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Town Hall 6 Guide: Max Levels, Upgrade Order, Armies and Base Design

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

Town Hall 6 opens up the rest of the game. On a new account this is when you can repair the Boat and reach the Builder Base, and if your clan is level 2 or higher, the Airship and Forge connect you to the Clan Capital. In the village you get the Air Sweeper, the Giant Bomb, the Healer and the Healing Spell, and the Barbarian King reaches his full level 1 strength. The upgrade to Town Hall 7 costs 1,000,000 Gold and takes 18 hours.

What Town Hall 6 unlocks

Buildings, defenses and traps

New at TH6 Count Notes
Air Sweeper 1 Pushes air troops back with blasts of air, no damage; faces one of 8 directions you choose
Giant Bomb 1 Hidden trap, heavy splash damage to ground troops
Mortar +1 (2 total)
Wizard Tower +1 (2 total)
Air Defense +1 (2 total)
Spring Trap +2 (4 total)
Walls +25 (125 total)
Gold Mine and Elixir Collector +1 each (6 each)

Army, spells and hero

New at TH6 Where Notes
Healer Barracks level 8 Flying support troop, 14 housing space; heals ground troops and heroes, never air troops
Healing Spell Spell Factory level 2 2 spell spaces; heals ground and air troops in a 5-tile ring for 12 seconds
Barbarian King Hero Hall Now at 100% of his level 1 stats: 102 damage per second, 1,445 hitpoints

New features

Feature Requirement at TH6
Builder Base Repair the Boat (free, 5 seconds). New accounts need TH6; older accounts could go at TH4.
Clan Capital (Airship and Forge) Be in a clan of level 2 or higher
Clan Games Join in through the Strongman’s Caravan when they run
Trader Weekly Raid Medal offers (Gem offers start at TH8)

Max levels at Town Hall 6

Defenses and traps

Defense Number Max level At max
Cannon 3 7 40 damage per second, 730 hitpoints
Archer Tower 3 7 42 damage per second, 630 hitpoints
Mortar 2 4 35 damage per shell, 550 hitpoints
Air Defense 2 4 160 damage per second, 950 hitpoints
Wizard Tower 2 3 16 damage per second, 680 hitpoints
Air Sweeper 1 2 2-tile push, 800 hitpoints
Walls 125 6 1,800 hitpoints
Bomb 4 3 29 damage
Spring Trap 4 1 Capacity 10 housing space
Air Bomb 2 2 120 damage
Giant Bomb 1 2 200 damage in a 3.5-tile radius

Army and resource buildings

Building Max level At max
Army Camp (3) 6 50 each, 150 housing space total
Barracks 8 Adds the Healer
Laboratory 4
Spell Factory 2 4 spell spaces
Clan Castle 3 20 troop housing space
Hero Hall 1 1 hero slot (attack only)
Gold Mine and Elixir Collector 10 2,800 per hour, holds 100,000
Gold Storage and Elixir Storage 10 850,000 each

Troops, spells and hero

Unit Max level at TH6
Barbarian, Archer, Goblin 3
Giant, Wall Breaker, Balloon, Wizard 3
Healer 1
Lightning Spell 4
Healing Spell 3
Barbarian King 1 (full stats)

A maxed TH6 holds 2,000,000 Gold and 2,000,000 Elixir, including 300,000 in the Town Hall.

Upgrade priority at Town Hall 6

  1. Laboratory to level 4. Every troop you use has a level 3 waiting behind it, and the Lab never needs a Builder.
  2. Spell Factory to level 2 for the Healing Spell and a second pair of spell spaces.
  3. Barracks to level 8 for the Healer, and Army Camps to level 6.
  4. Second Air Defense and the Air Sweeper. Attackers’ Balloons reach level 3 at TH6, and two Air Defenses with a Sweeper are much harder to break than one.
  5. Second Mortar and Wizard Tower, then the Giant Bomb and two extra Spring Traps.
  6. Clan Castle to level 3 for 20 donated troops.
  7. Gold Storages up. Town Hall 7 costs 1,000,000 Gold and the Town Hall holds 300,000, so you need both Gold Storages at level 9 or one at level 10 before you can start it.
  8. Remaining defenses and Walls. Walls take Elixir as well as Gold at this level.

Repair the Boat early too. It is free, takes five seconds and gives your Builder Base Builder something to do while your Home Village Builders are busy. It is not required for the Town Hall 7 upgrade.

Armies that work at Town Hall 6 in 2026

You have 150 housing space, 20 Clan Castle troops, four spell spaces and a full-strength level 1 King.

  • Giants with Healers. Two Healers (28 space) behind a group of Giants keep them alive through Cannon and Mortar fire. Healers only heal ground troops, and they fly, so Air Defenses shoot them. Take out an Air Defense first or send the Giants away from it.
  • Giants and Wizards with Healing. The TH5 ground army still works. A Healing Spell dropped on the Giants as they reach the core buys the Wizards time.
  • Balloons with Lightning and Healing. With two Air Defenses and an Air Sweeper on most TH6 bases, Balloons need support: Giants or the King to draw fire, Lightning to finish a damaged Air Defense, and Healing to keep the Balloons alive, since the spell heals air troops too.
  • Goblins with Giants for loot, as at TH5.

Heroes no longer need to regenerate and training is instant, so you can chain attacks back to back while the King is at full health every time.

Town Hall 6 base design

This page replaces our old Town Hall 6 farming, trophy and war base page. The parts that still hold are below, rewritten for how the game works now. Two points from the old advice are out of date: losing your Town Hall no longer gives you a shield, and there are no trophies to protect until Ranked Battles open at TH7.

Base for regular Battles

  • Town Hall in the center. Its own loot can only be taken by destroying it, and destroying it hands the attacker a star and the win.
  • Spread your four storages across separate compartments, each one inside the range of at least one Wizard Tower or Mortar.
  • Do not place the two Mortars next to each other. Apart, they cover more ground and a stack of Lightning Spells cannot hit both at once.
  • Cover each Mortar’s 4-tile blind spot with a Wizard Tower or Cannon.
  • The Giant Bomb goes between two defenses that Giants will walk between, or beside a storage that Goblins will crowd.
  • Place the Clan Castle in the center so its 20 defending troops come out where all your defenses can support them.

Defending against air attacks

  • Place the two Air Defenses apart, each covering a different half of the base, with Archer Towers and Wizard Towers close enough to stop ground troops from reaching them easily.
  • Point the Air Sweeper toward the side most open to Balloons, or across the path to an Air Defense. It only covers one direction, turning up to 45 degrees either way.
  • Put the Air Bombs on the routes Balloons will fly toward your Air Defenses.

Walls and traps with 125 Walls

Use the Walls for several small compartments around the core rather than one or two big rings, and do not stack two Wall layers against each other, since a Wall Breaker’s splash takes out both. Put the four Spring Traps in the gaps between defenses where Giants walk. Army Camps, Builder’s Huts and the Laboratory belong outside the Walls as a buffer.

War base

Your Clan Wars base is set separately, and resources are never at risk in war. Build it to stop three stars: Town Hall and Clan Castle in a central compartment, Air Defenses and Wizard Towers covering each other, and the Giant Bomb and Spring Traps placed where Giants with Healers will path.

Before you upgrade to Town Hall 7

  • Every new building placed: Air Sweeper, second Mortar, Wizard Tower and Air Defense, Giant Bomb, extra Spring Traps and sixth collectors.
  • Gold Storages at level 9 or higher so you can hold 1,000,000 Gold.
  • Laboratory busy with a long research to cover the 18-hour Town Hall upgrade.
  • Space planned for a Hero Banner. At TH7 the King finally defends, and his upgrades unlock.
  • Ready for the TH7 changes: Dark Elixir and the Dark Barracks, Hidden Teslas, the Dragon and Rage Spell, and Ranked Battles with trophies and Leagues.

Town Hall 6 FAQ

What is the best Town Hall 6 base?

Town Hall and Clan Castle central, the two Mortars and two Wizard Towers spread so they cover each other’s weak spots, Air Defenses apart with the Air Sweeper facing the open side, and storages split across compartments. Traps go on the paths between defenses.

What is the Town Hall 6 upgrade order?

Laboratory, Spell Factory, Barracks and Army Camps first, then the second Air Defense, Air Sweeper, Mortar and Wizard Tower. Push both Gold Storages to level 9 before Town Hall 7, then finish defenses and Walls.

What are the max levels at Town Hall 6?

Cannon and Archer Tower 7, Mortar 4, Air Defense 4, Wizard Tower 3, Air Sweeper 2, Walls 6, Bomb 3, Spring Trap 1, Air Bomb 2, Giant Bomb 2, Army Camp 6, Barracks 8, Laboratory 4, Spell Factory 2, Clan Castle 3, collectors and storages 10. See the max levels page for every Town Hall.

When do you unlock the Builder Base?

At Town Hall 6 on a new account, by repairing the Boat on the shore. Accounts from before the change could reach it at Town Hall 4.

Why can’t I see the Clan Capital at Town Hall 6?

The Airship and Forge only work when you are in a clan that is level 2 or higher. Until then a gray placeholder sits where the Airship should be. Join a clan of level 2 or above, or help yours level up, and they unlock.

More Town Hall guides

Previous: Town Hall 5 guide. Next: Town Hall 7 guide. See also the Town Hall overview and max levels by Town Hall.

Sources: Supercell release notes for the May 2026 update, the Clash Anytime update (Mar 24, 2025), the Battle and Ranked modes announcement (Oct 2025) and the Clan Capital release notes (May 2022); in-game data.