Town Hall 13 (TH13)
Maxing Town Hall 13 in Clash of Clans takes about 471 builder days and costs 975M gold, 375.9M elixir and 5.6M dark elixir, if you arrive with Town Hall 12 maxed. With 6 builders (five plus B.O.B., assumed to be working already) the builders are done in about 80 days, but the Laboratory needs about 180 days, so that is how long it really takes.
Counted from nothing, with every building put up and raised to this hall's maximum, a Town Hall 13 village adds up to 964 builder days of buildings (heroes not included) and 2.67B gold.
The Town Hall upgrade itself costs 9M gold and takes 7 d. It is not counted in the totals on this page.
At a glance
From a village that arrives at Town Hall 13 with Town Hall 12 maxed. “Maxed” means every regular level: Supercharge levels are not counted. Walls cost gold but no builder time. Builder days add up the build times of every building and hero, as if one builder did them one after another; the Town Hall upgrade itself and the research in the Laboratory and the Pet House are not part of them.
What to upgrade first at Town Hall 13
This is the order ClashClock's own planner starts things in for a village that has just arrived at Town Hall 13 with Town Hall 12 maxed (Max strategy, six builders). It is what the planner would do, not a claim about the meta. How it decides: how ClashClock works and planning your upgrades.
The first 10 steps of the plan, from Day 0 to Day 11, in the order the builders start them. “Day” is when the first copy begins. Where a step climbs several levels, the time is the sum of all of them, and the levels do not always follow one another straight away.
WhyA key building (×3): Army Camps, Clan Castle and Laboratory decide what an attack can bring, so Max puts them ahead of the defences.

Laboratorylevel 10 → 11Day 0
WhyA new building this hall allows. Max puts every empty plot ahead of any upgrade: nothing adds as much strength per builder hour.

2× Scattershotnew buildingDay 0
WhyA key building (×3): Army Camps, Clan Castle and Laboratory decide what an attack can bring, so Max puts them ahead of the defences.

3× Army Camplevel 10 → 11Day 0

Army Camplevel 10 → 11Day 5

Clan Castlelevel 8 → 9Day 5
WhyKey defences: Max multiplies the defence weight by a key-building factor (Inferno Tower ×2, Scattershot ×2, Eagle Artillery ×2 and X-Bow ×1.8), so they go before ordinary defences.

3× Inferno Towerlevel 6 → 7Day 5

2× Scattershotlevel 1 → 2Day 6

Eagle Artillerylevel 3 → 4Day 10

2× X-Bowlevel 6 → 8Day 10

2× X-Bowlevel 6 → 7Day 11
Beside the builders, the Laboratory starts Electro Dragon to level 4 (7 d, from day 6), Dragon to level 8 (5 d, from day 13) and Balloon to level 9 (4 d 12 h, from day 18). Electro Dragon to level 4 needs the Laboratory at level 11 and the village arrives with level 10, so the first research starts when that upgrade is done. The research order is ClashClock's default preset, not a measured ranking.
What these numbers assume
- The village has just arrived at the Town Hall with the previous Town Hall maxed: every building, hero, troop, spell, siege machine, pet and wall at that hall's highest level.
- Six builders: five huts and B.O.B., assumed to be working already. He needs Town Hall 10 and Builder Hall 9 at the earliest. The Laboratory and the Pet House work beside the builders. The calendar table runs 3, 4, 5 and 6 builders.
- No Gold Pass unless a column says so (20 % shorter builds and research), no potions, helpers, Goblins, events or gems, no Clan War League.
- The player is online all the time and every resource is there when a builder is free.
- Supercharge levels, hero equipment and Crafted Defenses are left out. Hero upgrades take a builder, as they do in the app.
If you rush instead
Strategic rush heads for Town Hall 14 and does only what the game demands first. It starts the Town Hall on day 6 and it stands on day 14. Max keeps the Town Hall until nothing else is left, so it starts it on day 173, 167 days (about 5 months) later. The cost is deliberate: Rush weighs defences at 0.2 and traps at 0.1, against 1 and 0.7 in Max.
What Strategic rush starts first, from the same village:
WhyThe game will not start the Town Hall until the Hero Hall is at level 7, which opens Barbarian King and Archer Queen levels 66–75, Grand Warden and Minion Prince 41–50 and Royal Champion 1–25.

Hero Halllevel 6 → 7Day 0
WhyThe game will not start the Town Hall until every new building stands, so Rush places them first.

2× Scattershotnew buildingDay 0
WhyFills a wait while the Town Hall path needs the other builders. Rush weighs the Army Camps, Clan Castle and Laboratory at 2.5 (×3 as a key building).

Laboratorylevel 10 → 12Day 0

2× Army Camplevel 10 → 11Day 0

2× Army Camplevel 10 → 11Day 5

Clan Castlelevel 8 → 10Day 5
WhyFills a wait while the Town Hall path needs the other builders. Rush weighs offence buildings at 2.5.

Blacksmithlevel 5 → 6Day 5
WhyRush starts the Town Hall the moment the game allows it and never delays it.

Town Halllevel 13 → 14Day 6
When Town Hall 14 stands, 88% of the work at Town Hall 13 is still undone (564 of 645 builder, lab and Pet House days), most of it defences: 178 of 188 days.
The biggest single leftovers: Barbarian King (40 days), Archer Queen (40 days), 4× X-Bow (34 days) and 5× Hidden Tesla (28 days).
What hurts at Town Hall 13
The single upgrades this hall opens: levels that need Town Hall 13, one building at a time.
The longest builder waits
Dark Barrackslevel 9 → 107 d 12 h
Eagle Artillerylevel 3 → 47 d 12 h
Barrackslevel 14 → 157 d
Spell Factorylevel 6 → 77 d
Scattershotlevel 1 → 2 · ×27 d
On the builders, the longest single wait is Dark Barracks to level 10: 7 d 12 h for one. The next, Eagle Artillery to level 4, takes 7 d 12 h. Three of the five are army buildings.
The longest lab and Pet House waits
Electro Dragonlevel 3 → 47 d
Siege Barrackslevel 3 → 47 d
Log Launcherlevel 3 → 47 d
Recall Spelllevel 1 → 27 d
Wall Wreckerlevel 3 → 47 d
In the lab, the longest single wait is Electro Dragon to level 4: 7 d for one. The next, Siege Barracks to level 4, takes 7 d. Three of the five are siege machines.
The most expensive upgrades
Gold
Eagle Artillerylevel 3 → 410M
Scattershotlevel 1 → 2 · ×29M
Inferno Towerlevel 6 → 7 · ×38M
Scattershotnew building · ×28M
X-Bowlevel 7 → 8 · ×47M
Elixir
Grand Wardenlevel 49 → 5011M
Grand Wardenlevel 48 → 4910.7M
Grand Wardenlevel 47 → 4810.4M
Grand Wardenlevel 46 → 4710.1M
Dark Barrackslevel 9 → 1010M
Dark Elixir
Barbarian Kinglevel 74 → 75150,000
Archer Queenlevel 74 → 75150,000
Barbarian Kinglevel 73 → 74145,000
Archer Queenlevel 73 → 74145,000
Barbarian Kinglevel 72 → 73140,000
Eagle Artillery to level 4 is the most expensive step in gold: 10M. All 5 are defences.
Grand Warden to level 50 is the most expensive step in elixir: 11M. Four of the five are hero levels.
Barbarian King to level 75 is the most expensive step in dark elixir: 150,000. All 5 are hero levels.
Walls take no builder time, so no ranking of build times shows them, but they are 62% of the gold at this hall: 600M of 975M.
New at this level
2× Scattershot
+1× Spring Trap
+1× Seeking Air Mine
+1× Bomb
Heroes, troops, spells, siege machines and pets
Dragon Rider
Siege Barracks
Log Launcher
Apprentice Warden
Recall Spell
Royal Champion
How long will it really take?
The builders are done after about 80 days with 6 of them, but the Laboratory runs on its own and needs about 180 days. From 3 builders on the total hardly moves (180 days with 3, 180 days with 6), because the Laboratory sets the pace.
“Buildings and heroes done” is builder time only. “Everything done” also waits for the Laboratory and the Pet House, which run in their own lanes and can take longer than the builders; the small line under it names the worker that finishes last.
| Builders | Buildings and heroes done | Everything done | With Gold Pass |
|---|---|---|---|
| 3 | 158 d | 180 dlast: Laboratory | 143 d |
| 4 | 118 d | 180 dlast: Laboratory | 143 d |
| 5 | 95 d | 180 dlast: Laboratory | 143 d |
| 6 | 80 d | 180 dlast: Laboratory | 143 d |
Days from the day you arrive at Town Hall 13 with Town Hall 12 maxed. The Laboratory alone needs 180 days; with the Gold Pass 143 days. The Gold Pass column takes 20% off every build and research time, with the game's own rounding. That is the most the pass gives: it starts at 10% and reaches 20% about two weeks into a season.
The table cannot know your income, how many hours a day you are away from the game, or what you already have built. It assumes every resource is there when a builder is free and that you are online all day, so a real village is slower. ClashClock does this sum for your own village, with your offline hours: the user guide shows how.
Your village, not a template
ClashClock runs this same planner on your own village, with your running timers, your builders and the hours you are offline. A new plan opens on Strategic rush; Max, the plan above, is one switch away under Strategy. It is free, needs no account and runs in the browser.
Every building at Town Hall 13433 buildings and walls, with count, maximum level, total cost and build time
| Building | Count | Max | Total cost | Total build time |
|---|---|---|---|---|
| 4 | 8 | 116M Gold | 84 d | |
| 8 | 19 | 109.5M Gold | 53 d 14 h 58 min | |
| 5 | 12 | 93M Gold | 70 d 15 h | |
| 4 | 11 | 82.7M Gold | 74 d 12 h | |
| 7 | 19 | 80.7M Gold | 31 d 4 h 8 min 5 s | |
| 5 | 13 | 78.1M Gold | 53 d 30 min | |
| 3 | 7 | 78M Gold | 54 d | |
| 4 | 13 | 56.4M Gold | 34 d 18 h | |
| 2 | 8 | 35.4M Gold | 28 d | |
| 2 | 2 | 34M Gold | 24 d | |
| 1 | 4 | 30M Gold | 23 d 12 h | |
| 2 | 7 | 16.5M Gold | 14 d 12 h | |
| 1 | 1 | – | – | |
| 9 | 8 | 56M Gold | 13 d 12 h | |
| 7 | 4 | 30.2M Gold | 15 d 18 h | |
| 6 | 7 | 28.5M Gold | 10 d 6 h | |
| 6 | 8 | 23.7M Gold | 13 d 21 h | |
| 7 | 9 | 13.7M Gold | 4 d 20 h 12 min | |
| 1 | 3 | 5.5M Gold | 3 d | |
| 3 | 4 | 5M Gold | 3 d 3 h | |
| 300 | 14 | 1.65B Gold | – | |
| 4 | 14 | 26.2M Gold | 12 d 15 h 28 min 40 s | |
| 7 | 15 | 19.9M Gold | 9 d 17 h 43 min 20 s | |
| 7 | 15 | 19.9M Elixir | 9 d 17 h 43 min 20 s | |
| 4 | 14 | 26.2M Elixir | 12 d 15 h 28 min 40 s | |
| 3 | 9 | 39.3M Elixir | 31 d 6 h | |
| 1 | 8 | 16.9M Elixir | 13 d 16 h | |
| 4 | 11 | 84.2M Elixir | 73 d 10 h 24 min | |
| 1 | 15 | 31.7M Elixir | 27 d 12 h 32 min 25 s | |
| 1 | 11 | 14.3M Elixir | 16 d 18 h 31 min | |
| 1 | 9 | 24.9M Elixir | 18 d 2 h | |
| 1 | 7 | 16.8M Elixir | 18 d 18 h | |
| 1 | 10 | 36.7M Elixir | 35 d 20 h | |
| 1 | 6 | 8.7M Elixir | 16 d 18 h | |
| 1 | 5 | 28.8M Elixir | 17 d 12 h | |
| 1 | 6 | 18.3M Elixir | 15 d | |
| 1 | 7 | 24.9M Elixir | 24 d 13 h | |
| 5 | 1 | – | – | |
| 1 | 1 | – | – | |
| 1 | 1 | 1M Elixir | – |