Updated for Town Hall 18 (October 2026).
The Clan Capital is a village your whole clan builds together: a mountain with Capital Peak at the top and eight districts below it, upgraded with Capital Gold that members contribute and raided by other clans every weekend. You can take part from Town Hall 6 in a clan that has reached level 2. This guide covers the districts and their unlock order, how Raid Weekends and their rewards work, where Capital Gold comes from, every Capital troop and spell, and how to contribute without wasting gold.
How to unlock the Clan Capital
Supercell added the Clan Capital on May 2, 2022. Two things have to be true before you can play it:
- Your Town Hall is level 6 or higher.
- You are in a clan that has reached clan level 2.
Once both are met, the Airship appears in the lower corner of your Home Village next to the Forge. Tap it to fly to your clan’s Capital. If you leave the clan, you keep any Capital Gold you hold and can spend it in your next clan’s Capital.
Capital Peak and the eight districts
Capital Peak holds the Capital Hall, the Capital’s main building. Each Capital Hall upgrade from level 2 to level 9 opens one new district, and the Capital Hall level also caps how far each District Hall can go. The Capital Hall tops out at level 10. Upgrading it requires a set number of completed constructions across the whole Capital, so a clan cannot rush the Hall the way a player can rush a Town Hall.
| Order | District | Capital Hall needed | What it adds | Added |
|---|---|---|---|---|
| 1 | Capital Peak | Starts unlocked | Capital Hall; at Capital Hall 2 the Hall gains a long-range artillery weapon and the clan can join Raid Weekends | May 2022 |
| 2 | Barbarian Camp | 2 | Super Barbarian, Sneaky Archers, Battle Ram, Super Giant, Minion Horde; three Army Camps | May 2022 |
| 3 | Wizard Valley | 3 | Super Wizard, Healing Spell, Jump Spell; Spell Storage; one Army Camp | May 2022 |
| 4 | Balloon Lagoon | 4 | Skeleton Barrels, Rocket Balloons, Flying Fortress, Lightning Spell | May 2022 |
| 5 | Builder’s Workshop | 5 | Raid Cart, Power P.E.K.K.A, Frost Spell | May 2022 |
| 6 | Dragon Cliffs | 6 | Super Dragon, Hog Raiders, Rage Spell; one Army Camp | May 2022 |
| 7 | Golem Quarry | 7 | Mountain Golem | May 2022 |
| 8 | Skeleton Park | 8 | Inferno Dragon, Graveyard Spell; Mini-Minion Hive and Reflector defenses | Dec 2022 |
| 9 | Goblin Mines | 9 | Super Miner, Mega Sparky, Endless Haste Spell; Goblin Thrower and Spear Trap | Oct 2023 |
Every district has a fixed map with its own terrain. Rivers, cliffs, bridges and the thorny vines of Skeleton Park shape where buildings can go and how attackers move. Several units in the table need the District Hall upgraded before their building appears, so a newly opened district does not hand you everything at once.
How building and upgrading works
- Every clan member can spend Capital Gold on any ruin or upgrade in any unlocked district. There is no limit on how many constructions run at once.
- There are no build times. When the full cost is paid, the building finishes instantly. Defenses and army buildings keep working while an upgrade is being funded.
- Contributions are all-or-nothing per tap. If you hold enough gold to finish the target, you pay exactly that much. If not, all of your gold goes in. You cannot split your balance across two unfinished projects.
- The Leader and Co-leaders can change district layouts and mark up to three priority upgrades per district. Priorities are suggestions; members can still fund anything.
- Your clan can keep a separate defensive layout for raids, which hides progress layouts from attackers.
Capital Gold and Raid Medals
The Capital uses two resources of its own. Capital Gold pays for every repair and upgrade; you can hold up to 35,000 at a time. Raid Medals are a reward currency you spend in the Trader and on Clan Castle reinforcements; you can hold up to 5,000.
Where Capital Gold comes from
- Raid Weekend attacks, by far the biggest source.
- The Forge in your Home Village.
- Season Challenges and some Attack Challenges.
The Forge
The Forge appears at Town Hall 6 once you have Capital access. It hands out a free batch of Capital Gold every 23 hours (150 at Town Hall 6, rising with each Town Hall level), and that timer cannot be sped up. From Town Hall 9 you can also craft Capital Gold by putting a free Builder to work with Gold or Elixir. Dark Elixir crafting opens at Town Hall 13, and Builder Base resources at Builder Hall 8. Gold Pass owners get an extra Auto Forge slot that costs half as much and needs no Builder, and it is the only way Town Hall 7 and 8 players can craft at all. Gold from the Forge cannot be claimed while you are at the 35,000 cap.
How Raid Weekends work
Raid Weekends run every week from 7:00 UTC Friday to 7:00 UTC Monday. A clan needs Capital Hall 2 to take part, and a Leader, Co-leader or Elder opts it in. The game then matches your clan against Capitals at a similar stage of progress. Unlike Clan Wars, raids are one-directional: the clans you attack do not attack you back in that raid, and other clans raid your Capital separately.
- Your clan attacks the enemy’s districts first. Capital Peak only opens once every district below it is destroyed.
- Damage sticks between attacks. Buildings, walls and defending troops keep whatever health they had when the last attack ended, and traps that fired stay used. Each member chips away until the district falls.
- Most spells stay on the map for two attacks (the one you cast them in and the next), Endless Haste lasts four, and Lightning is instant.
- The deployment zone grows as buildings fall. Each standing building blocks deployment four tiles around it, so clearing the edge opens space for the next attacker. Jump and Frost Spells can open more ground temporarily by crossing walls or freezing water.
- When every district and the Peak are destroyed, the raid is complete and your clan is matched with the next Capital straight away.
Each player gets five attacks per weekend, plus one bonus attack the first time they finish off a district, for six at most. Training Capital troops and spells is free and instant, and everyone in the clan uses the same troop levels, set by the Capital’s barracks and spell factories, not by your own village. Up to 50 players can raid for one clan per weekend, and attacking for one clan locks you out of raiding for another. Since June 2026, a player who joined after the weekend started, has not attacked yet and is not an Elder or higher cannot join raids in an open clan; this stops drive-by raiders.
Raid rewards
- Capital Gold drops from each building you destroy, with defenses worth more than other buildings. Finishing a district also pays 3 Capital Gold for every housing space of troops you have left, deployed or not. You never lose Capital Gold to defenses.
- Raid Medals are paid when the weekend ends. The offense share is the clan’s total medals from destroyed districts divided by the clan’s total attacks, multiplied by the number of attacks you made, capped at 270 medals per attack. Higher-level districts are worth more.
- Defense medals come from your clan’s single best defense against one raiding clan, capped at 350. You need at least one attack of your own to collect them.
Clan Capital troops and spells
The Capital has 17 troops and 7 spells, each trained in its own barracks or spell factory in one district. Upgrading that building upgrades the unit for the whole clan. Some troops only deploy as squads.
| Unit | Type | District | What it does |
|---|---|---|---|
| Super Barbarian | Troop | Barbarian Camp | Melee fighter with a speed and damage burst right after deploying |
| Sneaky Archers | Squad of 5 | Barbarian Camp | Ranged; invisible to defenses for their first few seconds |
| Battle Ram | Troop | Barbarian Camp | Charges the nearest walls, then four Barbarians jump out |
| Super Giant | Troop | Barbarian Camp | Defense-targeting tank that deals heavy damage to walls |
| Minion Horde | Squad of 6 | Barbarian Camp | Fast, fragile air unit that slips past ground-only defenses |
| Super Wizard | Troop | Wizard Valley | Chain attack that branches from its main target to up to nine more |
| Skeleton Barrels | Squad of 3 | Balloon Lagoon | Fly to defenses and burst into Skeletons |
| Rocket Balloons | Squad of 2 | Balloon Lagoon | Defense-targeting air with a rocket boost at the start |
| Flying Fortress | Troop | Balloon Lagoon | High-hitpoint air unit that drops Skeleton Gliders as it takes damage |
| Raid Cart | Squad | Builder’s Workshop | A Siege Cart plus four Barbarians |
| Power P.E.K.K.A | Troop | Builder’s Workshop | Heavy melee hitter that explodes when defeated |
| Hog Raiders | Squad | Dragon Cliffs | Two Hog Riders and a Hog Glider that stuns the first defense it hits |
| Super Dragon | Troop | Dragon Cliffs | Air unit firing rapid bursts of splash fire |
| Mountain Golem | Troop | Golem Quarry | Huge, slow tank that crushes walls it walks through and crosses small rivers |
| Inferno Dragon | Troop | Skeleton Park | Single beam that gains damage the longer it stays on one target |
| Super Miner | Troop | Goblin Mines | Burrows under terrain; drill damage ramps up on a target |
| Mega Sparky | Troop | Goblin Mines | Slow, hard-hitting defense killer with a very large splash |
| Healing Spell | Spell | Wizard Valley | Heals troops in its area |
| Jump Spell | Spell | Wizard Valley | Lets ground troops over walls, bushes and narrow water or cliffs |
| Lightning Spell | Spell | Balloon Lagoon | Instant damage; resets Inferno Towers |
| Frost Spell | Spell | Builder’s Workshop | Slows defenses and defenders by half and freezes water so ground troops can cross |
| Rage Spell | Spell | Dragon Cliffs | Speed and damage boost |
| Graveyard Spell | Spell | Skeleton Park | Spawns Skeletons as troops on either side die in its area |
| Endless Haste Spell | Spell | Goblin Mines | Small permanent speed boost for troops that pass through; lasts four attacks |
Two of these units were renamed after launch: the Minion Horde started as the Minion, and the Power P.E.K.K.A started as the Super P.E.K.K.A.
Contribution tips
- Spend all your raid attacks. Raids are where most Capital Gold comes from, and your offense medals are the clan’s per-attack average multiplied by the number of attacks you made, so every skipped attack cuts your own medal payout.
- Collect the Forge every day. Its 23-hour timer only restarts when you collect, so a batch left sitting is production lost.
- Use the leader’s priority markers. Pouring gold into one upgrade until it finishes beats spreading it, because nothing works at the new level until it is fully paid.
- Fund the Capital Hall’s construction requirement and the barracks for units your clan actually raids with before cosmetic rebuilds.
- Do not sit at the 35,000 cap. Looted gold above the cap is lost and the Forge stops paying out.
- Finish districts with troops left over when you can. Leftover housing space pays out at 3 Capital Gold per space.
Capital Treasury for maxed clans
Since June 2026, a clan whose Capital is fully upgraded (every upgrade done, 3,331 in total) sees a Treasury button on the Capital Hall instead of an upgrade button. Contributing there moves your whole Capital Gold balance into a shared clan total and still earns Capital Reputation. When Supercell adds new Capital content, the Treasury empties into it. This is separate from the Clan Castle Treasury, which holds war and Star Bonus loot.
Clan Capital FAQ
How many districts does the Clan Capital have?
Eight, plus Capital Peak, for nine areas in total. Goblin Mines, added in October 2023 at Capital Hall 9, is the newest.
When does Raid Weekend start?
Friday at 7:00 UTC. It ends Monday at 7:00 UTC.
What are Raid Medals used for?
Items in the Trader and reinforcements for your Clan Castle.
Do my Home Village troop levels matter in raids?
No. Everyone in the clan uses the same Capital troop and spell levels, set by the Capital’s own buildings.
Sources: Supercell release notes (Clan Capital release notes, Anime Fury update notes) and in-game data.
