Town Hall 13 Guide: Upgrades, Bases and Attacks
Written by Hüseyin İriş, Developer and editor at Cockit
Last reviewed · Reflects the game after the August 2026 update (Town Hall 18 is the highest level); TH13 unlocks checked against the Clash of Clans Wiki.
What changes at Town Hall 13
The headline defense is the Scattershot, and you get two of them. It lobs a rock that splits on impact and damages troops in a cone behind the first target, so lines of troops walking in single file take the most damage. It can shoot ground or air, but each shot only damages one of the two, and it has a blind spot close to the building. Like the Eagle Artillery and Inferno Towers, it needs to be reloaded to keep working.
The Town Hall's own weapon becomes the Giga Inferno. It fires inferno beams at several targets at once, wakes up only when the Town Hall is damaged or the attack reaches 51% destruction, and leaves a death bomb that slows troops when the Town Hall falls. Until it wakes, defense-targeting troops such as Giants and Hog Riders ignore the Town Hall.
Hero Hall level 7 unlocks the Royal Champion and a fourth Hero slot. With the Barbarian King, Archer Queen, Minion Prince, Grand Warden and Royal Champion available, you now pick four Heroes for attack and four Hero Banners for defense, and the two sets do not have to match. Hero Hall 7 caps the King and Queen at 75, the Minion Prince and Warden at 50, and the Royal Champion at 25.
On offense you can unlock the Dragon Rider, the Apprentice Warden (a ground support troop with a health aura), the Siege Barracks and Log Launcher siege machines, and the Recall Spell. Blacksmith level 6 adds the Healing Tome equipment and raises the Common and Epic equipment caps to 15 and 18.
Upgrade priority
Treat this as an order for your first builders and the Laboratory, not a rule you must finish before moving on. Keep at least one builder on Heroes almost all the time, because Hero levels decide more war attacks than any single defense.
- Laboratory and Hero Hall first. The Laboratory runs the whole level, and Hero Hall 7 is what unlocks the Royal Champion and the fourth slot.
- Both Scattershots. They are new, they cover a large area, and a level-one Scattershot already changes how Queen Charges and air attacks path through your base.
- Clan Castle, Army Camps and the Spell Factory. More troop capacity and stronger reinforcements help every army you will run at this level.
- Your main attack in the Laboratory. Pick one war army, for example Hybrid (Hog Riders and Miners) or an air army, and research only what it uses before branching out.
- Royal Champion and Archer Queen, then the other Heroes. Keep one builder on Heroes while the rest work through defenses.
- Eagle Artillery, Inferno Towers and X-Bows, then the Giga Inferno. These are the defenses that most often decide whether an attack gets three stars.
- Blacksmith, then splash and air defenses, traps and walls last. Walls are a good use of spare resources once builders are busy.
How to choose a base at TH13
For war and Clan War League, look first at where the Scattershots and the Eagle Artillery sit. A Queen Charge works by sending the Archer Queen with Healers along the edge to remove key defenses before the main army goes in, so a base that leaves a Scattershot one or two compartments from the edge hands the attacker an easy target. Good TH13 war bases keep both Scattershots deep enough that the Queen has to commit spells to reach them, and cover the Scattershot blind spot with short-range defenses.
The Eagle Artillery stays dormant until 200 housing space has been deployed, and each Hero counts as 25 of that. A central Eagle punishes attackers who flood the base late, so check that it is not reachable by a Log Launcher lane or an early Queen Charge. Spread Air Defenses and Air Sweepers so a single Lava Hound path cannot reach them all.
Ranked Battles use a snapshot of the layout you choose, with traps always armed and Heroes defending even while upgrading. That makes a war-style anti-three-star base the right choice for Ranked, while for farming in normal battles you can use a layout that protects storages and the Dark Elixir Storage instead.
On defense, assign Hero Banners to Heroes that hold space well. The Royal Champion and Archer Queen are hard to pull out, and a Minion Prince banner covers air.
Common attack strategies at TH13
Queen Charge Hybrid and Queen Charge LavaLoon are the strategies you will see most in TH13 wars. The Queen and Healers take one side, often with a Scattershot or Air Defense as the target, then Hog Riders and Miners or Lava Hounds and Balloons clear the rest. Bases counter these by keeping Giant Bombs on likely Hog paths, putting Seeking Air Mines near the Air Defenses Balloons will go for, and keeping the Scattershots away from the Queen's entry.
Dragon Riders, Electro Dragons and Yeti smash armies are also common, usually with the Siege Barracks or Log Launcher to break into the core. Against Dragon Riders, a central Scattershot and Inferno Towers set to single target are your best tools. Against Log Launcher lanes, avoid long straight walls that lead the log directly to the Town Hall or Eagle Artillery.
Expect attackers to use Freeze Spells on the Giga Inferno or Scattershots. Bases with several high-value defenses grouped in the core make it harder to cover everything with the spells they have.
Farming and resources at TH13
The Town Hall itself holds 2,000,000 Gold, 2,000,000 Elixir and 20,000 Dark Elixir that can be stolen, so it is worth protecting in a farming layout. Use normal Multiplayer Battles for loot, since Ranked Battles do not take loot from defenders. Cheap armies that target collectors and storages on the edge, such as Goblins with a few Wall Breakers, keep your Laboratory and builders busy for a small army cost.
Dark Elixir is the tight resource for Heroes at this level. Upgrade Dark Elixir Drills early and spend Dark Elixir on Heroes before Dark troops you do not use in your main army.
Mistakes to avoid
- Rushing to TH14 with low Heroes. Hero levels carry over, and weak Heroes make every later war harder.
- Researching every troop. Pick one or two armies and max what they use.
- Leaving a Scattershot near the edge where a Queen Charge can take it for free.
- Forgetting the Scattershot's blind spot. Put a short-range defense or traps next to it.
- Using the same layout for farming and Ranked. A war base protects stars; a farming base protects loot.
- Assigning only offensive Heroes to banners without thinking about defense coverage.