Town Hall 14 Guide: Pets, Upgrades, Bases and Attacks

Written by , Developer and editor at Cockit

Last reviewed · Reflects the game after the August 2026 update (Town Hall 18 is the highest level); TH14 unlocks checked against the Clash of Clans Wiki.

What changes at Town Hall 14

The Pet House is the reason TH14 feels different. It is built with Elixir, and its first four levels unlock L.A.S.S.I, Electro Owl, Mighty Yak and Unicorn. Each Hero can take one pet into battle, the pet stays close to its Hero, and pets do not defend your village. Only one pet can be upgraded at a time, and upgrades cost Dark Elixir, so the Pet House becomes a second queue next to the Laboratory.

There is no new standalone defense. Instead, Builder's Huts can be weaponized: from TH14 each hut can be upgraded into a small defensive turret. You are not required to weaponize them to reach TH15, so they are an optional use of builder time.

The Giga Inferno gets a new look and a stronger death bomb. At TH14 the bomb poisons troops, slowing their movement and attack speed and dealing damage over time, which punishes attackers who leave a group of troops near the Town Hall when it falls.

Offensive unlocks include the Electro Titan, the Druid (a healer who turns into a Bear that targets defenses), the Flame Flinger siege machine and the Ice Block Spell. Hero Hall 8 raises the caps to 85 for the King and Queen, 60 for the Minion Prince and Warden, and 30 for the Royal Champion. Blacksmith 7 adds the Hog Rider Puppet equipment and raises equipment caps to 18 Common and 21 Epic.

The Ice Block Spell works on your own troops: units inside it when it lands stop moving and attacking but take much less damage. Attackers use it to carry a Hero or a group of troops through a burst of damage, such as a Giant Bomb or the Giga Inferno, so expect to see it in higher-level TH14 attacks.

Upgrade priority

The Pet House competes with your Laboratory and Heroes for Dark Elixir. Plan around that before you spend Dark Elixir on anything else.

  1. Laboratory, then the Pet House. Each Pet House level unlocks the next pet, and pets add value from their first level.
  2. Hero Hall 8 and a builder on Heroes. Keep the Archer Queen and Royal Champion moving, since most TH14 war attacks lean on them.
  3. Clan Castle, Army Camps and spell storage. More capacity helps every army.
  4. Pets that your main attack uses. The Unicorn heals the Hero it is paired with, which makes it a common choice for a Queen Charge; L.A.S.S.I, Electro Owl and Mighty Yak fill the other slots.
  5. Main attack research. Add the Electro Titan or Druid only if you plan to use them.
  6. Eagle Artillery, Scattershots, Inferno Towers and the Giga Inferno.
  7. Remaining defenses and traps, then Builder's Huts and walls with spare builders and resources.

How to choose a base at TH14

Pets make Hero dives stronger, so in war and Clan War League look for bases that make a Queen or Royal Champion pay for every compartment. Thick inner walls, Giant Bombs and Tornado Traps near the likely Hero entry, and the Scattershots placed so the Queen cannot reach them from the edge are the things to check first.

Watch the Town Hall area. Because the Giga Inferno's poison death bomb hits everything nearby, a base that puts the Town Hall next to Inferno Towers or a Scattershot makes it costly for attackers to fight there. On the other hand, a Town Hall on the edge gives up a quick star in war, so central or near-central placement is normal for TH14 war bases.

Weaponized Builder's Huts are small, but on a war base they cover gaps between compartments and add damage against Heroes that walk the edge. For Ranked Battles, choose a war-style layout: the snapshot keeps traps armed and Heroes defending, so you are protecting stars and percentage, not loot. For farming in normal battles, keep the storages and the Town Hall's own loot inside walls.

Assign Hero Banners so that at least one ground Hero and one air-capable defender cover the core. The Minion Prince flies on defense, so ground-only troops cannot hit him.

Common attack strategies at TH14

Queen Charge Hybrid and Queen Charge LavaLoon carry over from TH13 and become stronger with the Unicorn healing the Queen. Electro Titan armies also appear at this level, often paired with spells that freeze key defenses, and Super Archer Blimp attacks use the Battle Blimp to drop troops on the Town Hall or Eagle Artillery side.

Counter these with deep Scattershots and Eagle Artillery, Air Defenses that cannot all be reached from one Lava Hound path, and Giant Bombs on the ground paths Hog Riders take between defenses. Against Blimp attacks, keep Air Sweepers and Seeking Air Mines on the routes leading to the core.

The Druid shows up in many TH14 armies as a replacement for Healers. For the first 30 seconds he heals ground and air troops, including Heroes, then turns into a Bear that targets defenses. Bases that place splash defenses where a Hero dive slows down, such as behind a layer of walls, hit the Druids while they are still healing.

Pets keep fighting after their Hero is knocked out, so a Hero dive leaves more damage behind it than at TH13. That makes traps and splash defenses around the Hero entry more valuable than at TH13.

Farming and resources at TH14

Dark Elixir is now needed for Heroes, pets and Dark troops, so farm with armies that reach the Dark Elixir Storage, and use Star Bonuses daily. The Town Hall holds 3,000,000 Gold, 3,000,000 Elixir and 30,000 Dark Elixir that attackers can steal, so a farming base should protect it along with your storages.

Elixir pays for the Pet House levels, which are expensive, so plan Elixir for that building before using it on walls.

Walls are the resource sink that never runs out at this level. Since the August 2026 update, Wall Rings no longer need a free builder, so spend them whenever you have them instead of waiting for a gap in your builder schedule. When storages are close to full and every builder is busy, put the overflow into walls around the core first, since those are the walls attackers have to break in war.

Mistakes to avoid

  • Upgrading pets you do not use while your Queen's pet waits.
  • Spending Dark Elixir on Dark troops before Heroes and pets.
  • Building the Pet House late. It takes several levels to unlock all four TH14 pets.
  • Putting the Town Hall on the edge in war to bait attackers. It usually gives up an easy star.
  • Ignoring Builder's Huts entirely in war bases; even low-level huts can cover gaps.
  • Assuming the Giga Inferno is harmless once destroyed. The poison bomb hurts troops left nearby.

Frequently asked questions

L.A.S.S.I comes first because the Pet House unlocks pets in a fixed order: L.A.S.S.I, Electro Owl, Mighty Yak, then Unicorn. Upgrade the pet your main attack uses, often the Unicorn for Queen Charges once it is unlocked.