Clan Capital attacks look like home village attacks, but the rules differ. Damage carries over between attacks, armies come from a pool of units the whole clan has unlocked, and every district has its own terrain and its own way of wrecking a careless raid. An army that clears the Barbarian Camp can fall apart on Capital Peak.
Below: the principles that work in every district, then what changes district by district, the army to bring to each, and how to clean up. The aim for a new clan and a full-clear clan is the same: more destruction per attack, so more Capital Gold and Raid Medals for everyone.
The rules that change everything
Three mechanics set Capital raiding apart from every other attack mode in Clash of Clans:
- Damage persists between attacks. A district does not reset after a failed raid. If your attack clears the outer defences and dies at the core, the next clanmate starts against a half-broken base, so an attack that "fails" after removing key defences can be the most useful one of the raid.
- You do not need to win alone. Good attackers think one attack ahead: removing the defences that would wreck the next attacker's plan is often worth more than your own destruction percentage.
- Destroying a district earns a bonus attack. Each player has 5 attacks per Raid Weekend, and a player who destroys a district gets one extra attack, once per weekend. It does not have to be their last attack, so the clan gains most by handing finishing blows to members who have not earned their bonus yet.
Every district strategy below builds on these three: attack for the team, leave the base weaker than you found it, and give the finishing blows to the members who still have a bonus attack to earn.
Opening principles for every district
On a fresh district, go for the defensive core before the District Hall. Splash defences are what kill the massed, cheap units Capital armies are built from, so a strong opener drives straight at them. Once the first attack removes the main splash threats, the rest get much easier, and a three-attack district often falls in two.
Funnelling matters more in the Capital than almost anywhere else, because armies are large and easily distracted. Spend a few cheap units on the edges to pull your main force inward, as you would in the home village. An army that wanders the perimeter collecting outer buildings wastes the attack.
District-by-district strategy
Barbarian Camp and Wizard Valley
The early districts are small, open and light on defences, which makes them the training ground for newer members. Traps in the obvious approach lanes claim more armies here than the defences do. Send a scout unit or a small group ahead of the main push to set them off, then commit. Ground pushes with sturdy front-line units work well, and mistakes made here cost the clan little.
Balloon Lagoon and Builder's Workshop
Water channels and terrain turn these districts into mazes. Ground armies get strung out along narrow paths and reach the core a few units at a time. There are two answers. Air units ignore the terrain entirely. On the ground, pick one lane, break into it fully, and do not split your army across several bridges: each half arrives too weak to finish the job.
Dragon Cliffs and Golem Quarry
From here, districts carry serious anti-air, so check the base before assuming an air push will work. Ground armies with a durable front line soaking damage while ranged units take defences apart behind it are the reliable choice. Spells start to decide raids too: drop them on the defensive cluster that threatens your push instead of saving them for a perfect moment that never comes.
Skeleton Park and Goblin Mines
The late districts are dense and layered, with overlapping air and ground cover that punishes one-type armies. Either bring an army that fights both layers, or sequence: the first attack strips the anti-air and the second flies through the gap. Because these districts reward sequencing so much, nobody should attack them without checking clan chat first.
Capital Peak
Capital Peak is the last district of every raid, with the largest layout, the strongest defences and the biggest reward. Cliffs and edges limit where you can attack from, so defenders put their strength on the few open sides. Treat the Peak as a clan project. A good sequence:
- The first attack breaks the outer compartments and removes the biggest splash defences, ignoring the Capital Hall.
- The second attack drives into the core and takes out the heaviest defences left.
- The finishing attack goes to a member who has not earned their bonus attack yet this weekend, so the destroyed district gives the clan one more attack.
Send your strongest attackers at the Peak first. Cleaning up a broken Peak is easy; opening it badly can cost the clan two extra attacks.
Best Clan Capital army for each district
The strategy above is how to attack; this is what to bring. Capital troops unlock and level up with the clan's barracks in each district (see the table after the army guides), so use the strongest version your clan has. If an army does not fit your clan's troop levels, take the closest one down the list: a plan the whole clan can run beats a "best" army only two members have.
| District | Army | Spells |
|---|---|---|
| Barbarian Camp and Wizard Valley | ||
| Balloon Lagoon and Builder's Workshop | ||
| Dragon Cliffs and Golem Quarry | two |
|
| Skeleton Park and Goblin Mines | a Mountain Golem with |
|
| Capital Peak | two |
Barbarian Camp and Wizard Valley: Super Barbarians with Battle Rams and Sneaky Archers
Army:
Super Barbarians with
Battle Rams and
Sneaky Archers. Spells:
Rage and
Jump (Graveyard once your clan has it).
Cheap, sturdy and forgiving, so it suits members who are still learning. The rams break the walls, the archers pick off the outer defences, and the barbarians carry the rest down one lane.
A Barbarian Camp layout you may face. See every Barbarian Camp base.
Balloon Lagoon and Builder's Workshop: Super Dragons with Skeleton Barrels and a Minion Horde
Army:
Super Dragons with
Skeleton Barrels and a Minion Horde. Spells:
Rage and
Endless Haste.
Flying ignores the water channels that string ground armies out in Balloon Lagoon. On the more open Builder's Workshop, a ground push of Super Barbarians and Battle Rams with a Graveyard works just as well.
A Balloon Lagoon layout you may face. See every Balloon Lagoon base.
Dragon Cliffs and Golem Quarry: Super Miners with Battle Rams and Sneaky Archers
Army:
Super Miners with
Battle Rams and
Sneaky Archers. Spells: two
Frost spells.
Super Miners tear through Dragon Cliffs: they tunnel past the anti-air that ends the free ride for air armies here. On Golem Quarry, a Mountain Golem shielding
Super Wizards (Healing and Frost spells) is the other strong choice.
A Dragon Cliffs layout you may face. See every Dragon Cliffs base.
Skeleton Park and Goblin Mines: a Mountain Golem with Super Wizards and Sneaky Archers
Army: a Mountain Golem with
Super Wizards and
Sneaky Archers. Spells:
Healing Spell and
Frost.
Both districts are spread out, which suits a big tank walking ahead of the damage: the Golem soaks the defences while the wizards and archers clear behind it. On the tighter parts of Goblin Mines, Super Wizards with Mega Sparky work too.
A Skeleton Park layout you may face. See every Skeleton Park base.
Capital Peak: Super Miners (with Battle Rams and Sneaky Archers), or Hog Raiders with a Graveyard
Army:
Super Miners (with Battle Rams and Sneaky Archers), or Hog Raiders with a Graveyard. Spells: two
Frost for the Miners; Graveyard,
Healing Spell and
Lightning for the Hog Raiders.
The strongest army your clan has, sent by its strongest attacker. The first attack clears the outer ring and the splash; the finishing attack goes to a member who still has their bonus attack to earn.
A Capital Peak layout you may face. See every Capital Peak base.
Which district unlocks each unit
Your clan unlocks Capital troops and spells by rebuilding their barracks and spell factories, each of which stands in one district. If an army above is missing a unit, this is the district to upgrade. Names are as the game shows them.
| District | Barracks and spell factories | Unit |
|---|---|---|
| Barbarian Camp | Battle Ram Barracks | Battle Ram |
| Wizard Valley | Super Wizard Barracks, Jump Spell Factory | Super Wizards, Jump Spell |
| Balloon Lagoon | Skeleton Barrel Barracks, Lightning Spell Factory | Skeleton Barrels, Lightning Spell |
| Builder's Workshop | Power P.E.K.K.A Barracks | Power P.E.K.K.A |
| Dragon Cliffs | Super Dragon Barracks, Hog Raider Barracks | Super Dragon, Hog Raiders |
| Skeleton Park | Graveyard Spell Factory | Graveyard Spell |
| Goblin Mines | Super Miner Barracks, Mega Sparky Workshop, Endless Haste Spell Factory | Super Miner, Mega Sparky, Endless Haste Spell |
Check a district's layout before you attack: ClashBuilder has Clan Capital bases for every district and Capital Hall level, so you can see how defenders build them and which way in they leave open.
Cleanup: the most underrated skill in the Capital
Cleanup attacks on half-destroyed districts feel like free wins, which is why players throw them away. A sloppy cleanup that leaves a district at 96 percent forces another attack. Before a cleanup, count what is left, bring the units that answer the remaining defences, and start from the side closest to the surviving buildings. Cheap, fast units do best here, and a careful cleanup player is worth as much to the clan's weekend as a strong opener.




