Check every Home Village Town Hall level, the current TH18 cap, key unlocks and a concise upgrade path before you commit Gold and a Builder.
Town Hall levels TH1 through TH18: changes and progression focus
| Town Hall | What changes for your village | Progression focus |
|---|---|---|
| TH1 | Your first Home Village and the basics of building, collecting and attacking. | Learn the loop; do not overthink it. |
| TH2 | More storage and early defensive shape. | Keep builders working. |
| TH3 | Clan Castle access turns clan support into part of your village. | Join an active clan. |
| TH4 | Air defense arrives and base compartments start to matter. | Protect key defenses. |
| TH5 | Spells and stronger splash coverage add real attack choices. | Build a repeatable farming army. |
| TH6 | Air Sweeper and more army options change funneling and air paths. | Start reading base angles. |
| TH7 | Dark Elixir and the Barbarian King make Hero investment relevant. | Build an offense habit first. |
| TH8 | Dark Spells, the Golem and sturdier war bases arrive. | Practice a planned entry. |
| TH9 | Archer Queen and X-Bows make both attacks and layouts more demanding. | Keep Hero upgrades moving. |
| TH10 | Inferno Towers create the first big high-level defensive puzzle. | Learn spell timing, not spam. |
| TH11 | Grand Warden and Eagle Artillery reshape large attacks. | Protect your Warden ability value. |
| TH12 | Giga Tesla makes the Town Hall an active threat; Siege Workshop follows. | Plan for the Town Hall compartment. |
| TH13 | Royal Champion, Scattershots and the Giga Inferno raise the ceiling. | Develop a Hero-supported army. |
| TH14 | Pets, defensive Builder’s Huts and the poison effect deepen endgame play. | Pair pets with a clear Hero job. |
| TH15 | Spell Towers and the Monolith punish careless core entries. | Scout spell settings before committing. |
| TH16 | Merged defenses and Hero Equipment add build and attack choices. | Upgrade what your main army uses. |
| TH17 | Hero Hall, Minion Prince, Firespitter and Inferno Artillery arrive. | Recheck Hero roles and base coverage. |
| TH18 | Guardians replace the Town Hall weapon; Revenge Tower and Super Wizard Tower join. | Choose a Guardian with intent. |
Town Hall 18 Guardians: roles and practical use
| Guardian | Role | How to think about it |
|---|---|---|
| Smasher | Melee splash; targets air and ground. Rages when the Town Hall falls and leaves Rage when defeated. | Useful when attackers must fight through the Town Hall compartment at close range. |
| Longshot | Ranged splash; targets air and ground. Explodes when defeated. | Creates pressure at range and can complicate a path that tries to work around the core. |
| Logger | Ranged, piercing projectile and knockback. Its launch profile was adjusted in the July 2026 balance update. | Check the live Guardian panel before copying a layout; balance changes can alter how much space it controls. |
Town Hall progression styles: max first, strategic rush, or casual hybrid
| Style | Best for | Watch out for |
|---|---|---|
| Max first | Players who enjoy a complete base and stable war matchups. | Idle builders and delayed offense unlocks. |
| Strategic rush | Players focused on fast account growth and late-game armies. | Jumping ahead without a lab, camps or reliable attack. |
| Casual hybrid | Players who want visible progress without a strict plan. | Starting too many low-impact upgrades at once. |
For a TH18 war base, place your selected Guardian where its role creates the hardest pathing decision—not simply at the centre by default.