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Wizard Valley

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

Wizard Valley is the second district of the Clan Capital, unlocked at Capital Hall 3. It is the spell district: it holds the Spell Storage that sets how many spells every raider can bring, plus the Healing Spell, the Jump Spell and the Super Wizard. Its District Hall goes to level 5 at Capital Hall 10.

What Wizard Valley unlocks

Unit or building Housing space Opens at What it does
Spell Storage – District Hall 1 Spell capacity for raids: 3 at level 1, up to 7 at level 5
Healing Spell 3 District Hall 1 Heals troops in a 4.5-tile radius; stays for two attacks
Super Wizard 10 District Hall 1 Ranged attack that chains from its target to nearby buildings
Jump Spell 1 District Hall 2 Lets ground troops cross walls and narrow water or cliffs; stays for two attacks
Army Camp – District Hall 2 The Capital’s fourth camp, 30 to 50 housing space

The Spell Storage matters to the whole clan. Every level needs the matching District Hall level, so many clans upgrade the Wizard Valley District Hall as soon as each new Capital Hall allows it (Capital Hall 4, 6, 8 and 10). The Jump Spell dropped to 1 housing space in October 2023, which made it a cheap add to almost any army.

Water runs through the valley with five bridges across it. Bridges are natural choke points for ground troops, and the bridge in the southeast part of the map is a well-known spot for a Log Trap.

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 3 Starts built Spell Storage, Heal Spell Factory, Super Wizard Barracks, 2 Raid Cart Posts, 4 Super Wizard Towers, 11 Spear Throwers, 4 Cannons, 3 Air Defenses, Multi Cannon, Air Bombs 135
2 4 25,000 Jump Spell Factory, Army Camp, 2 Hidden Mega Teslas, Log Trap, more Mega Mines 225
3 6 75,000 2 Inferno Towers, fifth Super Wizard Tower 350
4 8 150,000 2 Giant Cannons, sixth Super Wizard Tower 405
5 10 300,000 Third Inferno Tower, third Raid Cart Post 460

Defense and trap counts by District Hall level

Building DH1 DH2 DH3 DH4 DH5
Cannon 4 5 6 7 7
Spear Thrower 11 12 13 14 14
Air Defense 3 4 5 6 6
Multi Cannon 1 2 2 2 2
Super Wizard Tower 4 4 5 6 6
Air Bombs 1 2 3 3 3
Hidden Mega Tesla – 2 2 2 2
Inferno Tower – – 2 2 3
Giant Cannon – – – 2 2
Raid Cart Post 2 2 2 2 3
Mine 4 4 5 6 6
Mega Mine 2 4 5 6 6
Log Trap – 1 1 1 1
Walls 80 120 140 160 180

Fourteen Spear Throwers at max ties Balloon Lagoon for the most in any district. They hit ground and air from long range, so a maxed Wizard Valley punishes light troops that wander in alone.

How to attack Wizard Valley in Raid Weekends

  • Expect Siege Carts. Raid Cart Posts are here from the start, and their carts shoot over walls from inside compartments. They cannot hit air, so Minion Hordes pick them off once nearby air defense is down.
  • Minion Hordes alone melt to the Spear Thrower count. Send a tank first or clear a section of Spear Throwers with Super Barbarians, which last longer under that fire.
  • From District Hall 3 there are Inferno Towers, which ramp up on a single target. A Lightning Spell resets them, and swarms waste their beam. Keep a Mountain Golem away from them.
  • Do not funnel big groups across a bridge without checking it. Bridges are the first place defenders put Log Traps.
  • A Jump Spell costs only 1 housing space and lasts into the next player’s attack, so one well-placed jump can open a whole section for two raiders.

Base-building tips for Wizard Valley

  • Set the Log Trap facing down a bridge or another narrow path, so a whole group walks into its roll.
  • Keep defenses a couple of tiles away from the District Hall. Its high hitpoints let an attacking Super Wizard keep chaining into anything packed beside it.
  • Lock Raid Cart Posts behind walls where the Siege Carts can fire over them, and cover them with air defense since air troops are their weakness.
  • Spread Spear Throwers along the edges and across the water from your other defenses. Their range lets them cover the rest of the base without being reached early.
  • Pair Inferno Towers with splash defenses such as Super Wizard Towers so swarms cannot overwhelm them.

Wizard Valley FAQ

What does the Spell Storage do?

It sets how many spells each raider can take into an attack: 3 at level 1, 4, 5, 6, and 7 at level 5. Spell levels come from each spell’s own factory.

What Capital Hall do I need for Wizard Valley District Hall 5?

Capital Hall 10, the maximum.

Where does my clan’s Capital Gold go once Wizard Valley is maxed?

Into the other districts, and once every district and the Peak are maxed, into the Capital Treasury that arrived in June 2026. Earn more through raids and the Forge.

Previous district in unlock order: Barbarian Camp. Next: Balloon Lagoon (Capital Hall 4). Overview of the mode: Clan Capital guide; Capital Hall details and the Treasury: Capital Peak.

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