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Builder’s Workshop

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

Builder’s Workshop is the fourth district of the Clan Capital, unlocked at Capital Hall 5. It adds the Raid Cart, the Power P.E.K.K.A and the Frost Spell, and it is the first district with Zap Traps and a Blast Bow. Its District Hall reaches level 5 at Capital Hall 10.

What Builder’s Workshop unlocks

Unit Housing space Opens at What it does
Raid Cart (Siege Cart plus 4 Barbarians) 30 District Hall 1 Ranged cart with sturdy hitpoints; its cannon keeps firing for a while after the cart breaks
Power P.E.K.K.A 40 District Hall 2 Heavy melee hitter that explodes when defeated
Frost Spell 3 District Hall 3 Slows defenses and defending troops, and freezes water so ground troops can cross; lasts two attacks

The Power P.E.K.K.A launched in 2022 as the Super P.E.K.K.A and was renamed in 2023 to match the Builder Base unit of the same name. It is one of the best Capital troops against a Capital Hall, it can soak a lot of Blast Bow hits, and its slow, heavy swings give a Reflector few attacks to bounce back.

The Frost Spell’s radius grows from 4.2 tiles at level 1 to 5 tiles at level 5. Because it freezes water, it also extends the deployment zone, which makes it useful in every district with rivers or lakes.

The Workshop map has water and cliffs in about equal measure and seven single-tile bridges, plus one small culvert that ground troops cannot cross.

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 5 Starts built Raid Cart Barracks, 4 Zap Traps, 5 Log Traps, 2 Giant Cannons, 2 Hidden Mega Teslas, 2 Crushers, 2 Multi Mortars, 2 Super Wizard Towers, 2 Rapid Rockets, 6 Air Defenses, 8 Spear Throwers 135
2 6 25,000 Super P.E.K.K.A Barracks (Power P.E.K.K.A), Blast Bow, one more of most defenses 225
3 7 75,000 Frost Spell Factory, third Giant Cannon, first Mega Mine 350
4 9 150,000 Fourth Giant Cannon, fifth Hidden Mega Tesla, eighth Log Trap 405
5 10 300,000 Second Blast Bow, third Mega Mine 460

Defense and trap counts by District Hall level

Building DH1 DH2 DH3 DH4 DH5
Cannon 5 6 7 8 8
Spear Thrower 8 10 11 12 13
Air Defense 6 7 8 8 8
Multi Cannon 2 3 4 4 4
Multi Mortar 2 2 2 2 2
Super Wizard Tower 2 2 2 2 2
Air Bombs 2 3 3 3 3
Rapid Rockets 2 3 4 4 4
Crusher 2 2 2 2 2
Hidden Mega Tesla 2 3 4 5 5
Giant Cannon 2 2 3 4 4
Blast Bow – 1 1 1 2
Mine 5 6 7 7 7
Mega Mine – – 1 2 3
Log Trap 5 6 7 8 8
Zap Trap 4 5 6 6 6
Walls 100 120 140 160 180

Eight Log Traps and six Zap Traps make this the most trap-heavy district your clan opens up to this point, and its four Giant Cannons are the most anywhere.

How to attack Builder’s Workshop in Raid Weekends

  • Respect the Zap Traps. They ignore Sneaky Archers, Barbarians, Minions and Skeletons and save their hit for bigger units, so a lone Power P.E.K.K.A or Super Giant walking into a fresh section can lose most of its health at once. Traps that fired stay used for the next attacker, so an early attack that springs them helps the whole clan.
  • A Zap Trap can also stop a Battle Ram before it reaches a wall. Plan a second way through if your path depends on one Ram.
  • Log Traps roll in a straight line. If you suspect one, deploy a little to the side or send a tank first to trigger it.
  • The Blast Bow hits hard at long range but has a blind spot. Rocket Balloons reach it quickly and survive a direct hit, and a Flying Fortress tanks it from outside the blind spot.
  • Giant Cannon shots roll through every ground troop in a line for about 12 tiles, so do not stack ground troops in a single file in front of one.

Base-building tips for Builder’s Workshop

  • Put Zap Traps next to your best defenses (Blast Bow, Giant Cannons) and keep them apart from each other. Several Zap Traps in one spot all fire at the same unit and waste their damage.
  • Leave two tiles between the Blast Bow and the walls around it so Sneaky Archers cannot hit it from outside, and cover its blind spot with Multi Cannons and splash defenses.
  • Place Log Traps at the bridges and narrow paths where groups of ground troops have to line up.
  • Line Giant Cannons up along the routes ground troops must take, so each cannonball hits several of them.
  • Keep a building or two behind important walls. Walls do not block deployment, so attackers can drop Battle Rams right against them before a Zap Trap has time to react.

Raid Weekend: how to clear Builder’s Workshop

A District Hall 5 Workshop hides eight Log Traps and six Zap Traps, and its four Giant Cannons fire shots that roll through every ground troop in a line. Ground armies that walk in single file lose the most here. The air side is eight Air Defenses, thirteen Spear Throwers, four Rapid Rockets and three Air Bombs.

Cartman Gaming calls an air opener one of his favorite attacks here. In his March 2026 raid video he brings two Super Dragons, Rocket Balloons, Graveyard Spells, a few Battle Rams and Minions, and the first hit took 72% of the district. He says variations of it work from Capital Hall 8 up to 10.

  1. Send a couple of Battle Rams to break the outer walls and open the deployment zone.
  2. Wait until the Barbarians from the Rams have died before casting the first Graveyard Spell, so it raises air Skeletons instead of ground ones.
  3. Send Rocket Balloons into the Graveyard, then the first Super Dragon behind them, and keep adding Balloon squads whenever the Dragon loses its cover.
  4. Use Minions on the low-value buildings off to the side, and hold the second Super Dragon and the last Graveyard for the dense back section with the Blast Bow.
  5. For the cleanup hit, Cartman swaps the Graveyards for a Frost Spell, since fewer buildings are left to distract.

Tip: Cartman’s rule of thumb is that a 72% opener here is a guaranteed two-hit clear, which also leaves troops unused for the end-of-district Capital Gold bonus.

A full Capital Hall 8 raid from the YouTube channel Cartman Gaming (March 2026); Builder’s Workshop starts at 5:28.

Builder’s Workshop FAQ

When do I get the Frost Spell?

At Builder’s Workshop District Hall 3, which needs Capital Hall 7.

Is the Power P.E.K.K.A the same as the Super P.E.K.K.A?

Yes. It is the same Capital troop under its newer name.

What happens to Capital Gold when everything here is maxed?

Keep funding the other districts. When the whole Capital is maxed, the Capital Treasury (added June 2026) takes your gold and still pays Capital Reputation. Gold keeps coming from raids and the Forge.

Previous district in unlock order: Balloon Lagoon. Next: Dragon Cliffs (Capital Hall 6). For the whole mode see the Clan Capital guide, and for Capital Hall levels see Capital Peak.

Sources: in-game data; Supercell, Clan Capital release notes (May 2022), Builder Base 2.0 patch notes (May 2023), Anime Fury update notes (June 2026).