The Clan Capital is the one part of Clash of Clans your whole clan builds together, with a single currency, Capital Gold. Every upgrade is shared, so the order your clan funds things in decides how fast the Capital grows.
Quick answer: upgrade the Capital Hall whenever you can, then bring the newest district up to its limit before going back to older ones, defences first. Capital Hall 10 is the maximum. Capital Hall 2 to 9 each open one new district, and the Capital Hall also decides how far each district hall can go.
All costs and level requirements below come from the game's own data files (the release of 13 October 2026), not from estimates.
How to upgrade the Clan Capital
- Earn Capital Gold. You get it by attacking in Raid Weekends and from the Forge in your home village.
- Go to the Capital. Open the Clan Capital from your home village and pick the district you want to work on.
- Contribute to an upgrade. Tap the Capital Hall, a district hall or any building and contribute Capital Gold. Every member of the clan can contribute to the same upgrade, and once the full cost is in, it completes. Contributed gold belongs to that upgrade.
- Rebuild ruins. When a district opens or its hall levels up, new buildings appear as ruins. Rebuilding a ruin costs Capital Gold the same way.
To reach Capital Hall 2, your clan contributes 50,000 Capital Gold to the Capital Hall on Capital Peak. Each later level costs more, as the table shows.
| Capital Hall | Capital Gold to reach it | New district | New on Capital Peak |
|---|---|---|---|
| 1 | 25,000 | Capital Peak | Cannon, Spear Thrower |
| 2 | 50,000 | Barbarian Camp | Bomb Tower, Mega Mine, Multi Cannon |
| 3 | 75,000 | Wizard Valley | Super Wizard Tower |
| 4 | 100,000 | Balloon Lagoon | Air Bombs, Hidden Mega Tesla, Log Trap |
| 5 | 150,000 | Builder's Workshop | Giant Cannon, Rapid Rockets, Rocket Artillery, Zap Trap |
| 6 | 200,000 | Dragon Cliffs | Blast Bow, Inferno Tower |
| 7 | 400,000 | Golem Quarry | No new building type |
| 8 | 600,000 | Skeleton Park | Super Giant Post |
| 9 | 800,000 | Goblin Mines | Raid Cart Post |
| 10 | 1,000,000 | None (all nine are open) | Super Dragon Post |
Going from Capital Hall 1 to 10 costs 3,375,000 Capital Gold for the Capital Hall alone, and 2,400,000 of that, about 70 percent, is the last three levels. That is why the climb slows down so much after Capital Hall 7.

When each district hall can level up
District halls go up to level 5 and set the limit for the buildings in their district. Each level needs a certain Capital Hall:
| District | Opens at | Hall level 2 | Level 3 | Level 4 | Level 5 |
|---|---|---|---|---|---|
| Barbarian Camp | CH2 | CH3 | CH5 | CH7 | CH9 |
| Wizard Valley | CH3 | CH4 | CH6 | CH8 | CH10 |
| Balloon Lagoon | CH4 | CH5 | CH7 | CH8 | CH10 |
| Builder's Workshop | CH5 | CH6 | CH7 | CH9 | CH10 |
| Dragon Cliffs | CH6 | CH7 | CH8 | CH9 | CH10 |
| Golem Quarry | CH7 | CH7 | CH8 | CH9 | CH10 |
| Skeleton Park | CH8 | CH8 | CH9 | CH10 | Not yet |
| Goblin Mines | CH9 | CH9 | CH10 | CH10 | Not yet |
District hall levels cost 12,500, 25,000, 75,000, 150,000 and 300,000 Capital Gold for levels 1 to 5. Skeleton Park and Goblin Mines stop at level 4 for now, because the game data ties their fifth level to a Capital Hall 11 that does not exist.
Read the table by row and it gives you the order: at Capital Hall 7, for example, Barbarian Camp, Balloon Lagoon, Builder's Workshop, Dragon Cliffs and the new Golem Quarry all get a new hall level at once, so the clan has to pick one.
The upgrade order
- Capital Hall first. Every district hall limit in the table above depends on it, so delaying it caps every other project.
- Newest district next. Bring it up to its current limit before going back to older ones. It has the most catching up to do, and it often holds a barracks or spell factory your clan does not have yet.
- Defences before anything else in a district. How many attacks a district absorbs in a Raid Weekend is what your defensive Raid Medals are based on. Decorations and houses can wait.
- Barracks and spell factories for units you will use. Check the district table below before choosing.
- One project at a time. Agree on it, post it in clan chat or clan mail, and fund it until it is done. Spreading gold over five districts at once leaves five unfinished ones.
Capital Hall 1 to 3
Costs are low, so the Capital Hall comes quickly. Get Barbarian Camp and Wizard Valley going: between them they hold the Super Barbarian, Sneaky Archer, Battle Ram and Super Wizard barracks and the Jump and Healing spell factories, enough for a full early raiding army.
Capital Hall 4 to 6
Keep the newest district (Balloon Lagoon, then Builder's Workshop, then Dragon Cliffs) as the main project until it catches up. Capital Peak gets nine new defences and traps over these three levels, from Air Bombs at Capital Hall 4 to the Inferno Tower at 6, so its defences need gold too. Walls are worth funding: they steer attackers into your defences and traps, and getting over them costs the attacker a Jump Spell or troops.
Capital Hall 7 to 10
The Capital Hall alone costs 400,000 to 1,000,000 per level from here. Finish Golem Quarry, Skeleton Park and Goblin Mines in the order they open unless one of your districts falls much faster than the rest. Older districts keep gaining hall levels up to Capital Hall 10, so they still need gold after their own unlock.
Which district unlocks each unit
Capital troops and spells come from barracks and spell factories, and each one stands in a particular district. Upgrading a barracks unlocks the troop and raises its level, so if your clan wants a unit or a stronger version of it, this is the district to fund. The table lists every one we could place from the game's layout and ruin files.
| District | Troops | Spells |
|---|---|---|
| Barbarian Camp | Super Barbarian, Sneaky Archers, Battle Ram | |
| Wizard Valley | Super Wizard | Healing Spell, Jump Spell |
| Balloon Lagoon | Rocket Balloons, Skeleton Barrels | Lightning Spell |
| Builder's Workshop | Raid Cart, Power P.E.K.K.A | |
| Dragon Cliffs | Super Dragon, Hog Raiders | Rage Spell |
| Golem Quarry | Mountain Golem | |
| Skeleton Park | Inferno Dragon | Graveyard Spell |
| Goblin Mines | Super Miner, Mega Sparky | Endless Haste Spell |
Capital Peak holds the Capital Hall and gets the most defences of any district (see the first table), which makes it the hardest district to raid and the one whose layout matters most. Our Capital Peak defence guide covers it, and our Clan Capital attack strategies give the army for each district.
Earning the Capital Gold
- Use every Raid Weekend attack. Each building you destroy pays Capital Gold, and when your attack destroys a district, the troops you have left add more.
- Finish districts. A district left at 80 percent pays no destruction bonus. A player who destroys a district also earns a bonus attack, once per weekend, with any of their attacks.
- Run the Forge every day. It turns home village resources into Capital Gold whether or not it is Raid Weekend.
Our Capital Gold guide covers every source, and the Raid Weekend guide has a weekly plan, the order to send attackers in and what to buy at the Trader.
At Capital Hall 10
Once the Capital is maxed, Capital Gold has fewer places to go, and the weekend rewards that matter are the personal ones.
- Raid Medals. Each member spends them at the Trader on items for their own home village, such as Builder Potions and resources, so a maxed clan's weekends still pay everyone who attacks.
- Layouts. At the maximum, every clan has the same buildings at the same levels, so how many attacks your districts absorb comes down to design. After each weekend, check which district fell fastest in the defence log and change one thing in it. Only the Leader and Co-Leaders can edit layouts, and changes made during a Raid Weekend apply after the raid ends. Our Clan Capital base design guide covers the principles.
- Capital Leagues. Climbing takes full attack use and districts that hold; see our Capital Leagues guide.
- Practice. A maxed clan has every unit at its highest level, so members can learn armies on cleanup attacks that a developing clan cannot field.