Clan Castle - Unidades de Edificações em Clash of Clans


Clan Badge

"The Clan Castle houses your Treasury and any reinforcement troops or spells sent by your clanmates."


Size 3x3
Trigger Radius 13 tiles
Level Hitpoints Troop capacity Spell capacity Siege machine capacity Laboratory level cap Build cost Build time Experience gained Town hall level required
1 600 10 - - 5 10,000 N/A N/A 2*
2 1,200 15 - - 6 50,000 2h 84 4
3 1,800 20 - - 7 600,000 12h 207 6
4 2,600 25 1 - 8 1,200,000 1d 293 8
5 3,000 30 1 - 9 2,000,000 1d 12h 360 9
6 3,400 35 1 1 10 3,000,000 2d 415 10
7 4,000 35 2 1 11 5,000,000 3d 509 11
8 4,400 40 2 1 12 5,000,000 4d 587 12
9 4,800 45 2 1 13 8,000,000 6d 720 13
10 5,200 45 3 1 14 10,000,000 7d 777 14
11 5,400 50 3 1 15 12,000,000 8d 831 15
12 5,600 50 3 2 16 14,500,000 9d 881 16
13 5,800 55 3 2 16 19,000,000 11d 974 17
14 6,000 55 4 2 16 28,000,000 14d 1,099 18
Icon_Info.png

Tapping this icon displays information about the Clan Castle, such as Level, Troop Capacity, Hitpoints and Troops inside.

Icon_Upgrade.png

Tapping this icon begins upgrading the Clan Castle to the next level, if you have enough resources and a freeBuilder(orB.O.B). When the Clan Castle is at maximum level, this icon is not shown.

Icon_HoB.png

Tapping this icon instantly upgrades the Clan Castle to the next level, at the cost of oneHammer of Buildingif you have one. When the Clan Castle is at maximum level, or if theTown Hallrequirements for the next level are not met, this icon is not shown.

Icon_FinishNow.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number ofGems.

Icon_FinishNowBoB.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of oneBook of Building. This icon is only shown if you have at least one Book of Building.

Icon_FinishNowBoE.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of oneBook of Everything. This icon is only shown if you have at least one Book of Everything but do not have a Book of Building.

Icon_AssignApprentice.png

Tapping this icon, which is displayed only while an upgrade is in progress, gives the player the option to assign aBuilder's Apprenticeto that Building. This icon only is only shown if you have unlocked Builder's Apprentice for 500Gems.

Icon_BuilderPotion.png

Tapping this icon, which is displayed only while an upgrade is in progress, boosts all your Builders for 1 hour by a factor of ten, at the cost of oneBuilder Potion. This icon is only shown if you have at least one Builder Potion.

Icon_Cancel.png

Tapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.

Icon_RequestTroops.png

Tapping this icon requeststroopsfrom your fellow clan members. It will appear if your Clan Castle is not already full and the timer since your last request has elapsed.

Icon_Reinforce.png

Tapping this icon allows you to fill your own Clan Castle using Raid Medals. It will appear if your Clan Castle is not already full.

Icon_RequestNow.png

Tapping this icon requests troops from your clan members without waiting for the timer at the cost of the displayed number ofGems. It will appear if your Clan Castle is not already full and the timer since your last request is still counting down.

Icon_CastleFull.png

This icon informs you that your Clan Castle is full of troops,spellsandsiege machines. It will replace both Request icons if the Clan Castle is full.

Icon_Clan.png

Tapping this icon displays information about theclanwhich the player owning the Clan Castle belongs to. This icon only appears if the player owning the Clan Castle is in a Clan.

Icon_Treasury.png

Tapping this icon displays information about yourTreasury.

Icon_Guard.png

This icon indicates that the Clan Castle is currently set to Guard mode, meaning any troops inside will defend the village. Tapping this icon puts the Clan Castle to sleep, preventing any troops inside from guarding your village. This icon only appears when the Clan Castle is in Guard mode.

Icon_Sleep.png

This icon indicates that the Clan Castle is currently set to Sleep mode, meaning any troops inside will not defend the village. Tapping this icon awakens the Clan Castle , allowing any troops inside to help guard your village. This icon only appears when the Clan Castle is in Sleep mode.

  • A Clan Castle is a building that is needed for creating or joining a Clan . It houses reinforcement Troops , Spells and Siege Machines which can be used to assist in an attack , or (in the case of troops) defend the player's village when it is under attack.
  • Players begin the game with a ruined Clan Castle. While it is in ruins, it is surrounded by Obstacles (plants and stones) and cannot be moved. Rebuilding a Clan Castle requires 10,000 Elixir but does not require a free Builder or any time. Once it is rebuilt, players are able to create a Clan or join an existing one. The Clan Castle can also be moved once it is rebuilt (you do not need to join a Clan first or remove any surrounding obstacles).
  • If the player wants to create a Clan, you will need 40,000 Gold to do so, which requires a minimum of Town Hall 3, or in rare cases, as a Town Hall 2.
  • Once players join a Clan, they have the ability to "Request" once every 10 minutes (or faster if they bypass this wait time by using Gems or with the Request Time Reduction perk in Gold Pass ). Also, players can add a message to tell other players what troops they would like, and can even enforce specific requests to only allow other players to donate what's requested. Other Clan members will see the request in the Clan Chat and can donate a certain number of Troops, Spells or Siege Machines to the Clan Castle (depending on the Clan level and the player's Clan Castle level). Starting at level 4, players can request for one housing space's worth of Spells from their clanmates; the spell capacity is increased by one space at levels 7, 10 and 14. Starting at level 6, players can request for Siege Machines from their clanmates. One Siege Machine can be held at levels 6 through 11; at level 12, a second Siege Machine can also be held, though you can only use one Siege Machine per battle. If the troops/spells are depleted before the wait time ends, the time remaining is displayed on top of the Clan Castle. There is currently a glitch whereby the time remaining is not displayed if the only thing missing is the Siege Machine. Players can choose to toggle the defense status of defending Clan Castle troops, to either Guard Mode or Sleep Mode . In Guard Mode, troops housed inside will defend the player's village from attacks, whilst in Sleep Mode, troops housed inside will not do so. The latter mode can be useful to save Clan Castle troops for attacking, especially in Clan Wars and Clan War Leagues .
  • Starting at level 4, players can request for one housing space's worth of Spells from their clanmates; the spell capacity is increased by one space at levels 7, 10 and 14.
  • Starting at level 6, players can request for Siege Machines from their clanmates. One Siege Machine can be held at levels 6 through 11; at level 12, a second Siege Machine can also be held, though you can only use one Siege Machine per battle.
  • If the troops/spells are depleted before the wait time ends, the time remaining is displayed on top of the Clan Castle. There is currently a glitch whereby the time remaining is not displayed if the only thing missing is the Siege Machine.
  • Players can choose to toggle the defense status of defending Clan Castle troops, to either Guard Mode or Sleep Mode . In Guard Mode, troops housed inside will defend the player's village from attacks, whilst in Sleep Mode, troops housed inside will not do so. The latter mode can be useful to save Clan Castle troops for attacking, especially in Clan Wars and Clan War Leagues .
  • Players receive experience points for each troop they donate. 1 Experience point is earned for every housing space of Troops donated; for example, donating 1 Archer earns 1 Experience point whereas a Giant will earn 5 Experience points and a Dragon 20 Experience points. Players can normally donate a maximum of 6 troops per request, though this value can be increased via the "Donation Limit" Clan Perk . Every housing unit of troops donated counts towards the "Friend in Need" achievement . Players receive 5 Experience for each housing space of spells donated; so for example, donating a 1-space Freeze Spell yields 5 Experience, while 15 Experience is gained for donating a 3-space Clone Spell. Each Spell donated will count towards the Sharing is Caring achievement. In Clans that are level 2 or below, players can only donate one spell to each request; the limit is increased at Clan levels 3, 5 and 7. Players receive 30 Experience for each Siege Machine donated. Each Siege Machine donated counts towards the Siege Sharer achievement. A Clan needs to be level 6 or higher for a player to donate two Siege Machines to a single request; other levels are limited to one.
  • Players receive 5 Experience for each housing space of spells donated; so for example, donating a 1-space Freeze Spell yields 5 Experience, while 15 Experience is gained for donating a 3-space Clone Spell. Each Spell donated will count towards the Sharing is Caring achievement. In Clans that are level 2 or below, players can only donate one spell to each request; the limit is increased at Clan levels 3, 5 and 7.
  • In Clans that are level 2 or below, players can only donate one spell to each request; the limit is increased at Clan levels 3, 5 and 7.
  • Players receive 30 Experience for each Siege Machine donated. Each Siege Machine donated counts towards the Siege Sharer achievement. A Clan needs to be level 6 or higher for a player to donate two Siege Machines to a single request; other levels are limited to one.
  • A Clan needs to be level 6 or higher for a player to donate two Siege Machines to a single request; other levels are limited to one.
  • If the player is in a Clan, they can reinforce their own Clan Castle using Raid Medals won from Raid Weekends , adding reinforcements as if other players have donated them. The reinforcements will be added at the maximum level allowed by the Clan Castle, even if no player in the Clan is able to donate reinforcements of that level. The cost to reinforce troops with Raid Medals is 1 Raid Medal for every 2 housing space (or part thereof) of Troops. It costs 3 Raid Medals per housing space of Spells and 15 Raid Medals per Siege Machine. Reinforcing units can be done without cost if a Clan Castle Cake is used.
  • The cost to reinforce troops with Raid Medals is 1 Raid Medal for every 2 housing space (or part thereof) of Troops. It costs 3 Raid Medals per housing space of Spells and 15 Raid Medals per Siege Machine.
  • Reinforcing units can be done without cost if a Clan Castle Cake is used.
  • The Clan Castle is home to the Treasury , which receives loot earned from Star Bonuses , Clan Wars, and Clan Games . This replaces the previous War Loot storage space, and is not dependent on the actual level of the Clan Castle itself. Attackers can only steal a very small percentage (3%) of the loot stored within the Treasury so one should not claim the loot until they feel like they need it.
  • The Clan Castle troops are very important in higher Leagues . This is because they can distract and possibly kill attacking troops, reducing the attacking army size and wasting precious seconds.
  • If your Clan Castle is in 'Guard' mode and enemy troops come within a 12-tile radius of your Clan Castle, any troops inside will file out to attack. Defending troops from your Clan Castle, ground Skeletons from Skeleton Traps and defending heroes are able to jump over walls . Interestingly, any defending Root Riders from the Clan Castle will not destroy the village's walls.
  • Interestingly, any defending Root Riders from the Clan Castle will not destroy the village's walls.
  • If the Clan Castle is destroyed when defending, any troops remaining inside will not be able to deploy for the battle. However, they will be still safe otherwise. This can happen if the troops inside cannot target the units deployed. For example, if there is a Balloon and a Minion in the castle while a Dragon is deployed, only the Minion appears. If the Dragon destroys the castle and ground troops are deployed afterwards, the Balloon never appears. This can also happen when the Grand Warden somehow destroys the Clan Castle without letting it deploy its defensive troops from a long range, usually done by using the Fireball from a safe distance, paired with Earthquake Spells. If done correctly, the Clan Castle will not deploy any units. Also, Sneaky Goblins can destroy exposed Clan Castles because of their invisibility time. However, do take note that once the invisibility expires, the Clan Castle troops will be lured out. To prevent this from happening, either support it with other resource buildings to redirect the Sneaky Goblins, or put it near the core of the base. If available, the Royal Ghost can do the same, but he also has a longer invisibility time and can walk through walls, so make sure to keep it at the center to prevent them from reaching it.
  • This can happen if the troops inside cannot target the units deployed. For example, if there is a Balloon and a Minion in the castle while a Dragon is deployed, only the Minion appears. If the Dragon destroys the castle and ground troops are deployed afterwards, the Balloon never appears.
  • This can also happen when the Grand Warden somehow destroys the Clan Castle without letting it deploy its defensive troops from a long range, usually done by using the Fireball from a safe distance, paired with Earthquake Spells. If done correctly, the Clan Castle will not deploy any units.
  • Also, Sneaky Goblins can destroy exposed Clan Castles because of their invisibility time. However, do take note that once the invisibility expires, the Clan Castle troops will be lured out. To prevent this from happening, either support it with other resource buildings to redirect the Sneaky Goblins, or put it near the core of the base. If available, the Royal Ghost can do the same, but he also has a longer invisibility time and can walk through walls, so make sure to keep it at the center to prevent them from reaching it.
  • If available, the Royal Ghost can do the same, but he also has a longer invisibility time and can walk through walls, so make sure to keep it at the center to prevent them from reaching it.
  • Try to place the Clan Castle somewhere near the center of the village so that the troops within will respond to attacks quickly from any direction. This will also make the Clan Castle hard to trigger, allowing the reinforcements to maximize damage inflicted on attacking troops.
  • Keep in mind that once enemy troops that have no favorite target become aware of defending Clan Castle troops, they will target those Clan Castle troops before they target any buildings. This urge will even prompt them to break through a wall if necessary to get to the defending troops. As such, placement of a Clan Castle full of Archers behind an interior wall will force attacking troops to break the walls before attacking surrounding buildings, whether this is desired or not.
  • This building has a lot of hitpoints (generally third only to the Eagle Artillery and Town Hall ), making it a very good building to use as a damage sponge while your defenses attack.
  • Although the Clan Castle is a very useful building for defensive purposes, the game categorizes it as a resource building.
  • Defensive troops that survive an attack, regardless of their health level , will return to the Clan Castle at full health. Offensive troops never return. Troops are only considered deployed if they enter the battlefield, whether deployed directly or from within a Siege Machine . If the battle ends while they are inside a Siege Machine or the Clan Castle troops are partially deployed, the undeployed troops will remain in the Clan Castle. If a unit that splits into sub-troops upon death (like a Golem or Lava Hound ) does die and split into sub troops, this does not count as surviving the attack, even if their sub-troops survive the attack, and so they will not return to the Clan Castle.
  • Troops are only considered deployed if they enter the battlefield, whether deployed directly or from within a Siege Machine . If the battle ends while they are inside a Siege Machine or the Clan Castle troops are partially deployed, the undeployed troops will remain in the Clan Castle.
  • If a unit that splits into sub-troops upon death (like a Golem or Lava Hound ) does die and split into sub troops, this does not count as surviving the attack, even if their sub-troops survive the attack, and so they will not return to the Clan Castle.
  • Certain troops can prove to be excellent defenders in a Clan Castle: Archers are great entry-level Clan Castle troops, as they offer a substantial defense against both air and ground troops for little cost. Their primary advantage is their ability to shoot from behind walls, though their low hitpoints makes them vulnerable to attackers with a Poison Spell or some form of splash damage. Another strong point of Archers is their strength in numbers, as having a lot of Archers will lengthen the time it takes for the Clan Castle to deploy its troops, and consequently forcing attackers to keep a unit in the vicinity of the castle for an extended period of time before any stronger troops come out of it. Against ground attacks, Goblins can substitute for Archers due to their speed and higher damage output, however they will not attack aerial units. Wizards are a common choice at lower levels, due to their splash damage being capable of doing severe damage to grouped troops, such as Giant groups, which can be wiped out in a few hits from them. However, at higher levels, they are just as easily poisoned as Archers. Baby Dragons , Dragons , Electro Dragons , and sometimes Inferno Dragons and Super Dragons are very commonly used as Clan Castle troops, especially in Clan Wars . They are resistant to single Poison Spells and do high damage against both ground and air troops. However, they have come to be expected by many players, who will likely have a strategy to eliminate them, such as using a high-level Archer Queen or Dragons of their own. High-leveled Balloons do a lot of damage and can easily dispose of unprepared ground armies, but cannot do anything against air attacks. Nevertheless, the threat it poses for its relatively low housing requirement means it is often used to fill Clan Castles that are partly occupied by Dragons or Electro Dragons. Rocket Balloons are similar to Balloons in that their high damage against ground units warrants action. They can quickly rush their targets, requiring a quick reaction to avoid damage. Also, they deal much more damage when they are destroyed. Valkyries are strong anti-melee troops, being able to wipe out hordes of smaller melee units like Barbarians , and can nonetheless rush down ranged units like Archers or Wizards. This makes them very strong at low levels, but they are generally weaker at higher levels due to their lack of anti-air capability and the unlocking of stronger units that can easily beat Valkyries, such as P.E.K.K.As . Witches are a less common, though still widely used Clan Castle troop. Its main gimmick is summoning Skeletons to distract the enemy. With multiple Witches in a Clan Castle, they can easily overwhelm unprepared attackers, though their low hitpoints means they easily fall to Poison Spells or Lightning Spells . Ice Golems , although doing low damage, can also often be seen defending in Clan Castles, because of its high hitpoints (for the space it takes) and its ability to freeze attacking units around it when it is destroyed. If the base is well-designed, the attacker will most likely time fail. Electro Titans are extremely effective against Super Archer Blimps and swarm-based armies, as the aura will destroy Super Archers and other low-hitpoint units. When paired with an Inferno Dragon and Archers, this can prove deadly against Lavaloon -based attacks during Halloween events, as the Electro Titan will deal with the Lavaloon Pups , and the Inferno Dragon to deal with Lavaloons. However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside. At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden. Lava Hounds are a common choice at higher levels due to their high hitpoints stalling out attacks, especially Queen Walks and Charges. The Lava Pups that spawn upon its defeat can overwhelm single-target troops and are spread out far enough to prevent a single Poison Spell from catching them all. Its Super Troop variant, the Ice Hound , does a similar job but with the added capability of slowing enemies as well as freeze them upon death, but takes up even more housing space, leaving little room for support. Headhunters are solid debuffing attackers that slow down enemies with their poison attacks, at a low housing cost. They are especially deadly to Heroes and can shut down Hero walks/charges. Super Minions can make their first three attacks from a very long range, allowing them to deal quick damage almost immediately upon coming out of the Clan Castle.
  • Archers are great entry-level Clan Castle troops, as they offer a substantial defense against both air and ground troops for little cost. Their primary advantage is their ability to shoot from behind walls, though their low hitpoints makes them vulnerable to attackers with a Poison Spell or some form of splash damage. Another strong point of Archers is their strength in numbers, as having a lot of Archers will lengthen the time it takes for the Clan Castle to deploy its troops, and consequently forcing attackers to keep a unit in the vicinity of the castle for an extended period of time before any stronger troops come out of it. Against ground attacks, Goblins can substitute for Archers due to their speed and higher damage output, however they will not attack aerial units.
  • Another strong point of Archers is their strength in numbers, as having a lot of Archers will lengthen the time it takes for the Clan Castle to deploy its troops, and consequently forcing attackers to keep a unit in the vicinity of the castle for an extended period of time before any stronger troops come out of it. Against ground attacks, Goblins can substitute for Archers due to their speed and higher damage output, however they will not attack aerial units.
  • Wizards are a common choice at lower levels, due to their splash damage being capable of doing severe damage to grouped troops, such as Giant groups, which can be wiped out in a few hits from them. However, at higher levels, they are just as easily poisoned as Archers.
  • Baby Dragons , Dragons , Electro Dragons , and sometimes Inferno Dragons and Super Dragons are very commonly used as Clan Castle troops, especially in Clan Wars . They are resistant to single Poison Spells and do high damage against both ground and air troops. However, they have come to be expected by many players, who will likely have a strategy to eliminate them, such as using a high-level Archer Queen or Dragons of their own.
  • High-leveled Balloons do a lot of damage and can easily dispose of unprepared ground armies, but cannot do anything against air attacks. Nevertheless, the threat it poses for its relatively low housing requirement means it is often used to fill Clan Castles that are partly occupied by Dragons or Electro Dragons. Rocket Balloons are similar to Balloons in that their high damage against ground units warrants action. They can quickly rush their targets, requiring a quick reaction to avoid damage. Also, they deal much more damage when they are destroyed.
  • Rocket Balloons are similar to Balloons in that their high damage against ground units warrants action. They can quickly rush their targets, requiring a quick reaction to avoid damage. Also, they deal much more damage when they are destroyed.
  • Valkyries are strong anti-melee troops, being able to wipe out hordes of smaller melee units like Barbarians , and can nonetheless rush down ranged units like Archers or Wizards. This makes them very strong at low levels, but they are generally weaker at higher levels due to their lack of anti-air capability and the unlocking of stronger units that can easily beat Valkyries, such as P.E.K.K.As .
  • Witches are a less common, though still widely used Clan Castle troop. Its main gimmick is summoning Skeletons to distract the enemy. With multiple Witches in a Clan Castle, they can easily overwhelm unprepared attackers, though their low hitpoints means they easily fall to Poison Spells or Lightning Spells .
  • Ice Golems , although doing low damage, can also often be seen defending in Clan Castles, because of its high hitpoints (for the space it takes) and its ability to freeze attacking units around it when it is destroyed. If the base is well-designed, the attacker will most likely time fail.
  • If the base is well-designed, the attacker will most likely time fail.
  • Electro Titans are extremely effective against Super Archer Blimps and swarm-based armies, as the aura will destroy Super Archers and other low-hitpoint units. When paired with an Inferno Dragon and Archers, this can prove deadly against Lavaloon -based attacks during Halloween events, as the Electro Titan will deal with the Lavaloon Pups , and the Inferno Dragon to deal with Lavaloons. However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside. At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden.
  • When paired with an Inferno Dragon and Archers, this can prove deadly against Lavaloon -based attacks during Halloween events, as the Electro Titan will deal with the Lavaloon Pups , and the Inferno Dragon to deal with Lavaloons. However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside. At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden.
  • However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside.
  • At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden.
  • Lava Hounds are a common choice at higher levels due to their high hitpoints stalling out attacks, especially Queen Walks and Charges. The Lava Pups that spawn upon its defeat can overwhelm single-target troops and are spread out far enough to prevent a single Poison Spell from catching them all. Its Super Troop variant, the Ice Hound , does a similar job but with the added capability of slowing enemies as well as freeze them upon death, but takes up even more housing space, leaving little room for support.
  • Its Super Troop variant, the Ice Hound , does a similar job but with the added capability of slowing enemies as well as freeze them upon death, but takes up even more housing space, leaving little room for support.
  • Headhunters are solid debuffing attackers that slow down enemies with their poison attacks, at a low housing cost. They are especially deadly to Heroes and can shut down Hero walks/charges.
  • Super Minions can make their first three attacks from a very long range, allowing them to deal quick damage almost immediately upon coming out of the Clan Castle.
  • The Clan Castle troops are very important in higher Leagues . This is because they can distract and possibly kill attacking troops, reducing the attacking army size and wasting precious seconds.
  • If your Clan Castle is in 'Guard' mode and enemy troops come within a 12-tile radius of your Clan Castle, any troops inside will file out to attack. Defending troops from your Clan Castle, ground Skeletons from Skeleton Traps and defending heroes are able to jump over walls . Interestingly, any defending Root Riders from the Clan Castle will not destroy the village's walls.
  • Interestingly, any defending Root Riders from the Clan Castle will not destroy the village's walls.
  • If the Clan Castle is destroyed when defending, any troops remaining inside will not be able to deploy for the battle. However, they will be still safe otherwise. This can happen if the troops inside cannot target the units deployed. For example, if there is a Balloon and a Minion in the castle while a Dragon is deployed, only the Minion appears. If the Dragon destroys the castle and ground troops are deployed afterwards, the Balloon never appears. This can also happen when the Grand Warden somehow destroys the Clan Castle without letting it deploy its defensive troops from a long range, usually done by using the Fireball from a safe distance, paired with Earthquake Spells. If done correctly, the Clan Castle will not deploy any units. Also, Sneaky Goblins can destroy exposed Clan Castles because of their invisibility time. However, do take note that once the invisibility expires, the Clan Castle troops will be lured out. To prevent this from happening, either support it with other resource buildings to redirect the Sneaky Goblins, or put it near the core of the base. If available, the Royal Ghost can do the same, but he also has a longer invisibility time and can walk through walls, so make sure to keep it at the center to prevent them from reaching it.
  • This can happen if the troops inside cannot target the units deployed. For example, if there is a Balloon and a Minion in the castle while a Dragon is deployed, only the Minion appears. If the Dragon destroys the castle and ground troops are deployed afterwards, the Balloon never appears.
  • This can also happen when the Grand Warden somehow destroys the Clan Castle without letting it deploy its defensive troops from a long range, usually done by using the Fireball from a safe distance, paired with Earthquake Spells. If done correctly, the Clan Castle will not deploy any units.
  • Also, Sneaky Goblins can destroy exposed Clan Castles because of their invisibility time. However, do take note that once the invisibility expires, the Clan Castle troops will be lured out. To prevent this from happening, either support it with other resource buildings to redirect the Sneaky Goblins, or put it near the core of the base. If available, the Royal Ghost can do the same, but he also has a longer invisibility time and can walk through walls, so make sure to keep it at the center to prevent them from reaching it.
  • If available, the Royal Ghost can do the same, but he also has a longer invisibility time and can walk through walls, so make sure to keep it at the center to prevent them from reaching it.
  • Try to place the Clan Castle somewhere near the center of the village so that the troops within will respond to attacks quickly from any direction. This will also make the Clan Castle hard to trigger, allowing the reinforcements to maximize damage inflicted on attacking troops.
  • Keep in mind that once enemy troops that have no favorite target become aware of defending Clan Castle troops, they will target those Clan Castle troops before they target any buildings. This urge will even prompt them to break through a wall if necessary to get to the defending troops. As such, placement of a Clan Castle full of Archers behind an interior wall will force attacking troops to break the walls before attacking surrounding buildings, whether this is desired or not.
  • This building has a lot of hitpoints (generally third only to the Eagle Artillery and Town Hall ), making it a very good building to use as a damage sponge while your defenses attack.
  • Although the Clan Castle is a very useful building for defensive purposes, the game categorizes it as a resource building.
  • Defensive troops that survive an attack, regardless of their health level , will return to the Clan Castle at full health. Offensive troops never return. Troops are only considered deployed if they enter the battlefield, whether deployed directly or from within a Siege Machine . If the battle ends while they are inside a Siege Machine or the Clan Castle troops are partially deployed, the undeployed troops will remain in the Clan Castle. If a unit that splits into sub-troops upon death (like a Golem or Lava Hound ) does die and split into sub troops, this does not count as surviving the attack, even if their sub-troops survive the attack, and so they will not return to the Clan Castle.
  • Troops are only considered deployed if they enter the battlefield, whether deployed directly or from within a Siege Machine . If the battle ends while they are inside a Siege Machine or the Clan Castle troops are partially deployed, the undeployed troops will remain in the Clan Castle.
  • If a unit that splits into sub-troops upon death (like a Golem or Lava Hound ) does die and split into sub troops, this does not count as surviving the attack, even if their sub-troops survive the attack, and so they will not return to the Clan Castle.
  • Certain troops can prove to be excellent defenders in a Clan Castle: Archers are great entry-level Clan Castle troops, as they offer a substantial defense against both air and ground troops for little cost. Their primary advantage is their ability to shoot from behind walls, though their low hitpoints makes them vulnerable to attackers with a Poison Spell or some form of splash damage. Another strong point of Archers is their strength in numbers, as having a lot of Archers will lengthen the time it takes for the Clan Castle to deploy its troops, and consequently forcing attackers to keep a unit in the vicinity of the castle for an extended period of time before any stronger troops come out of it. Against ground attacks, Goblins can substitute for Archers due to their speed and higher damage output, however they will not attack aerial units. Wizards are a common choice at lower levels, due to their splash damage being capable of doing severe damage to grouped troops, such as Giant groups, which can be wiped out in a few hits from them. However, at higher levels, they are just as easily poisoned as Archers. Baby Dragons , Dragons , Electro Dragons , and sometimes Inferno Dragons and Super Dragons are very commonly used as Clan Castle troops, especially in Clan Wars . They are resistant to single Poison Spells and do high damage against both ground and air troops. However, they have come to be expected by many players, who will likely have a strategy to eliminate them, such as using a high-level Archer Queen or Dragons of their own. High-leveled Balloons do a lot of damage and can easily dispose of unprepared ground armies, but cannot do anything against air attacks. Nevertheless, the threat it poses for its relatively low housing requirement means it is often used to fill Clan Castles that are partly occupied by Dragons or Electro Dragons. Rocket Balloons are similar to Balloons in that their high damage against ground units warrants action. They can quickly rush their targets, requiring a quick reaction to avoid damage. Also, they deal much more damage when they are destroyed. Valkyries are strong anti-melee troops, being able to wipe out hordes of smaller melee units like Barbarians , and can nonetheless rush down ranged units like Archers or Wizards. This makes them very strong at low levels, but they are generally weaker at higher levels due to their lack of anti-air capability and the unlocking of stronger units that can easily beat Valkyries, such as P.E.K.K.As . Witches are a less common, though still widely used Clan Castle troop. Its main gimmick is summoning Skeletons to distract the enemy. With multiple Witches in a Clan Castle, they can easily overwhelm unprepared attackers, though their low hitpoints means they easily fall to Poison Spells or Lightning Spells . Ice Golems , although doing low damage, can also often be seen defending in Clan Castles, because of its high hitpoints (for the space it takes) and its ability to freeze attacking units around it when it is destroyed. If the base is well-designed, the attacker will most likely time fail. Electro Titans are extremely effective against Super Archer Blimps and swarm-based armies, as the aura will destroy Super Archers and other low-hitpoint units. When paired with an Inferno Dragon and Archers, this can prove deadly against Lavaloon -based attacks during Halloween events, as the Electro Titan will deal with the Lavaloon Pups , and the Inferno Dragon to deal with Lavaloons. However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside. At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden. Lava Hounds are a common choice at higher levels due to their high hitpoints stalling out attacks, especially Queen Walks and Charges. The Lava Pups that spawn upon its defeat can overwhelm single-target troops and are spread out far enough to prevent a single Poison Spell from catching them all. Its Super Troop variant, the Ice Hound , does a similar job but with the added capability of slowing enemies as well as freeze them upon death, but takes up even more housing space, leaving little room for support. Headhunters are solid debuffing attackers that slow down enemies with their poison attacks, at a low housing cost. They are especially deadly to Heroes and can shut down Hero walks/charges. Super Minions can make their first three attacks from a very long range, allowing them to deal quick damage almost immediately upon coming out of the Clan Castle.
  • Archers are great entry-level Clan Castle troops, as they offer a substantial defense against both air and ground troops for little cost. Their primary advantage is their ability to shoot from behind walls, though their low hitpoints makes them vulnerable to attackers with a Poison Spell or some form of splash damage. Another strong point of Archers is their strength in numbers, as having a lot of Archers will lengthen the time it takes for the Clan Castle to deploy its troops, and consequently forcing attackers to keep a unit in the vicinity of the castle for an extended period of time before any stronger troops come out of it. Against ground attacks, Goblins can substitute for Archers due to their speed and higher damage output, however they will not attack aerial units.
  • Another strong point of Archers is their strength in numbers, as having a lot of Archers will lengthen the time it takes for the Clan Castle to deploy its troops, and consequently forcing attackers to keep a unit in the vicinity of the castle for an extended period of time before any stronger troops come out of it. Against ground attacks, Goblins can substitute for Archers due to their speed and higher damage output, however they will not attack aerial units.
  • Wizards are a common choice at lower levels, due to their splash damage being capable of doing severe damage to grouped troops, such as Giant groups, which can be wiped out in a few hits from them. However, at higher levels, they are just as easily poisoned as Archers.
  • Baby Dragons , Dragons , Electro Dragons , and sometimes Inferno Dragons and Super Dragons are very commonly used as Clan Castle troops, especially in Clan Wars . They are resistant to single Poison Spells and do high damage against both ground and air troops. However, they have come to be expected by many players, who will likely have a strategy to eliminate them, such as using a high-level Archer Queen or Dragons of their own.
  • High-leveled Balloons do a lot of damage and can easily dispose of unprepared ground armies, but cannot do anything against air attacks. Nevertheless, the threat it poses for its relatively low housing requirement means it is often used to fill Clan Castles that are partly occupied by Dragons or Electro Dragons. Rocket Balloons are similar to Balloons in that their high damage against ground units warrants action. They can quickly rush their targets, requiring a quick reaction to avoid damage. Also, they deal much more damage when they are destroyed.
  • Rocket Balloons are similar to Balloons in that their high damage against ground units warrants action. They can quickly rush their targets, requiring a quick reaction to avoid damage. Also, they deal much more damage when they are destroyed.
  • Valkyries are strong anti-melee troops, being able to wipe out hordes of smaller melee units like Barbarians , and can nonetheless rush down ranged units like Archers or Wizards. This makes them very strong at low levels, but they are generally weaker at higher levels due to their lack of anti-air capability and the unlocking of stronger units that can easily beat Valkyries, such as P.E.K.K.As .
  • Witches are a less common, though still widely used Clan Castle troop. Its main gimmick is summoning Skeletons to distract the enemy. With multiple Witches in a Clan Castle, they can easily overwhelm unprepared attackers, though their low hitpoints means they easily fall to Poison Spells or Lightning Spells .
  • Ice Golems , although doing low damage, can also often be seen defending in Clan Castles, because of its high hitpoints (for the space it takes) and its ability to freeze attacking units around it when it is destroyed. If the base is well-designed, the attacker will most likely time fail.
  • If the base is well-designed, the attacker will most likely time fail.
  • Electro Titans are extremely effective against Super Archer Blimps and swarm-based armies, as the aura will destroy Super Archers and other low-hitpoint units. When paired with an Inferno Dragon and Archers, this can prove deadly against Lavaloon -based attacks during Halloween events, as the Electro Titan will deal with the Lavaloon Pups , and the Inferno Dragon to deal with Lavaloons. However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside. At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden.
  • When paired with an Inferno Dragon and Archers, this can prove deadly against Lavaloon -based attacks during Halloween events, as the Electro Titan will deal with the Lavaloon Pups , and the Inferno Dragon to deal with Lavaloons. However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside. At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden.
  • However, this combination is only for the level 11 Clan Castle, meaning that players need to be at Town Hall 15 to fit these aforementioned units inside.
  • At Town Hall 17, you can also fit a Headhunter inside due to the housing space of the level 13 Clan Castle, to help up against attacking Heroes such as the Grand Warden.
  • Lava Hounds are a common choice at higher levels due to their high hitpoints stalling out attacks, especially Queen Walks and Charges. The Lava Pups that spawn upon its defeat can overwhelm single-target troops and are spread out far enough to prevent a single Poison Spell from catching them all. Its Super Troop variant, the Ice Hound , does a similar job but with the added capability of slowing enemies as well as freeze them upon death, but takes up even more housing space, leaving little room for support.
  • Its Super Troop variant, the Ice Hound , does a similar job but with the added capability of slowing enemies as well as freeze them upon death, but takes up even more housing space, leaving little room for support.
  • Headhunters are solid debuffing attackers that slow down enemies with their poison attacks, at a low housing cost. They are especially deadly to Heroes and can shut down Hero walks/charges.
  • Super Minions can make their first three attacks from a very long range, allowing them to deal quick damage almost immediately upon coming out of the Clan Castle.
  • Before attacking in a Multiplayer Battle, even if the player's Clan Castle does not have a clan, make sure to tap on the Clan Castle to check if there are any troops housed in it. At lower levels, since you do not have a Poison Spell yet, you can circle the Clan Castle troops with units such as Archers, as well as a mini-tank to distract the defending troops, like Giants. At higher levels, if there are Clan Castle troops inside and when they are about to reach your army, you can use the Poison Spell to counter or slow down their advance, or use units which target ground and air, such as Dragons or the Archer Queen. Otherwise, if there are no Clan Castle troops inside, you can use your army to help clean up the base. At higher levels, you can also simply use the Poison Spell elsewhere (such as Skeletons from Skeleton Traps or defending Heroes (if any). However, avoid tapping the Clan Castle when selecting a spell, as it will result in the spell being wasted and/or accidentally starting an attack.
  • At lower levels, since you do not have a Poison Spell yet, you can circle the Clan Castle troops with units such as Archers, as well as a mini-tank to distract the defending troops, like Giants. At higher levels, if there are Clan Castle troops inside and when they are about to reach your army, you can use the Poison Spell to counter or slow down their advance, or use units which target ground and air, such as Dragons or the Archer Queen.
  • At higher levels, if there are Clan Castle troops inside and when they are about to reach your army, you can use the Poison Spell to counter or slow down their advance, or use units which target ground and air, such as Dragons or the Archer Queen.
  • Otherwise, if there are no Clan Castle troops inside, you can use your army to help clean up the base. At higher levels, you can also simply use the Poison Spell elsewhere (such as Skeletons from Skeleton Traps or defending Heroes (if any).
  • At higher levels, you can also simply use the Poison Spell elsewhere (such as Skeletons from Skeleton Traps or defending Heroes (if any).
  • However, avoid tapping the Clan Castle when selecting a spell, as it will result in the spell being wasted and/or accidentally starting an attack.
  • It is crucial to try to lure the troops out of the defending Clan Castle when attacking. Players can do this by deploying a single unit within the range of the enemy's Clan Castle. This is to prevent a situation where players are forced to fight these troops within range of the enemy's defenses . It is also useful to know what type of defending troops are in the Clan Castle before deploying the whole army (e.g. you do not want to deploy mass Barbarians when the enemy has Balloons defending his base). If you cannot reach the Clan Castle's radius from the outside of the base, then use 1 or 2 Hog Rider(s) , as they can get closer by jumping over walls . If the enemy base is too big to lure (which will often be the case at higher levels), use a beginning phase like an Electrone or Queen Walk.
  • If the enemy base is too big to lure (which will often be the case at higher levels), use a beginning phase like an Electrone or Queen Walk.
  • Note that Skeletons and Bats (spawned from spells or Witches ) will not activate the Clan Castle and cause it to deploy its troops. This means you should not use a spell spawning these to lure the Clan Castle troops, but conversely, it makes them an excellent choice to take out the Clan Castle if it is undefended somehow (Bats will not attack the Clan Castle, however, as they target defenses).
  • After luring the troops out, a player can choose to surrender the battle (if you decide these troops put you in a disadvantageous position), ignore them (not recommended), kill them with a Lightning Spell or Poison Spell or lure them farther away from the defensive buildings before battling them with your own troops. Note that once deployed, Clan Castle troops no longer have a trigger radius and will travel the entire length of the map to attack any enemy units. Use this to your advantage to draw them as far away from the defensive buildings as possible.
  • When weaker troops come out of a Clan Castle, wait till until are fully lured out and then use a Lightning Spell or Poison Spell to get rid of them. These two spells only damage defending troops (not your own troops), so you may use it while the defenders have engaged your attacking troops without fear of friendly fire.
  • An easy way of handling strong troops is to lure them far away from the base. Place one Giant at a far side, wait for the Troops to come close, and then deploy Archers or Wizards in a circle around them; they should be taken down easily. This technique also works on Heroes , although it is harder and Heroes cannot be lured far away from their trigger radius.
  • Remember that even if a Clan Castle has no Clan Shield , it can still have troops in it from previous clans.
  • When multiple troops are stationed in a Clan Castle, they are deployed in a predetermined order using three criteria. The first criteria is housing space; troops with lower housing space will leave the Clan Castle before troops with higher housing space. For example, a Balloon (taking 5 housing space) will always leave the Clan Castle before a Dragon (taking 20 housing space). Between troops with the same housing space, the deployment order is determined by an internal ID. This ID creates a seemingly arbitrary choice of deployment order, but generally, troops that have been added to the game earlier (or appear before others, if added at the same time) deploy before troops added to the game later. The below list shows housing space in ascending order and deployment orders between troops with the same housing space: 1 housing space: Barbarian > Archer > Goblin 2 housing space: Wall Breaker > Minion 3 housing space: Sneaky Goblin 4 housing space: Wizard 5 housing space: Giant > Balloon > Hog Rider > Super Barbarian 6 housing space: Bowler > Miner > Headhunter 8 housing space: Valkyrie > Super Wall Breaker > Rocket Balloon 10 housing space: Baby Dragon > Super Giant > Super Wizard 12 housing space: Witch > Super Archer > Super Minion > Super Hog Rider 14 housing space: Healer 15 housing space: Ice Golem > Inferno Dragon 16 housing space: Druid > Thrower 18 housing space: Yeti > Furnace 20 housing space: Dragon > Super Valkyrie > Apprentice Warden > Root Rider 24 housing space: Super Miner 25 housing space: P.E.K.K.A > Dragon Rider 30 housing space: Golem > Lava Hound > Electro Dragon > Super Bowler (Interactions from these troops and beyond are theoretical as they take more than half of the housing space of Clan Castle at max, but could appear in the Single Player Campaign 's Goblin Castle) 32 housing space: Electro Titan 35 housing space: Super Yeti 40 housing space: Meteor Golem > Super Witch > Ice Hound > Super Dragon For troops of the same type, they leave from lowest to highest level, so a level 2 Archer always deploys before a level 4 one.
  • The first criteria is housing space; troops with lower housing space will leave the Clan Castle before troops with higher housing space. For example, a Balloon (taking 5 housing space) will always leave the Clan Castle before a Dragon (taking 20 housing space).
  • Between troops with the same housing space, the deployment order is determined by an internal ID. This ID creates a seemingly arbitrary choice of deployment order, but generally, troops that have been added to the game earlier (or appear before others, if added at the same time) deploy before troops added to the game later. The below list shows housing space in ascending order and deployment orders between troops with the same housing space: 1 housing space: Barbarian > Archer > Goblin 2 housing space: Wall Breaker > Minion 3 housing space: Sneaky Goblin 4 housing space: Wizard 5 housing space: Giant > Balloon > Hog Rider > Super Barbarian 6 housing space: Bowler > Miner > Headhunter 8 housing space: Valkyrie > Super Wall Breaker > Rocket Balloon 10 housing space: Baby Dragon > Super Giant > Super Wizard 12 housing space: Witch > Super Archer > Super Minion > Super Hog Rider 14 housing space: Healer 15 housing space: Ice Golem > Inferno Dragon 16 housing space: Druid > Thrower 18 housing space: Yeti > Furnace 20 housing space: Dragon > Super Valkyrie > Apprentice Warden > Root Rider 24 housing space: Super Miner 25 housing space: P.E.K.K.A > Dragon Rider 30 housing space: Golem > Lava Hound > Electro Dragon > Super Bowler (Interactions from these troops and beyond are theoretical as they take more than half of the housing space of Clan Castle at max, but could appear in the Single Player Campaign 's Goblin Castle) 32 housing space: Electro Titan 35 housing space: Super Yeti 40 housing space: Meteor Golem > Super Witch > Ice Hound > Super Dragon
  • 1 housing space: Barbarian > Archer > Goblin
  • 2 housing space: Wall Breaker > Minion
  • 3 housing space: Sneaky Goblin
  • 4 housing space: Wizard
  • 5 housing space: Giant > Balloon > Hog Rider > Super Barbarian
  • 6 housing space: Bowler > Miner > Headhunter
  • 8 housing space: Valkyrie > Super Wall Breaker > Rocket Balloon
  • 10 housing space: Baby Dragon > Super Giant > Super Wizard
  • 12 housing space: Witch > Super Archer > Super Minion > Super Hog Rider
  • 14 housing space: Healer
  • 15 housing space: Ice Golem > Inferno Dragon
  • 16 housing space: Druid > Thrower
  • 18 housing space: Yeti > Furnace
  • 20 housing space: Dragon > Super Valkyrie > Apprentice Warden > Root Rider
  • 24 housing space: Super Miner
  • 25 housing space: P.E.K.K.A > Dragon Rider
  • 30 housing space: Golem > Lava Hound > Electro Dragon > Super Bowler (Interactions from these troops and beyond are theoretical as they take more than half of the housing space of Clan Castle at max, but could appear in the Single Player Campaign 's Goblin Castle)
  • 32 housing space: Electro Titan
  • 35 housing space: Super Yeti
  • 40 housing space: Meteor Golem > Super Witch > Ice Hound > Super Dragon
  • For troops of the same type, they leave from lowest to highest level, so a level 2 Archer always deploys before a level 4 one.
  • Between June 2017 and March 2020, troops left the Clan Castle roughly in the order in which they were donated, but this appeared inconsistent and was never fully understood.
  • Prior to the June 2017 update, troops left the Clan Castle in the order: Barbarians, Archers, Goblins, Giants, Wall Breakers, Balloons, Wizards, Healers, Dragons, P.E.K.K.As, Baby Dragons, Miners, Minions, Hog Riders, Valkyries, Golems, Witches, Lava Hounds, Bowlers, and also left from lowest to the highest level.
  • When the other player's Clan Castle is at level 12 and above, you can donate two Siege Machines.
  • You can ask for two different Siege Machines, or two of the same Siege Machine. They could be of different level if they are two of the same Siege Machine.
  • They could be of different level if they are two of the same Siege Machine.
  • A single clanmate can donate two Siege machines (if clan perks allow) or two clanmates can donate one each.
  • During battle, the two Siege Machines will both show up as options, even if they are the same machine (the levels could help distinguish which is which). The Clan Castle troops will be the same, no matter what Siege Machine you use.
  • The Clan Castle troops will be the same, no matter what Siege Machine you use.
  • In its ruined state, the Clan Castle is completely collapsed, and only a corner of the base is intact.
  • When you initially "rebuild" it to level 1, it appears as a square stone structure with sloped sides. It is adorned with a single-window, two gray metal doors and a wooden roof.
  • At level 2, battlement is added to the wooden roof of the Clan Castle, resembling that of a level 8 Town Hall . A second window appears as well.
  • At level 3, four corners of the Clan Castle receive wooden supports, and shields are added to each corner of the battlemented platform. the small mat sized paths right next to the doors change to steel as well.
  • At level 4, the wooden supports are replaced with stone supports. The wooden roof is opened, revealing a ladder leading down inside the castle itself. The exterior of the Clan Castle receives gold embellishment on the doors, between the windows and on the shields.
  • At level 5, the Clan Castle is painted the same as the level 9 Town Hall. The walls become vertical and the doors receive stone trim. The ladder is now changed to gray steps, and black shields are added to the corners of the Castle.
  • At level 6, the Clan Castle still has the same gray-black coloring, however, the shields are changed to gold, the roof is completely enclosed, and the doors gain yellow stripes. The roof is now fully closed once again.
  • At level 7, the Clan Castle retains its gray-black coloring, but its doors are much larger, plated with three golden stripes, with the keyhole on the middle stripe. The shields on the corners are changed, being gold with gray borders, and they are further reinforced with a golden stripe. Between these shields, there is one golden ring resembling a door knocker for each wall.
  • At level 8, the Clan Castle takes on a new blue-gray color scheme. The giant gold-plated doors are replaced with giant gray doors with dark gray edges, with a golden keyhole in the middle. The shields are now replaced with spiked corner guards with bolts in the middle between the corner guards, and the bottom corners have been further reinforced. The top of the Clan Castle is now blue with golden battlements.
  • At level 9, the Clan Castle takes on an ice blue-black color scheme. The spikes are gone and the shield color is black with a gray outline. The yellow attachments turn to a icy blue slab connecting the shields to the roof. The battlements are now thicker and sloped down. The roof itself is also icy blue, along with the doors and the pillars. The door's lock is now bigger, with triangular pieces at the sides. The foundation of the pillars are now entirely black, and taller. The bottoms of the foundations are reinforced further with 2 small light purple-blue piece, at each side of the reinforcements. The pieces have a half-rounded triangular prism shape, with cut being along the bottom left to the top right. Along the middle and near the top of each piece is a small navy blue spike, similar to the level 14 Elixir Storage .
  • At level 10, the color scheme on the Clan Castle takes on a green, gold and black color scheme, ostensibly to accommodate the Town Hall 14's theme. The shields are now made of black concrete reinforcements, lined with gold. The doors are now green, and the edges of each door, as well as the lock, are now thick gold, with the lock now even bigger and more golden. The wood on the top of the building also changes to bright green. Black-gray concrete now lines the top of the Clan Castle, with golden plate on top of each of the four corners of the building.
  • At level 11, the Clan Castle takes on a black, purple and gold color scheme. The corner pieces on the roof are replaced with large purple slabs, with the top being elevated and showing a gray ring. Darker-colored battlements line the gap, and a second gray ring lines the inner side on the floor, which is now an elixir-colored purple. The support pillars are now Dark Elixir-colored, with the base being slightly larger and gaining gold rings on above them. The doors are now purple, and the locks are much larger, being the shape of the upside-down triangle seen on many other Town Hall 15 buildings. The doormats are also red.
  • At level 12, the Clan Castle takes on a red, gray and golden color scheme to match the Town Hall 16 theme, except without the green color. The corner pieces of the roof get reinforced by gold, and its slabs and battlements turn gray. The support pillars also turn gray, and the base gains curling roots and golden spikes. Its wooden floor at the top and doors turn red, and the door locks turn into a shape of a shield. The doormats revert to the color they were before, but are now smooth compared to previous levels of the Clan Castle.
  • At level 13, the Clan Castle takes on a blue, gray and yellow theme to match the justice theme of Town Hall 17. The corner pieces of the roof changes into blue Eagle wings that spread outwards by a small angle, which are reinforced with golden plates and a blue slab. The battlements turn darker, gaining a brass line and more stone reinforcements with grooves, and the wooden floor is changed into a bluish-gray color. The support pillars turn blue, and at each corner, the golden lines shrink at the top, but adds a golden plate with a spike, replacing the curling vines. Each side door now has brass linings and the lock is replaced by two layered-shield, with the large one being black, and the other one yellow.
  • Defending Clan Castle troops can now jump over Walls . This was suggested by many people in the forums.
  • The Clan Castle now has an activation radius.
  • Defending Clan Castle troops can now jump over Walls . This was suggested by many people in the forums.
  • The Clan Castle now has an activation radius.
  • Defending Clan Castle troops can now jump over Walls . This was suggested by many people in the forums.
  • The Clan Castle now has an activation radius.
  • Defending Clan Castle troops can now jump over Walls . This was suggested by many people in the forums.
  • The Clan Castle now has an activation radius.
  • Defending Clan Castle troops can now jump over Walls . This was suggested by many people in the forums.
  • The Clan Castle now has an activation radius.
  • Defending Clan Castle troops can now jump over Walls . This was suggested by many people in the forums.
  • The Clan Castle now has an activation radius.
  • When the Clan Castle is selected, the activation radius can be seen. It is the only non-defensive building that demonstrates this behavior, if not counting the Hero Banners .
  • When clanmates donate troops , they march into your Clan Castle from the Clan Path located on one edge of the clearing. When you donate troops to your clanmates, they march from your Army Camps to the Clan Path and fade away.
  • Normally when donated, Siege Machines go to the direction where the Clan Castle is. However, there are exceptions: When the Siege Barracks is donated, it will go to the Clan Castle instantly since it cannot move. The Battle Drill will travel using an 8-wheeled platform when it is donated instead of burrowing to the ground to move.
  • When the Siege Barracks is donated, it will go to the Clan Castle instantly since it cannot move.
  • The Battle Drill will travel using an 8-wheeled platform when it is donated instead of burrowing to the ground to move.
  • Donated ground troops walk through Walls to get to your Clan Castle, rather than jumping over them.
  • The level 6 Clan Castle can be seen in the Party Wizard Party Time video , despite the Town Hall being at level 7.
  • Previously, if a rebuilt Clan Castle was destroyed in a raid , it would resemble the original Clan Castle ruins, The Clan Castle would resemble its ruins regardless of the different appearance it obtained at level 4. It was the only building that resembled the ruin of itself when destroyed. With the release of Town Hall 16, the Clan Castle has a different appearance when destroyed, and no longer resembles its original ruins.
  • The Clan Castle would resemble its ruins regardless of the different appearance it obtained at level 4.
  • It was the only building that resembled the ruin of itself when destroyed.
  • With the release of Town Hall 16, the Clan Castle has a different appearance when destroyed, and no longer resembles its original ruins.
  • The Clan Castle ruin is repairable at Town Hall level 3 through regular gameplay. It is not available at earlier Town Hall levels, even with Gems , as it is impossible to construct and upgrade Elixir Storages to accommodate the needed amount until Town Hall level 3. However, by using real-world money to purchase a resource pack at Town Hall level 2 (which allows players to overfill their storages), it is possible to obtain the necessary Elixir to rebuild the Clan Castle at Town Hall level 2. The Winter Jam event that occurred during late 2019 before the release of Town Hall 13 and the Hammer Jam events in early 2021, late 2023 and 2024 temporarily halved the costs of buildings, making it possible for players with Town Hall 2 to rebuild the Clan Castle without needing to purchase resource packs. Opening Treasure Chests that contain Elixir also enables players below Town Hall 3 to rebuild the Clan Castle, as resources won from chests are allowed to overflow the storages (to an extent). As the Treasure Hunt event (the primary way to obtain Treasure Chests) is not available until Town Hall 6, this is only possible by claiming Treasure Chests from out-of-game links.
  • However, by using real-world money to purchase a resource pack at Town Hall level 2 (which allows players to overfill their storages), it is possible to obtain the necessary Elixir to rebuild the Clan Castle at Town Hall level 2.
  • The Winter Jam event that occurred during late 2019 before the release of Town Hall 13 and the Hammer Jam events in early 2021, late 2023 and 2024 temporarily halved the costs of buildings, making it possible for players with Town Hall 2 to rebuild the Clan Castle without needing to purchase resource packs.
  • Opening Treasure Chests that contain Elixir also enables players below Town Hall 3 to rebuild the Clan Castle, as resources won from chests are allowed to overflow the storages (to an extent). As the Treasure Hunt event (the primary way to obtain Treasure Chests) is not available until Town Hall 6, this is only possible by claiming Treasure Chests from out-of-game links.
  • While being upgraded, the countdown timer for the next troop request will be hidden by the countdown timer for the upgrade.
  • The bubble shows the Treasury icon if your Clan Castle is full of resources.
  • A considerably loud sting plays when defensive donated troops exit from the Clan Castle. The audible sting seems to continue playing even after surrendering or ending a battle and will not stop until the audio file is played all the way through. If the attacker deploys the offensive donated troops while the defensive troops exit from their castle, the music overlaps with two same loud stings. The same track found in the game files is shorter in duration and higher in pitch before being altered programmatically. If the Clan Castle finished upgrading during preparation day it will still have the previous level capacity in the war map although when scouting the base it will seem on its normal level with bigger capacity.
  • The same track found in the game files is shorter in duration and higher in pitch before being altered programmatically.
  • If the Clan Castle finished upgrading during preparation day it will still have the previous level capacity in the war map although when scouting the base it will seem on its normal level with bigger capacity.
  • The Clan Castle is similar to an obstacle in its initial state, like the Gem Mine , the Clock Tower , and the Battle Machine Altar in the Builder Base.
  • When the Clan Castle is selected, the activation radius can be seen. It is the only non-defensive building that demonstrates this behavior, if not counting the Hero Banners .
  • When clanmates donate troops , they march into your Clan Castle from the Clan Path located on one edge of the clearing. When you donate troops to your clanmates, they march from your Army Camps to the Clan Path and fade away.
  • Normally when donated, Siege Machines go to the direction where the Clan Castle is. However, there are exceptions: When the Siege Barracks is donated, it will go to the Clan Castle instantly since it cannot move. The Battle Drill will travel using an 8-wheeled platform when it is donated instead of burrowing to the ground to move.
  • When the Siege Barracks is donated, it will go to the Clan Castle instantly since it cannot move.
  • The Battle Drill will travel using an 8-wheeled platform when it is donated instead of burrowing to the ground to move.
  • Donated ground troops walk through Walls to get to your Clan Castle, rather than jumping over them.
  • The level 6 Clan Castle can be seen in the Party Wizard Party Time video , despite the Town Hall being at level 7.
  • Previously, if a rebuilt Clan Castle was destroyed in a raid , it would resemble the original Clan Castle ruins, The Clan Castle would resemble its ruins regardless of the different appearance it obtained at level 4. It was the only building that resembled the ruin of itself when destroyed. With the release of Town Hall 16, the Clan Castle has a different appearance when destroyed, and no longer resembles its original ruins.
  • The Clan Castle would resemble its ruins regardless of the different appearance it obtained at level 4.
  • It was the only building that resembled the ruin of itself when destroyed.
  • With the release of Town Hall 16, the Clan Castle has a different appearance when destroyed, and no longer resembles its original ruins.
  • The Clan Castle ruin is repairable at Town Hall level 3 through regular gameplay. It is not available at earlier Town Hall levels, even with Gems , as it is impossible to construct and upgrade Elixir Storages to accommodate the needed amount until Town Hall level 3. However, by using real-world money to purchase a resource pack at Town Hall level 2 (which allows players to overfill their storages), it is possible to obtain the necessary Elixir to rebuild the Clan Castle at Town Hall level 2. The Winter Jam event that occurred during late 2019 before the release of Town Hall 13 and the Hammer Jam events in early 2021, late 2023 and 2024 temporarily halved the costs of buildings, making it possible for players with Town Hall 2 to rebuild the Clan Castle without needing to purchase resource packs. Opening Treasure Chests that contain Elixir also enables players below Town Hall 3 to rebuild the Clan Castle, as resources won from chests are allowed to overflow the storages (to an extent). As the Treasure Hunt event (the primary way to obtain Treasure Chests) is not available until Town Hall 6, this is only possible by claiming Treasure Chests from out-of-game links.
  • However, by using real-world money to purchase a resource pack at Town Hall level 2 (which allows players to overfill their storages), it is possible to obtain the necessary Elixir to rebuild the Clan Castle at Town Hall level 2.
  • The Winter Jam event that occurred during late 2019 before the release of Town Hall 13 and the Hammer Jam events in early 2021, late 2023 and 2024 temporarily halved the costs of buildings, making it possible for players with Town Hall 2 to rebuild the Clan Castle without needing to purchase resource packs.
  • Opening Treasure Chests that contain Elixir also enables players below Town Hall 3 to rebuild the Clan Castle, as resources won from chests are allowed to overflow the storages (to an extent). As the Treasure Hunt event (the primary way to obtain Treasure Chests) is not available until Town Hall 6, this is only possible by claiming Treasure Chests from out-of-game links.
  • While being upgraded, the countdown timer for the next troop request will be hidden by the countdown timer for the upgrade.
  • The bubble shows the Treasury icon if your Clan Castle is full of resources.
  • A considerably loud sting plays when defensive donated troops exit from the Clan Castle. The audible sting seems to continue playing even after surrendering or ending a battle and will not stop until the audio file is played all the way through. If the attacker deploys the offensive donated troops while the defensive troops exit from their castle, the music overlaps with two same loud stings. The same track found in the game files is shorter in duration and higher in pitch before being altered programmatically. If the Clan Castle finished upgrading during preparation day it will still have the previous level capacity in the war map although when scouting the base it will seem on its normal level with bigger capacity.
  • The same track found in the game files is shorter in duration and higher in pitch before being altered programmatically.
  • If the Clan Castle finished upgrading during preparation day it will still have the previous level capacity in the war map although when scouting the base it will seem on its normal level with bigger capacity.
  • The Clan Castle is similar to an obstacle in its initial state, like the Gem Mine , the Clock Tower , and the Battle Machine Altar in the Builder Base.
  • The Clan Castle is the only building in the Home Village that can be rebuilt. It is also the only building in the Home Village that is not found in the Shop but requires the cost of resources to utilize (The B.O.B's Hut comes free). Although the game never specifies what type of building it is, it might be a resource building due to Goblins targeting it. The Clan Castle is the only way players at Town Hall 11 and below can use Siege Machines .
  • It is also the only building in the Home Village that is not found in the Shop but requires the cost of resources to utilize (The B.O.B's Hut comes free).
  • Although the game never specifies what type of building it is, it might be a resource building due to Goblins targeting it.
  • The Clan Castle is the only way players at Town Hall 11 and below can use Siege Machines .
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