Town Hall Level 1
Town Hall Level 2
Town Hall Level 3
Town Hall Level 4
Town Hall Level 5
Town Hall Level 6
Town Hall Level 7
Town Hall Level 9
Town Hall Level 10
Town Hall Level 11

Town Hall Strategy and Tips

  • Protection of the Town Hall is critical for achieving players’ objectives.
  • The Town Hall is equivalent to the Builder Hall in the Builder Base.
  • Placement of the Town Hall outside a farming base serves no purpose, other than to rapidly drop trophies. Players should aim to protect their Town Hall at all costs, as it contains 20% of all 3 different resources.
  • If players are designing bases to protect their trophies, or designing war bases, they should aim to protect their Town Hall at all costs. If an attacker destroys your Town Hall they will immediately receive one star. If an attacker is unable to destroy the Town Hall, they will get a maximum of one star.
    • This concept is, however, thrown away when you are trying to design an anti-3 star base, in which the Town Hall is considered just to be a high hit-point building and is used to protect key structures to prevent the attacker from claiming a third star (hence the name). At higher Town Hall levels (especially Town Hall 9 and above) players can, instead of protecting their Town Hall at all costs, use their Town Halls as a high hit point damage sponge – similar to Storages – as part of a strategy to prevent 3-star attacks from Dragons and other high-level armies, at the cost of making 2-star attacks much easier. 
  • Town Halls have the highest hitpoints of any relative level building, with the exception of Walls, which means they take a long time to destroy. Placing your Town Hall within the range of your most powerful defenses can give your defenses the most shots to destroy attackers.
  • It is suggested that you upgrade everything you possibly can (e.g. Troops, Buildings, etc.) before upgrading the Town Hall to the next level. Prematurely upgrading (rushing) your Town Hall is risky, and it will take a long time to upgrade your buildings/troops to match your Town Hall’s level. Raiding with low-level troops will also become increasingly difficult.
    • If maximizing your builder time is important to you, it is inefficient to wait until literally all of your building upgrades are finished before beginning to upgrade the Town Hall, as all but one of your builders will be idle for the duration of your Town Hall upgrade. In order to keep all of your builders occupied (but ensure they are all available when the Town Hall finishes), you should plan for the Town Hall upgrade to finish just as the remaining builders are finishing their final projects. For example, if you are currently at Town Hall level 9 and have five Builders, you should upgrade your Town Hall (which takes 6 days) when the total remaining upgrading time of other buildings approaches 24 days.
    • Of note is that at higher Town Hall levels (level 8 or higher), upgrades in the Laboratory will take significantly longer than building upgrades. If Laboratory upgrades are the only things remaining, one can consider upgrading the Town Hall early to prevent builder time being wasted (and avoid having to hold excess resources in storages for too long), while selecting only the laboratory upgrades for units that the player uses most often.
  • Don’t place your Town Hall in a corner surrounded by Walls, as troops can still be placed next to the Town Hall.
  • You must place all available buildings at a Town Hall level before being allowed to upgrade the Town Hall. There are four exceptions to this rule:
    • The first is the Clan Castle; you do not have to rebuild it before being allowed to upgrade to the next Town Hall level.
    • The second exception to this rule is the Builder’s Huts; you do not need to have all five builders before being allowed to upgrade to the next Town Hall level.
    • There is also a third exception, but this is only limited to the tutorial; players do not need to build the second Cannon (that is actually available at Town Hall 1, as it is not shown in the “Unlocks” for Town Hall 2; see below) when they are upgrading to Town Hall 2. However, it is required to be built before upgrading to Town Hall 3.
    • A fourth exception exists for upgrading to Town Hall 11 or above; players do not need to build the Master Builder’s Hut (which is only available at Town Hall 10 and above due to the requirements in building it) in order to upgrade the Town Hall to those levels.
  • Town Hall 13 requires a Town Hall 12 to have a maxed Giga Tesla (in addition to the usual requirement of placing all other buildings) before being available to be upgraded.
Town Hall Giga Tesla Level 12-1
Town Hall Level 12-2
Town Hall Level 12-3
Town Hall Level 12-4
Town Hall Level 12-5

Town Hall Giga Tesla

  • Unlocked at Town Hall 12, the Giga Tesla is an addition to the Town Hall that allows it to defend itself when attacked.
  • The Giga Tesla will deploy once damaged by a troop or spell, or when the village has reached 51% destruction. It is not deployed by a troop moving into the Tesla’s range.
  • Troops that target defenses (Giants, Balloons, etc.) will not prioritize the Town Hall 12 as a target until the Giga Tesla is active.
Town Hall Level 13-1
Town Hall Level 13-2
Town Hall Level 13-3
Town Hall Level 13-4
Town Hall Level 13-5

Town Hall Giga Inferno

  • Unlocked at Town Hall 13, the Giga Inferno is a direct upgrade that replaces the Giga Tesla while adding a slowdown effect upon destruction at level 3+ and having more potential to be upgraded. Everything else like activation and defense targeting troops’ behavior with the weapon is exactly the same as Giga Tesla.
  • A level 1 Giga Inferno has the same statistics as a max Giga Tesla, the only difference is the attack speed

This article is licensed under the Creative Commons Attribution-ShareAlike License. It uses material from the Town Hall article.

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