A large Shiny Ore balance does not mean you can afford the next useful equipment upgrade. Glowy or Starry Ore may be the real limit, and spending the abundant resource on several side projects can leave you short when the missing resource finally arrives.
Plan around a useful stopping point, not around making every equipment level look similar. This guide uses actual Eternal Tome, Giant Arrow and Fireball costs to show how to choose between upgrades, reserve the whole bill and distinguish an ability improvement from a smaller hero-stat improvement. The choices are examples of resource planning, not a ranking of the strongest equipment.
Start with the equipment you will actually deploy
The Blacksmith unlocks at Town Hall 8, and each hero can equip two pieces. Common and Epic describe rarity, not a promise that an Epic piece is the right purchase for your army. In the current village interface, the Build button's Hero Equipment tab brings these upgrades together.
Before allocating ore, choose the attack you intend to use and the equipment pair on each participating hero. An upgrade to a piece outside that loadout does nothing for the attack you are preparing. Likewise, a different active ability can require a different deployment or timing plan; buying levels is not a substitute for deciding how you will use it.
Give each proposed upgrade a job. “Extend the protection window around my main push” is a job. “Increase the projectile enough for a planned target” is a job. “Make this new Epic match the level of my other Epics” is not yet a reason to spend.
| Reason for upgrading | A useful question before spending |
|---|---|
| Your current army depends on this ability | Does the next level change the part of the attack that is failing? |
| You want to learn a different attack | Can you commit to its equipment pair and execution, rather than buying one isolated piece? |
| You already own a fashionable Epic | Would you equip it if its rarity label were hidden? |
| Shiny Ore is building up | Can you spend some without consuming the reserve for your priority upgrade? |
| A reward gave you a pre-leveled piece | What useful level comes next from its actual starting point? |
Keep three separate budgets
Common equipment consumes Shiny Ore, with Glowy Ore also required at every third level. Epic equipment adds Starry Ore at particular milestones. These are separate requirements: excess Shiny does not substitute for missing Glowy, and a Common upgrade can still compete with an Epic upgrade for the same Glowy reserve.
The Star Bonus can include all three ore types, and climbing the Ranked Leagues improves its rewards. Hero Journey, Clan Wars and special events offer further ways to build your reserves. Starry is not excluded from the Star Bonus; the amount available to your account is what matters for your plan.
The useful balance is not “total ore.” It is three numbers written separately, followed by the three costs of the target upgrade. Compare each column. If one fails, the purchase is not funded even if the other two have large surpluses.
For the examples below, the pieces are already owned and the required Blacksmith levels are available. A building-level gate is a different problem from an ore shortage. For instance, Blacksmith level 3 permits Common equipment through level 12; level 5 permits it through level 15. Having the ore does not bypass that gate.
Read the next level as a purchase, not as a number
Here are three concrete upgrades. Each cost is for that one step, not the total cost from level 1.
| Upgrade | Shiny Ore | Glowy Ore | Starry Ore | Ability change relevant to this example |
|---|---|---|---|---|
| Eternal Tome 14 → 15 | 2,400 | 600 | 0 | Duration rises from 7.4 to 7.7 seconds |
| Giant Arrow 11 → 12 | 2,100 | 400 | 0 | Base projectile damage rises from 1,100 to 1,200 |
| Fireball 11 → 12 | 2,100 | 400 | 20 | Projectile damage rises from 2,350 to 2,650 |
These effects solve different problems. You cannot meaningfully declare 300 projectile damage better than 0.3 seconds of protection without considering the attack. One may change a specific interaction; the other may protect the units that actually carry the attack.
Giant Arrow also deals double damage to Air Defenses under the May 2026 changes. Its base projectile number is therefore not the damage number to use for those targets. For the step above, the corresponding Air Defense damage changes from 2,200 to 2,400. That is arithmetic from the modifier, not a claim that every Air Defense at a particular Town Hall will fall.
For a simple Fireball illustration, suppose a target has 2,500 health remaining when the projectile hits, with no healing, mitigation or other damage during that comparison. The lower value leaves 150 health; the higher one clears it by 150. This is a hypothetical damage threshold, not a named building's current hitpoint table or a guaranteed attack result.
A practical upgrade target should be similarly concrete. If the extra effect changes nothing about the targets or timing in your plan, a different piece may deserve the next scarce batch of ore.
Worked budget: Glowy blocks the plan even with plenty of Shiny
Suppose you have 9,000 Shiny, 800 Glowy and 30 Starry Ore. Your candidate upgrades are the three single steps in the table above.
| Purchase plan | Total Shiny | Total Glowy | Total Starry | Fits the balance? |
|---|---|---|---|---|
| Eternal Tome only | 2,400 | 600 | 0 | Yes |
| Giant Arrow plus Fireball | 4,200 | 800 | 20 | Yes |
| Eternal Tome plus Giant Arrow | 4,500 | 1,000 | 0 | No: short 200 Glowy |
| Eternal Tome plus Fireball | 4,500 | 1,000 | 20 | No: short 200 Glowy |
| All three | 6,600 | 1,400 | 20 | No: short 600 Glowy |
The account can afford every candidate individually, but not every combination. That is why deciding one upgrade at a time without considering the next one can be misleading.
There is no universal winner between the first two affordable plans. If your immediate attack depends on the Tome's protection, two projectile upgrades are not automatically better just because two items improve. If you are building a deliberate projectile-based plan that uses both pieces, that pair may be the more relevant purchase.
After choosing the Tome, you retain 6,600 Shiny, 200 Glowy and all 30 Starry. After choosing the two projectile steps, you retain 4,800 Shiny, no Glowy and 10 Starry. The second plan consumes the entire Glowy cushion. That is acceptable when intentional; it is a problem when you expected another milestone purchase immediately afterward.
Budget the whole route to your stopping point
The price on the next upgrade button is not the price of reaching your intended target. For Fireball level 12 to level 15, the individual steps are:
| Destination level | Shiny Ore | Glowy Ore | Starry Ore |
|---|---|---|---|
| 13 | 2,200 | 0 | 0 |
| 14 | 2,300 | 0 | 0 |
| 15 | 2,400 | 600 | 30 |
| Total from level 12 | 6,900 | 600 | 30 |
Now suppose the balance is 7,000 Shiny, 600 Glowy and 20 Starry. The route is short ten Starry. Buying the first two steps immediately is possible, but it leaves 2,500 Shiny while you wait for the missing resource. You have committed most of the Shiny budget before finishing the intended milestone.
That can be sensible if those intermediate levels help attacks you are already making. It is less attractive when you are not using the piece yet and the planned army only becomes useful at the final target. In that case, holding the full budget keeps your options open without delaying an upgrade timer: equipment upgrades are instant.
The other trap is funding a side project while calling the main route “almost ready.” If you spend 1,000 Shiny elsewhere from that starting balance, you now have only 6,000 for a route costing 6,900. Finding the missing Starry will not finish the project; you have created a second shortage of 900 Shiny.
A reserve is useful only when it covers all three costs, not just the rarest ore. Keep the route's full bill intact unless the alternative upgrade is important enough to justify delaying it.
Milestones matter, but intermediate levels are not worthless
An equipment level can improve hero stats without improving the headline ability. Fireball level 12 to 13 leaves its projectile damage unchanged while raising the Warden's equipment damage-per-second bonus from 60 to 63. Calling that level “no benefit” is wrong; calling it a stronger projectile is also wrong.
Separate these two questions: “Does this make the hero stronger?” and “Does this improve the ability interaction I am buying it for?” A level may answer yes to the first and no to the second.
Do not turn the every-third-level Glowy pattern into a universal rule that all other upgrades should be skipped. You cannot skip prerequisite levels, and the value of intermediate stats depends on use. Instead, identify a worthwhile endpoint and decide whether to fund the path now or keep the resources flexible.
The same logic prevents over-investing after a useful milestone. Once the required interaction works, compare the cost of the next improvement with upgrading another piece in the active loadout. “Finish one item before touching anything else” is too rigid when another low-level piece is holding the army back.
Fix the attack problem before buying more levels
Extra duration does not solve every protection failure. Since the June 2025 Eternal Tome rework, troops leaving the Warden's aura retain its immunity for only one additional second; troops entering the aura while the ability is active can receive it. Buying a longer Tome window does not make a unit that has flown far outside the aura remain protected for that whole duration.
If your problem is separation from the Warden rather than the ability expiring, adjust the deployment and timing first. This is a concrete case where a mechanically relevant upgrade can still be the wrong answer to the failure you observed.
Likewise, projectile damage is useful only when the intended target is actually hit. Before investing to cross a damage threshold, distinguish insufficient damage from missed alignment, a different target or poor ability timing. Ore improves the equipment's numbers; it does not select the correct shot for you.
Use rewards to close the actual shortage
Hero Journey starts at Town Hall 7 and progresses through cumulative hero levels. It can provide equipment and ore, while completed Hero and Equipment quests award one chest for each ore type. Chest amounts vary with Town Hall level, and catch-up treatment can change them further.
Claim the rewards already available before deciding what your balance can buy. Do not assume a random or variable future chest will contain exactly the missing amount. Once it arrives, apply the ore to the shortage you planned around rather than treating it as permission to start another unrelated project.
Clan Wars supply all three ore types. Supercell's current rewards rules give the full War Win Bonus for a win, 75% for a draw and 50% for a loss. That makes participation relevant even when a win is uncertain, but it does not justify inventing a fixed number of days until an upgrade: your attacks, opponent rewards and war results matter.
Keep the clan's objective in view. Chasing a reward number with an unsuitable attack is not a sound ore plan if it undermines the war your team is trying to win.
Lower Gem prices do not reduce the ore requirement
Supercell's October 2, 2026 announcement lowered the intended Gem baseline for buying ore, with a staged rollout across purchase locations. That is a change to acquiring ore with Gems, not a statement that an equipment level now requires fewer units of ore.
Do not halve an upgrade's Shiny, Glowy or Starry bill because you saw a “cheaper ore” announcement. Also do not assume a price already used by the Trader proves every missing-ore top-up uses the same rate. The announcement explicitly separated those rollout stages.
For this planning method, a paid top-up is optional. First choose the useful upgrade and identify the exact shortage. Otherwise, a discount can persuade you to buy more of an ore that is not currently blocking anything you intend to use.
A repeatable upgrade decision
- Choose the army and equipment pairs you intend to deploy.
- Name the interaction or weakness the upgrade should change.
- Select a useful stopping level, then add every intervening upgrade cost.
- Reserve Shiny, Glowy and Starry separately; identify the column that is short.
- Compare competing purchases by their contribution to the attack, not rarity or number of levels bought.
- Apply incoming rewards to the chosen shortage, then reassess after reaching the target.
You do not need every piece at the same level. You need a loadout whose abilities support one coherent attack—and enough discipline to finish the upgrades that make that attack work.
Supercell: Hero Equipment and Ore
The official support guide covers equipment rarity, the Blacksmith and sources of each ore.
Read the referenceFireball level-by-level reference
The community-maintained equipment table separates projectile damage, hero stats and upgrade costs.
Read the reference
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