Clan Capital Base Layouts: District by District Defence
Capital defence is scored differently
Everything you know about Home Village defence is built on stars and percentage from a single army. The Clan Capital does not work that way. During a raid, damage to a district carries over between attacks. A district that survives one army is not saved. It just costs the attacking clan another army.
That single mechanic flips the design goal. You are not trying to stop an attack. You are trying to make each army destroy as little as possible, so the raiding clan burns more attacks getting through you and has fewer left for the districts behind.
Everything below follows from that.
The nine districts
Districts unlock as the Capital Hall levels up. Capital Hall 10 is the current maximum and it adds no new district.
| District | Unlocks at | District levels |
|---|---|---|
| Capital Peak | Capital Hall 1 | 1 to 10 |
| Barbarian Camp | Capital Hall 2 | 1 to 5 |
| Wizard Valley | Capital Hall 3 | 1 to 5 |
| Balloon Lagoon | Capital Hall 4 | 1 to 5 |
| Builder’s Workshop | Capital Hall 5 | 1 to 5 |
| Dragon Cliffs | Capital Hall 6 | 1 to 5 |
| Golem Quarry | Capital Hall 7 | 1 to 5 |
| Skeleton Park | Capital Hall 8 | 1 to 4 |
| Goblin Mines | Capital Hall 9 | 1 to 4 |
Capital Peak carries the Capital Hall itself and is the only district that goes to level 10. The last two districts to unlock, Skeleton Park and Goblin Mines, cap at level 4.
The rules that hold in every district
Make the walk long. A Capital army has a fixed lifespan. Every second a troop spends walking between buildings is a second it is not doing damage. Long, thin layouts that force troops to travel the length of the district are the single most reliable way to reduce damage per army. A compact block is the opposite: everything is in range of everything, so one well-placed army clears far more than it should.
Put the District Hall away from the entry side. Attackers deploy on the edges, and most districts have one or two sides that are obviously easier to start from. The District Hall is the highest value building in the district, so it belongs at the far end of that walk, not in the first third.
Break pathing on purpose. Troops in the Capital retarget the same way they do at home. Off-square compartment shapes, forced turns and gaps that make a group split up all cost the attacker tempo. A layout that lets an army run a straight line from the deploy edge to the District Hall is doing the attacker’s funnelling for them.
Spread the defences that only fire once. Anything with a slow reload or a one-shot effect is worth far more when it catches a group mid-turn than when it sits next to another defence covering the same tiles. Overlap two defences only where you actually expect the fight to happen.
Do not reward the cheap corner. Every district has a corner someone will try to clean up with a small army for cheap percentage. Buildings stranded out there are free damage that carries over into the next attack.
Notes per district
The districts differ in shape and in what the attacking clan tends to bring, so a few specifics are worth calling out.
- Capital Peak. The one that matters most, and the one with the most building levels to work with because it goes to 10. Depth is your advantage here. Use it: the Capital Hall should be the last thing a full army can reach, not the third.
- Barbarian Camp and Wizard Valley. The first two districts most clans upgrade, and usually the first two attacked. They are small enough that a long thin layout matters more here than anywhere else, because there is not enough space to build real depth any other way.
- Balloon Lagoon and Dragon Cliffs. Air pressure is the theme. Keep your anti-air coverage apart rather than paired, so removing one piece does not open the whole district.
- Builder’s Workshop and Golem Quarry. Both reward ground armies that tank through the middle. Off-grid compartment shapes and forced wide turns are worth more here than another layer of wall.
- Skeleton Park and Goblin Mines. They cap at level 4, so they are usually the weakest districts in a Capital. That is exactly why attackers save small armies for them. Do not leave the District Hall near an edge just because the district is low level.
Who can actually apply a Capital layout
Capital layouts are clan property, not player property. Only leaders and co-leaders can apply one. If you are an ordinary member with a good layout, you need to hand the link or the design to someone who can place it.
This is worth knowing before you spend an evening designing one.
Why we are not listing Capital links yet
The Capital layout link format is real. Capital links carry a fourth segment that the Home Village and Builder Base forms do not: the district index, where 0 is Capital Peak and 1 is Barbarian Camp.
Two things are holding us back from publishing Capital hubs:
- The supply is thin. Shared Capital links circulate, but far fewer of them exist than Home Village ones, and much of what is published comes from reader comments on other sites rather than from a verifiable share.
- Capital links have been broken by updates. Layout links in general can die when the sharing player edits or replaces the slot, and Capital links have a worse track record than Home Village ones.
We would rather ship Capital layouts once we can test a Capital link end to end in the game than publish a hub full of links that quietly fail. Until then this guide is the Capital coverage, and it will be replaced by real district hubs when the links check out.
Where to go next
While Capital hubs are pending, the design thinking transfers. Long walks, broken pathing and no free corners are the same ideas that make a good Home Village war base.
- Town Hall 18 war bases and Town Hall 15 war bases
- Builder Hall 10 layouts, the other two-stage defence problem in the game, explained in the Builder Base guide
- Layout finder to filter by hall, base type and the attack you are trying to stop
Every Home Village and Builder Base layout page on this site shows the full base picture.