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Town Hall 13 Guide

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

Town Hall 13 gives you a fifth hero, the Royal Champion, two Scattershots and the first Giga Inferno on your Town Hall. It also opens the Dragon Rider, Apprentice Warden, Recall Spell and two new siege machines, and the Hero Hall gets its fourth slot so four heroes can fight at once. This guide lists what TH13 unlocks, the max level of everything at TH13, a sensible upgrade order, and what to finish before you move to TH14.

What Town Hall 13 unlocks

The building list barely grows at TH13. Most of the new power comes from the army side and from the Royal Champion, so expect your Laboratory and Hero Hall to be the busiest buildings for this whole level.

Category New at TH13 Notes
Defenses Scattershot (2) Splash defense that hits ground or air, with a blind spot up close
Traps +1 Bomb (7), +1 Spring Trap (9), +1 Seeking Air Mine (7) No new trap types
Town Hall weapon Giga Inferno (TH13 version) Replaces the TH12 Giga Tesla; arrives fully upgraded
Elixir troop Dragon Rider Barracks level 15
Dark Elixir troop Apprentice Warden Dark Barracks level 10
Spell Recall Spell Spell Factory level 7
Siege machines Siege Barracks, Log Launcher Workshop levels 4 and 5
Hero Royal Champion Hero Hall level 7, which also adds the fourth hero slot
Hero Equipment Healing Tome (Grand Warden) Blacksmith level 6; the Royal Champion arrives with Royal Gem and Seeking Shield
Army size Army Camps level 11 4 camps x 75 = 300 housing space (280 at TH12)
Clan Castle Level 9 45 troops, 2 spells, 1 siege machine
Ranked League floor Wizard 11 You can’t drop below this league in Ranked Battles

The Giga Inferno at TH13 hits up to four targets at once with inferno beams and stays hidden until the Town Hall takes damage or the attack reaches 51% destruction. When the Town Hall falls, it leaves a death bomb that slows nearby troops instead of poisoning them; the poison version starts at TH14. Since the Ranked update on October 6, 2025, the TH12 to TH15 weapons no longer have upgrade levels, so the Giga Inferno is already at full strength the moment your TH13 upgrade finishes. Older guides that set aside builder time for Giga Inferno upgrades are out of date.

Walls stay at 300 pieces at TH13; the extra 25 come at TH14.

Max levels at Town Hall 13

The tables compare the TH12 cap with the TH13 cap so you can see exactly which upgrades the new Town Hall opens. Levels come from in-game data as of October 2026, after the TH18-era updates that added new top levels.

Defenses

Defense Number Max at TH12 Max at TH13
Cannon 7 17 19
Archer Tower 8 17 19
Mortar 4 12 13
Air Defense 4 10 11
Wizard Tower 5 11 13
Air Sweeper 2 7 7
Hidden Tesla 5 10 12
Bomb Tower 2 7 8
X-Bow 4 6 8
Inferno Tower 3 6 7
Eagle Artillery 1 3 4
Scattershot 2 New 2
Builder’s Hut 5 1 1
Walls 300 13 14

The Builder’s Hut stays at level 1 until TH14, when it can be turned into a defense.

Traps

Trap Number Max at TH12 Max at TH13
Bomb 7 8 9
Spring Trap 9 7 8
Air Bomb 6 6 8
Giant Bomb 6 5 7
Seeking Air Mine 7 3 4
Skeleton Trap 3 4 4
Tornado Trap 1 3 3

Troops

Troop Max at TH12 Max at TH13
Barbarian 9 9
Archer 9 9
Giant 9 10
Goblin 8 8
Wall Breaker 8 9
Balloon 8 9
Wizard 9 10
Healer 5 6
Dragon 7 8
P.E.K.K.A 8 9
Baby Dragon 6 7
Miner 6 7
Electro Dragon 3 4
Yeti 2 3
Dragon Rider New 2
Minion 8 9
Hog Rider 9 10
Valkyrie 7 8
Golem 9 10
Witch 5 5
Lava Hound 5 6
Bowler 4 5
Ice Golem 5 5
Headhunter 2 3
Apprentice Warden New 2

Spells and siege machines

Spell or siege machine Max at TH12 Max at TH13
Lightning Spell 9 9
Healing Spell 7 8
Rage Spell 6 6
Jump Spell 3 4
Freeze Spell 7 7
Clone Spell 5 6
Invisibility Spell 3 4
Recall Spell New 2
Poison Spell 6 7
Earthquake Spell 5 5
Haste Spell 5 5
Skeleton Spell 6 7
Bat Spell 5 5
Overgrowth Spell 2 2
Wall Wrecker 3 4
Battle Blimp 3 4
Stone Slammer 3 4
Siege Barracks New 4
Log Launcher New 4

Your Laboratory goes to level 11 at TH13, which is what lets these research caps move.

Heroes

Hero Max at TH12 Max at TH13
Barbarian King 65 75
Archer Queen 65 75
Minion Prince 40 50
Grand Warden 40 50
Royal Champion New 25

Hero Equipment caps do not change at TH13: Common equipment still tops out at level 15 and Epic equipment at 18 until the Blacksmith reaches level 7 at TH14. See Hero Equipment for each piece.

Upgrade priority at Town Hall 13

There is no single correct order, but this one keeps your attacks improving while your base catches up.

  1. Start the Laboratory upgrade first. Research is the slowest part of a high Town Hall, and the Lab can’t start TH13 research until it reaches level 11.
  2. Build the Hero Hall to level 7 and unlock the Royal Champion. A fourth hero slot is a bigger jump in attack strength than any single defense at this level.
  3. Upgrade the Army Camps and Clan Castle. Twenty more housing space in the camps and five more Clan Castle troop spaces help every attack you make.
  4. Place both Scattershots and the new traps, then level the Scattershots. They start at level 1, so every upgrade on them is a big step.
  5. Keep the Barbarian King, Archer Queen and Grand Warden moving whenever a builder is free. Heroes take the longest of anything in the village to max.
  6. Research your main attack first. If you use the Hybrid, that means Hog Rider and Miner; if you use air, that means your dragons and Balloons. Leave troops you never take for last.
  7. Work through the Inferno Towers, X-Bows and Eagle Artillery, then the rest of the defenses, then Walls with spare Gold and Elixir.

Builders are no longer needed for Giga Inferno upgrades, so a TH13 that used to take a long time now finishes faster than it did before October 2025.

Armies that work at Town Hall 13

At TH13 the Royal Champion is the headline change for attacks. She targets defenses, throws her Seeking Shield at up to four of them, and starts with the Royal Gem for healing. Most TH13 armies use her to clear one side of the base while the main army goes elsewhere.

  • Hybrid: Hog Riders and Miners together. Both ignore Walls, and the Miners deal with defending heroes and Skeleton Traps that the Hog Riders would ignore.
  • Queen Charge or Queen Walk: the Archer Queen backed by Healers takes out one section of the base before the main army goes in. It pairs with almost any army, including Electro Dragons.
  • Yeti armies: Yetis behind a funnel, often with a Battle Blimp carrying Clan Castle Yetis into the core with a Rage Spell.
  • Lava Hound with Dragon Riders: Lava Hounds take the hits and set off Seeking Air Mines while the Dragon Riders destroy defenses.

The Recall Spell lets you pull units back out and redeploy them, which helps when part of the army is walking the wrong way. The new Siege Barracks parachutes in and spawns P.E.K.K.As and Wizards at your researched levels, which makes it a simple way to open one side of a base. The Log Launcher instead heads for the Town Hall and fires logs ahead of it that roll through whatever is in the way.

Base building at Town Hall 13

We do not publish base layouts. These principles will help you judge any layout you copy or build.

  • Place the two Scattershots so their range overlaps the core, but not right next to each other. A single Freeze Spell should not be able to stop both.
  • Remember the Scattershot’s blind spot. Put a short-range defense or a trap cluster inside it so troops that reach the Scattershot itself still take damage.
  • The Giga Inferno only wakes up when the Town Hall is hit or at 51% destruction. Many war bases bury the Town Hall so attackers have to commit spells to reach it.
  • Spread the new Seeking Air Mine and Air Bombs along the paths Lava Hounds and Balloons take toward your Air Defenses.
  • Use compartments. Every Wall a Hog Rider or Yeti has to break costs the attacker time.
  • Keep the Clan Castle central so defending troops are hard to lure out.

Before you upgrade to Town Hall 14

  • Every building available at TH13 is placed, including both Scattershots and all new traps.
  • The Hero Hall is at level 7. The game requires a maxed Hero Hall before the Town Hall upgrade.
  • The Laboratory is busy with long research that can keep running while the Town Hall builds.
  • Your heroes are as high as you can reasonably get them. Hero levels are the hardest thing to catch up on later.
  • Gold and Elixir storages are full enough to start the Pet House and new defenses right after TH14 finishes.
  • Your main defenses (Inferno Towers, X-Bows, Eagle Artillery, Scattershots) are maxed, so a rushed base does not get crushed in Ranked once your league floor rises to Valkyrie 14.

Town Hall 13 FAQ

What is the best TH13 base layout?

No single layout wins every fight. For war and Ranked, look for a design that keeps the Town Hall and Eagle Artillery deep in the base, splits the Scattershots and leaves no easy funnel for Hog Riders. Test any copied layout with friendly challenges before using it in war.

What is the best TH13 upgrade order?

Laboratory first, then the Hero Hall for the Royal Champion, then Army Camps and Clan Castle. After that, keep heroes busy and research your main army before spending builders on Walls.

What are the TH13 max levels for heroes?

At TH13 the Barbarian King and Archer Queen max at level 75, the Grand Warden and Minion Prince at 50, and the Royal Champion at 25.

Do I still need to upgrade the Giga Inferno at TH13?

No. Weapon levels for TH12 to TH15 were removed on October 6, 2025. The Giga Inferno comes fully upgraded with the Town Hall.

More Town Hall guides

Previous level: Town Hall 12 guide. Next level: Town Hall 14 guide. For every level at once, see the Town Hall overview and the max levels by Town Hall page.

Sources: in-game data (October 2026); Supercell announcement of Battle and Ranked modes (October 2025) and the Ranked update notes (October 6, 2025).