Updated for Town Hall 18 (October 2026).
The Revenge Tower is a Town Hall 18 defense that starts every battle switched off and gets stronger as the attacker destroys your buildings. It wakes up after 5 buildings fall, starts ricocheting its shots after 25, and reaches full power after 50, hitting ground and air units from 11 tiles. You get one, it is built and upgraded with Dark Elixir, and the max level is 2 plus two Supercharges.
How the Revenge Tower works
The Revenge Tower is a brand-new building, not a merge of older defenses. It sits dormant in its pit at the start of a raid and does not shoot. That does not make it invisible to the attacker: it still counts as a defensive building, so Giants, Balloons and other defense-targeting troops will walk to it, and it can soak up abilities like the Seeking Shield or the Warden’s Fireball.
As buildings across your base are destroyed, the tower rises out of the ground in stages:
- Dormant (0 to 4 buildings destroyed): no attack.
- First stage (5 buildings): one high-damage shot every 1.2 seconds at a single ground or air target.
- Second stage (25 buildings): shots do half the damage but fire twice as fast (every 0.6 seconds), and each shot bounces to a second enemy within about 2 tiles for 60% of the original damage.
- Third stage (50 buildings): fires every 0.35 seconds at the same per-shot damage as the second stage, and each shot bounces twice. The third hit does 36% of the first.
The bounces let a fully powered tower reach enemies up to about 15 tiles away, even though its own range is 11. The bounce works like the Ricochet Cannon‘s, but the Revenge Tower hits air as well as ground, bounces one more time and loses more damage on each bounce.
Revenge Tower levels and stats
Both levels unlock at Town Hall 18. Costs are in Dark Elixir. Damage per second is the in-game figure for the first hit only; it does not include bounces.
| Level | Hitpoints | Stage 1 damage per shot | Stage 2 and 3 damage per shot (1st / 2nd / 3rd hit) | Stage 3 damage per second | Cost (Dark Elixir) | Build time |
|---|---|---|---|---|---|---|
| 1 | 5,800 | 450 | 225 / 135 / 81 | 642 | 430,000 | 13d |
| 2 | 6,200 | 500 | 250 / 150 / 90 | 714 | 460,000 | 14d |
Stage 1 damage per second is 375 at level 1 and 416 at level 2. In stage 2 the third hit does not exist yet. Counting every bounce, a level 2 tower at full power puts out about 1,400 damage per second if enough troops stand close together.
Revenge Tower Supercharges
A level 2 Revenge Tower can take two Supercharges at Town Hall 18. Each one earns 10 Sparky Stones.
| Charge | Hitpoints | Stage 1 damage per shot | Stage 2 and 3 damage per shot (1st / 2nd / 3rd hit) | Stage 3 damage per second | Cost (Dark Elixir) | Time |
|---|---|---|---|---|---|---|
| 1 | 6,200 | 510 | 260 / 156 / 93.6 | 742 | 220,000 | 7d |
| 2 | 6,300 | 510 | 260 / 156 / 93.6 | 742 | 200,000 | 8d |
Like the Monolith, it is one of the few defenses paid for with Dark Elixir, so plan its upgrades around your Dark Elixir Storage and hero upgrades.
Where to place the Revenge Tower
- Put it deep in the core. Attackers want to kill it while it is still dormant or weak. The longer it takes them to reach it, the more buildings have fallen and the stronger it is when they arrive.
- Keep it away from the Monolith and your other big defenses. Grouped together, they can all be hit by one Fireball or frozen by one spell, often while defending heroes and Clan Castle troops are nearby too.
- Put it under a Rage Spell Tower. The rage multiplies a stage 3 tower’s already high fire rate.
- Pair it with the Smasher. When the Smasher Guardian dies he leaves a defensive rage behind, and a Revenge Tower inside that rage melts high-hitpoint troops.
- Let the outer base be the fuse. Buildings on the edge going down are what power it, so a base with plenty of buildings outside the core gets it to stage 2 before the army reaches the middle.
How to attack the Revenge Tower
- Kill it early. It has its full hitpoints while dormant but deals no damage, so a hero, a Hog Rider group or a siege machine aimed at it in the first part of the attack removes it before it matters.
- Freeze it once it is active. A Freeze Spell stops it cold. Totem Spells and Ice Block Spells can also soak its shots while your army moves past.
- Be careful with Overgrowth. The tower keeps counting destroyed buildings while it is overgrown, so it can come out of the spell at a higher stage than it went in.
- Do not stack your army in front of it at stage 2 or 3. The bounces need enemies within about 2 tiles of each other, so a spread army takes far less damage.
- Tank for your Flame Flinger. Once it is active, its range covers the Flame Flinger siege machine. Put a Golem in front, but not right next to the Flinger, or the bounce from the Golem will hit it anyway.
Revenge Tower changes
- November 17, 2025: added with the Town Hall 18 update, with two levels. It powered up at 5, 20 and 40 destroyed buildings.
- January 28, 2026: second and third power-ups moved from 20 and 40 buildings to 25 and 50; full-power fire rate slowed from 0.3 to 0.35 seconds, cutting damage per second by up to 119.
- April 27, 2026: two Supercharge levels added.
Revenge Tower FAQ
How many buildings does the Revenge Tower need to activate?
Five. It gets faster at 25 destroyed buildings and reaches full power at 50.
Can you destroy the Revenge Tower before it activates?
Yes. It can be attacked and destroyed while dormant, and defense-targeting troops treat it as a defense from the start.
Is the Revenge Tower upgraded with Gold or Dark Elixir?
Dark Elixir: 430,000 to build and 460,000 for level 2.
For the other new Town Hall 18 building, see the Super Wizard Tower, and for the full upgrade plan read the Town Hall 18 guide.
Sources: Supercell: Town Hall 18 update (Nov 2025), Balance and League Modifier changes (Jan 28, 2026), Sound of Clash update (Apr 2026); in-game data.