Fastest rush to Town Hall 18
Rushing means racing up the Town Halls, only building what you must along the way. Below is the ordered ladder: for each Town Hall, the mandatory prerequisites you have to finish first and the gold the Town Hall itself costs.
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Does rushing actually work?
Rushing means upgrading your Town Hall as soon as you are allowed to, building only the handful of things the game forces you to build along the way. The community answer to whether it works has swung from "never rush" to "always rush" and back again, and both extremes are wrong for the same reason: they treat a nine-Town-Hall journey as though it has one answer.
The honest version is that rushing is close to free early and expensive late. Below Town Hall 9, the defences you skip are cheap to come back for, and the loot available one Town Hall up is enough to pay for what you skipped. A rushed TH9 farming at TH9 out-earns a maxed TH8 farming at TH8. The upgrades are not gone — they are just deferred to a point in the account where you can afford them more easily.
What breaks is never the buildings. It is the two tracks that no amount of loot accelerates: your laboratory and your heroes. Both run on their own timers, both follow you up through every Town Hall, and neither can be caught up by farming harder. A rushed account is not an account with weak Cannons — it is an account that arrives at Town Hall 12 with a level 20 Barbarian King and troops three levels behind the bases it is being matched against.
Where the wall actually is
The wall is Town Hall 11, and it is a wall for a specific reason: the Grand Warden. Every Town Hall before it asks you for resources, which rushing gets you more of. TH11 asks you for hero levels, which rushing gets you fewer of, because you arrive sooner with the same King and Queen you had two Town Halls ago and now a third hero starting from level 1.
From TH11 upward the failure mode compounds. Weak heroes mean you cannot reliably three-star, which means less loot per raid, which means slower hero upgrades, which means still weaker heroes at the next Town Hall. Accounts that stall permanently almost always stalled here, and the fix — sitting still for months doing nothing but heroes — is far more painful than not rushing past this point would have been.
How to rush without wrecking the account
- Never stop the laboratory. It upgrades on a timer independent of your builders, so an idle lab is pure loss. If you take one rule from this page, take this one.
- Never stop a hero upgrade you could have started. Hero downtime is the only resource in Clash you genuinely cannot buy back.
- Rush hard to Town Hall 9 or 10, then reassess. This stretch is where rushing pays and the skipped defences are cheapest to backfill.
- Upgrade Army Camps, Clan Castle and Laboratory at every Town Hall even while rushing. All three raise your offence, and offence is what funds the rest.
- Slow down at TH11. Not stop — slow down. Finish your heroes and lab before taking TH12, and the rest of the account stays healthy.
- Backfill storages before defences. You cannot hold the loot for a big upgrade if your storages cap below its cost.
Reading the ladder below
Each rung is one Town Hall: the gold the Town Hall building itself costs, and the buildings the game requires you to finish before it will let you upgrade. Those requirements are the true floor of a rush — everything not listed is optional, and skipping it is exactly what rushing means. The totals climb steeply after TH12, which is worth seeing laid out before deciding how far to push.
Town Hall 2
Early game guide →
CannonMust be built
BarracksMust be built
Elixir CollectorMust be built
Elixir StorageMust be built
Gold StorageMust be built
Town Hall 3
Early game guide →
CannonMust be built
Elixir CollectorMust be built
Gold MineMust be built
Wall25× built
Archer TowerMust be built
Town Hall 4
Early game guide →
LaboratoryMust be built
Army CampMust be built
Elixir CollectorMust be built
Gold MineMust be built
Elixir StorageMust be built
Gold StorageMust be built
Wall25× built
MortarMust be built
Bomb2× built
Town Hall 5
Early game guide →
Elixir CollectorMust be built
Gold MineMust be built
Wall25× built
Archer TowerMust be built
Air DefenseMust be built
Spring Trap2× built
Town Hall 6
Early game guide →
Spell FactoryMust be built
Army CampMust be built
Elixir CollectorMust be built
Gold MineMust be built
Wall25× built
CannonMust be built
Archer TowerMust be built
Wizard TowerMust be built
Bomb2× built
Air Bomb2× built
Town Hall 7
Early game guide →
Elixir CollectorMust be built
Gold MineMust be built
Wall25× built
MortarMust be built
Air DefenseMust be built
Wizard TowerMust be built
Air SweeperMust be built
Spring Trap2× built
Giant BombMust be built
Town Hall 8
Early game guide →
Army CampMust be built
Hero HallMust be built
Dark BarracksMust be built
Dark Elixir DrillMust be built
Dark Elixir StorageMust be built
Wall50× built
Cannon2× built
Archer TowerMust be built
MortarMust be built
Air DefenseMust be built
Hidden Tesla2× built
Bomb2× built
Giant BombMust be built
Seeking Air MineMust be built
Town Hall 9
Early game guide →
BlacksmithMust be built
Dark Spell FactoryMust be built
Dark Elixir DrillMust be built
Elixir StorageMust be built
Gold StorageMust be built
Wall50× built
Archer TowerMust be built
MortarMust be built
Wizard TowerMust be built
Hidden TeslaMust be built
Bomb TowerMust be built
Spring Trap2× built
Air Bomb2× built
Giant BombMust be built
Seeking Air MineMust be built
Skeleton Trap2× built
Hero HallLevel 2
Town Hall 10
Early game guide →
Dark Elixir DrillMust be built
Elixir CollectorMust be built
Gold MineMust be built
Elixir StorageMust be built
Gold StorageMust be built
Helper HutMust be built
Wall25× built
Archer TowerMust be built
Air DefenseMust be built
Wizard TowerMust be built
Air SweeperMust be built
Hidden TeslaMust be built
X-Bow2× built
Giant BombMust be built
Seeking Air Mine2× built
Hero HallLevel 3
Town Hall 11
Full TH11 guide →
CannonMust be built
Archer TowerMust be built
Wall25× built
Bomb TowerMust be built
X-BowMust be built
Inferno Tower2× built
Air BombMust be built
Seeking Air MineMust be built
Giant BombMust be built
Skeleton TrapMust be built
Town Hall 12
Full TH12 guide →
CannonMust be built
Archer TowerMust be built
Wall25× built
Wizard TowerMust be built
X-BowMust be built
Eagle ArtilleryMust be built
Tornado TrapMust be built
Hero HallLevel 5
Town Hall 13
Full TH13 guide →
WorkshopMust be built
Hidden TeslaMust be built
Inferno TowerMust be built
Spring Trap2× built
Air BombMust be built
Seeking Air MineMust be built
Giant BombMust be built
Town Hall 14
Full TH14 guide →
Scattershot2× built
BombMust be built
Spring TrapMust be built
Seeking Air MineMust be built
Hero HallLevel 7
Town Hall 15
Full TH15 guide →
Pet HouseMust be built
Wall25× built
BombMust be built
Air BombMust be built
Seeking Air MineMust be built
Giant BombMust be built
Skeleton TrapMust be built
Town Hall 16
Full TH16 guide →
Spell Tower2× built
MonolithMust be built
Hero HallLevel 9
Town Hall 17
Full TH17 guide →
Multi-Archer Tower2× built
Ricochet Cannon2× built
Eagle ArtilleryLevel 7
Town Hall 18
Full TH18 guide →
Archer TowerMust be built
Multi-Archer TowerMust be built
Ricochet CannonMust be built
Multi-Gear TowerMust be built
Firespitter2× built
Giant BombMust be built
Seeking Air MineMust be built
Giga BombMust be built
Inferno ArtilleryLevel 5