Town Hall 17: Upgrade Order, Priorities and Common Mistakes
Town Halls
Updated: 18 September 2026 · By the Goblins Farm team
Town Hall 17 is a consolidation level in a part of the game where nothing is quick. Everything is expensive, everything is slow, and the difference between accounts is consistency rather than knowledge.
What changes at this level
At the top of the tree the game is about optimisation rather than unlocks. The notable additions are the Firespitter, which has the longest range of any defence in the game at 16 tiles, and the Multi-Gear Tower, which covers air and ground at long range for heavy damage. Both are central defences rather than perimeter ones.
Upgrade order
The framework does not change between Town Halls, only the specifics. Keep the laboratory running, keep a hero upgrading where you have one, and keep every builder busy. Within that:
- Heroes and equipment, continuously and forever.
- Laboratory research, which at this level takes weeks per item.
- Defence levels driven by replay evidence rather than by preference.
- Walls with surplus, which at this point is a very large amount.
The general reasoning behind this ordering is set out in upgrade priority.
Mistakes that cost you weeks here
Playing without a plan. At this level the only lever left is not wasting timers, so the accounts that progress are the ones where a hero, the laboratory and every builder are running every day.
The other one is placing your new long-range defences forward. A 16 tile Firespitter already covers the perimeter from the middle of the base, so pushing it outward gains nothing and gets it killed early.
Reading the tables below
The loot table shows what an attacker can take from a Town Hall 17 village: the share of your storages that is available and the cap per attack. That is the number that decides whether you are worth attacking, and it is why spending down before you log off works. The building table shows what you can own at this level and what is new.
How available loot is calculated in general is covered in loot mechanics.
What it unlocks
Stats by level
| Resource | Share of storage | Maximum per attack |
|---|---|---|
| Gold and Elixir from storages | 14% | 1,680,000 |
| Dark Elixir from storage | 5% | 9,800 |
| Gold and Elixir from the Treasury | — | 3,400,000 |
| Dark Elixir from the Treasury | — | 6,800 |
Where these numbers come from. Read from Clash of Clans' own game files, client build 18.600.3. They are exact for that build and do not reflect anything released after it, so verify in game before committing an upgrade.
Game values are read from Supercell's own game files, reproduced as fan content under Supercell's Fan Content Policy. Goblins Farm is not affiliated with, endorsed, sponsored, or specifically approved by Supercell, and Supercell is not responsible for it.
Frequently asked
What should I upgrade first at Town Hall 17?
Army camps and laboratory research before anything else, since they improve every attack you make at this level, then storages so you can afford later upgrades, then whichever defence category is weakest. Walls last, using surplus.
How long does Town Hall 17 take to complete?
It depends entirely on how consistently you keep builders, the laboratory and a hero running rather than on how much you play. Players who never leave a builder idle finish a Town Hall in a fraction of the time of players who log in twice a week, regardless of skill.
Goblins Farm is not affiliated with, endorsed by, sponsored by, or specifically approved by Supercell. Clash of Clans is a trademark of Supercell Oy. This material is unofficial fan content produced under Supercell's Fan Content Policy. Game values change with every update; always verify in-game before committing an upgrade.






