How long does it take to max each Town Hall?
Maxing a Town Hall 18 village from nothing takes 6,347 builder days, 2,476 lab days and 782 pet house days, leaving out the Supercharge levels. If every resource were always in the bank, five builders could not finish their share in less than 1,269 days, while the Laboratory needs 2,476. So the lab, not the number of builders, sets the floor. In gold, the walls are the bill: 11.2 of the 17.4 billion, counted in gold because that is what the game data lists. From wall level 9 you may pay Elixir instead.
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Hall by hall: builders, lab and pet house
I added up every regular upgrade a village has to buy to be maxed at each Town Hall, starting from nothing: all buildings, traps, Guardians and Builder's Huts at the highest level the hall allows (from Town Hall 17 with the Inferno Artillery, the weapon of the Town Hall itself), every hero level, every troop, spell and siege machine, every pet, and the Town Hall upgrades on the way. Builders do the buildings, the heroes and the Town Hall itself. The Laboratory and the Pet House each work in a lane of their own and need no builder. Walls cost gold but no time. The Supercharge levels are not in the table. They first exist at Town Hall 18, where they would add about 9 % to the builder days (582 days of them in the planner), and the Method section says what that does to the planner runs.
The Town Hall pages show 4,486 builder days for Town Hall 18. That is buildings only, and it includes the Inferno Artillery, the Town Hall's own weapon: 31 days for its four upgrades, which the pages count like a building. Heroes add 1,789 days and the Town Hall upgrades 72, which is where the 6,347 below comes from.
| Town Hall | Builder days | 4 builders | 5 builders | 6 builders | Lab days | Pet house days |
|---|---|---|---|---|---|---|
| Town Hall 8 | 93 | 23 | 19 | – | 25 | – |
| Town Hall 9 | 228 | 57 | 46 | – | 59 | – |
| Town Hall 10 | 407 | 102 | 81 | 68 | 126 | – |
| Town Hall 11 | 667 | 167 | 133 | 111 | 213 | – |
| Town Hall 12 | 1,037 | 259 | 207 | 173 | 343 | – |
| Town Hall 13 | 1,515 | 379 | 303 | 252 | 517 | – |
| Town Hall 14 | 2,042 | 510 | 408 | 340 | 697 | 130 |
| Town Hall 15 | 2,716 | 679 | 543 | 453 | 971 | 336 |
| Town Hall 16 | 3,474 | 869 | 695 | 579 | 1,329 | 485 |
| Town Hall 17 | 4,518 | 1,130 | 904 | 753 | 1,725 | 672 |
| Town Hall 18 | 6,347 | 1,587 | 1,269 | 1,058 | 2,476 | 782 |
Read it as lanes, not as one number, and read the builder columns as floors. From Town Hall 7 on, the lab lane is longer than the builder lane with five builders, and from Town Hall 10, the first hall where B.O.B. can exist, even with six. At Town Hall 12 five builders need at least 207 days and the lab needs 343. At Town Hall 18 it is at least 1,269 against 2,476, which is a little under seven years of lab time.
Every hall adds more than the one before
What each hall adds on top of a fully maxed previous one says more than the running totals. Town Hall 10 adds 179 builder days. Town Hall 18 adds 1,829, ten times as much and 1.8 times what Town Hall 17 added. The bars on the Town Hall index page show the same work without the Town Hall upgrade itself, so each of its figures is that upgrade's days smaller: 1,817 against 1,829 at Town Hall 18.
The last three halls make up 57 % of everything a maxed Town Hall 18 asks of builders: 3,631 of 6,347 days. Town Hall 18 alone is 29 %. It is mostly not new content. Of its 1,829 days, 1,457 are buildings (the new Guardians are only 120 of those), 360 are heroes and 12 are the hall itself. Most of the rest is one more level on buildings you already own, multiplied by how many you own: the Seeking Air Mine's level 8 takes 11.5 days and a village has nine of them, which makes 104 days. The Spring Trap adds 99 and the Giant Bomb 84.
The lab, not the builders, sets the floor
With five builders the lab lane is 1.55 times as long as the builders' at Town Hall 10, 1.71 times at Town Hall 14 and 1.95 times at Town Hall 18. Turned round: the builders' total only matches the lab with about three builders at Town Hall 12 (3.0) and 2.6 at Town Hall 18. Past that point an extra builder gets your buildings done sooner but brings the finish line only a little closer: in the planner runs below, going from three to six builders saves 43 days of 1,476 at Town Hall 16.
The division is only a floor, so I ran the same question through ClashClock's planner. It plans a village that starts with only its Town Hall, on the Max strategy, with five builders from the first day and no offline hours. Like the division, it assumes the resources are always there: it only checks that the storages could hold each price. What it adds is the order of the work. Max starts the Town Hall upgrade only when everything else of the hall is finished, lab and pet house included, so every hall ends at the pace of its slowest lane and the builders wait for it. At Town Hall 16 its five builders are busy about 55 % of the time until their last upgrade, at Town Hall 18 about 57 %. They finish the buildings on day 317 at Town Hall 12, day 1,216 at Town Hall 16 and day 2,347 at Town Hall 18, against floors of 207, 695 and 1,269.
The planner is not the table's twin, though. It schedules no Builder's Huts and no Clan Castle, which the table counts, so its builder work is 4.0 % under the table's at Town Hall 16. At Town Hall 18 it also builds the Supercharge levels, which the table leaves out, and ends 5.0 % over. Only its lab and pet house work match the table, to the day. The whole village finishes between 7.5 % and 10.7 % after the lab-only figure from Town Hall 10 to 18, because the lab keeps waiting for its own building: at Town Hall 16 it sits idle for 110 days, 99 of them until the next Laboratory level is finished. Then I changed the number of builders.
| Builders | Buildings done | Heroes done | Whole village done |
|---|---|---|---|
| 2 builders | 1,697 | 1,567 | 1,720 |
| 3 builders | 1,341 | 1,261 | 1,476 |
| 4 builders | 1,259 | 1,203 | 1,453 |
| 5 builders | 1,216 | 1,183 | 1,439 |
| 6 builders | 1,187 | 1,172 | 1,433 |
A sixth builder brings the buildings 30 days forward at Town Hall 16 (2.5 %) and the whole village 6 days (0.4 %). At Town Hall 12 the same step is 20 days for the buildings (6.2 %) and 5 for the village (1.3 %). The helpers do not turn it round either: with the Builder's Apprentice at level 8 and the Lab Assistant at level 12 from the first day, the planner finishes Town Hall 16 in 1,024 days instead of 1,439 and the lab is still last, with the buildings done on day 915.
Where the gold goes
Walls are more than half of all the gold at every hall from Town Hall 9 to 18: 50 % at Town Hall 9, 67 % at Town Hall 16, 64 % at Town Hall 18. At Town Hall 18 that is 325 wall segments at about 34.5 million gold each to take them to level 19, 11.2 billion in all, against 6.2 billion for everything else together. That counts every wall in gold, which is all the game data lists. The game lets you pay a wall from level 9 up in Elixir instead, at the same price, and level 9 and above is 99 % of this bill. Paid that way, almost all of the 11.2 billion moves from the gold bill to the Elixir bill, which would rise from 5.5 to about 16.6 billion. Walls take no builder time, so they never show up in a calendar, only in the bank.
Elixir has a different shape. Of the 5.5 billion at Town Hall 18, walls left out, 48 % goes into the Laboratory and 18 % into the Grand Warden alone. Dark Elixir is small, 103 million, but the heroes take 56 % of it.
The ceiling: top upgrades nearly fill the storage
Take the most expensive single upgrade in each resource and compare it with what a full set of storages holds, the Town Hall plus every storage at its maximum for that hall. The game starts an upgrade only when the whole price is in your storages, so this ratio is how full they have to be.
| Town Hall | Gold | Elixir | Dark Elixir |
|---|---|---|---|
| Town Hall 16 | 62 % (Town Hall 17 upgrade) | 92 % (Spell Factory level 9) | 74 % (Barbarian King level 95) |
| Town Hall 17 | 96 % (Spell Tower level 4) | 100 % (Meteor Golem level 2) | 83 % (Barbarian King level 100) |
| Town Hall 18 | 97 % (Super Wizard Tower level 2) | 98 % (Grand Warden level 85) | 98 % (Barbarian King level 110) |
At Town Hall 18 the Barbarian King's last level costs 490,000 Dark Elixir and the storages hold 500,000. The Meteor Golem's second level at Town Hall 17 costs exactly what a full set of elixir storages holds, 28 million. In practice the top upgrades can only start when the storages are nearly full, which makes the storage upgrades part of the road to a maxed hall, not a side job.
What the Gold Pass changes
ClashClock applies the Gold Pass the way the game describes it: the time is cut by the percentage and rounded down, to ten minutes for upgrades from half an hour up to a day and to the hour beyond that, and the price drops by the same percentage, rounded up. Both lanes shrink in proportion, so the pass changes how long the road is and not which lane ends it. I applied the cut to every level separately, then summed.
| Gold Pass | Lab days | Builder days with 5 builders | Gold saved, walls included |
|---|---|---|---|
| No pass | 2,476 | 1,269 | – |
| 10 % | 2,223 | 1,138 | 1.74 billion |
| 15 % | 2,098 | 1,074 | 2.61 billion |
| 20 % | 1,975 | 1,010 | 3.49 billion |
At 20 % the lab lane is 502 days shorter and the gold bill 3.5 billion lighter. Because of the rounding, a nominal 20 % takes 20.3 % off the lab time and 20.4 % off the builder time. The 20 % is also not there all month. The pass hands out 10, 15 and 20 % as the season's points add up. With ClashClock's even-pace assumption, 2,500 points over 30 days, the boost is 16.3 % for an upgrade that starts at a random moment of the month on the builder side and 16.8 % on the research side. That is the number to plan with if you hold the pass every month.
Method and limits
Everything here comes from analysis scripts I wrote, run on ClashClock's game data of 8 October 2026. Two independent routes agree at every hall: the Progress tab's measure of a hall and a direct sum over the level rows. For buildings they agree once three known differences are applied. The Progress tab leaves out the Builder's Huts, which are bought with gems, and from Town Hall 17 the Inferno Artillery, and it counts the Supercharge levels (582 builder days at Town Hall 18), so the app's own figure for a maxed Town Hall 18 is not this post's. The planner runs are not a third route to the same figures. They answer a different question, with the order of the Max strategy, and they build slightly different things than the table counts (below).
- The building figure of each hall is the one the Town Hall pages show. My script calls the pages' own function, and checks at every hall that the Inferno Artillery is the only thing the pages add to the public Town Hall data.
- Times are the upgrade times the game prints. No Gold Pass, potion, book, helper or event is counted, except in the Gold Pass section and the one helper check.
- Maxed means every building, trap, Guardian and Builder's Hut at its highest regular level at that hall, the Inferno Artillery from Town Hall 17, plus all heroes, troops, spells, siege machines and pets. Supercharge levels (Town Hall 18 on), Crafted Defenses and hero equipment (ore, no time) are left out. Walls count for gold only, because that is what the game data lists; from level 9 you may pay them in Elixir.
- Heroes and the Town Hall upgrades are counted as builder time, as ClashClock's planner treats them.
- The totals are for a village starting from nothing. The table of what each hall adds is the work left for a village that maxed the hall before. In the planner check the builder count is the same from the first day, which no real village has, and the sweep stops at six builders, five plus B.O.B.
- Calendar time also depends on how fast resources come in, and the game data has no income figures. The division gives floors from the work itself, not predictions, and the planner runs assume the same thing: every resource is always there. The planner adds the hall requirements, the storage check and the order of the Max strategy, and would add your offline hours, which these runs leave empty.
- The planner runs use the Max strategy, which upgrades the Town Hall last at every hall, once the lab and pet house of that hall are done too. A rush skips most of this work on purpose.
- The planner runs schedule no Builder's Huts (97.5 builder days at Town Hall 16, 197.5 at Town Hall 18) and no Clan Castle (42.1 and 66.1), which the table counts. That is the whole 4.0 % by which its builder work is under the table's at Town Hall 16. At Town Hall 18 it also builds the Supercharge levels (582 builder days), which the table leaves out, and ends 5.0 % over. The sum is exact: the table's builder work, minus the Huts and the Clan Castle, plus the Supercharge levels, is the planner's. The sweep and the helper check run at Town Hall 12 and 16, where there are no Supercharge levels to build.
ClashClock does this sum for your own village: your levels, your builders, your offline hours and your Gold Pass, hall by hall. How the planner works is in the guides.
Open the trackerYour village, not a sample
ClashClock works out these numbers for your own village, with your running timers, your builders and the hours you are offline. It is free, needs no account and runs in the browser.
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More from the blog
What does sleeping cost your builders?
Simulated with ClashClock's planner: an hour of sleep costs a builder about 10 seconds with the right order, and nearly 3 minutes at Town Hall 12 without it.
What does the 6th builder (B.O.B.) really cost?
B.O.B.'s price in builder days, Builder Gold, Builder Elixir and calendar time, from ClashClock's own path: what dominates it and what changes it.