Clan Castle

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"The Clan Castle houses your Treasury and any reinforcement troops or spells sent by your clanmates."
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Ruin
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Level 10
Level 11
Level 12
==Summary==
*A Clan Castle 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).
*Once players join a Clan, they have the ability to "Request" once every 20 minutes (or faster if the clan has a "Donation Request Wait Time" perk or if they bypass this wait time by using Gems). 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; level 7 Clan Castles or higher allows them to hold two housing space worth of spells, and a level 10 Clan Castle allows them to hold three housing space worth of spells.
**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 3 or below, players can only donate 1 spell to each request; in level 4-7 clans, players can donate 2 spells to a request, and in level 8 or higher clans, players can donate 3 spells to a request.
**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.
*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). It costs 5 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.
==Strategies==
===Defensive Strategy===
*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 .
**Interestingly, the defending Root Riders 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.
*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.
*Certain troops 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 air 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.
**s, Dragons, Electro Dragons, and sometimes s and s 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.
***s 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.
**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 3 attacks from a very long range, allowing them to deal quick damage almost immediately upon coming out of the Clan Castle.
===Offensive Strategy===
*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's also useful to know what type of defending troops are in the Clan Castle before deploying the whole army (e.g. you don't want to deploy mass Barbarians when the enemy has Balloons defending his base). If you cannot reach the castle's radius from the outside of the base, then use 1-2 Hog Rider(s), as they can get closer by jumping over .
**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 they are fully lured out and then use a Lightning Spell or Poison Spell to get rid of them. These two spells only damages 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 can't 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.
==Deployment Order==
*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 all deployment orders between troops with the same housing space:
***1 housing space: Barbarian > Archer > Goblin
***2 housing space: Wall Breaker > Minion
***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: > Super Giant > Super Wizard
***12 housing space: Witch > Super Archer > Super Minion > Super Hog Rider
***15 housing space: Ice Golem > Inferno Dragon
***20 housing space: Dragon > Super Valkyrie > Apprentice Warden
***25 housing space: P.E.K.K.A > Dragon Rider
***30 housing space: Golem > Lava Hound > Electro Dragon (this interaction only appears in the Single Player Campaign's Goblin Castle and currently cannot occur in player bases)
**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.
==Siege Machine Donation==
*When the other player's Clan Castle is at max level, 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.
*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.
==Upgrade Differences==
*The Clan Castle undergoes significant visual changes when it is initially repaired (level 1), and when it is upgraded to level 2, 5, and levels 7-11. Much of the detail of the top of the Clan Castle is obscured by your Clan Symbol once you create or join a Clan. However, one can put the castle into sleep mode and thus hiding the Clan symbol.
**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 grey metal doors and a wooden roof.
**At level 2, a battlemented platform 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 grey steps, and black shields are added to the corners of the Castle.
**At level 6, the Clan Castle still has the same grey-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 grey-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 grey 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-grey color scheme. The giant gold-plated doors are replaced with giant grey doors with dark grey 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 grey 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-grey 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, grey 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 grey. The support pillars also turn grey, and the base gains curling roots and golden spikes. Its wooden floor at the top and doors turn red, and the doorlocks 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.
==Statistics==
Level	Hitpoints	Troop Capacity	Spell Capacity	Siege Machine Capacity	Laboratory Level Cap†	Build Cost	Build Time	Experience Gained	Town Hall Level Required
1 	1,000 	10 	- 	- 	5 	10,000 	N/A 	N/A 	2*
2 	1,400 	15 	- 	- 	6 	100,000 	8h 	169 	4
3 	2,000 	20 	- 	- 	7 	800,000 	12h 	207 	6
4 	2,600 	25 	1 	- 	8 	1,200,000 	1d 	293 	8
5 	3,000 	30 	1 	- 	9 	2,500,000 	2d 	415 	9
6 	3,400 	35 	1 	1 	10 	4,200,000 	5d 	657 	10
7 	4,000 	35 	2 	1 	11 	5,500,000 	6d 6h 	734 	11
8 	4,400 	40 	2 	1 	12 	8,000,000 	8d 	831 	12
9 	4,800 	45 	2 	1 	13 	10,000,000	9d 	881 	13
10 	5,200 	45 	3 	1 	14 	12,600,000	11d 	974 	14
11 	5,400 	50 	3 	1 	14 	18,000,000	13d 	1,059 	15
12 	5,600 	50 	3 	2 	14 	21,000,000	15d 12h 	1,157 	16
Trigger Radius
13 tiles
*Technically through normal gameplay only a Town Hall 3 or above player will have enough storage space to repair the Clan Castle, but players with lower Town Halls that purchase resource packs can repair the Clan Castle early - see the trivia below.
#Although the Clan Castle is present at Town Hall 1, it is in a ruined state and is not functional.
†The Laboratory level cap restricts levels of units donated to the maximum level allowed by that Laboratory level: for example, donating troops to a level 1 Clan Castle restricts the troops' level to the maximum allowed by a level 5 Laboratory (this does not restrict the types of troops donated except for Super Troops, which require the Laboratory to be able to upgrade the base troop to a level where the Super Troop can be boosted. Siege Machines largely ignore this rule, with different rules for their level caps.
===Siege Machine Level Cap===
The below table shows the maximum level of each Siege Machine available at each Clan Castle level. Clan Castles are allowed to receive Siege Machines that are obtainable at Town Hall levels up to 2 higher than the required level to unlock that Clan Castle; subsequent Clan Castle levels increase the level cap.
A dash indicates that the Siege Machine cannot be received at the given Clan Castle level.
Siege Machine 	Clan Castle Level	Clan Castle Level	Clan Castle Level	Clan Castle Level	Clan Castle Level	Clan Castle Level
Siege Machine 	Level 6 	Level 7 	Level 8 	Level 9 	Level 10 	Level 11 & 12
Wall Wrecker 	2 	3 	4 	5 	5 	5
Battle Blimp 	2 	3 	4 	4 	4 	4
Stone Slammer 	2 	3 	4 	5 	5 	5
Siege Barracks	- 	2 	3 	4 	5 	5
Log Launcher 	- 	2 	3 	4 	5 	5
Flame Flinger 	- 	- 	2 	3 	4 	5
Battle Drill 	- 	- 	- 	2 	3 	4
===Achievements===
Empire Builder 	Empire Builder	Empire Builder	Empire Builder	Empire Builder
Description 	Rewards 	Rewards 	 	
Rebuild your Clan Castle 	10 	5 	 	
Upgrade your Clan Castle to level 2	100 	10 	 	
Upgrade your Clan Castle to level 4	1,000 	20 	 	
Clan War Wealth 	Clan War Wealth	Clan War Wealth	Clan War Wealth	Clan War Wealth
Description 	Rewards 	Rewards 	 	
Collect 800,000 gold from the Clan Castle 	25 	100 	 	
Collect 15,000,000 gold from the Clan Castle 	500 	100 	 	
Collect 100,000,000 gold from the Clan Castle	5,000 	500 	 	
====Related Achievements====
Friend in Need 	Friend in Need	Friend in Need	Friend in Need	Friend in Need
Description 	Rewards 	Rewards 	 	
Donate 100 capacity worth of reinforcements to Clanmates 	10 	5 	 	
Donate 5,000 capacity worth of reinforcements to Clanmates 	100 	25 	 	
Donate 25,000 capacity worth of reinforcements to Clanmates	1,000 	250 	 	
Sharing is caring 	Sharing is caring	Sharing is caring	Sharing is caring	Sharing is caring
Description 	Rewards 	Rewards 	 	
Donate 100 spell storage capacity worth of spells 	20 	20 	 	
Donate 2,000 spell storage capacity worth of spells 	200 	100 	 	
Donate 10,000 spell storage capacity worth of spells	2,000 	500 	 	
Siege Sharer 	Siege Sharer	Siege Sharer	Siege Sharer	Siege Sharer
Description 	Rewards 	Rewards 	 	
Donate 50 Siege Machines 	20 	20 	 	
Donate 1,000 Siege Machines	200 	100 	 	
Donate 5,000 Siege Machines	2,000 	500 	 	
==History==
Patch 	Description
August 2, 2012 	Introduction of the Clan Castle, with 4 levels.
August 30, 2012 	Fixed the troop donation bug.
November 19, 2012 	
*Defending Clan Castle troops can now jump over . This was suggested by many people in the forums.
*The Clan Castle now has an activation radius.
November 23, 2012 	The Clan Castle's hitpoints were increased due to people destroying it with spells (particularly the Santa's Surprise) before it could deploy any troops.
*Level 1: 500 -> 1,000 
*Level 2: 520 -> 1,400 
*Level 3: 550 -> 2,000 
*Level 4: 580 -> 2,600
January 10, 2013 	
*Clan members now get a troop donation score (counted as Clan Castle housing space filled).
*The "Friend in Need" achievement now counts donated troops in terms of Clan Castle housing space filled.
April 17, 2013 	
*Added the level 5 Clan Castle. 
*Clan troop donation information is now visible to all players, not just Clan members.
*If Clan Castle has space for more troops, "Request" message displayed on top of it.
*Clan Castle troops deploy faster to the battlefield.
*When your village is under attack from flying units only, your melee troops will stay inside the Clan Castle.
June 17, 2013 	
*Added speed up option to next Clan Castle troop request.
*Players can now attach a custom message to a clan troop request.
*Battle will not end automatically if player has unused Clan Castle troops.
August 15, 2013 	Fixed issues with the Clan Castle.
September 17, 2013 	Fixed a bug that caused troop donation bar seeming to be full even though Clan Castle was not.
January 29, 2014 	The Clan Castle now display used capacity next to their name when they are selected.
April 9, 2014 	
*Added the level 6 Clan Castle. 
*Clan Castles now protect war loot payouts and are lootable in battle.
*Higher level Clan Castles hold more loot.
*Only clan members can see what troops are hiding in the Clan Castle.
*Reduced upgrade cost of level 5 Clan Castle from 7,000,000 gold to 5,000,000 gold.
April 17, 2014 	War Loot inside your Clan Castle was now even more safe.
May 16, 2014 	
*Dismiss donated troops from the War Base Clan Castle if they do not meet the standards.
*"Request/Full" texts are visible on the Clan Castle even while under upgrade.
September 16, 2014 	
*Defending Clan Castle troops now use all 4 Castle doors when coming out (overall speed of deploying is still the same as before).
*Troops can be dismissed from the Clan Castle. Previously, it was impossible to remove troops manually.
October 22, 2014 	Increased War loot storage capacity on all levels.
December 11, 2014 	
*Reduced the Clan Castle's rebuilding cost from 40,000 Gold to 10,000 Gold. 
*Clan Castles now display Clan names when destroyed during a Raid.
December 10, 2015 	
*The player can request reinforcement spells, not just troops, starting from Clan Castle level 4. This was suggested by many people on the forums.
*The Goblin now targets the Clan Castle, doing 2x damage.
*Troop or Spell donation interface has been revamped and now shows existing donations.
December 16, 2015 	Fixed a bug that could allow exceeding the limit of donated Clan Spells.
December 19, 2015 	
*Added a Clan badge icon for donated Spells in the deployment bar.
*Fixed the request/full/timer tips not showing correctly above the Clan Castle in certain situations.
January 26, 2016 	
*Clan Castles now house a well-protected resource bank: the Treasury.
*The previous concept of "War Loot Storage" has been removed from the Clan Castle info screen, etc.
*Treasury capacity is determined by Town Hall and Clan Perks levels. Clan Castle level has no effect.
*Clan Castle visuals have been updated with the removal of the small storages on the roof.
*Fixed bug where multiple Dark Spells could be donated to Clan Castle. Only one spell can be donated.
May 24, 2016 	
*Donate fully trained Troops/Spells from production queues even if your army is full.
*Gem Troops or Spells for donation directly from the donation context menu.
December 19, 2016 	
*Added the level 7 Clan Castle. 
*Reduced upgrade times of levels 5 and 6 Clan Castle. 
*Reduced upgrade costs of levels 5 and 6 Clan Castle.
January 17, 2017 	
*Correct troop capacity is now shown when holding the troop CC icon (ex: some CC would show 25/20 troops available due to "queued CC troops").
*Fixed Clan Castle Spell capacity display for Clan Castle levels 1-6.
October 11, 2017 	Donated troops will now travel through the Clan Path on the map.
December 18, 2017 	Added Magic Items to Clan Castle.
June 11, 2018 	
*Added the level 8 Clan Castle. 
*Added sleep mode, where it prevents your defending Clan Castle troops from defending your village, keeping them safe until the player needs them.
June 12, 2018 	Troop donation requests now get hidden from you if you cannot act on them (i.e. they only have open slots for things that you don't yet have access to).
June 26, 2018 	Reduced upgrade times of levels 2-7 Clan Castle.
October 23, 2018 	Reduced gem donation cost of Balloon, Wizard, Dragon, P.E.K.K.A, Hog Rider, Valkyrie, Golem, Witch, Lava Hound, Bowler, Baby Dragon, Electro Dragon and increased gem cost donation of Giant and donating Siege Machine now gives 30 XP. Previously, it gave only 1 XP.
December 10, 2018 	
*Players can change the Siege Machines/Clan Castle choice after the battle begins but before the Siege Machine has been deployed.
*Fixed clan badge occasionally blinking for 1 frame when Clan Castle is in sleep mode.
*Donated Siege Machines gives 30 housing space to Clan Games tasks.
April 2, 2019 	
*Reduced upgrade times of levels 2 to 6 Clan Castle 
*Reduced upgrade costs of levels 6 and 7 Clan Castle. 
*Moved the Magic Items to the Town Hall.
December 9, 2019 	Added the level 9 Clan Castle.
March 30, 2020 	
*A new option in the troop request menu allows for specific requests (and can also be toggled to restrict donations to max level donations).
*Clan Castle reinforcements are now sorted by the following criteria in order:
**Lowest housing space first.
**If housing space is equal, troops are sorted by internal IDs (creates a seemingly arbitrary choice of deployment order).
**If internal IDs are equal, then lowest level first.
*Friendly Challenge-specific Clan Castle Troops: like Legend League, once they are set they will remain unchanged until you replace them.
*Do not show CC spells in CC troop area in attack confirm screen if someone donates spells while the screen is open.
March 30, 2020 (optional update)	Fixed a bug in the quick donate menu where if a max level unit had been requested and the player did not have the unit maxed but would taking into account their clan's donation perk the items would not be sorted in the expected order of requested items first.
April 2, 2020 	
*Fix the ability to donate lower than max level troops when max troops are requested.
*Fix an issue where 2 Siege Machines were occasionally found in a Clan Castle or where some players were able to receive Poison Spell before they should be able to.
June 22, 2020 	
*When saving donation requests the game also now includes Troops, Spells or Siege Machines that are already in the Clan Castle.
*Season Challenges’ Troop-based tasks have been rebalanced in order to be able to be completed with Clan Castle reinforcements from Town Hall 9 and up.
*Allow Quick Donation of any normal versions of Troops while the Super Troop version is enabled.
October 26, 2020 	Housing space of opponent's Clan Castle in the info screen during preparation of War is no longer visible (now there should be a question mark instead).
December 7, 2020 	The Clan Castle is now immune to Lightning Spells, like the storages.
April 12, 2021 	
*Added the level 10 Clan Castle. 
*Clan Castle donations were capped by Clan Castle level.
*Give proper error messages whenever donation to War Clan Castle fails.
*Apply Clan Perks (and donation level caps) immediately when doing war donations instead of first adding the unmodified troop and then applying modifiers later.
April 13, 2021 	Fixed a bug where the "Rebuild Clan Castle" task in Starter Challenges could wrongly be completed by attacking a player who had already repaired their Clan Castle.
June 16, 2021 	Fixed missing Clan name over Clan Castle.
June 27, 2022 	Changed the resource used to upgrade the Clan Castle: it now requires Elixir instead of Gold.
October 10, 2022 	
*Added the level 11 Clan Castle.
December 12, 2023 	Reduced Clan Castle's build times at level 10 and 11. 
*Level 10: 19d -> 13d 
*Level 11: 20d -> 14d 
Reduced the upgrade cost of level 10 Clan Castle from 18M -> 12.6M
April 16, 2024 	
*Added the level 12 Clan Castle.
September 9, 2024 	Reduce the Siege Machine level cap from level 6 to 10:
*Level 6: Wall Wrecker, Battle Blimp, Stone Slammer 3 -> 2 
::::Siege Barracks, Log Launcher, Flame Flinger removed as an option.
*Level 7: Wall Wrecker, Battle Blimp, Stone Slammer 4 -> 3 
::::Siege Barracks, Log Launcher 4 -> 2 
::::Flame Flinger removed as an option.
*Level 8: Siege Barracks, Log Launcher 4 -> 3 
::::Flame Flinger 4 -> 2 
*Level 9: Flame Flinger 4 -> 3 
::::Battle Drill 4 -> 2 
*Level 10: Flame Flinger 4 -> 3 
::::Battle Drill 4 -> 2
==Trivia==
*When the Clan Castle is selected, the activation radius can be seen. It and the hero altars are the only non-defensive buildings that demonstrate this behavior.
*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 s 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.
*Donated ground troops walk through 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 the level 16 Town Hall, 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 and late 2023 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.
*The "full" bubble will normally show if your Clan Castle is full of troops, but it will not show if you are not in a clan.
*While being upgraded, the countdown timer for the next troop request will be hidden by the countdown timer for the upgrade.
*The bubble shows 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/ending 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'll 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 Master Builder'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 Town Hall 11 and below can use Siege Machines.
Category:Buildings
Category:Army
Category:Resources
Category:Clans
Category:Home Village
de:Clanburg