
Town Hall 18 Update brings Guardians, the Super Wizard Tower, new defense levels, and major gameplay changes — image by puneripages.in.
By Prashant for PuneriPages.in
The long-awaited Town Hall 18 update in Clash of Clans is finally here — and it’s easily one of the biggest content drops in the game’s history. From a brand-new Guardian system that changes how bases defend, to the introduction of the Super Wizard Tower, fresh building levels, and exciting balance tweaks — Supercell has truly raised the bar for strategic gameplay.
Let’s dive into every feature, stat, and change coming with Town Hall 18 (TH18) in this epic update.
Table of Contents
Town Hall 18 – The Core of Power
The new Town Hall 18 stands as a shimmering monument of innovation — literally glowing with brilliant blue energy. The internal glow and intricate design make it feel more futuristic and powerful than ever before.
Town Hall 18 Stats:
- Upgrade Time: 14 days
- Upgrade Cost: 25 million Gold
- Hitpoints: 10,800
- Storage Capacity:
- Gold/Elixir: 5,000,000 each
- Dark Elixir: 50,000
But the biggest surprise? Town Hall 18 no longer acts as a traditional defense. Instead of a weaponized core, it introduces Guardians, the new defensive units exclusive to TH18.
Introducing Guardians – The Protectors of TH18
The Guardians replace the Town Hall weapon and bring a fresh strategic element to defense. Unlike traditional defenses, these Guardians are living protectors stationed around the Town Hall, offering dynamic battle interactions.
Key Features:
- Town Hall 18 itself is no longer a defense.
- Guardians are defenders, not attackers — they cannot be used in offense.
- Upgrading Guardians requires a Builder, and while upgrading, they won’t defend during normal attacks (but still appear in wars and ranked battles).
- Players can switch between two Guardian types: Longshot and Smasher.
- Tapping the Guardian displays its patrol route and range.
Smasher – The Melee Powerhouse
The Smasher is the melee Guardian, designed for high-impact ground and air splash damage. When defeated, it drops a Rage effect, empowering nearby defenses and troops.
Smasher Details:
- Targets: Ground & Air
- Type: Melee, Splash Damage
- Special Ability: Drops Rage on defeat
- Becomes enraged when the Town Hall is destroyed
| Level | Upgrade Time | Upgrade Cost (Elixir) | Hitpoints | Damage/sec |
|---|---|---|---|---|
| 1 | — | — | 12,000 | 500 |
| 2 | 7 days | 18M | 13,000 | 550 |
| 3 | 9 days | 22M | 14,000 | 600 |
| 4 | 11 days | 26M | 15,000 | 650 |
| 5 | 13 days | 28M | 16,000 | 700 |
Visual: The Smasher resembles a glowing, armored titan infused with energy — think a mix between a Barbarian King and a Golem on steroids.
Longshot – The Ranged Master
For players who prefer precision and range, the Longshot Guardian takes the defensive spotlight. It uses long-range splash attacks and explodes when defeated, dealing area damage.
Longshot Details:
- Targets: Ground & Air
- Type: Ranged, Splash Damage
- Special Ability: Explodes on defeat
| Level | Upgrade Time | Upgrade Cost (Elixir) | Hitpoints | Damage/sec |
|---|---|---|---|---|
| 1 | — | — | 7,000 | 330 |
| 2 | 7 days | 18M | 8,000 | 360 |
| 3 | 9 days | 22M | 9,000 | 390 |
| 4 | 11 days | 26M | 10,000 | 420 |
| 5 | 13 days | 28M | 11,000 | 450 |
The choice between Smasher and Longshot allows for unique base designs — whether you favor brute strength or tactical coverage.
Super Wizard Tower – The Ultimate Merged Defense
A groundbreaking addition, the Super Wizard Tower introduces the concept of merged defenses. By combining two regular Wizard Towers, players can unlock this devastating structure.
Super Wizard Tower Features:
- Attacks one troop, then chains to 15 nearby targets.
- Attack Range: 8 tiles (1 more than a normal Wizard Tower).
- You can build two Super Wizard Towers.
| Level | Upgrade Time | Upgrade Cost (Gold) | Hitpoints | Damage/sec |
|---|---|---|---|---|
| 1 | 13 days | 29M | 6,000 | 290 |
| 2 | 14 days | 30M | 6,300 | 320 |
This defense is a game-changer for both base design and anti-swarm strategies. Expect to see it dominate against Mass Minions, Bowlers, and hybrid attacks.
New Defensive Levels
With the arrival of TH18, multiple existing defenses have received new levels, offering stronger stats and enhanced durability.
Upgraded Defenses:
- Multi-Gear Tower (Level 3):
- Upgrade: 14d | Cost: 28M Gold | HP: 4350
- Long Range DPS: 340 | Fast Attack DPS: 656
- Air Defense (Level 16):
- Upgrade: 13d 6h | Cost: 26M Gold | DPS: 700
- Multi-Archer Tower (Level 4):
- Upgrade: 14d | Cost: 27M Gold | DPS: 146
- Bomb Tower (Level 12):
- Upgrade: 13d | Cost: 25M Gold | DPS: 122 | Death Damage: 700
- Ricochet Cannon (Level 4):
- Upgrade: 13d 12h | Cost: 26.5M Gold | DPS: 412
- Wall (Level 19):
- Cost: 10M (Gold/Elixir) | HP: 14,000
These changes make defense-building a critical aspect of TH18 base optimization, especially against high-level siege and hybrid compositions.
Economy and Resource Buildings
Collectors and storages are also getting boosted to support TH18’s massive upgrade costs.
Collectors:
- Gold Mine (Level 17): 7560/hr | Capacity: 410k | Cost: 8M Elixir
- Elixir Collector (Level 17): 7560/hr | Capacity: 410k | Cost: 8M Gold
- Dark Elixir Drill (Level 11): 200/hr | Capacity: 4600 | Cost: 12M Elixir
Storages:
- Gold/Elixir Storage (Level 19): Capacity: 6.5M each | Total: 31M
- Dark Elixir Storage (Level 13): Capacity: 450k | Total: 500k
Troops and Laboratory Updates
New Permanent Troop – Meteor Golem
Unlocked at Barracks Level 19, the Meteor Golem joins the permanent troop roster at TH17+.
| Level | Lab Req | Upgrade Time | Cost (Elixir) | HP | DPS | Meteormite HP | Meteormite DPS |
|---|---|---|---|---|---|---|---|
| 1 | — | — | — | 15,000 | 550 | 7,500 | 220 |
| 2 | 15 | 14d | 28M | 17,000 | 600 | 8,500 | 240 |
| 3 | 16 | 16d | 30M | 19,000 | 650 | 9,500 | 260 |
The Meteor Golem’s explosive death spawn (Meteormites) make it ideal for siege tank strategies.
Gameplay and Balance Changes
Key Tweaks:
- Minion Prince: HP reduced by 1,000, equipment +500 HP each (balancing for defense).
- Giant Arrow: Buffed from 1950 → 2000 damage.
- Heal Spell: Longer duration & faster healing.
- TH17 Troop Buffs:
- Giant +100 HP, +2 DPS
- Minion +4 HP, +2 DPS
- Bowler +50 HP, +4 DPS
- Electro Dragon +200 HP
- Super Bowler +10 DPS
Economy Adjustments:
- Reduced upgrade times for TH16–TH17 levels.
- Adjusted loot bonuses for TH18 in ranked play.
- Increased Resource Potion cost in Clan War League shop (5 → 10 medals).
Conclusion – A New Era of Strategy
The Town Hall 18 update represents a monumental shift for Clash of Clans, blending innovation with nostalgia. With Guardians, merged defenses, and a new balance between offense and defense, TH18 promises to redefine how players approach base building, attack planning, and clan warfare.
Every upgrade feels meaningful — every new feature feels earned. As the community experiments with Longshot and Smasher Guardians, the next meta for 2025’s Clash of Clans wars is about to unfold.