Town Hall 17 Upgrade Guide
Town Hall 17 arrived on 25 November 2024 and it is the level where the Town Hall stops being a target you protect and becomes the defence you build around. If you are coming from Town Hall 16, the merges you did there are the entry ticket, and there are more waiting.
What Town Hall 17 adds
- Inferno Artillery. The Town Hall merges with the Eagle Artillery. It fires four projectiles at four different targets and leaves an area of damage over time behind them.
- Firespitter, a new standalone aimed defence, two of them.
- Giga Bomb, a new trap.
- Hero Hall, which replaces the individual hero altars.
- Minion Prince, the first flying hero, which unlocks from Town Hall 9 but is new to the game at this level.
- Thrower troop and the Revive Spell.
- Multi-Gear Tower, added in the February 2025 update.
The Town Hall is now your best defence
The Eagle Artillery no longer exists as a building you can place. Everything it did is inside the Town Hall, which means the single decision that most affects your defence is where the Town Hall sits.
Put it deep. Not merely central, but behind enough compartments that an attacker cannot reach it with a hero dive or a Blimp drop and still have the army left to finish. A Town Hall on the second ring at this level is a base with no Eagle Artillery and a free star.
That also means the classic farming trick of pushing the Town Hall outside for a quick shield costs you far more here than it did at Town Hall 12. If you want loot without giving away your best defence, use a progress layout rather than an exposed Town Hall.
The defence set you are working with
| Defence | Count at TH17 | Note |
|---|---|---|
| Multi-Archer Tower | 3 | Merge of two Archer Towers |
| Ricochet Cannon | 3 | Merge of two Cannons |
| Multi-Gear Tower | 1 | Merge of a Geared Up Cannon and Geared Up Archer Tower |
| Archer Tower | 2 | What is left after the merges |
| Cannon | 0 | All of them are merged by this level |
| Firespitter | 2 | Standalone, not a merge |
| Hidden Tesla | 5 | |
| X-Bow | 4 | |
| Mortar | 4 | |
| Wizard Tower | 5 | |
| Bomb Tower | 2 | |
| Inferno Tower | 3 | Reaches level 11 here |
| Scattershot | 2 | |
| Spell Tower | 2 | |
| Monolith | 1 | |
| Air Defense | 4 | Reaches level 15 here |
| Air Sweeper | 2 | |
| Walls | 325 | Upgradable to level 18 |
Traps move too. You get an eighth Giant Bomb and a ninth Seeking Air Mine at Town Hall 17, plus a single Giga Bomb.
Hero Hall and hero caps
The Hero Hall replaces the hero altars and its level, 11 at Town Hall 17, caps every hero at once. That makes it one of the highest priority upgrades in the whole level, because a Hero Hall sitting at the previous level freezes six heroes rather than one.
| Hero | Cap at TH16 | Cap at TH17 |
|---|---|---|
| Barbarian King | 95 | 100 |
| Archer Queen | 95 | 100 |
| Minion Prince | 80 | 90 |
| Grand Warden | 70 | 75 |
| Royal Champion | 45 | 50 |
| Dragon Duke | 15 | 20 |
Upgrade order
- Hero Hall, then Laboratory. Both unlock long queues that run in the background while you do everything else.
- Storages, so you can hold the cost of the rest.
- Air Defenses. They reach level 15 here and air is the fastest way a fresh Town Hall 17 leaks percentage.
- Inferno Towers and the splash cluster around your core, which is what actually stops the current ground meta.
- The Multi-Gear Tower merge and the Firespitters, once the source buildings are genuinely maxed.
- Walls, funded by Wall Rings and spare gold rather than by delaying a defence.
Do not chase Supercharge levels while a real building level is still available. They are temporary and they vanish when a new permanent level ships.
Base changes to make at Town Hall 17
The attacks you now face are Royal Champion walks supported by Root Riders and Throwers, Super Yeti smashes, Blimp value plays and mixed air. Four habits cover most of it.
- Split the Monolith and the Inferno Towers into separate islands. A Royal Champion walk is paid by how many high value defences she can chain on one lane. Long lane, wasted ability.
- Give everything depth against Throwers. They lob over walls from outside a compartment, so a wall line does not protect what sits directly behind it. Double wall layers with a filler building between them make the throw land on nothing.
- Do not stack value in one compartment. The Monolith, the Spell Towers and the Town Hall weapon are the trio a Blimp is paid to reach. Keep them apart.
- Angle both Air Sweepers at the two realistic air entries, and keep the four Air Defenses in four different compartments. More on this in defending Electro Dragons and the Dragon Duke.
The Firespitter rewards line of sight. Its shots can miss, so it is worth more covering an open approach where targets keep coming than tucked into a dead corner.
If compartments and funnels are still guesswork for you, base design principles covers the underlying rules, and defending Root Riders and RC walks covers the exact attack most Town Hall 17 bases lose to.
Where to go next
Browse TH17 layouts, TH17 war bases or the TH17 anti Root Rider set if that is the attack costing you stars. Every layout page shows the full base picture to rebuild in your in game Layout Editor, and the finder lets you filter by the strategy a base is built against. When you are ready to move up, the Town Hall 18 upgrade guide covers the Guardian rework that follows.