Clash of Clans · village, war, CWL & capital analytics
Every upgrade, every war, every star.
Clash Scope reads your village and your clan from the Clash of Clans API, turns levels into costs and build times you can plan around, and keeps every player's war, CWL and Capital Raid performance long after the game has moved on.
Plan upgrades
Know what the next level costs before you tap it.
A village here is ten progress categories, not a wall of buildings: troops, spells, pets, heroes, equipment, sieges, traps, helpers, guardians and the buildings themselves. Every item carries the level you own, the cap your Town Hall allows, and the exact gold, elixir, dark elixir and time for the next one.
Set target levels and Clash Scope packs them across your builders, lab and pet house, then tells you the date: the parallel ETA against the serial time, which lane is the bottleneck, and the resource bill to farm. That is the difference between knowing an upgrade is expensive and knowing it is 29 days rather than 125.
- Costs from game data — not estimates, with discounts already applied.
- Home and builder base — the village people forget, in the same view.
- A finish date — that moves as your builders do.
Run the war
Every war keeps a record of every player.
While a war runs, the room answers what gets asked in clan chat anyway: who still has attacks, which of our bases are open, and whether the lead is stars or only destruction. The momentum line can be scrubbed from the first hit of battle day to the last.
When it closes, nothing is discarded. The map, the attack log for both sides and every player's numbers stay exactly as they were, so fifty wars later you can still see who cleans up, who hits above their weight and who quietly misses. War MVP scores it the same way every month, and the roster advisor turns that record into a proposed line-up rather than an argument.
- Live and after — the war you are in, and the fifty before it.
- Named, not totalled — every number resolves to a member.
- Rosters that argue themselves — form, readiness and a proposed line-up.
Survive league week
A CWL record that outlives the season.
Seven wars in seven days, and the game keeps almost none of it. Clash Scope follows each round while it runs — stars, destruction, attacks left, the same momentum scrubber the clan war uses — then archives the season with its final standing, CWL stars with bonus, average destruction and the players who earned them.
That history is the point. The player index sorts everyone by total stars, stars per attack, triple rate, hold rate or MVP finishes; head-to-head stacks up to eight attackers side by side. Picking a roster for round six stops being a matter of who shouted last in clan chat.
- Eight clans, seven rounds — ranked by CWL stars with bonus.
- Scout before you meet them — any clan in the group, opened.
- Seasons stay open — last league is there when this one goes badly.
Keep the clan record
One workspace per clan, kept in sync.
Every clan a village of yours sits in gets its own workspace: roster, war room, raid weekends and sync settings, with one set as your default. War, CWL, roster and per-player pulls each run on their own interval, and the last run is visible rather than assumed.
Rosters churn, so the record does not depend on the roster. Members who leave are kept with the clan they moved to, which means last season still makes sense months later, and someone who comes back picks up their history instead of starting blank.
- Former members kept — with where they went.
- Sync you can see — intervals, last run, and what it covered.
- Read-only — nothing here writes back to the game.
The gallery
Every other screen, in one place.
37 screens from the working app, filled with a real clan's data. Filter to a corner of it, or scroll the lot.
Every building, capped or not
Levels owned, levels remaining and the next upgrade cost, with anything already at the Town Hall cap marked as done.
Heroes and equipment
Next level, its dark elixir and time, then the whole run to the cap stated plainly.
Level-by-level detail
Units, time, cost, stat gain and the Town Hall each level needs — serial, or spread across your builders.
A goal with a finish date
Parallel ETA against serial time, the lane that sets the date, and a per-builder timeline.
What is running right now
Active upgrades sorted by ETA, helper availability, and what finished in the last day.
Every village you track
Yours and the competitors you watch, with builder, lab and pet house status at a glance.
Pick items, see the bill
Choose what you want next and the resource total adds up as you go.
The dashboard
Idle builders, idle labs, Town Hall spread and the goals due soonest, across every village.
The war room, live
Stars and destruction on both sides with a momentum line you can scrub from the first hit to the last.
War map — who hit whom
Attacker-to-base lines as a table or a mind map, beside team progress and the members who have not attacked.
Attack log, both sides
Every attack in order — attacker, defender, stars, destruction and the time on the clock.
Battle plan
Assign the next hitter per open base, or auto-fill the board, then read the plan back as one line.
War MVP
Weighted stars, plus clears, hit-ups and defence holds, minus loot attacks and misses — scored the same way every month.
One player, one panel
MVP score, participation, misses and the badges earned, with the sample size called out when it is thin.
Roster advisor
Readiness from recent form plus live hero, army and equipment levels, then a proposed line-up with projected stars.
League standings
Eight clans, seven rounds, ranked by CWL stars with bonus — click any clan to study it before you meet them.
Round by round, live
Each round gets its own room, with the same momentum scrubber the clan war uses.
Season summary
Best finish, titles, average finish and total stars, plus a standing trajectory across every tracked season.
Season archive
Final standing, CWL stars with bonus, average destruction and the podium — every season stays open.
Player index
Total stars, stars per attack, triple rate, hold rate and MVP finishes, sortable by any of them.
Head-to-head
Stack up to eight attackers — profile overlay, stars per CWL, and the last fourteen wars attack by attack.
Compare members
Up to five side by side on attack, triples, destruction, speed and defence, with real star gain by war.
Attack analysis
Value per attack, opening or closing timing, holds, usage, and badges like triple threat or low usage.
Form this league
Attacks used, triples, average destruction, average attack time and defence — with a plain-language read at the bottom.
Full comparison
Every metric as a row, best value crowned, so a roster argument ends in about ten seconds.
Scout the opponent
Two clans head to head on stars, record, margin, destruction and usage — plus their top attackers and Town Hall weight.
This weekend
Capital gold, districts razed, attack fill and per-player figures while the weekend is still running.
Who actually attacked
The gold leaderboard beside the members who have not used their six attacks.
Trend and activity
Attacks and gold averaged by month, so a bad weekend reads differently from a slide.
Raid log
Every weekend kept, opening each enemy capital district by district.
Roster board
Attacks and gold per member for the weekend, sortable however you argue about it.
Clan workspace
The roster, war room and sync state for one clan, with one set as your default.
More than one clan
Each clan you have a village in keeps its own workspace and settings.
Auto sync
War, CWL, roster and player pulls each get their own interval, and the last run is visible.
Scout any clan
Any tag opens war record, win streak, war frequency, description and the full roster — without adding anything.
Setup, step one
Paste a player tag; the village resolves as you type, and says whether anyone else is tracking it.
Setup, step two
The in-game API token, checked once and never stored. Optional unless someone else claimed the tag.
Getting started
Three steps, one player tag.
A player tag is public, the Clash API is read-only, and nothing here is written back to the game. Linking a village changes what you can see, not what your account is — and the clan comes with it, so the first war you open is already yours.
Find your village
Your tag pulls Town Hall, heroes, troops, spells and pets straight from the Clash API, and the clan it belongs to comes with them.
Verify ownership — optional
The in-game API token, checked once and never stored. It settles who owns a tag when two accounts claim it. Skip it and the village still works for seven days.
Add building levels — optional
Paste a village export for walls, storages and buildings. They are the only things the Clash API does not carry; everything else syncs without it.
Pricing
There isn't any.
No paid tier to upsell you to, no seat count, no locked reports. If a page exists, your clan can use it.
- Every village, war and CWL season you track
- Every clanmate on the roster, at no per-seat cost
- Your data stays yours — delete a village and it goes
Good to know
Do I need my clan's permission?
No. You add your own village by player tag, and the clan it belongs to comes with it. Nothing here changes anything in the game.
What is the in-game API token for?
It proves a village is yours, which matters when two accounts claim the same tag. Checked once, never stored. A new village works for seven days without it.
Why upload a village export?
Building, wall and storage levels are not in the Clash API — an export is the only place they exist. Heroes, troops, spells and pets sync without one.
Is this affiliated with Supercell?
No. Clash Scope is fan content made under Supercell's Fan Content Policy, and is not endorsed or sponsored by them.
Start with one player tag.
Two minutes to your first war room, and nothing to pay at the end of it.