Looking for a real Clash of Clans Town Hall tier list for 2026? This ranking breaks down every Town Hall from TH1 to TH18, based on how each one actually feels to play, not just which one has the highest stats. Some Town Halls are memorable because the unlocks are huge, some are carried by fun attack variety, and some are just there to be survived. Using your source ranking as the base, this list looks at the full player experience in modern CoC, including hero progression, key unlock spikes, defense identity, and how smooth or painful each bracket feels in 2026.
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S Tier
Town Hall 11

TH11 is still one of the easiest Town Halls to gas up, and honestly, for good reason. This is where the account suddenly feels complete without becoming bloated. You get the Grand Warden, Super Troops open up at TH11, and Electro Dragon is already on the table, so attacks stop feeling like basic troop dumps and start feeling like actual plan-building. Eagle Artillery also gives the bracket a real defensive identity without making bases feel obnoxious. It is the sweet spot where Clash gets deeper, but still keeps that clean old-school feel people miss.
Town Hall 15

TH15 aged way better than a lot of people expected. Back when it first landed, plenty of players felt like it was too sweaty, but Supercell later toned down some of the worst pressure points around TH15 defenses, and the bracket is just more fun now than it was at launch. Spell Towers and the Monolith still give this Town Hall a nasty defensive personality, and in 2026 it also gets extra juice from Dragon Duke being available to all TH15+ players. It feels loaded, but in a good way. This is the kind of Town Hall where there is always something cool to mess around with.
Town Hall 17

TH17 is one of the best modern Town Halls because it actually feels like a new era instead of just a bigger number. The TH17 update brought Hero Hall and Helper Hut systems into the modern game, merged the Town Hall with the Eagle into Inferno Artillery, and added Firespitter plus other new defensive toys that made bases feel different from older endgame layouts. Crafted Defenses also helped TH17 stand out as a bracket that wanted players to experiment instead of just copy the same template forever. It feels fresh, polished, and memorable, which is why S tier still fits.
A Tier
Town Hall 18

TH18 is the newest A-tier monster, and it is honestly right on the S-tier doorstep. Guardians are one of the coolest defensive ideas Clash has added in a while, because they give the Town Hall a unique identity that is not just “same weapon, more stats.” Revenge Tower and Super Wizard Tower add more late-game spice, and the February 2026 update already expanded TH18 with more levels plus the Greedy Raven pet. The only reason it stops at A here is that it still feels like a live bracket being tuned in real time. Supercell has openly said TH18 launched with a polarized meta, especially around Meteor Golem, and they are still smoothing it out.
Town Hall 13

TH13 is still one of the biggest “your account is serious now” breakpoints in the whole game. Royal Champion is a huge offensive unlock, Scattershot makes defenses feel way meaner, and the overall gameplay jump is absolutely real. This bracket still gets a ton of respect because the attacks are fun and the unlocks matter. The reason it stays in A instead of jumping to S is the same reason players have complained about it forever: the grind can feel brutal. TH13 is the classic case of a Town Hall that is great once you are there, but not always fun to live in for too long.
Town Hall 9

TH9 is still the nostalgia merchant, but it is not just nostalgia carrying it. X-Bows are iconic, the whole Town Hall has that classic dark, sharp Clash look, and modern progression actually gives it even more identity because Minion Prince unlocks at Hero Hall level 3, which corresponds to TH9. That means the bracket now has more going on than old-school TH9 ever did. It is still one of the cleanest examples of “simple enough to stay fun, deep enough to matter,” and that is why players keep rating it so highly.
Town Hall 8

TH8 got one of the biggest glow-ups in modern Clash. Archer Queen is now available at TH8, and Blacksmith also unlocks at TH8, so this Town Hall hits way harder than people who last played years ago might expect. That is a massive deal because Hero Equipment is one of the most important systems in the current game, and getting your first real taste of it this early makes the whole bracket feel way more exciting. It still has that older midgame vibe, but now it also has a genuinely important progression spike attached to it. A tier makes total sense.
B Tier
Town Hall 14

TH14 is one of those Town Halls that matters a ton even if it is not always everyone’s favorite. Pet House unlocks here, and Hero Pets are such a huge long-term system that the Town Hall automatically matters because of that alone. Builder’s Huts also turn into defensive buildings here, which gives bases a different feel and makes cleanup a little more annoying in a way that actually matters. The reason it lands in B instead of A is mostly about feel. TH14 is important, useful, and usually less painful than TH13, but it does not always have that same “man, this Town Hall rules” energy.
Town Hall 10

TH10 is still just a really solid Town Hall. Inferno Towers are one of the most iconic defensive breakpoints in the game, and this is the point where bases start feeling a lot more serious without becoming overloaded. Siege Machine donations are already part of the wider game by this stage, so the bracket plays better than old-school TH10 used to, and the whole lava-themed look is still one of the most beloved village styles out there. It stays in B because it is strong and complete, but it does not quite have the giant identity spike that pushes the really elite Town Halls over the top.
Town Hall 7

TH7 is where the game starts feeling real. Dark Elixir shows up, Barbarian King becomes available through Hero Hall, and the whole account suddenly has a lot more personality than the early tutorial stretch. That first hero unlock still hits, even in 2026. TH7 absolutely deserves respect because it is one of the most memorable jumps in the game, but it is still an early-game milestone more than a fully matured bracket. B tier feels right because it is exciting, important, and still not all that deep compared with what comes later.
C Tier
Town Hall 16

TH16 is the weird middle child. Building merges are cool, Totem Spell is a real unlock at TH16, and the bracket absolutely has ideas. The issue is that TH16 sits between the toy-packed TH15 and the much more distinctive TH17, so it ends up feeling more like a transition stop than a destination. It is not bad, and the merge system was genuinely important for the future of village design, but it does not have the same memorable personality as the Town Halls around it. C tier is harsh, but with this ranking logic, it is fair.
Town Hall 12

TH12 is still the “this bracket is better than people say, but also yeah I get the complaints” Town Hall. Yeti and Overgrowth Spell are both real positives, and the Town Hall weapon at least gives the base a bit more personality than older brackets had. Supercell has also cut a lot of costs and upgrade times over the years, which helped midgame progression overall. Even so, TH12 still has that reputation for feeling a little dry once the novelty wears off. It is not awful. It just does not have the same wow factor as the better mid-to-late Town Halls.
Town Hall 6

TH6 is fine. That is kind of the whole story. It is not offensively packed, it does not have a huge identity spike, and most players are not going to remember it as some all-time fun bracket. But it is also not as empty as the deadest early-game Town Halls, and in your source ranking it clearly gets lifted a bit by the extra surrounding systems and by simply not feeling as bad as the true bottom tier. C tier feels about right because it is playable, harmless, and pretty forgettable.
Town Hall 5

TH5 deserves some credit because spells are the first unlock that really makes attacking feel different instead of just “drop troops and pray.” That alone gives it more identity than a lot of the super early Town Halls. It is still basic, still short, and still nowhere near the deeper brackets, but at least something meaningful happens here. C tier fits because the spike is real, just not big enough to carry it any higher.
Town Hall 3

TH3 is basically the first Town Hall that has even a little bit of a wow factor. It is still tiny, still flies by, and still not exactly where the game opens up for real, but compared with TH1 and TH2 it at least feels like you are starting to touch actual Clash systems. That is why it belongs above the full tutorial-level stuff, even if it is nowhere near a genuinely great Town Hall on its own.
D Tier
Town Hall 4

TH4 is the early-game dead zone. It is not exciting enough to feel like progress, not empty enough to be over instantly, and just awkward enough in pacing that players mostly want out. When a Town Hall’s biggest reputation is “yeah I just wanted to get past it,” that is D-tier behavior.
Town Hall 2

TH2 is basically tutorial part two. You have a little more freedom than TH1, sure, but nobody is pretending this is meaningful gameplay. It exists to move you along, and that is about it. Since your source clearly places TH3 a tier above the first couple of beginner halls, TH2 staying down here is consistent with the original ranking.
Town Hall 1

TH1 is just the tutorial, full stop. It is not meant to be judged like the rest of the game, and that is exactly why bottom tier is the only real place for it. No drama here. Everybody gets it.
Conclusion
Not every Town Hall in Clash of Clans is remembered the same way, and that’s what makes a tier list like this fun in the first place. Some brackets are packed with huge unlocks and genuinely fun gameplay, while others mostly feel like a stop on the way to something better. That’s why TH11, TH15, and TH17 stand out so much here. They’re the Town Halls where the grind, the unlocks, and the overall vibe all come together.
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Henry Smith Experienced Game Editor
Greetings! I’m a veteran game editor and strategy guide creator with over a decade of experience exploring the worlds of action RPGs and gacha adventures. From the elemental battlegrounds of Genshin Impact, to the cosmic journeys of Honkai: Star Rail, and the fast-paced combat of Wuthering Waves, I dive deep into the mechanics, meta, and moments that define each game. What can you expect? In-depth guides, expert commentary, and practical insights to sharpen your gameplay and expand your understanding of the titles you love.



