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Barbarian Camp

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

Barbarian Camp is the first district your clan opens in the Clan Capital, at Capital Hall 2. It holds five of the core raid units (Super Barbarian, Sneaky Archers, Super Giant, Battle Ram and Minion Horde) and three of the Capital’s five Army Camps, so most clans fund it before anything else. Its District Hall goes to level 5, which needs Capital Hall 9.

What Barbarian Camp unlocks

Each unit here is trained in its own barracks, and the barracks level sets the unit level for the whole clan in raids. Troops cost nothing to train and you can change your army between attacks.

Unit Housing space Barracks opens at What it does
Super Barbarian 5 District Hall 1 Melee; gets a speed and damage boost for its first 8 seconds
Sneaky Archers (squad of 5) 10 District Hall 1 Ranged; invisible to defenses for their first 5 seconds
Super Giant 10 District Hall 1 Targets defenses and hits walls hard
Battle Ram 5 District Hall 1 Charges the nearest wall, then four Barbarians come out
Minion Horde (6 Minions) 10 District Hall 2 Fast air swarm that ignores ground-only defenses

The district also has three Army Camps. Each holds 30 housing space at level 1 and 50 at level 5, and every level needs the matching District Hall level. Wizard Valley and Dragon Cliffs add one camp each later.

The map has a fair amount of water but, unusually, no bridges. Ground troops have to walk around the water or cross it with a Jump Spell (gaps of one or two tiles) or a Frost Spell from Builder’s Workshop.

District Hall levels and what each one adds

District Hall Capital Hall needed Upgrade cost New at this level Raid Medals for destroying it
1 2 Starts built 4 Cannons, 4 Spear Throwers, 4 Air Defenses, 2 Multi Cannons, 2 Bomb Towers, 2 Multi Mortars, 2 Mines, four barracks, 3 Army Camps 135
2 3 25,000 Minion Barracks, 2 Super Giant Posts, 2 Air Bombs, 2 Mega Mines, more Cannons and Spear Throwers 225
3 5 75,000 Rocket Artillery, Giant Cannon, 2 Hidden Mega Teslas, 2 Rapid Rockets, third Super Giant Post 350
4 7 150,000 Three more Multi Cannons, second Giant Cannon, one more of most other defenses 405
5 9 300,000 Second Rocket Artillery, sixth Multi Cannon, fourth Multi Mortar, Rapid Rockets and Hidden Mega Tesla 460

A building’s max level in a district equals that district’s Hall level, so a District Hall 3 Barbarian Camp caps every building at level 3.

Defense and trap counts by District Hall level

Building DH1 DH2 DH3 DH4 DH5
Cannon 4 6 8 9 9
Spear Thrower 4 6 8 9 9
Air Defense 4 4 6 7 7
Multi Cannon 2 2 2 5 6
Bomb Tower 2 3 3 4 4
Multi Mortar 2 2 2 3 4
Air Bombs – 2 2 3 3
Rapid Rockets – – 2 3 4
Hidden Mega Tesla – – 2 3 4
Giant Cannon – – 1 2 2
Rocket Artillery – – 1 1 2
Super Giant Post – 2 3 3 3
Mine 2 4 6 7 8
Mega Mine – 2 3 4 4
Walls 50 100 140 180 200

How to attack Barbarian Camp in Raid Weekends

Damage stays between attacks, so treat the district as a shared job. Clear the edge first: each standing building blocks deployment for 4 tiles around it, and every building you knock down opens space for the next player.

  • There are no Zap Traps or Log Traps here, only Mines and Mega Mines. Battle Rams and Super Giants can walk in without fear of a Zap Trap stopping them at the wall.
  • Multi Cannons wipe small ground troops in one burst but cannot hit air. Minion Hordes take them apart if the Air Defenses and Spear Throwers nearby are already gone.
  • Defending Super Giants from the posts cannot cross walls; they leave through gates. Air units are safe from them, so scout where the gates are before sending ground troops past a post.
  • Look for empty 2×2 gaps. From District Hall 3 these often hide a Hidden Mega Tesla, which is weak to swarms like Super Barbarians.
  • Finishing a district pays 3 Capital Gold for every housing space you still have, deployed or not, so keep a few troops back if the last buildings are nearly down.

Since June 2026, a player who joins your clan after Raid Weekend starts cannot raid unless they are an Elder or higher, have already attacked for the clan, or the clan is Invite Only or Closed.

Base-building tips for Barbarian Camp

  • Place gates where you want the Super Giants from the posts to come out. Locking a post inside a compartment keeps those Giants guarding one high-value defense such as the Rocket Artillery.
  • Wall in the Rocket Artillery so melee troops cannot walk into its blind spot without breaking through first.
  • Cover Multi Cannons with Bomb Towers or Multi Mortars against swarms and with Spear Throwers or Air Defenses against air.
  • Leave a few decoy 2×2 holes so attackers cannot tell which ones hold Hidden Mega Teslas or Mega Mines.
  • Use the water. With no bridges, a defense set behind a wide stretch of water can only be reached by air troops, jumping, freezing the water or a long walk around.

Barbarian Camp FAQ

What Capital Hall level unlocks Barbarian Camp?

Capital Hall 2. District Hall 5, its max, needs Capital Hall 9.

What should my clan upgrade first in Barbarian Camp?

Army Camps and the barracks for troops your clan actually raids with. Raid strength in every district depends on them, while one more Cannon only matters when this district is attacked.

What happens to Capital Gold after Barbarian Camp is maxed?

Members spend it on the other districts. Once the entire Capital is maxed, gold goes into the Capital Treasury added in June 2026 (see Capital Peak).

Previous district in unlock order: Capital Peak. Next: Wizard Valley (Capital Hall 3). For Capital Gold income see the Forge, and for the whole mode see the Clan Capital guide.

Sources: in-game data; Supercell, Clan Capital release notes (May 2022), Anime Fury update notes (June 2026).