Hey Chief! Giving the Town Hall its own weapon was arguably the single best decision Supercell has made in Clash of Clans' long history. Ever since Town Hall 12 arrived with the CoC Giga Tesla as a weapon, CoC Giga Inferno in Town Hall 13 to 16, CoC Inferno Artillery in Town Hall 17 as a weapon, your village's most important building stopped being a free objective and started hitting back - hard. The weapon mounted on top has gone through several dramatic reinventions since then, culminating at TH18 with CoC Guardians, where Supercell ditched the concept of a weapon entirely and handed the job to Guardians instead. If you've ever wondered what changed at each level and why it matters for how you attack and defend, this breakdown of CoC weaponized Town Halls covers the full journey from TH12 all the way to TH18.
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Town Hall 12 and 13: The Giga Tesla and the First Giga Inferno
Town Hall 12 - Coc Giga Tesla
Nothing about TH12 hit harder than the moment raiders realized the Town Hall could fight back. A hidden trap door on the roof springs open under two conditions - either the Town Hall itself takes damage, or the village crosses the 51% destruction threshold - and the Giga Tesla emerges swinging. This multi-target electric weapon spreads its fire across several troops at once, forcing attackers to rethink whether triggering it early is worth the cost. Many raids unraveled simply because players underestimated how dangerous that activation window could be.
Running it through all five levels transforms the Giga Tesla from a startling surprise into a base-defining defense - something that chews through grouped troops and shuts down Hero pushes before they ever gain momentum. Destroying it doesn't end the threat either, as it goes out with a punishing electric detonation that carves through whatever is left standing in the blast zone.
| Town Hall and New Features | |||
| Town Hall | Town Hall 12 | ||
| New Troops | Yeti | Headhunter | |
| Spell | Overgrowth Spell | ||
| Machines | Wall Wrecker | Battle Blimp | Stone Slammer |
Town Hall 13 - Coc Giga Inferno
When TH13 rolled in, the Giga Inferno took over and brought a completely different flavor of punishment with it. Instead of sharp electric discharges, it fires continuous Inferno beams that stay locked onto several targets at a time. It inherits the same attack range and target count from the Giga Tesla, but the faster beam cycle handles dense troop formations far more cleanly than its predecessor ever could. At level 3, the death explosion picks up a freezing burst on top of the raw damage - a parting shot that stalls nearby troops in their tracks and hands whatever defenses are still standing a fighting chance to clean up what remains.
| Town and New Features | ||
| Town Hall | Town Hall 13 | |
| New Troops | Dragon Rider | Apprentice Warden |
| Spells | Recall Spell | |
| Machines | Siege Barracks | Log Launcher |
| Buildings | Scattershot | |
Town Hall 14, 15, and 16: The Giga Inferno Gets More Dangerous
The Giga Inferno held its position as the Town Hall's built-in weapon all the way through TH14, TH15, and TH16, with each iteration raising the stakes for attackers. Town Hall 14 was where things got truly punishing - the freeze on death gave way to a Poison effect that slowed movement, dulled attack speed, and steadily chipped away at troops long after the initial explosion faded. Surviving the blast was no longer enough; raiders now had to contend with a damage-over-time penalty on top of everything else.
Town Hall 14 - Coc Giga Inferno
| Town and New Features | ||||
| Town Hall | Town Hall 14 | |||
| Spells | Ice Block Spell | |||
| Troops | Electro Titan | Druid | ||
| Pets | L.A.S.S.I | Electro Owl | Mighty Yak | Unicorn |
| Machines | Flame Flinger | |||
TH15 and TH16 continued refining the formula, pushing the Giga Inferno's durability, damage output, and death explosion potency higher without changing what made it work in the first place.
Town Hall 15 - Coc Giga Inferno
| Town and New Features | ||||
| Town Hall | Town Hall 15 | |||
| Hero | Grand Duke | |||
| Spell | Revival Spell | |||
| Troops | Root Rider | Furnance | ||
| Machines | Battle_Drill | |||
| Buildings | Spell Tower | Monolith | ||
| Pets | Frosty | Diggy | Poison Lizard | Phoenix |
TH16 does stand apart in one key way though - its Giga Inferno sits at a fixed single level with no independent upgrade path. What it lacks in scalability, it makes up for in potential: at this tier, the Giga Inferno can be fused directly with the Eagle Artillery, merging two of the game's most iconic defenses into the Inferno Artillery and setting the stage for everything Town Hall 17 brings.
Town Hall 16 - Coc Giga Inferno
| Town and New Features` | ||
| Town Hall | Town Hall 16 | |
| Spell | Totem Spell | |
| Troops | Thrower | |
| Buildings | Multi Archer Tower | Ricochet Canon |
| Machine | Troop Launcher | |
| Pets | Spirit Fox | Angry Jelly |
Town Hall 17: The Inferno Artillery - When Two Legends Fuse
Town Hall 17 - Coc Inferno Altillery
No Town Hall upgrade before TH17 ever asked two separate legendary defenses to share the same body. The Inferno Artillery is the product of merging the TH16 Giga Inferno and Eagle Artillery into one unified structure, and the result plays by different rules than either of its source weapons. The death bomb concept gets retired here - when this Town Hall goes down, it releases a Giga Bomb that launches troops physically backward, breaking up formations and throwing attack pathing into disarray in a way that a straight explosion simply cannot replicate.
In terms of active combat, it keeps the Giga Inferno's multi-target Inferno beam approach while wearing the Eagle Artillery's unmistakable silhouette. The shift in strategy for raiders is real - rather than bracing for a blast radius, you now need to factor in where your troops will land after the knockback, especially during the critical final push.
| Town and New Features` | ||
| Town Hall | Town Hall 17(All Levels) | |
| Buildings | Multi-Gear Tower | Firespitter |
| Troops | Meteor Golem | |
| Traps | Giga Bomb | |
| Pet | Sneezy | |
Town Hall 18: Guardians Replace the Weapon Entirely
Town Hall 18 - Coc Guardian (Longshot and Smasher)
Town Hall 18 scrapped the weapon concept altogether. The Inferno Artillery is gone, and in its place, Supercell introduced Guardians - mobile defensive units that roam the perimeter of your Town Hall and respond actively to incoming threats. Stripping the weapon away also stripped TH18 of its classification as a defensive building, which carries real mechanical weight: troops like Giants and Balloons that specifically target defenses will completely ignore the Town Hall as long as other defenses are still active.
Rather than detonating when destroyed, TH18 now relies on units that chase, intercept, and engage - a fundamentally different defensive philosophy that makes the game's highest level feel unlike anything that preceded it.
| Town and New Features | |||
| Town Hall | |||
| Guardians | Guardians Longshot | Guardians Smasher | |
| Buildings | Revenge Tower | Crafting Station | Super Wizard Tower |
| Pets | Greedy Raven | ||
Conclusion
From the Giga Tesla's electric burst to the Coc Guardian patrol system, Supercell has consistently used the Town Hall to push both sides of the raid equation forward. Each weapon introduced new strategic considerations - whether timing an attack around the destruction trigger, planning for a poison death bomb, or navigating active patrolling troops at the highest Coc Town Hall tier. Understanding this progression makes you a sharper attacker and a more prepared defender at every stage of the game. Coc weaponized town halls really changed the game's strategy and approach.
Ready to push your Town Hall further without the wait? LootBar has you covered with secure and budget-friendly Clash of Clans top-up options. You can also check out this Clash of Clans Top Up resource sheet to map out your upgrade path and keep your progression on track.














