Quick answer: The correct Clash of Clans upgrade order is heroes and the Laboratory first, then offense buildings (Army Camps, Barracks, Spell Factory), then defenses, and walls last — because offensive upgrades improve every future attack while defenses only help on the exact spot attacked.
Across all 18 Town Hall levels in Clash of Clans, the accounts that progress fastest follow one rule: upgrade offense before defense. Heroes and Laboratory upgrades improve every single attack you will ever make, so they compound; a single Cannon or wall segment only matters when an attacker happens to hit that exact spot. This guide gives you the complete priority order — the category ranking, the reasoning behind it, the per-category logic, the mistakes that slow accounts down, and the rare cases where rushing is actually correct. For a plan built around your specific account, the Upgrade Priority Advisor takes your player tag and returns a ranked list.
What Should You Upgrade First in Clash of Clans?
Upgrade heroes and the Laboratory first in Clash of Clans, because both improve offense that carries across every attack. The full category priority order, from highest to lowest, is:
- Heroes — reusable, permanent power in every attack.
- Laboratory (troops and spells) — upgrades apply to every future army.
- Offense buildings — Army Camps, Barracks, Spell Factory, Clan Castle.
- Key defenses — the splash and single-target defenses that stop 3-stars.
- Resource buildings — collectors and storages to fund everything.
- Walls — the most expensive, lowest-per-upgrade impact; do them last or as filler.
This order is not rigid law — a war-focused account weights defenses higher, and a pure trophy pusher weights them higher still. But for the large majority of players, offense-first is the fastest path up the Town Halls, and the Upgrade Priority Advisor will tell you exactly where your account deviates from it.
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Run the free upgrade checkWhy Do Heroes Come First?
Heroes come first because they are permanent, reusable power that appears in nearly every attack you make. Upgrading the Barbarian King or Archer Queen a few levels improves every future attack forever, which is a far better return than any single defense. Heroes are gated by your Hero Hall — its level rises from 1 at Town Hall 7 to 12 at Town Hall 18 — so keeping your Hero Hall and heroes current is the single biggest lever on your offense.
The practical rule is to keep at least one hero upgrading whenever you have the Dark Elixir and a free builder, prioritizing the Archer Queen and Barbarian King. At Town Hall 18 a maxed Barbarian King and Archer Queen both reach level 110, so there is a long climb — start early and never let your hero timers sit empty. The one catch is that a hero is unavailable during its upgrade, so time upgrades around stretches when you can attack without that hero. The full sequencing lives in the Hero Hall explained guide and the hero upgrade order guide.
Why Is the Laboratory the Second Priority?
The Laboratory is the second priority because troop and spell upgrades apply to every army you will ever field. Like heroes, Lab upgrades compound — a higher-level Wizard or Balloon is stronger in every attack from that point on, so a Lab that sits idle is wasted compounding power.
The rule for the Lab is the same as for builders: never let it sit empty. Keep a troop or spell upgrading at all times, prioritizing the troops in your main attack strategy. If you rely on a specific army — say dragons or a hero-heavy ground push — upgrade those units first rather than spreading Lab time across troops you never use. Match your Lab spending to how you actually attack.
Why Do Offense Buildings Beat Defenses?
Offense buildings beat defenses because they increase the size and power of every attack, while defenses only help against the specific attacks that target them. Upgrading your Army Camps increases your troop capacity — more troops in every attack — and upgrading Barracks, the Spell Factory, and the Clan Castle deepens what your army can do.
| Offense building | What upgrading it does | Why it ranks high |
|---|---|---|
| Army Camps | More troop capacity per attack | Bigger armies win more, every attack |
| Barracks / Dark Barracks | Unlock and level higher troops | Access to stronger units |
| Spell Factory | More and stronger spells | Spells convert stalled attacks |
| Clan Castle | Holds more donated troops | Bigger donations for offense and defense |
The through-line is that every offense-building upgrade makes all your attacks better, whereas a defense upgrade is conditional — it only pays off when an enemy attacks that structure. That asymmetry is why offense-first wins for progression.
When Should You Upgrade Defenses?
Upgrade defenses after your offense is current, prioritizing the defenses that actually stop 3-star attacks over the ones that rarely matter. Not all defenses are equal — splash defenses that hit groups (like Wizard Towers, the Super Wizard Tower at Town Hall 18, and Mortars) and high-value single-target defenses (like Inferno Towers and Eagle Artillery) protect far more than a lone Cannon.
Defenses matter most for war and trophy pushing, where a defense that holds against an enemy attack directly wins or loses. If your goal is climbing the Town Halls quickly, keep defenses "good enough" and lead with offense. If your goal is war performance or Legend League, weight defenses higher. This is the biggest place accounts legitimately differ, and it is exactly the judgment the Upgrade Priority Advisor makes for your specific account and goals.
Where Do Resource Buildings and Walls Fit?
Resource buildings and walls sit near the bottom of the priority order, but for different reasons. Resource collectors and storages fund everything else, so you upgrade them enough to hold and generate the loot your upgrades need — no more, no less. Walls are the most expensive buildings in the game per segment and give the least impact per upgrade, so they belong last.
The standard veteran move is to treat walls as "idle builder insurance": when you have a free builder but nothing else worth starting, throw resources at walls. This keeps builders busy — the cardinal rule — without diverting gold from higher-priority upgrades. Never let a wall upgrade crowd out a hero, Lab, or offense upgrade you could be doing instead.
What Is the Priority Order in One Table?
Here is the complete category priority in a single reference:
| Priority | Category | Reasoning | Goal exception |
|---|---|---|---|
| 1 | Heroes | Permanent power in every attack | None — always high |
| 2 | Laboratory | Troop/spell upgrades compound | None — always high |
| 3 | Offense buildings | Bigger, deeper armies every attack | None — always high |
| 4 | Key defenses | Stop 3-stars; matter for war | Higher for war/push accounts |
| 5 | Resource buildings | Fund all other upgrades | Adjust to loot needs |
| 6 | Walls | Highest cost, lowest per-upgrade value | Filler for idle builders |
Read top to bottom, this is the default order for a progression-focused account. The one axis that legitimately shifts it is your goal: war and trophy-push accounts pull defenses up the list, while pure Town Hall climbers keep offense-first and defenses "good enough."
When Is Rushing Actually the Right Call?
Rushing — jumping Town Halls before maxing your current one — is right in a narrow set of cases, mostly for experienced players who understand the tradeoffs. The classic reason to rush is to reach a Town Hall where a specific building, troop, or hero unlocks, then backfill. It works because higher Town Halls unlock stronger content, and a player who can 3-star up can out-loot the weaker defenses a rushed base implies.
| Situation | Rush or max? | Why |
|---|---|---|
| First account, learning the game | Max | Weak defenses and troops hurt loot and war |
| Experienced player chasing a key unlock | Rush can work | Backfill with strong offense and donations |
| War or Clan War League focus | Max | Rushed bases are war liabilities |
| You can reliably 3-star up a Town Hall | Semi-rush possible | Loot income supports the jump |
The honest summary: for most players, and nearly all newer ones, maxing your offense before moving up is correct. Rushing is a deliberate, informed choice for players who know exactly why they are doing it — not a default, and not a shortcut around learning the game. If you are unsure whether your account can support a jump, the Upgrade Priority Advisor will show you how far behind your offense is.
How Do Builders and Build Time Shape Your Priority?
Builders and build time are the real constraint on your upgrade priority, because Clash of Clans gates progress by builder-hours far more than by resources. You start with 2 builders and can add more over time, and every builder you own should be working every hour — an idle builder is progress you can never recover, which is why "keep builders busy" outranks even the perfect category order.
This changes how you read the priority list. The goal is not to always upgrade the theoretically highest-priority thing — it is to keep every builder busy on the highest-priority thing you can currently afford. If your top choice is too expensive right now, start the next-best upgrade instead of leaving a builder idle waiting. This is why veterans keep a mental backup list of cheaper upgrades, often walls, to fill an idle builder the moment nothing better is affordable.
Build time also means long, expensive upgrades — like the Town Hall itself, which takes about a 14-day build at Town Hall 18 — should be timed thoughtfully. Many players start their longest upgrade on a builder they can spare and keep their remaining builders churning through shorter offense and Lab upgrades. The Upgrade Priority Advisor factors your builder situation into its ranked plan, so you always have a next upgrade queued.
What Are the Most Common Upgrade-Priority Mistakes?
Mistake 1 — upgrading defenses before offense. Impact: significant. Defenses only help on the spot attacked, while offense improves every attack. Lead with heroes and the Lab.
Mistake 2 — letting the Lab or hero timers sit idle. Impact: massive. Idle offense-upgrade time is compounding power you delete permanently. Keep both running at all times.
Mistake 3 — over-investing in walls too early. Impact: small. Walls cost the most and change attacks the least. Use them only as idle-builder filler.
Mistake 4 — ignoring the Hero Hall. Impact: significant. An under-leveled Hero Hall caps all 6 heroes at once. Keep it current with your Town Hall.
Mistake 5 — upgrading troops you never use. Impact: small. Lab time spent on off-meta troops is wasted. Upgrade the units in your actual attack strategy first.
How Do You Build a Personal Upgrade Plan?
Build a personal upgrade plan by starting from the category order, then adjusting for your goal, your attack strategy, and what is currently capping you. The generic order — heroes, Lab, offense, defense, resources, walls — is the backbone, but your account has specifics: maybe your Hero Hall is behind, maybe your main troops are under-leveled, maybe your storages can't hold enough loot for the next big upgrade.
This is precisely where the Upgrade Priority Advisor replaces guesswork. Enter your player tag and it reads your account and returns a ranked upgrade plan tailored to what you have and what you are behind on — instead of a one-size-fits-all list. Use it to decide your next 3 to 5 upgrades, then re-check it whenever a builder frees up. The tool turns this guide's principles into a concrete, account-specific queue.
How Do Hero Equipment and Pets Fit the Priority Order?
Hero equipment and pets are two offense systems that sit alongside hero levels, and both rank high because — like hero levels — they improve every attack. Hero equipment is gear upgraded with ores (Shiny, Glowy, and Starry) that changes and boosts each hero's abilities; pets, assigned through the Pet House, follow individual heroes into battle and add damage or utility. Neither uses gold or elixir, so they do not compete with your building upgrades for those resources — which means you can and should progress them in parallel.
The priority logic for equipment is to concentrate your rarest ore, Starry Ore, on the specific equipment you actually use, rather than spreading it across every piece. Because equipment can change a hero's role entirely, upgrading the gear on your main attacking heroes often gives a bigger real-attack improvement than pushing a lesser hero's level. Treat equipment as a first-class part of your offense plan, not an afterthought.
| Offense system | Currency | Priority note |
|---|---|---|
| Hero levels | Dark Elixir | Highest; gated by Hero Hall |
| Hero equipment | Ores | High; runs parallel to hero levels |
| Pets | Dark Elixir (Pet House) | Adds per-hero utility in attacks |
Because equipment and pets run on separate currencies from your buildings, the honest answer to "what do I upgrade first" is often "several things at once" — a hero level with Dark Elixir, a defense with gold, a troop in the Lab, and equipment with ores, all progressing together. The hero equipment guide covers exactly which pieces to prioritize.
How Does the Priority Order Change by Town Hall?
The priority order's backbone stays constant across Town Halls, but the emphasis shifts as new systems unlock. Early on, the focus is heroes and core troops; in the mid game, offense buildings and the growing hero roster; late game, hero equipment and the highest-tier defenses come into play.
| Stage | Town Halls | Emphasis |
|---|---|---|
| Early | TH7–TH9 | First heroes, core troops, Blacksmith and ores |
| Mid | TH10–TH13 | Grand Warden and Royal Champion, deeper Lab |
| Late | TH14–TH16 | Hero equipment, stronger defenses, near-max heroes |
| Top | TH17–TH18 | Max heroes, Super Wizard Tower, final Lab levels |
At every stage the offense-first principle holds — what changes is which offensive upgrades are available. By the top Town Halls, hero equipment (upgraded with Shiny, Glowy, and Starry Ore) becomes a major power source alongside hero levels, so factor it into your plan. The hero equipment guide covers that layer.
How Do You Recover a Rushed or Behind Account?
Recover a rushed account by pausing the Town Hall climb entirely and pouring every resource into the offense that got left behind — heroes, the Laboratory, and hero equipment — until your attacking power matches your Town Hall. A rushed base is not a broken account; it is simply an account whose offense fell behind its defenses, and offense is exactly the part that improves every attack, so it is also the part that recovers your account fastest.
The recovery order mirrors the standard priority list, but with even more discipline. Start with your heroes: if your Hero Hall is behind your Town Hall, upgrade it first so your hero caps rise, then push your Barbarian King, Archer Queen, and Grand Warden toward those caps because they carry the most attacks. Next, audit the Laboratory and upgrade the specific troops in your main attack strategy — a rushed account often has a strong Town Hall but level-1 or level-2 troops that cannot 3-star anything. Then bring your hero equipment up with your ores, since equipment is a large, cheap-in-gold power source that rushed players almost always neglect. Only after your offense is current should you circle back to filling in the defenses and walls you skipped.
The reason this works is loot income. A rushed account struggles because weak troops and heroes cannot earn enough resources to fund upgrades, creating a spiral where the account stays behind. Fixing offense first breaks that spiral: stronger heroes and troops mean more successful attacks, more loot, and faster recovery on everything else. It feels counterintuitive to ignore your obviously-weak defenses, but defenses do not earn you loot — attacks do, and attacks are powered by the offense you rushed past.
There is one honest caveat for war-focused clans. If your clan wars seriously, a badly rushed base is a liability on defense, so you may need to bring your key defenses to a respectable level sooner than a pure progression account would. Even then, the balance still tilts offensive: a war account wants strong attacks to earn stars far more than it wants a slightly higher Cannon, because you win wars by 3-starring the enemy, not by holding one extra defense. Weight your defenses up if your clan expects you to war, but never let that pull your heroes, troops, and equipment off the top of the list. The account that attacks well recovers well, and it is far easier to backfill defenses on a strong-offense account than to fix a base that cannot earn its own loot.
A patient recovery is measured in weeks, not days, because heroes take a long time to upgrade and a hero is unavailable while it upgrades. Keep one hero always upgrading, keep the Laboratory always running, and keep builders busy on offense buildings and equipment rather than walls. If you are unsure how far behind each system is, the Upgrade Priority Advisor reads your account and ranks exactly which offensive gaps to close first, which turns a vague "I rushed and feel weak" into a concrete, ordered recovery queue.
What Should You Read and Do Next?
Do next what matches your biggest gap. If your heroes are the bottleneck, read the Hero Hall explained guide and the hero upgrade order guide. If you need loot to fund upgrades, read the farming guide. If war is your focus, read the war attack strategies guide. Returning players should start with the returning player guide, and new players with the beginner guide.
But the single most useful action is to stop reading and get your actual queue: run your player tag through the Upgrade Priority Advisor. This guide gives you the principles; the tool gives you the ranked, account-specific plan that turns those principles into your next upgrade.
Frequently Asked Questions
What should I upgrade first in Clash of Clans?
Upgrade heroes and the Laboratory first, because both improve every future attack. Then upgrade offense buildings, then key defenses, then resource buildings, and walls last. For a plan built around your account, use the Upgrade Priority Advisor.
Should I upgrade offense or defense first in Clash of Clans?
Upgrade offense first for most accounts, because offensive upgrades improve every attack you make while defenses only help against the specific structures attacked. War and trophy-push accounts weight defenses higher, but progression-focused players should lead with heroes and troops.
Are walls worth upgrading in Clash of Clans?
Walls are the most expensive buildings per segment and change attacks the least, so they belong last in the priority order. The best practice is to upgrade walls only as filler when you have an idle builder and nothing higher-priority to start.
When should I rush my Town Hall in Clash of Clans?
Rush only as an experienced player chasing a specific unlock, and only if you can reliably 3-star up a Town Hall to sustain your loot income. For newer players and war-focused accounts, maxing your offense before moving up is the correct default.
How do I know what to upgrade next in Clash of Clans?
Start from the category order — heroes, Laboratory, offense, defenses, resources, walls — then adjust for your goal and what is capping you. The fastest way to a concrete answer is the Upgrade Priority Advisor, which reads your player tag and returns a ranked upgrade plan.
Should I keep my Laboratory running at all times?
Yes, keep the Laboratory upgrading a troop or spell at all times, because Lab upgrades apply to every future army and compound like hero levels. An idle Lab is compounding offensive power you lose permanently — prioritize the troops in your actual attack strategy.
Does the best upgrade order change at Town Hall 18?
The offense-first backbone stays the same at Town Hall 18, but hero equipment and top-tier defenses like the Super Wizard Tower become bigger factors. Max heroes, upgrade equipment with your ores, and finish the Laboratory while keeping defenses current for war.

