Skip to content
Town Hall 3
Town Hall 3

Town Hall 3 · The Foundations era

Town Hall 3 Upgrade Guide & Max Levels

New unlocks: Bomb · Laboratory · Mortar

Know exactly what’s max at TH3 before you spend a single builder-hour. Every building, trap, hero, troop, spell, piece of equipment and siege — measured to its ceiling.

0
Heroes
0
Equipment
4
Troops
0
Spells
0
Sieges
3
New
00

New at TH3

3 fresh unlocks
NEWBomb
Bomb
Trap
NEWLaboratory
Laboratory
Building
NEWMortar
Mortar
Building
Guide

TH3 Progression Plan

Practical, offense-first guidance

The objective at this level

Start continuous research and build around splash defense

Town Hall 3 introduces the Laboratory, Mortar, and Bomb. The Laboratory creates a second progression clock that runs separately from builders, so idle research now represents lost progress. The Mortar also punishes clustered ground troops, giving your base its first major splash-defense anchor.

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

Laboratory

Build it early and keep research running. Builder upgrades and troop research progress in parallel, so delaying the Laboratory cannot be recovered by assigning another builder later.

Priority 2

Army Camp and Barracks

Capacity and troop access make the newly researched levels useful in real attacks instead of leaving upgrades stranded in the Laboratory.

Priority 3

Mortar

Its splash damage covers groups of ground troops. Place it behind other buildings so attackers cannot remove it immediately from the edge.

Suggested builder sequence

  1. Build the Laboratory first and start research for a troop used in your regular army.
  2. Upgrade Army Camp and Barracks while that research timer runs.
  3. Improve the Clan Castle and storages when capacity is needed for the next offensive upgrade.
  4. Place the Mortar centrally, then upgrade the Archer Tower and Cannon around its coverage.
  5. Finish traps, collectors, and walls while the Laboratory remains continuously occupied.

Ready to advance when

  • The Laboratory has no avoidable idle time and your core army has received research.
  • Army Camp and Barracks are at their TH3 ceilings.
  • The Mortar is not exposed on the outer edge of the layout.
  • Storages can hold the cost of the first upgrades planned for TH4.
01

The Max-Level Ledger

18 entries · ranked by ceiling
02

Buildings

13 entries · caps to lvl 6
Archer TowerArcher TowerMax 3
Army CampArmy CampMax 3
BarracksBarracksMax 5
CannonCannonMax 4
Clan CastleClan CastleMax 1
Elixir CollectorElixir CollectorMax 6
Elixir StorageElixir StorageMax 6
Gold MineGold MineMax 6
Gold StorageGold StorageMax 6
LaboratoryLaboratoryMax 1
MortarMortarMax 1
THTown HallMax 3
WallWallMax 3
05

Troops

4 entries · caps to lvl 2
ArcherArcherMax 2
BarbarianBarbarianMax 2
GiantGiantMax 1
GoblinGoblinMax 2
09

Traps

1 entries · caps to lvl 2
BombBombMax 2

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 3. 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.