Raid Weekends explained (the rules that matter most)
Raid Weekends are the main Clan Capital battle event. They run every weekend, starting on Friday and ending on Monday (commonly shown as starting around 7:00 UTC Friday and ending around 7:00 UTC Monday, depending on the game’s timer display).
Leaders opt in
Leaders and Co-Leaders can opt the clan into participating in a Raid Weekend. Once opted in, you’re locked into that weekend’s raids.
Not head-to-head
Raid Weekends are not “your opponent attacks you at the same time.” It’s closer to normal multiplayer: you attack other Clan Capitals, and other clans can attack yours during the weekend, but it’s not a direct synchronized duel.
Persistent damage is the core mechanic
This is the biggest difference compared to normal battles:
- If you hit a district and don’t finish it, the next clanmate starts from your damage progress.
- Traps do not re-arm between attacks on that district.
- Spells remain on the ground for one additional attack after they are cast, so your clan can intentionally leave spell value for the next hitter.
If your clan plays Clan Capital like “everyone does their own full attack,” you’ll waste attacks. The best clans play it like a relay race.
Attack count: 5 + bonus
Each player gets 5 attacks during the entire Raid Weekend.
If you personally destroy a district, you earn one bonus attack (only one bonus per weekend).
That means the ideal raid execution tries to:
- finish districts efficiently (to unlock bonus attacks for more people), and
- avoid wasting attacks on low-value hits that don’t advance a district toward being finished.
Capital Gold: how it’s earned in raids
You earn Capital Gold by destroying buildings during raids. Only destroyed buildings grant Capital Gold. When you’re the one who destroys a district, any remaining troops can grant additional Capital Gold (based on their housing space total), so clean finishing hits matter.
Raid Medals and Capital Gold (how rewards turn into real progress)
Clan Capital has two main resources:
- Capital Gold: used to rebuild and upgrade your Clan Capital buildings and ruins.
- Raid Medals: earned after the Raid Weekend ends, based on how many districts your clan destroyed and how well your clan defended.
What Raid Medals are best used for
Raid Medals are powerful because they convert into:
- Magic Items and resources via the Trader
- Self-reinforcements for your Home Village Clan Castle (troops/spells/siege) without waiting for clanmates
A lot of players underestimate the self-reinforcement feature. For active attackers, it’s one of the best quality-of-life upgrades in the whole game: you can always run the army you want, when you want.
Trader refresh schedule
The Trader’s offerings refresh every Tuesday, and all clan members see the same items at the same time (for Raid Medal offers).
The Forge (how to generate Capital Gold daily)
The Forge unlocks at Town Hall 6 and sits near the Air Ship to the Clan Capital. It produces small amounts of Capital Gold daily, and higher Town Hall players can assign builders to convert Home Village / Builder Base resources into Capital Gold.
Key practical details:
- Converting resources requires a free Builder for the craft time.
- Builder Boost (Gold Pass) and Builder Potions speed up Forge crafting.
- You can finish an ongoing conversion using Gems (optional).
- Builder Boost does not reduce the Capital Gold cost of Capital upgrades (it only speeds crafting time).
For leadership, the best way to use the Forge is not to demand it from everyone. Instead:
- Encourage high-level players to run Forge crafts regularly.
- Let casual players contribute through Raid Weekends only.
- Use reputation/contribution stats as a guide, not as a weapon.
What “Best Raids” actually means
“Best raids” is not about one person doing crazy 3-star solo hits. The best raids mean your clan finishes more districts with fewer total attacks.
Here are the three performance metrics that matter most:
- Average attacks per district (lower is better)
- How many districts your clan clears per weekend (higher is better)
- How often your clan wastes an attack (lower is better)
A strong clan doesn’t need every player to be amazing. It needs most players to be consistent, and it needs a simple system so attacks chain together.
The 3-role system that instantly improves Raid Weekends
If you want a clear system without overcomplicating anything, assign three “styles” of hits. Players can self-select based on confidence.
Role 1: Openers (setup hits)
Openers are meant to:
- trigger traps
- create funnel paths
- remove key defenses
- drop persistent spells that help the next hit
Openers often do not finish the district. Their job is to make the district easy to finish.
Role 2: Core breakers
Core breakers push deep and remove the “problem cluster” that stops most armies:
- dangerous splash zones
- heavy point-defense blocks
- hard-to-reach halls
Their job is to break the district’s center so the finisher can clean safely.
Role 3: Finishers
Finishers are meant to:
- end the district
- preserve troops (because leftover troops can give extra Capital Gold when finishing)
- earn bonus attacks (once per player per weekend)
Finishers should avoid “messy full deployments.” If a district is already softened, the finisher should use only what is needed and keep troops alive.
If you adopt only this system, your weekend performance usually improves immediately.
The attack planning rule that separates good clans from great clans
Before a player attacks, they should answer one question:
“Am I setting up the next hit, or am I finishing?”
Most wasted attacks happen because players try to “kind of do both” and end up doing neither:
- they don’t create a clean setup, and
- they don’t finish the district.
Encourage your clan to commit:
- Setup hits are allowed to be setup hits.
- Finisher hits are allowed to be clean finish hits.
Best Clan Capital troops (what they’re good at and when to use them)
Clan Capital troops are different from Home Village troops. You unlock them through districts and upgrade their barracks. Below are the most commonly used “value troops” and how to think about them.
Sneaky Archers
Best for:
- sniping key buildings and defenses safely
- cleanup
- forcing pathing (removing outer buildings so tanks walk inward)
Common mistake:
- dropping them too early into splash zones and losing the whole squad
Battle Rams
Best for:
- opening compartments
- tanking for backline damage troops
- enabling fast two-hit clears when used as a structured “frontline”
Common mistake:
- not protecting the damage dealers behind them
Super Wizards
Best for:
- deleting defense clusters quickly
- high-value chain damage when buildings are packed
- combo attacks with spells that create guaranteed value windows
Common mistake:
- letting them get exposed because your frontline collapses
Rocket Balloons
Best for:
- fast defense removal
- early momentum and clearing key defenses that stop air pushes
- deleting isolated towers that control a large area
Common mistake:
- sending them into a zone where air-targeting defenses melt them instantly
Hog Raiders
Best for:
- defense-targeting sweeps
- structured pathing through defense lines
- “cleaner” second hits after a setup hit removes key splash threats
Common mistake:
- dropping them without a plan for bomb/splash zones
Raid Cart
Best for:
- steady value in structured pushes
- finishing lanes after key defenses are removed
- “safe percent and cleanup” in the second stage of a district plan
Common mistake:
- wasting it on the wrong entry side where it gets stalled
Mountain Golem
Best for:
- being the ultimate frontline tank
- absorbing huge damage while your backline deletes defenses
- enabling reliable “push through the center” plans
Common mistake:
- using it without enough backline damage to capitalize on its tanking
Super Dragons / Inferno Dragon
Best for:
- strong air-based district clears
- high damage into compartments when pathing is controlled
- punishing bases with awkward ground funnels
Common mistake:
- starting air from a side where pathing splits and your damage spreads too thin
Super Miner / Mega Sparky / Power P.E.K.K.A (advanced tools)
These are powerful but more plan-dependent. They shine when:
- your clan already runs structured two-hit plans, and
- you understand which districts/base shapes they dominate.
If your clan is still inconsistent, focus on mastering simpler combos first (Rams/Wizards, Golem pushes, Rocket Balloons, Sneaky Archer cleanup).
Clan Capital spells (how to use them for two-hit districts)
Capital spells are a huge part of “best raids,” especially because spells persist for the next attack.
These are the key spells you’ll commonly build plans around:
- Healing Spell
- Jump Spell
- Lightning Spell
- Frost Spell
- Rage Spell
- Graveyard Spell
- Endless Haste Spell
The #1 spell principle
Spells should create guaranteed value windows, not “hope value.”
Examples of guaranteed value:
- Jump creates a guaranteed entry route
- Frost creates a guaranteed freeze window for a kill zone
- Rage creates a guaranteed damage spike through a defense cluster
- Heal creates a guaranteed survivability window in splash zones
- Lightning creates a guaranteed removal of a key defense at low health
Using spell persistence like a pro
Because spells remain for one additional attack, your clan can plan:
- Attack 1 drops a spell in a place that the next attacker will fight in.
- Attack 2 enters through that same area and receives “free spell value.”
This is one of the easiest ways to improve raid efficiency without needing better mechanics.
District playbook (how to approach common district styles)
Clan Capital districts vary, but you can simplify your decision-making with a consistent approach.
Compact, “stacked defense” districts
Goal:
- delete one defense cluster early
- create a clean lane to the hall
- Best tools:
- Super Wizards with supportive frontline
- Mountain Golem + backline damage
- Rage/Frost windows for core deletion
Spread districts with lots of compartments
Goal:
- avoid splitting your army into three weak groups
- open a direct lane using Jump and wall-breaking tools
- Best tools:
- Battle Rams to open compartments
- Jump to force the path
- Cleanup troops (Sneaky Archers) early to prevent side-walking
Air-friendly districts (poor air defense coverage)
Goal:
- take advantage of safe air pathing and remove key anti-air threats quickly
- Best tools:
- Rocket Balloons for early defense deletion
- Super Dragons / Inferno Dragons with controlled entry
- Frost/Rage for damage windows
Trap-heavy districts
Goal:
- use setup hits to trigger traps and remove “trap lanes”
- Best tools:
- Openers designed to soak traps
- Follow-up hits that capitalize on traps already triggered
- Heal/Frost for survivability in trap zones
Raid Weekend execution: a simple weekend plan any clan can follow
This is a practical plan that works for casual clans and competitive clans.
Before the weekend starts (15 minutes of leadership prep)
- Post one short clan mail message:
- “Use all attacks”
- “Call targets or follow our system”
- “Don’t waste attacks—setup or finish, pick one”
- Remind players: if they finish a district, they’ll gain a bonus attack (once per weekend).
- Confirm your capital layout is set (layout changes during the weekend won’t take effect until the raid ends).
During the weekend (keep it simple)
- Encourage early attacks so the clan has time to coordinate.
- If your clan struggles with coordination, use a basic system:
- Players call a district and a role: “setup” or “finish.”
- Encourage finishers to give bonus attacks to members who haven’t earned theirs yet (when possible).
End of weekend cleanup
- Use remaining attacks to finish as many districts as possible.
- Prioritize finishing districts rather than starting new ones if time is short (finishes create more value than “partial starts” at the end).
How to maximize Raid Medals (without turning the clan into a job)
Raid Medals are awarded at the end of the weekend and depend on:
- how many districts your clan destroys, and
- how well your capital defends.
So medal maximization is built on two pillars:
- Offense efficiency (finish more districts)
- Defense discipline (don’t give away easy clears)
Offense habits that increase medals
- Use all attacks
- Reduce wasted attacks (setup vs finish clarity)
- Two-hit districts when possible (practice the same plan repeatedly)
- Preserve troops in finishing hits (extra Capital Gold)
Defense habits that increase medals
- Avoid “free funnels” where attackers take the hall easily
- Protect your best defenses from being removed with simple openers
- Use trap lanes where attackers must path
- Keep layouts updated outside Raid Weekends (because changes don’t apply mid-weekend)
You don’t need a perfect defense. You need to remove the free wins.
Progress priority: what to upgrade first in Clan Capital
This is where clans either progress fast or waste months.
Priority 1: Capital Hall (and the requirements that gate it)
The Capital Hall (in Capital Peak) is the main progression gate. Upgrading it increases the max level of districts and unlocks new districts, but you can only upgrade it after meeting requirements (upgrading enough districts/buildings).
Leadership mindset:
- Always know what the next Capital Hall requirement is.
- Work backward: “What upgrades unlock the next hall fastest?”
Priority 2: District Halls
Each district has a District Hall (like a mini Town Hall). Upgrading District Hall increases what you can upgrade in that district.
Practical rule:
- Upgrade District Halls early in districts you actively raid with, because higher district level unlocks stronger offense tools (barracks/spells/camps).
Priority 3: Army Camps and Spell Storage
More housing and more spells increase everyone’s attack power immediately.
If your clan wants better raids fast:
- Army Camps and Spell Storage are usually among the highest-impact upgrades because they improve every attack.
Priority 4: Barracks and Spell Factories that unlock key strategies
Your clan doesn’t need every troop upgraded evenly. Your clan needs 2–3 strong strategies everyone can execute.
A smart approach:
- Pick a core strategy (example: Rams + Wizards with strong spell support)
- Upgrade the troops/spells that support that strategy first
- Add a second strategy later (air option, or golem push option)
Priority 5: Defensive upgrades that stop easy clears
Defense affects medals, so it matters—but it usually has lower return than offense early on.
Best defense priority logic:
- Upgrade defenses that force attackers to spend extra hits (the defenses that consistently stop a 2-hit plan).
- Upgrade traps that punish predictable entries.
- Avoid sinking all your Capital Gold into walls early unless your clan is already stable offensively.
Priority 6: Walls last (usually)
Capital walls are unique because upgrading them upgrades all walls in that district at once. That’s convenient, but walls still tend to be a lower priority compared to upgrades that unlock offense power.
A practical wall rule:
- Upgrade walls when your main offensive upgrades are already moving and you need a defensive boost for medal defense performance.
How to coordinate upgrades without drama
Clan Capital is shared. Shared progress can create conflict if you don’t have rules.
The “one project at a time” rule
Many clans progress faster when they focus Capital Gold:
- Finish one important upgrade fully
- Move to the next
This prevents scattered partial upgrades that don’t unlock anything meaningful.
Pick an upgrade policy
Choose one and post it:
- Policy A: Offense first alwayscamps, spell storage, key troops/spells, then defenses
- Policy B: Balancedoffense upgrades + a weekly defensive project
- Policy C: Leadership queueleaders mark a small list of approved upgrades
There’s no perfect policy. The best policy is the one your clan will actually follow consistently.
Use Reputation as a positive tool
Reputation tracks who contributes most. Use it to:
- celebrate helpers
- encourage participation
Don’t use it as punishment. You want people contributing, not feeling judged.
Capital layout tips that improve defense results
Only Leaders and Co-Leaders can edit layouts. Also, layout changes made during a Raid Weekend won’t apply until after the raid ends.
Here are layout rules that consistently help:
- Don’t stack every important defense in one spell-friendly cluster.
- Force attackers to choose awkward entry angles.
- Use compartments and walls to slow movement.
- Place traps where troops must path, not randomly.
- Protect the district hall / key objective so it isn’t a free snipe.
A simple way to improve: watch defense replays and find the “free value point” attackers always take. Fix that first.
Common Clan Capital mistakes (and quick fixes)
- Mistake: Everyone attacks random districts without calling roles
- Fix: “Setup or finish” call system.
- Mistake: Too many troop upgrades, no real strategy
- Fix: Pick 2–3 core strategies and upgrade those tools first.
- Mistake: Spending Capital Gold evenly across everything
- Fix: Finish one key upgrade project at a time.
- Mistake: Ignoring defense completely
- Fix: Add one weekly defense project (trap lanes + key defense upgrades).
- Mistake: Waiting until Sunday night to raid
- Fix: Encourage early attacks, so the clan can coordinate and clean up.
BoostRoom Promo
If you want your clan to earn more Raid Medals every week and progress through Clan Capital faster, BoostRoom can help you build a simple, repeatable system:
- A custom Raid Weekend playbook (setup hits, finisher hits, two-hit plans)
- The best 2–3 clan strategies based on your unlocked troops/spells
- A clear Capital upgrade priority queue to unlock more offense power faster
- Layout and defense tips to reduce easy clears and improve medal defense value
- A leadership routine that boosts coordination without turning raids into a chore
BoostRoom is for clans that want steady weekly improvement, better rewards, and less chaos.
FAQ
How many attacks do you get in Clan Capital Raid Weekend?
Each player gets 5 attacks, and can earn 1 bonus attack (once per weekend) by personally destroying a district.
Do traps reset between Clan Capital attacks?
No. Traps do not re-arm between attacks on the same district during Raid Weekends.
Do spells carry over between attacks?
Yes. Spells remain on the ground for one additional attack after they are cast, so clans can intentionally leave spell value for the next hitter.
What should we upgrade first in Clan Capital?
In most clans, the fastest progress comes from prioritizing Capital Hall requirements, District Halls, Army Camps, Spell Storage, and the barracks/spell factories that power your main raid strategies.
Is Clan Capital worth it for lower Town Hall players?
Yes. In Capital battles, everyone uses the clan’s unlocked Capital troops/spells regardless of Home Village Town Hall level, and everyone can earn Raid Medals.