inside. This tube is emblazoned with what appears to be the symbol representing radioactive material, which indicates that the liquid is likely radioactive. The doorposts turn to a dark red color. It seems that fiery red-orange fluid is filling the left chamber. The dial also starts moving back and forth rapidly, showing that the vat may be overflowing. During an upgrade, the vertical tube spews fire. The red color theme indicates that this level is unlocked at Town Hall level 10.
**At level 9, the stack of rings is re-added to the top of the Laboratory, instead this time the rings are white rather than gold. The doorpost turns from a dark red to white. The red fluid on the left side is changed to yellow. The white and yellow color theme indicates that this level is unlocked at Town Hall level 11.
**At level 10, the Laboratory takes on a blue-gray color scheme. The stack of rings is now replaced with a giant yellow screw, which twists in and out of the roof when an upgrade is in progress. The dial from level 8 returns and is now larger than before. The fluid vat on the left is now replaced by a metal tube with a cyan glow in the middle. The yellow and blue color scheme indicates that this level is unlocked at Town Hall level 12.
**At Level 11, the Laboratory receives a darker blue color scheme. The roof has a thick band that encases the giant yellow screw, which is now replaced by a tube covered in ice. The doorposts are also covered in ice. The fluid vat on the left is slightly taller and darker. The icy theme and dark blue color indicate that this level is unlocked at Town Hall level 13.
**At Level 12, the ice tube on top of the Laboratory has been replaced with a small, green pond on top. And it's green and gold now. The fluid vat on the left becomes slightly shorter, but with gold accents. The fluid changes colour from light blue to a gradient purple. Another fluid of Dark Elixir is found on the valve on the left, just above the meter. The jungle theme and green color scheme indicates that this level is unlocked at Town Hall level 14.
**At level 13, the Laboratory receives a darker blue purple colore scheme. The roof is covered up, and the pond has been replaced with a purple pyramid-shaped dome with dark purple metal and four pink tetrahedon-shaped crystals on top. Below the dome is a ring of metal. On the left side of the building, the fluid vat's frame is now colored a dark purple and the gold accents are gone. The bottom centre of the building has received a thicker golden frame and colored a metallic silver on top, and purple at the bottom. The purple and gold theme indicates that this level is unlocked at Town Hall level 15.
**At level 14, the Laborator receives a dark red and yellow color scheme. The pyramid-shaped dome is replaced with a large, telescope-like device (similar to the one seen on the Star Laboratory), along with a circular stone ring. Below this ring is another one made of wood. Wooden frames are also added to each of the roof's corners. The fluid vats change as well, with the one on the left now having a light green fluid, while the one on the right resembles a tree trunk with a small leaf growing on it. Thick roots surround the structure, growing around the building. The wires that connect to the fluid vats also change positions, and are no longer connected to the roof. The nature theme and dark red color scheme indicates that this level is unlocked at Town Hall level 16.
==Statistics==
Level	Hitpoints	Build Cost	Build Time	Experience Gained	Town Hall Level Required
1 	500 	5,000 	1m 	7 	3
2 	550 	25,000 	1h 	60 	4
3 	600 	50,000 	2h 	84 	5
4 	650 	100,000 	4h 	120 	6
5 	700 	200,000 	8h 	169 	7
6 	750 	400,000 	16h 	240 	8
7 	830 	800,000 	1d 	293 	9
8 	950 	1,300,000 	1d 18h 	388 	10
9 	1,070 	2,100,000 	2d 18h 	487 	11
10 	1,140 	3,800,000 	4d 	587 	12
11 	1,210 	5,500,000 	6d 	720 	13
12 	1,280 	8,100,000 	11d 12h 	996 	14
13 	1,350 	12,000,000	12d 	1,018 	15
14 	1,400 	13,000,000	16d 	1,175 	16
===Upgrade Chart ===
The following charts list the level of the Laboratory on the top and the unit you can upgrade on the left. Each cell contains the level of the unit you can upgrade to, how much it costs, and how long it takes. For example, Laboratory level 3 allows you to upgrade your Archers to level 3 for 80,000 Elixir and it takes 6 hours. The displayed resource before each table shows which resource is used for the upgrades, whether it costs Elixir or Dark Elixir.
Certain units don't have new levels unlocked at certain Laboratory levels and are represented by dashes ('-'). For example, there's no new level of Goblin unlocked at Laboratory level 2, however you can upgrade it from level 1 to 2 with a level 2 (or higher) Laboratory if you didn't upgrade it when you had a level 1 Laboratory. Some units can be upgraded more than once at a given Laboratory level; the same cell displays all the available levels and corresponding costs, with separate levels delimited by slashes ('/').
Entries indicated by an asterisk and italics ('*italic ') denote that the item involved does not need the Laboratory fully upgraded for the Town Hall level it is unlocked in to be upgraded. These upgrades are available once the unit is unlocked, as long as the Laboratory level stated in the chart is met. For example, a level 1 Laboratory can upgrade the once the other requirements of Town Hall 5 and Spell Factory (level 1) are met.
Note that for the interest of keeping this table compact, abbreviations for costs are used. K and M stand for thousand and million, respectively.
 Elixir 
Upgrade Chart 	Upgrade Chart	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level 	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level
Upgrade Chart 	Upgrade Chart	1 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11 	12 	13 	14
 	Level 	2 	- 	3 	- 	4 	5 	6 	7 	8 	9 	- 	10 	11 	12
 	Cost 	20K 	- 	60K 	- 	200K 	650K 	1.4M 	2.1M 	2.8M 	5M 	- 	8.5M 	12M 	18M
 	Time 	2h 	- 	5h 	- 	12h 	1d 	1d 12h 	1d 18h 	2d 	3d 	- 	5d 	6d 	13d
Archer 	Level 	2 	- 	3 	- 	4 	5 	6 	7 	8 	9 	- 	10 	11 	12
Archer 	Cost 	30K 	- 	80K 	- 	300K 	800K 	2M 	2.5M 	3.2M 	5.6M 	- 	9M 	14M 	18M
Archer 	Time 	3h 	- 	6h 	- 	12h 	1d 	1d 12h 	1d 18h 	2d 	3d 	- 	5d 	6d 	13d
Giant 	Level 	- 	2 	- 	3 	4 	5 	6 	7 	8 	9 	10 	- 	11 	12
Giant 	Cost 	- 	40K 	- 	150K 	500K 	1.2M 	2M 	3M 	3.5M 	5.6M 	8M 	- 	14M 	18.5M
Giant 	Time 	- 	4h 	- 	8h 	12h 	1d 	2d 	2d 20h 	3d 	3d 12h 	4d 12h 	- 	6d 12h 	14d
Goblin 	Level 	2 	- 	3 	- 	4 	5 	6 	7 	- 	8 	- 	- 	9 	-
Goblin 	Cost 	45K 	- 	175K 	- 	500K 	1.2M 	2M 	3M 	- 	5.6M 	- 	- 	12M 	-
Goblin 	Time 	5h 	- 	9h 	- 	12h 	1d 	1d 12h 	2d 12h 	- 	4d 	- 	- 	7d 	-
Wall Breaker 	Level 	- 	2 	- 	3 	4 	5 	- 	6 	7 	8 	9 	10 	11 	12
Wall Breaker 	Cost 	- 	100K 	- 	250K 	600K 	1.2M 	- 	2.5M 	4.2M 	6.5M 	8M 	9.5M 	14M 	19M
Wall Breaker 	Time 	- 	6h 	- 	12h 	18h 	1d 	- 	1d 12h 	2d 3h 	3d 	6d 12h 	10d 	11d 	14d
Balloon 	Level 	- 	2 	- 	3 	4 	5 	6 	- 	7 	8 	9 	10 	- 	11
Balloon 	Cost 	- 	125K 	- 	400K 	720K 	1.3M 	2.75M 	- 	4.5M 	7M 	8.5M 	17M 	- 	20M
Balloon 	Time 	- 	8h 	- 	12h 	18h 	1d 	3d 12h 	- 	4d 	5d 6h 	9d 	14d 	- 	16d
Wizard 	Level 	- 	- 	2 	3 	4 	5 	6 	7 	8 	9 	10 	- 	11 	12
Wizard 	Cost 	- 	- 	120K 	320K 	620K 	1.2M 	2.2M 	3.5M 	5M 	5.8M 	8.5M 	- 	15M 	19.2M
Wizard 	Time 	- 	- 	8h 	12h 	18h 	1d 	2d 	2d 16h 	3d 12h 	5d 6h 	7d 	- 	11d 	14d
Healer 	Level 	- 	- 	- 	- 	2 	3 	4 	- 	5 	- 	6 	7 	8 	9
Healer 	Cost 	- 	- 	- 	- 	450K 	900K 	2.7M 	- 	4.2M 	- 	8M 	16M 	17M 	21M
Healer 	Time 	- 	- 	- 	- 	12h 	1d 	2d 	- 	4d 	- 	6d 12h 	11d 	12d 	15d
Dragon 	Level 	- 	- 	- 	- 	2 	3 	4 	5 	6 	7 	8 	9 	10 	11
Dragon 	Cost 	- 	- 	- 	- 	1M 	2M 	3M 	3.8M 	4.9M 	6.3M 	8.8M 	17.5M 	19.5M 	21.5M
Dragon 	Time 	- 	- 	- 	- 	18h 	1d 12h 	3d 	4d 	5d 6h 	5d 12h 	7d 	12d 	14d 	16d
P.E.K.K.A 	Level 	- 	- 	- 	- 	- 	2 / 3 	4 	5 / 6 	7 	8 	9 	- 	10 	11
P.E.K.K.A 	Cost 	- 	- 	- 	- 	- 	1.2M / 1.8M 	2.8M 	3.2M / 4.2M 	5.2M 	7M 	8.5M 	- 	17M 	20.5M
P.E.K.K.A 	Time 	- 	- 	- 	- 	- 	12h / 1d 	2d 	2d 16h / 3d 12h 	4d 18h 	6d 	7d 	- 	9d 	14d 12h
 	Level 	- 	- 	- 	- 	- 	- 	2 	3 / 4 	5 	6 	7 	8 	9 	10
 	Cost 	- 	- 	- 	- 	- 	- 	2M 	2.5M / 3.4M 	4.2M 	5.5M 	7.2M 	16M 	16.5M 	20M
 	Time 	- 	- 	- 	- 	- 	- 	2d 	3d 12h / 4d 	5d 	6d 6h 	7d 	11d 	12d 	15d
Miner 	Level 	- 	- 	- 	- 	- 	- 	- 	2 / 3 	4 / 5 	6 	7 	8 	9 	10
Miner 	Cost 	- 	- 	- 	- 	- 	- 	- 	2.5M / 3.2M 	3.8M / 5M 	5.8M 	8M 	15M 	16M 	20.5M
Miner 	Time 	- 	- 	- 	- 	- 	- 	- 	2d / 3d 	4d / 4d 6h 	6d 	8d 	9d 	10d 	15d
Electro Dragon 	Level 	- 	- 	- 	- 	- 	- 	- 	- 	2 	3 	4 	5 	6 	7
Electro Dragon 	Cost 	- 	- 	- 	- 	- 	- 	- 	- 	6.3M 	7M 	9.6M 	18M 	20M 	22M
Electro Dragon 	Time 	- 	- 	- 	- 	- 	- 	- 	- 	5d 	5d 12h 	9d 	12d 	13d 	16d
Yeti 	Level 	- 	- 	- 	- 	- 	- 	- 	- 	- 	2 	3 	4 	5 	6
Yeti 	Cost 	- 	- 	- 	- 	- 	- 	- 	- 	- 	7M 	9M 	17.1M 	19M 	21M
Yeti 	Time 	- 	- 	- 	- 	- 	- 	- 	- 	- 	6d 	7d 	11d 	12d 	15d
Dragon Rider 	Level 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	2 	3 	- 	4
Dragon Rider 	Cost 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	9.6M 	16.5M 	- 	21.5M
Dragon Rider 	Time 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	9d 	14d 	- 	16d
Electro Titan 	Level 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	2 	3 	4
Electro Titan 	Cost 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	19.5M 	20.5M 	22M
Electro Titan 	Time 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	13d 	14d 	16d
Root Rider 	Level 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	2 	3
Root Rider 	Cost 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	19M 	22M
Root Rider 	Time 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	12d 	14d
 	Level 	*2 	*3 	4 	- 	- 	5 	6 	7 	8 	9 	- 	- 	10 	11
 	Cost 	*50K 	*100K 	200K 	- 	- 	600K 	1.5M 	2.5M 	4.2M 	6.3M 	- 	- 	13.5M 	18.5M
 	Time 	*4h 	*8h 	12h 	- 	- 	1d 	3d 	4d 	6d 	7d 	- 	- 	9d 	14d
 	Level 	- 	*2 	- 	3 	4 	5 	6 	7 	- 	- 	8 	- 	9 	10
 	Cost 	- 	*75K 	- 	150K 	300K 	900K 	1.8M 	3M 	- 	- 	8.5M 	- 	14.5M 	19M
 	Time 	- 	*5h 	- 	10h 	20h 	1d 12h 	3d 	4d 	- 	- 	6d 	- 	9d 	15d
 	Level 	- 	- 	*2 	*3 	4 	5 	- 	- 	- 	6 	- 	- 	- 	-
 	Cost 	- 	- 	*400K 	*800K 	1.6M 	2.4M 	- 	- 	- 	7M 	- 	- 	- 	-
 	Time 	- 	- 	*12h 	*1d 	2d 	4d 	- 	- 	- 	6d 	- 	- 	- 	-
 	Level 	- 	- 	- 	- 	*2 	- 	- 	3 	- 	- 	4 	- 	5 	-
 	Cost 	- 	- 	- 	- 	*2M 	- 	- 	3.4M 	- 	- 	7.2M 	- 	14M 	-
 	Time 	- 	- 	- 	- 	*3d 	- 	- 	4d 	- 	- 	6d 	- 	8d 12h 	-
Freeze Spell 	Level 	- 	- 	- 	- 	- 	- 	2 	3 / 4 / 5 	6 	7 	- 	- 	- 	-
Freeze Spell 	Cost 	- 	- 	- 	- 	- 	- 	1.2M 	1.7M / 3M / 4.2M 	6M 	7M 	- 	- 	- 	-
Freeze Spell 	Time 	- 	- 	- 	- 	- 	- 	1d 12h 	2d 14h / 3d 6h / 4d	6d 	7d 	- 	- 	- 	-
Clone Spell 	Level 	- 	- 	- 	- 	- 	- 	- 	2 / 3 	4 / 5 	- 	6 	7 	8 	-
Clone Spell 	Cost 	- 	- 	- 	- 	- 	- 	- 	2.1M / 3.4M 	4.2M / 5.6M 	- 	7.2M 	12M 	15M 	-
Clone Spell 	Time 	- 	- 	- 	- 	- 	- 	- 	1d 18h / 3d 	3d 12h / 4d 	- 	6d 	8d 	10d 	-
Invisibility Spell	Level 	- 	- 	- 	- 	- 	- 	- 	- 	2 	3 	4 	- 	- 	-
Invisibility Spell	Cost 	- 	- 	- 	- 	- 	- 	- 	- 	5.6M 	7.5M 	9M 	- 	- 	-
Invisibility Spell	Time 	- 	- 	- 	- 	- 	- 	- 	- 	5d 12h 	6d 	9d 12h 	- 	- 	-
Recall Spell 	Level 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	2 	3 	4 	5
Recall Spell 	Cost 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	7.5M 	12.5M 	15M 	19.5M
Recall Spell 	Time 	- 	- 	- 	- 	- 	- 	- 	- 	- 	- 	9d 12h 	11d 12h 	12d 	15d
 Dark Elixir 
Upgrade Chart 	Upgrade Chart	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level
Upgrade Chart 	Upgrade Chart	5 	6 	7 	8 	9 	10 	11 	12 	13 	14
Minion 	Level 	2 	3 / 4 	5 	6 	7 	8 	9 	10 	11 	12
Minion 	Cost 	2K 	5K / 10K 	20K 	30K 	63K 	95K 	150K 	200K 	230K 	320K
Minion 	Time 	8h 	16h / 1d 	2d 	2d 16h 	3d 12h 	5d 	7d 	11d 	12d 	14d
Hog Rider 	Level 	2 	3 / 4 	5 	6 	7 	8 / 9 	10 	11 	12 	13
Hog Rider 	Cost 	4K 	7K / 10K 	20K 	37K 	70K 	95K / 100K 	175K 	215K 	250K 	350K
Hog Rider 	Time 	10h 	20h / 1d 6h 	2d 	2d 12h 	3d 	4d / 5d 	7d 	8d 18h 	12d 	14d 12h
Valkyrie 	Level 	- 	2 	3 / 4 	5 	6 	7 	8 	9 	10 	11
Valkyrie 	Cost 	- 	6K 	10K / 20K 	32K 	63K 	110K 	155K 	215K 	240K 	340K
Valkyrie 	Time 	- 	1d 	2d / 3d 	4d 	4d 6h 	5d 6h 	7d 	11d 	12d 	15d
Golem 	Level 	- 	2 	3 / 4 	5 	6 / 7 	8 / 9 	10 	11 	12 	13
Golem 	Cost 	- 	8K 	12K / 20K 	37K 	53K / 77K 	100K / 125K 	160K 	210K 	245K 	350K
Golem 	Time 	- 	1d 6h 	2d 12h / 3d 	3d 18h 	4d 6h / 5d 	5d 12h / 6d 12h 	7d 	9d 	10d 	15d
Witch 	Level 	- 	- 	2 	3 	4 	5 	- 	- 	6 	7
Witch 	Cost 	- 	- 	40K 	58K 	90K 	125K 	- 	- 	300K 	360K
Witch 	Time 	- 	- 	4d 	4d 18h 	6d 18h 	7d 12h 	- 	- 	14d 	16d
Lava Hound 	Level 	- 	- 	2 	3 	4 	5 	6 	- 	- 	-
Lava Hound 	Cost 	- 	- 	28K 	43K 	85K 	120K 	160K 	- 	- 	-
Lava Hound 	Time 	- 	- 	2d 12h 	3d 12h 	5d 	7d 	8d 	- 	- 	-
Bowler 	Level 	- 	- 	- 	2 	3 	4 	5 	6 	7 	8
Bowler 	Cost 	- 	- 	- 	65K 	88K 	125K 	170K 	220K 	290K 	350K
Bowler 	Time 	- 	- 	- 	3d 	3d 12h 	5d 	7d 	9d 	10d 	15d
Ice Golem 	Level 	- 	- 	- 	- 	2 / 3 	4 / 5 	- 	6 	7 	8
Ice Golem 	Cost 	- 	- 	- 	- 	55K / 85K 	100K / 125K 	- 	220K 	280K 	360K
Ice Golem 	Time 	- 	- 	- 	- 	2d 20h / 4d 	5d / 6d 12h 	- 	11d 	12d 	15d 12h
Headhunter 	Level 	- 	- 	- 	- 	- 	2 	3 	- 	- 	-
Headhunter 	Cost 	- 	- 	- 	- 	- 	115K 	145K 	- 	- 	-
Headhunter 	Time 	- 	- 	- 	- 	- 	9d 	10d 	- 	- 	-
Apprentice Warden	Level 	- 	- 	- 	- 	- 	- 	2 	3 	4 	-
Apprentice Warden	Cost 	- 	- 	- 	- 	- 	- 	180K 	270K 	320K 	-
Apprentice Warden	Time 	- 	- 	- 	- 	- 	- 	9d 	12d 	14d 	-
Druid 	Level 	- 	- 	- 	- 	- 	- 	- 	2 	3 	4
Druid 	Cost 	- 	- 	- 	- 	- 	- 	- 	250K 	350K 	375K
Druid 	Time 	- 	- 	- 	- 	- 	- 	- 	12d 	14d 	16d
Poison Spell 	Level 	- 	2 	3 	4 	5 	6 	7 	8 	9 	10
Poison Spell 	Cost 	- 	10K 	20K 	43K 	70K 	110K 	155K 	200K 	270K 	350K
Poison Spell 	Time 	- 	8h 	1d 	2d 14h 	4d 	6d 6h 	7d 	9d 	12d 	15d
Earthquake Spell 	Level 	- 	2 	3 	4 	5 	- 	- 	- 	- 	-
Earthquake Spell 	Cost 	- 	12K 	24K 	51K 	84K 	- 	- 	- 	- 	-
Earthquake Spell 	Time 	- 	18h 	1d 12h 	4d 6h 	7d 	- 	- 	- 	- 	-
Haste Spell 	Level 	- 	- 	2 	3 / 4 	5 	- 	- 	- 	- 	-
Haste Spell 	Cost 	- 	- 	16K 	34K / 60K 	77K 	- 	- 	- 	- 	-
Haste Spell 	Time 	- 	- 	1d 12h 	2d 14h / 4d 12h 	7d 	- 	- 	- 	- 	-
Skeleton Spell 	Level 	- 	- 	- 	2 / 3 	4 	5 / 6 	7 	- 	8 	-
Skeleton Spell 	Cost 	- 	- 	- 	22K / 34K 	50K 	80K / 100K 	150K 	- 	270K 	-
Skeleton Spell 	Time 	- 	- 	- 	1d 8h / 2d 14h 	4d 	4d 6h / 5d 12h 	7d 	- 	12d 	-
Bat Spell 	Level 	- 	- 	- 	2 / 3 	4 	5 	- 	- 	6 	-
Bat Spell 	Cost 	- 	- 	- 	26K / 51K 	70K 	95K 	- 	- 	280K 	-
Bat Spell 	Time 	- 	- 	- 	1d 18h / 3d 4h 	5d 6h 	6d 	- 	- 	13d 	-
Overgrowth Spell 	Level 	- 	- 	- 	- 	- 	2 	- 	3 	- 	4
Overgrowth Spell 	Cost 	- 	- 	- 	- 	- 	125K 	- 	250K 	- 	350K
Overgrowth Spell 	Time 	- 	- 	- 	- 	- 	10d 	- 	12d 	- 	16d
 Siege Machines 
Upgrade Chart 	Upgrade Chart	Laboratory Level	Laboratory Level	Laboratory Level	Laboratory Level 	Laboratory Level
Upgrade Chart 	Upgrade Chart	10 	11 	12 	13 	14
Wall Wrecker 	Level 	2 / 3 	4 	- 	5 	-
Wall Wrecker 	Cost 	3.8M / 5M 	8.5M 	- 	15M 	-
Wall Wrecker 	Time 	4d / 5d 	8d 	- 	10d 	-
Battle Blimp 	Level 	2 / 3 	4 	- 	- 	-
Battle Blimp 	Cost 	3.8M / 5M 	8.5M 	- 	- 	-
Battle Blimp 	Time 	4d / 5d 	8d 	- 	- 	-
Stone Slammer 	Level 	2 / 3 	4 	- 	5 	-
Stone Slammer 	Cost 	3.8M / 5M 	8.5M 	- 	15M 	-
Stone Slammer 	Time 	4d / 5d 	8d 	- 	10d 	-
Siege Barracks	Level 	*2 / 3 	4 	- 	- 	5
Siege Barracks	Cost 	*5M / 7M 	8.5M 	- 	- 	18M
Siege Barracks	Time 	*5d / 7d 12h 	8d 	- 	- 	12d
Log Launcher 	Level 	*2 / 3 	4 	- 	- 	5
Log Launcher 	Cost 	*4.8M / 6.5M 	8.5M 	- 	- 	18M
Log Launcher 	Time 	*5d / 7d 12h 	8d 	- 	- 	12d
Flame Flinger 	Level 	*2 / 3 	*4 	- 	- 	5
Flame Flinger 	Cost 	*7.6M / 10.5M 	*13.3M 	- 	- 	19M
Flame Flinger 	Time 	*5d / 7d 12h 	*10d 	- 	- 	13d 12h
Battle Drill 	Level 	- 	- 	- 	2 / 3 / 4 	-
Battle Drill 	Cost 	- 	- 	- 	8M / 11M / 14M 	-
Battle Drill 	Time 	- 	- 	- 	7d 12h / 10d / 12d	-
==History==
Patch 	Type 	Description
August 2, 2012 	Game Release 	Introduction of the Laboratory, with 6 levels.
September 19, 2012	Update 	
* Upgraded troops are now visualized, giving them upgrade differences.
* Upgraded troops now have pink asterisks that represent their levels.
February 5, 2013 	Update 	
* Added the level 7 Laboratory.
*The Laboratory now emits light inside the entrance when upgrading troops or spells.
March 12, 2013 	Update 	The Laboratory screen now lets you browse available upgrades even while an upgrade is already in progress.
May 23, 2013 	Update 	
*Added the level 8 Laboratory.
*Decreased upgrade cost at levels 5-7.
**Level 5: 540,000 -> 500,000 
**Level 6: 1,080,000 -> 1,000,000 
**Level 7: 3,000,000 -> 2,500,000
October 28, 2013 	Maintenance Break	Fixed a bug where players were shown to have researched troop levels higher than their Laboratory level would allow them to. Their extra levels were also reverted back in this maintenance break.
April 9, 2014 	Update 	Slightly increased Laboratory's HP at level 8 from 350 to 370.
December 11, 2014 	Update 	
*Redesigned level display to a symbol of numbers instead of numbers of pink asterisks.
*Increased HP at all levels. 
**Level 1: 250 -> 500
**Level 2: 270 -> 550
**Level 3: 280 -> 600
** Level 4: 290 -> 650
**Level 5: 310 -> 700
**Level 6: 330 -> 750
**Level 7: 350 -> 800
**Level 8: 370 -> 850
July 1, 2015 	Update 	
* Increased HP at levels 7 and 8.
**Level 7: 800 -> 830
**Level 8: 850 -> 950
November 30, 2015 	Sneak Peek 	Announced the level 9 Laboratory.
December 10, 2015 	Update 	Added the level 9 Laboratory.
June 4, 2018 	Sneak Peek 	Announced the level 10 Laboratory.
June 11, 2018 	Update 	Added the level 10 Laboratory.
June 26, 2018 	Balance Changes 	
*Reduced upgrade time at levels 2-9. 
**Level 2: 5h -> 3h 
**Level 3: 12h -> 8h 
**Level 4: 1d -> 16h 
**Level 5: 2d -> 1d 8h 
**Level 6: 4d -> 2d 16h 
**Level 7: 5d -> 3d 8h 
**Level 8: 6d -> 4d 
**Level 9: 7d -> 6d
April 2, 2019 	Update 	
* Reduced upgrade time at levels 1-8 (except for level 3). 
**Level 1: 30m -> 1m 
**Level 2: 3h -> 2h 
**Level 4: 16h -> 10h 
**Level 5: 1d 18h -> 12h 
** Level 6: 2d 16h -> 1d 
**Level 7: 3d 8h -> 2d 
**Level 8: 4d -> 3d 
*Reduced upgrade cost at levels 7 and 8. 
**Level 7: 2,500,000 -> 2,000,000 
** Level 8: 4,000,000 -> 3,000,000
December 9, 2019 	Update 	
*Added the level 11 Laboratory.
*Resized the Laboratory from 4x4 to 3x3.
March 30, 2020 	Update 	Research Potions now boost the Laboratory speed by 24x instead of 10x.
April 12, 2021 	Update 	
*Added the level 12 Laboratory. 
*Ongoing Lab upgrade timer now continues normally when Lab is upgraded and can be finished with Gems or a Book. New unit/spell upgrades still cannot be started before the Lab upgrade is completed.
* Lab research screen is now accessible during Lab upgrade.
* The level badge flame now continues burning in combat hud when all troops/spells are deployed.
June 15, 2021 	Update 	Added horizontal scroll indicators to the Laboratory screen.
December 9, 2021 	Update 	Reduced upgrade costs at levels 3-11.
October 10, 2022 	Update 	Added the level 13 laboratory.
December 12, 2022 	Update 	Upgrades in the Laboratory can be started even while the Building is being upgraded.
December 12, 2023 	Town Hall Update 	
*Added the level 14 laboratory.
*Reduced upgrade costs at level 12 from 11.5M to 8.1M
==Trivia== 
*The conductor on top of the Laboratory on levels 6 and 7 depicts the 'lightning gatherer' that is used to raise the dead creatures to life that are often found in horror movies.
*The pressure gauges on the side Dark Elixir vats are only seen moving on the level 7 and 8 Laboratory, except for when troops/spells go under upgrade. Otherwise, all Laboratory gauges move.
*The Laboratory is currently the only building that can only be built/upgraded exactly once in every Town Hall level starting from Town Hall 3 to Town Hall 14.
*Interestingly, in the Home Village's Laboratory, if you have maxed out a troop or spell for your Laboratory level, and click on it, the game tells you, "Level __ Laboratory required". However, in the Builder Base's Star Laboratory, when clicking a maxed out troop for your Star Laboratory level, the game shows you all of the levels and upgrade bonuses, as would normally happen if the troops was not maxed.
*The Laboratory, and the Barracks are the oldest army buildings in the game after its initial release.
*The phrase: "Harder, better, faster, and stronger!" is a reference to the French dance duo Daft Punk's widely known song, Harder Better Faster Stronger. 
**In Clash Royale, the Elite Barbarians card has a similar description.
**Notably, troops aren't made faster, though the Rage Spell and Haste Spell will give higher speed boosts, which justifies the "faster" part.
*The Laboratory contains 4 entryways instead of 2, they can be seen in the back where the arches for the entryways stand.
*The total time finish all upgrades is theoretically 4 years, 73 days and 18 hours, assuming that the upgrade progress is not influenced by anything (such as Magic Items, time spent to acquire resources and Gems).
Category:Buildings
Category:Army
Category:Home Village
de:Labor