What to upgrade first in Clash of Clans
A practical upgrade order for every town hall level, built around one rule: never let a builder, the laboratory or a hero sleep if you can help it.
The short answer
Offense first, defense second, walls with leftover loot. Concretely, at almost every town hall:
- Laboratory, spell factory and army camps before anything else: they raise what your army can do, and the lab is the longest track in the game.
- Clan castle as soon as it is affordable: extra troops and spell space in every attack.
- Heroes, always in the background. They never use a builder, so their only cost is dark elixir and patience.
- New defenses (the buildings you just unlocked): a new tower at level 1 is usually worth more than one more level on an old tower.
- Splash defenses, then point defenses: mortars and wizard towers protect against farming armies; archer towers and cannons add steady war weight.
- Resource buildings and traps last, and walls whenever storages are about to overflow.
Upgrade order by town hall era
TH1 to TH5: learn the loop
Everything is cheap and fast. Upgrade the town hall as soon as the lab and army camps are maxed, build every new defense slot the same day it unlocks, and do not stress about walls. The only real mistake at this stage is letting builders idle while you wait for a "perfect" order.
TH6 to TH9: the classic maxing grounds
TH9 is where the game opens up: two heroes, serious dark elixir demands and the first long upgrade times. Maxing TH9 fully (walls included) is still a popular stop for war-focused players. Priorities: queen and king continuously, lab on your war army, archer towers and air defenses, then splash, then walls with overflow elixir. The cost calculator will show you what your plan costs before you commit to it.
TH10 to TH12: jump smart, not scared
This is where strict maxing starts to cost you months. The common pattern: max your war army and lab level, get heroes into the 30s and up per TH, build and level the signature defenses (infernos at TH10, eagle at TH11, and the workshop so siege machines are craftable), then jump. Catch-up happens naturally while the next TH's new buildings are going up. Check what the jump actually costs on the cost to max tables.
TH13 to TH16: the long game
Builder time explodes and heroes, pets and research become the real bottlenecks. Keep every hero and pet upgrading in the background, keep the lab running 24/7, and put builders on the new signature defenses first (scattershot, then monolith, then the TH16 defenses). Walls stop being a chore and become a resource sink: dump overflow into walls any time. The time to max calculator shows why: at these levels the lab and hero bars dwarf the builder bar.
The three rules that matter more than any list
- Protect the critical path. Whatever your time planner says is the bottleneck (lab, heroes or builders) gets every resource first. Everything else can wait a week.
- Loot follows levels. Higher town halls generate more loot per hour even with weaker relative armies. Do not camp at a low TH out of fear; camp because the math says so.
- Overflow goes to walls. Walls take no builder and no time. They are the answer to "my storages are full and every builder is busy".