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For the Home Village counterpart, see Town Hall.
For the Builder Base counterpart, see Builder Hall.
For the Goblin Map counterpart, see Goblin Hall.
For the mini-Districts counterpart, see District Hall.

"The heart of the Capital! Upgrade to unlock new Districts and additional building upgrades in Capital Peak."


Dormant
Level 1 Level 2 Level 3 Level 4 Level 5
Level 6 Level 7 Level 8 Level 9 Level 10

Summary

  • The Capital Hall is the central building of the Clan Capital, situated in the Capital Peak.
  • Like the Town Hall and Builder Hall, upgrading the Capital Hall unlocks various features throughout the Clan Capital:
    • Upgrading the Capital Hall to any level between 2 and 9 (inclusive) unlocks a new district for the Clan Capital, which sports their own set of features, such as unique army buildings.
    • Upgrading the Capital Hall to level 2 allows the Clan to participate in Raid Weekends.
    • At all levels, upgrading the Capital Hall allows the ruins around the Capital Peak to be rebuilt, as well as unlocks upgrades for existing buildings and traps. It also enables upgrading the District Hall in various districts, which in turn unlocks upgrades for the district.
  • When the Capital Hall is upgraded to level 2, it gains an Eagle Artillery-like defense that activates when the Capital Peak is attacked, allowing it to fight back by firing long-range, high-damage artillery shells at incoming attackers. Unlike the Eagle Artillery in the Home Village, it only fires one shell at a time instead of three, does not have a blind spot, and has a shorter range and a faster attack speed.

Strategies and Tips

Defensive Strategies

  • At lower levels, the Capital Hall is considerably more threatening than many defenses encountered at that level, owing to its capability for high splash damage, very long range and very high hitpoints (much more than any other building in the Clan Capital). Its long range enables it to cover essentially the rest of the defenses, especially at lower levels where there are comparatively fewer of them.
  • Starting from the mid-levels (level 5 or higher), the Capital Hall is no longer the sole source of high splash damage, but it retains its niche of having the highest damage per shot of any defense in the Clan Capital, capable of one-shotting even moderate-health troops like Super Barbarians or Hog Riders. However, offensive options that boast very high hitpoints (such as Flying Fortresses or Power P.E.K.K.As) are unlocked at around this level which can easily soak damage from the Capital Hall for a considerable length of time, making it less threatening.
  • At Capital Hall level 2, due to the offensive options available, it can be useful to surround the Capital Hall with as many defenses as possible as well as Walls to slow down enemy advances. It should be protected by the Multi Cannon (to stave off Super Giants) and the Multi Mortar (to defeat Sneaky Archers) and ideally both these defenses should be well-guarded themselves.
  • At Capital Hall level 3 onwards, clumping up defenses around the Capital Hall becomes a much less viable strategy thanks to the Super Wizard. If a Super Wizard is allowed to attack the Capital Hall directly, his chain lightning will be able to spread to the nearby defenses; due to the Capital Hall's high hitpoints, this can result in most, if not all, of these defenses being destroyed before the Capital Hall. As such, it can be imperative to leave a two-tile gap between the Capital Hall and important defenses.
    • Such gaps can prove to be a double-edged sword once the Capital Hall is destroyed. If two-tile gaps are left on either side of the Capital Hall and surrounding defenses, the deployment zone can expand into the Capital Hall compartment and allow Sneaky Archers or other strategies easy pickings to the surrounding defenses.
  • Placing the Capital Hall in the corner or the edge of the Capital Peak district can help with its defense to some extent. Although some of its range will be wasted in this way, doing so means that the overall defense only needs to focus on defending from fewer sides, since troops cannot move around the edge of the district. While the strategy can be employed at all levels, it is considerably more effective starting from Capital Hall level 6, where the ruins in the top corner can be completely rebuilt and allowing for maximal freedom to organize the defense.

Offensive Strategies

  • At Capital Hall level 2, due to the limited number of options available, the safest way to defeat a Capital Hall is to use Super Giants to tank its damage while other damaging troops like Super Barbarians or Sneaky Archers tear away at its health. Although Super Barbarians are not one-shot at this level, they should be kept away from the Giants in order to prevent them from being damaged in the same hit. The Archers will also be affected by the splash damage (which slightly damages but may not destroy them) so having them separated from the Giants will still be helpful. In order to maximize the potential, ensure single-target defenses such as the Multi Cannon are either cleared or avoided, and that the Multi Mortar (if it is in range) locks onto the Giants to prevent it from killing Archers easily.
  • At Capital Hall level 3 onwards, a Healing Spell can prove to be an effective means of mitigating most of the Capital Hall's damage. Leftover Healing Spells from a previous attack can be stacked to ensure that minimal damage is taken, even if other splash defenses such as the Multi Mortar is supporting the Capital Hall.
  • Once they have been unlocked, Power P.E.K.K.As are great at dealing with a Capital Hall, and a single P.E.K.K.A can defeat the Capital Hall if the latter is unsupported. A Mountain Golem also works well in tackling a Capital Hall on his own due to his enormous health pool, so long as he is not being attacked by an Inferno Tower.
  • Inferno Dragons are a fast way to take down a Capital Hall, due to their ramping damage. At relative levels, they are able to survive a direct hit from the Capital Hall if they are undamaged by traps or other defenses. However, this interaction is usually difficult to exploit, and it can prove worthwhile to distract the Capital Hall and other surrounding defenses with other troops to ensure Inferno Dragons can safely reach their maximum damage potential.
  • Lightning Spells and Hog Gliders are effective at stunning the Capital Hall, which forces it to undergo their targeting again (in the latter case, after its stun has wore off). The Lightning Spell's stun will be ineffective if the Capital Hall has already fired its shot, however.

Upgrade Differences

  • The Capital Hall undergoes significant visual changes at all levels.
    • At level 1, the Capital Hall resembles an enlarged version of the Level 1 Town Hall. The windows, entrance, walls, and poles are all made out of wood. The entrance is decorated with two stone blocks. At the top is a crooked orange roof with a small stone chimney. Multiple pine trees surround the complex.
    • At level 2, the Capital Hall's roof is tiled and a clan badge is added atop of it. It resembles an enlarged version of the Level 2 Town Hall. When activated, ithe trapdoor opens which splits the clan badge into two pieces and reveals a white hexagonal barrel with a golden muzzle, allowing it to fight back by firing a single artillery shell that deals heavy damage.
    • At level 3, the roof is reinforced with wood planks and stone blocks at the entrance are turned into statues. A wooden walkway around the complex is also added.
    • At level 4, an additional window is added. A red carpet appears at the entrance and parts of the roof are reinforced with gold.
    • At level 5, the second floor is added and the chimney turns into a double-chimney. The barrel moves to the top of the second floor.
    • At level 6, a new window is added on the second floor.
    • At level 7, the third floor is added. Two red flags also appears on roof of the structure. The barrel is relocated to the third floor.
    • At level 8, the entire roof tiles turn black.
    • At level 9, the statues turn into gold. Red banners are added at the entrances and more gold reinforcements are added on wooden poles.
    • At level 10, more gold is added at the roof and windows.

Unlocks

For the full page, see Capital Hall/Unlocks.

Statistics

Capital Hall Level 1 2 3 4 5 6 7 8 9 10
Number Available 1 1 1 1 1 1 1 1 1 1
Size Size
6x6
Level
Level
Damage per Second
Damage
Damage per Shot
Damage
Hitpoints
Hitpoints
Build Cost
Capital Gold
Capital Upgrades Required* New Capital Upgrades Required* Max Number of Buildings Available
1 N/A N/A 10,000 N/A N/A N/A 63
2 80 640 14,000 50,000 15 15 66
3 100 800 18,000 75,000 65 50 71
4 120 960 22,000 100,000 165 100 77
5 140 1,120 25,000 150,000 285 120 83
6 160 1,280 28,000 200,000 480 195 89
7 190 1,520 31,000 400,000 670 190 94
8 220 1,760 34,000 600,000 1,090 420 96
9 250 2,000 37,000 800,000 1,500 410 98
10 280 2,240 40,000 1,000,000 2,000 500 100

*The requirements to upgrade the Capital Hall depend on the sum of levels of buildings and traps across the Clan Capital; this stat is visible in the Clan's secondary info tab. All buildings (except Houses) and Traps can contribute to this requirement; Walls within a district only add an amount equal to their collective level.

Range Range Attack Speed Attack Speed Damage Type Damage Type

Unit Type Targeted Favorite Target

15 8s Area Splash Ground & Air

Maximum District Hall Level by Capital Hall Level

Upgrading the Capital Hall allows a Clan to unlock and upgrade District Halls located in other districts. The below table shows the maximum District Hall level attainable in each district with each Capital Hall level.

Capital Hall Level
Level
Maximum District Hall Level District Hall
Barbarian Camp Wizard Valley Balloon Lagoon Builder's Workshop Dragon Cliffs Golem Quarry Skeleton Park Goblin Mines
1 - - - - - - - -
2 1 - - - - - - -
3 2 1 - - - - - -
4 2 2 1 - - - - -
5 3 2 2 1 - - - -
6 3 3 2 2 1 - - -
7 4 3 3 3 2 2 - -
8 4 4 4 3 3 3 2 -
9 5 4 4 4 4 4 3 2
10 5 5 5 5 5 5 4 4

Defensive Buildings and Traps

Upgrading the Capital Hall unlocks the following number of Defensive Buildings in the Capital Peak; see the page of each building for details.

Capital Peak - Maximum Number of Buildings
Capital Hall Cannon Spear Thrower Air Defense Multi Cannon Bomb Tower Multi Mortar Super Wizard Tower Air Bombs Rapid Rockets Crusher
1 4 4 4 - - - - - - -
2 4 4 4 1 1 1 - - - -
3 4 4 4 2 2 2 1 1 - -
4 4 4 4 2 2 2 2 2 2 1
5 4 4 4 2 2 2 2 2 4 2
6 5 5 4 2 2 2 2 2 6 2
7 6 6 4 2 2 2 2 2 8 2
8 6 6 4 2 2 2 2 2 8 2
9 6 6 4 2 2 2 2 2 8 2
10 6 6 4 2 2 2 2 2 8 2
Capital Hall Hidden Mega Tesla Giant Cannon Rocket Artillery Inferno Tower Blast Bow Super Giant Post Raid Cart Post Super Dragon Post Walls
1 - - - - - - - - 80
2 - - - - - - - - 120
3 - - - - - - - - 160
4 1 - - - - - - - 180
5 2 1 1 - - - - - 200
6 2 1 1 1 1 - - - 220
7 2 2 1 1 1 - - - 240
8 2 2 2 1 1 1 - - 260
9 2 2 2 2 1 1 1 - 280
10 2 2 2 2 2 1 1 1 280

Upgrading the Capital Hall allows the following Defensive Buildings to be upgraded to these levels in the Capital Peak; see the page for each structure to learn what each upgrade brings:

Capital Peak - Maximum Number of Buildings
Capital Hall Cannon Spear Thrower Air Defense Multi Cannon Bomb Tower Multi Mortar Super Wizard Tower Air Bombs Rapid Rockets Crusher
1 1 1 1 - - - - - - -
2 2 2 2 1 1 1 - - - -
3 2 2 2 2 2 2 1 1 - -
4 3 3 3 2 2 2 2 2 1 1
5 3 3 3 3 3 3 2 2 2 2
6 4 4 4 3 3 3 3 3 3 3
7 4 4 4 4 4 4 3 3 3 3
8 4 4 4 4 4 4 4 4 4 4
9 5 5 5 5 5 5 4 4 4 4
10 5 5 5 5 5 5 5 5 5 5
Capital Hall Hidden Mega Tesla Giant Cannon Rocket Artillery Inferno Tower Blast Bow Super Giant Post Raid Cart Post Super Dragon Post Walls
1 - - - - - - - - 1
2 - - - - - - - - 1
3 - - - - - - - - 2
4 1 - - - - - - - 2
5 2 1 1 - - - - - 3
6 3 2 2 1 1 - - - 3
7 3 3 3 2 2 - - - 4
8 4 4 4 3 3 3 - - 4
9 4 4 4 4 4 4 4 - 5
10 5 5 5 5 5 5 5 5 5

Upgrading the Capital Hall unlocks the following number of Traps in the Capital Peak; see the page of each trap for details.

Capital Peak - Maximum Number of Traps
Capital Hall Mine Mega Mine Log Trap Zap Trap
1 2 - - -
2 4 4 - -
3 6 5 - -
4 8 6 1 -
5 8 7 2 1
6 8 8 3 2
7 8 9 4 3
8 8 10 4 4
9 8 11 4 5
10 8 12 4 5

Upgrading the Capital Hall allows the following Traps to be upgraded to these levels in the Capital Peak; see the page for each structure to learn what each upgrade brings:

Capital Peak - Maximum Number of Traps
Capital Hall Mine Mega Mine Log Trap Zap Trap
1 1 - - -
2 2 1 - -
3 2 2 - -
4 3 2 2 -
5 3 3 2 2
6 4 3 3 3
7 4 4 3 3
8 4 4 4 4
9 5 5 4 4
10 5 5 5 5

Icon Descriptions

Tapping this icon displays information about the Capital Hall, such as Level, Damage Per Second, Hitpoints, Range, Damage Type and Targets.
Tapping this icon contributes the Capital Gold you have into upgrading the Capital Hall to the next level. When the Capital Hall is at maximum level, this icon is not shown.
Tapping this icon marks the building's upgrade to the next level as a priority for the Clan, pinning it as a recommended upgrade for Clan members. This icon is only shown if the upgrade is possible, is not already prioritized and if the player is Leader or a Co-leader of their Clan.
Tapping this icon stops marking the building's upgrade to the next level as a priority for the Clan. This icon is only shown if the upgrade is possible, is being prioritized and if the player is Leader or a Co-leader of their Clan.

Sounds

Sound Effect Caption Description
Capital Hall artillery charges When the Capital Hall is about to shoot
Capital Hall artillery fires When the Capital Hall attacks
Artillery shell impacts ground When the Capital Hall's artillery shot lands to the ground

Trivia

  • So far, the Capital Hall is the largest building in the game by area size, taking a large 6x6 area.
  • Out of all the buildings, the Capital Hall is the highest-hitpoint building in the entire game, having 40,000 hitpoints when fully upgraded. This surpasses the Dragon Cave from the Goblin Map, having 25,000.
  • The Capital Hall acts similarly to that of the Eagle Artillery in the Home Village, except it has much lesser range, but has a vast amount of hitpoints, does not have a blind spot, is larger, and deals much more damage, although it only fires one artillery shell at a time.
Clan Capital Buildings
Defensive Buildings CannonSpear ThrowerAir DefenseCapital HallMulti CannonBomb TowerMulti MortarSuper Wizard TowerAir BombsRapid RocketsCrusherHidden Mega TeslaGiant CannonRocket ArtilleryInferno TowerBlast BowMini-Minion HiveReflectorGoblin Thrower (Spear Goblin) • Super Giant PostRaid Cart PostSuper Dragon PostWall

Traps: MineMega MineLog TrapZap TrapSpear Trap

Army Buildings Army CampSpell Storage

Barracks: Super Barbarian BarracksSneaky Archer BarracksSuper Giant BarracksBattle Ram BarracksMinion BarracksSuper Wizard BarracksRocket Balloon BarracksSkeleton Barrel BarracksFlying Fortress YardRaid Cart BarracksPower P.E.K.K.A BarracksHog Raider BarracksSuper Dragon BarracksMountain Golem QuarryInferno Dragon BarracksSuper Miner BarracksMega Sparky Workshop
Spell Factories: Heal Spell FactoryJump Spell FactoryLightning Spell FactoryFrost Spell FactoryRage Spell FactoryGraveyard Spell FactoryEndless Haste Spell Factory

Other Buildings Capital HallDistrict HallAirshipDecorationsHouses (Clan House) • Terrain
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