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Town Hall 12
Town Hall 12

Town Hall 12 · The Endgame Forge era

Town Hall 12 Upgrade Guide & Max Levels

New unlocks: Battle Blimp · Headhunter · Overgrowth Spell · Stone Slammer · Wall Wrecker · Workshop · Yeti

Know exactly what’s max at TH12 before you spend a single builder-hour. Every building, trap, hero, troop, spell, piece of equipment and siege — measured to its ceiling.

4
Heroes
40
Equipment
23
Troops
13
Spells
3
Sieges
7
New
00

New at TH12

7 fresh unlocks
NEWBattle Blimp
Battle Blimp
Siege
NEWHeadhunter
Headhunter
Troop
NEWOvergrowth Spell
Overgrowth Spell
Spell
NEWStone Slammer
Stone Slammer
Siege
NEWWall Wrecker
Wall Wrecker
Siege
NEWWorkshop
Workshop
Building
NEWYeti
Yeti
Troop
Guide

TH12 Progression Plan

Practical, offense-first guidance

The objective at this level

Treat siege access as a delivery decision, not just another upgrade category

Town Hall 12 introduces the Workshop with Wall Wrecker, Battle Blimp, and Stone Slammer, plus Yeti, Headhunter, and Overgrowth Spell. Siege machines change how an army reaches the Town Hall or core, so the delivery plan now matters as much as troop composition. Upgrade the siege path and one main army together, then choose defensive investments based on how attackers are likely to enter.

Written by Patrick Nguyen. Reviewed against ClashVault dataset v1.2.0. This sequence is a flexible default: keep upgrades that improve your regular army ahead of optional defensive polish.

Priority 1

Workshop, Laboratory, Camps, and Clan Castle

Siege access, research, housing, and reinforcements form one attack system. Advancing them together prevents a strong army from being limited by its delivery method.

Priority 2

One siege-and-army combination

Wall Wrecker, Battle Blimp, and Stone Slammer solve different pathing problems. Develop the machine that supports the army and target bases you use most often.

Priority 3

Heroes and spell utility

Yeti, Headhunter, and Overgrowth offer new options, but hero levels and the spells already central to the primary plan usually provide broader value first.

Suggested builder sequence

  1. Upgrade Laboratory, Camps, Clan Castle, storage, and Workshop, then start the siege machine required by the primary army.
  2. Keep hero upgrades on a schedule that preserves the heroes essential to farming and important war attacks.
  3. Research the main troops and spells, adding Yeti, Headhunter, or Overgrowth only when they have a defined role.
  4. Improve the Town Hall weapon and defenses that punish the expected siege entry, then distribute high-value targets across the layout.
  5. Complete secondary sieges, armies, remaining defenses, collectors, traps, and walls after the main delivery plan is dependable.

Ready to advance when

  • The primary army has a chosen siege machine and a clear target for where that machine should deliver or open the path.
  • Laboratory, Camps, Clan Castle, Workshop, and spell capacity support a full TH12 attack.
  • New troop and spell research is tied to a practiced plan rather than the presence of an unlock badge.
  • Defensive placement anticipates common siege entries without stacking every major target behind one approach.
01

The Max-Level Ledger

119 entries · ranked by ceiling
02

Buildings

29 entries · caps to lvl 17
Air DefenseAir DefenseMax 10
Air SweeperAir SweeperMax 7
Archer TowerArcher TowerMax 17
Army CampArmy CampMax 10
BarracksBarracksMax 14
BlacksmithBlacksmithMax 5
Bomb TowerBomb TowerMax 7
CannonCannonMax 17
Clan CastleClan CastleMax 8
Dark BarracksDark BarracksMax 9
Dark Elixir DrillDark Elixir DrillMax 9
Dark Elixir StorageDark Elixir StorageMax 7
Dark Spell FactoryDark Spell FactoryMax 6
Eagle ArtilleryEagle ArtilleryMax 3
Elixir CollectorElixir CollectorMax 15
Elixir StorageElixir StorageMax 13
Gold MineGold MineMax 15
Gold StorageGold StorageMax 13
Hero HallHero HallMax 6
Hidden TeslaHidden TeslaMax 10
Inferno TowerInferno TowerMax 6
LaboratoryLaboratoryMax 10
MortarMortarMax 12
Spell FactorySpell FactoryMax 6
THTown HallMax 12
WallWallMax 13
Wizard TowerWizard TowerMax 11
WorkshopWorkshopMax 3
X-BowX-BowMax 6
03

Heroes

4 entries · caps to lvl 65
Archer QueenArcher QueenMax 65
Barbarian KingBarbarian KingMax 65
Grand WardenGrand WardenMax 40
Minion PrinceMinion PrinceMax 40
04

Hero Equipment

40 entries · caps to lvl 18
Action FigureAction FigureMax 18
Archer PuppetArcher PuppetMax 15
Barbarian PuppetBarbarian PuppetMax 15
Dark CrownDark CrownMax 18
Dark OrbDark OrbMax 15
Earthquake BootsEarthquake BootsMax 15
Electro BootsElectro BootsMax 18
Electro FangsElectro FangsMax 15
Eternal TomeEternal TomeMax 15
Fire HeartFire HeartMax 15
FireballFireballMax 18
Flame BlowerFlame BlowerMax 15
Frost FlakeFrost FlakeMax 18
Frozen ArrowFrozen ArrowMax 18
Giant ArrowGiant ArrowMax 15
Giant GauntletGiant GauntletMax 18
Haste VialHaste VialMax 15
Healer PuppetHealer PuppetMax 15
Healing TomeHealing TomeMax 15
Henchmen PuppetHenchmen PuppetMax 15
Heroic TorchHeroic TorchMax 18
Hog Rider PuppetHog Rider PuppetMax 15
Invisibility VialInvisibility VialMax 15
Lavaloon PuppetLavaloon PuppetMax 18
Life GemLife GemMax 15
Magic MirrorMagic MirrorMax 18
Metal PantsMetal PantsMax 15
Meteor StaffMeteor StaffMax 18
Noble IronNoble IronMax 15
Rage GemRage GemMax 15
Rage VialRage VialMax 15
Rocket BackpackRocket BackpackMax 18
Rocket SpearRocket SpearMax 18
Royal GemRoyal GemMax 15
Seeking ShieldSeeking ShieldMax 15
Snake BraceletSnake BraceletMax 18
Spiky BallSpiky BallMax 18
Stick HorseStick HorseMax 18
Stun BlasterStun BlasterMax 15
VampstacheVampstacheMax 15
05

Troops

23 entries · caps to lvl 9
ArcherArcherMax 9
Baby DragonBaby DragonMax 7
BalloonBalloonMax 8
BarbarianBarbarianMax 9
BowlerBowlerMax 4
DragonDragonMax 7
Electro DragonElectro DragonMax 3
GiantGiantMax 9
GoblinGoblinMax 8
GolemGolemMax 9
HeadhunterHeadhunterMax 2
HealerHealerMax 5
Hog RiderHog RiderMax 9
Ice GolemIce GolemMax 5
Lava HoundLava HoundMax 5
MinerMinerMax 6
MinionMinionMax 8
P.E.K.K.AP.E.K.K.AMax 8
ValkyrieValkyrieMax 7
Wall BreakerWall BreakerMax 7
WitchWitchMax 5
WizardWizardMax 9
YetiYetiMax 2
06

Spells

13 entries · caps to lvl 9
Bat SpellBat SpellMax 5
Clone SpellClone SpellMax 5
Earthquake SpellEarthquake SpellMax 5
Freeze SpellFreeze SpellMax 7
Haste SpellHaste SpellMax 5
Healing SpellHealing SpellMax 7
Invisibility SpellInvisibility SpellMax 3
Jump SpellJump SpellMax 3
Lightning SpellLightning SpellMax 9
Overgrowth SpellOvergrowth SpellMax 2
Poison SpellPoison SpellMax 6
Rage SpellRage SpellMax 6
Skeleton SpellSkeleton SpellMax 6
08

Siege

3 entries · caps to lvl 3
Battle BlimpBattle BlimpMax 3
Stone SlammerStone SlammerMax 3
Wall WreckerWall WreckerMax 3
09

Traps

7 entries · caps to lvl 8
Air BombAir BombMax 6
BombBombMax 8
Giant BombGiant BombMax 5
Seeking Air MineSeeking Air MineMax 3
Skeleton TrapSkeleton TrapMax 4
Spring TrapSpring TrapMax 7
Tornado TrapTornado TrapMax 3

Hero Pets

0 entries · locked
No pets at this Town Hall
The Pet House and your first pets unlock at Town Hall 14. Keep climbing — the L.A.S.S.I awaits.
Unlocks at TH14
10

Data Methodology

Dataset v1.2.0

What these levels mean

Each number is the highest level that entity can reach while your Home Village is Town Hall 12. It is a reference ceiling, not an upgrade-priority ranking or a snapshot of one player’s base.

How we maintain the dataset

ClashVault maps entity IDs from real player exports, then checks level caps against update notes, in-game observations, and established community references. The current dataset was reviewed on .

Sources and corrections

Review the official June 2026 update notes, Clash of Clans Wiki, and Clash Ninja. If a live update changed a value, please send us a correction.