Clash of Clans Hero Equipment Tier List 2026
There are now 42 pieces of hero equipment across six heroes, and every one of them wants your ore. This hero equipment tier list tells you which ones actually deserve it. I keep a Town Hall 17 account and re-check these rankings after every balance patch, because Supercell has changed nine different pieces of equipment in 2026 alone. Several guides still rank gear using pre-patch numbers. This one does not.
The Numbers That Actually Matter
- 42 equipment pieces exist, across 6 heroes.
- A Common piece maxes at level 18. An Epic maxes at level 27.
- Maxing any Common costs 27,260 Shiny + 1,920 Glowy Ore.
- Maxing any Epic costs 56,060 Shiny + 3,720 Glowy + 480 Starry Ore.
- Only levels 9, 12, 15, 18, 21, 24 and 27 cost Starry Ore.
- Levels 21, 24 and 27 alone cost 370 of those 480 Starry — that is 77%.
- Glowy Ore is charged every third level. Shiny is charged every level.
- Epic gear costs 3,100 event medals, or 1,500 Gems from the Trader.
- The Hero Journey now hands out Epic equipment for free as you level heroes.
- Blacksmith level 9 unlocks the level 27 Epic cap. Level 10 raises no caps.
- Maxing one Epic purely with Gems would cost about 91,460 Gems.
| Priority | Where Your Ore Should Go | Why |
|---|---|---|
| Spend first | Eternal Tome, Action Figure, Spiky Ball, Electro Boots | You use these in almost every attack, at every Town Hall. Ore spent here is never wasted. |
| Spend second | Fireball, Dark Orb, Fire Heart, Healing Tome | Strong, but tied to specific armies. Upgrade the ones your attack style actually uses. |
| Stop at level 18 | Any Epic you only bring sometimes | Levels 19–27 cost 370 Starry Ore. Only pay that for gear you never leave at home. |
| Do not spend | Barbarian Puppet, Archer Puppet, Lavaloon Puppet | Summoned troops die instantly to splash damage at high Town Halls. Ore here is gone. |
Two things changed the game in 2026. First, the Hero Journey reward track now gives you Epic equipment for free just for levelling heroes, so you no longer have to buy every piece. Second, nine pieces were rebalanced, which means older tier lists are ranking gear on numbers that no longer exist. The Spiky Ball has passed the Giant Gauntlet because it bounces to 8 targets at level 27 and modern bases are spread out. The Action Figure is the best Archer Queen item in the game. And whatever you do, protect your Starry Ore — levels 21, 24 and 27 swallow 77% of what an Epic costs.
With Town Hall 18 and the fast release schedule of Epic-tier hero equipment, making the right upgrade choice is crucial for Free-to-Play and Gold Pass players to maintain account progression.
This guide uses data to help you prioritize blacksmith upgrades. We focus on Versatility Ratios, Synergy Chains, and Ore ROI.
1. What Changed in 2026 (And Why Old Tier Lists Are Wrong)
Supercell rebalanced nine pieces of hero equipment between January and July 2026. If a guide ranks the Giant Arrow as a damage nuke, or calls the Dragon Duke trap-proof, it was written before these patches and its advice will cost you ore.
Here is every change that matters, with the date it landed.
Equipment that got better
| Equipment | Date | What changed | Does it change the ranking? |
|---|---|---|---|
| Life Gem | 12 Jan 2026 | Bonus hitpoints it gives your troops went from 100% to 120% at max level. | Yes. It helps ground smash armies survive splash damage. But Apprentice Wardens do a similar job, so it is good, not essential. |
| Hog Rider Puppet | 12 Jan 2026 | Every level now spawns one extra Hog Rider, and each one is a level higher. | No. The hogs still die too fast to high Town Hall splash damage. Nice buff, still not worth ore. |
| Lavaloon Puppet | 12 Jan 2026 | Spawns one extra Lavaloon at levels 21–27, and its housing space dropped from 23 to 21. | No, and this surprises people. The buff is real, but the Grand Warden only has two slots and Eternal Tome, Fireball and Healing Tome all beat it. |
| Noble Iron | 28 Jan 2026 | Attacks per ability went from 7 to 10 at max level, plus +1 tile of range. | Slightly. This is a big buff on paper and most guides missed it entirely. Still a niche pick, but no longer a dead one. |
| Monolith Arrow | 16 Jun 2026 | The hard shut-off after 460 housing space of troops was removed. | Yes. It used to switch off completely in big armies. Now it just scales down instead of dying. |
Equipment that got worse
| Equipment | Date | What changed | Does it change the ranking? |
|---|---|---|---|
| Giant Arrow | 26 May 2026 | Damage cut by about 25% at levels 9–18 (level 18 dropped from 2,000 to 1,500). In exchange it now deals double damage to Air Defenses. | Its job changed. It is no longer a general damage tool. It is now an Air Defense sniper, and it is still very good at that one job. |
| Fire Heart | 26 May 2026 | Self-healing at max level fell from 175 to 150 per second, and its damage bonus was trimmed at almost every level. | Barely. It is still the Dragon Duke's core passive and still worth maxing. |
| Rocket Backpack | 19 Mar & 26 May 2026 | Ability damage nerfed twice. Level 27 went 2,325 → 2,200 → 2,150. | Yes. Two nerfs plus how easily it gets baited by traps drops it well down the list. |
| Revenge Deck | 14 Jul 2026 | Nerfed before it even launched. Healing per counter fell from 75 to 60, counter damage from 300 to 225, and its passive damage bonus was removed entirely. | It launched as a balanced sustain option instead of an instant must-buy. |
| Dragon Duke (the hero) | 26 May & 14 Jul 2026 | His trap damage reduction was cut twice: 50% → 40% → 20%. | Yes, and this one catches out a lot of guides. He is far less trap-proof than he was at launch. Seeking Air Mines hurt him now. |
2. The Hero Journey: How to Get Epic Equipment for Free
The Hero Journey is a reward track in your Hero Hall that gives you free Epic hero equipment, ore and hero skins as you level up your heroes. It arrived on 16 June 2026 and it is available from Town Hall 7.
This is the single biggest change to hero equipment since it launched, and most tier lists still do not mention it. Before June 2026 there were only three ways to get an Epic piece: pay 3,100 event medals, pay 1,500 Gems at the Trader, or pay 750 medals in the Clan War League shop. Now there is a fourth way, and it is free.
How the track fills up
- Progress is based on your total hero levels added together.
- Every single hero level is one point. It does not matter which hero.
- Unlocking a brand new hero counts too.
- You do not have to do anything special. Levelling heroes fills the track on its own.
What you can earn
| Reward | Details |
|---|---|
| Epic Equipment | Pulled from a pool, the same way Epic gear drops from chests. If you already own everything in the pool, that node pays out 50 Starry Ore instead. |
| Ore | Shiny, Glowy and Starry. |
| Hero Skins | Exclusive "Ascended" versions of each hero's base skin. Track only — you cannot buy these. |
| Magic Items | Hero Potions, Books of Heroes, Pet Potions, Runes of Elixir, Runes of Dark Elixir and Mighty Morsels. |
| Resources | Elixir and Dark Elixir. |
| Quest rewards | Each completed Hero or Equipment quest gives three ore chests — one Shiny, one Glowy, one Starry. Chest size scales with your Town Hall level. |
What happened to existing players
When the update landed, everyone was placed on the track based on how many hero levels they already had. If you were owed equipment you did not have, the game gave it to you already levelled up. If you owned a piece but it was below the level the track would have given you, it was upgraded automatically. Hero skins and ore nodes you had already passed were paid out too, with a one-time storage overflow allowed so nothing was lost.
3. The SSS & SS-Tier Equipment Analysis
In the current meta, the best equipment helps bypass complex Town Hall 18 defensive layouts. Here are the core equipment pieces you should prioritize.
Action Figure
Archer QueenThe Action Figure summons a Giant Giant to tank for the Archer Queen, plus 1 second of invisibility for her. The Giant's level scales with the equipment: level 7 at Action Figure 18, rising to level 10 at Action Figure 27. It also adds passive damage, hitpoints and self-healing to the Queen.
At Level 21, it crosses a key survivability threshold against TH18 point defenses. Raw tanking capability makes this a versatile option.
Magic Mirror
Archer QueenMagic Mirror generates up to 2 Queen clones for a full 30 seconds upon activation. This provides immense burst damage and distracts defenses, allowing the Queen to melt base cores instantly.
Level 18 is the optimal breakpoint where the clones reach maximum efficiency. Moving past Level 18 is only recommended for players running exclusive Queen Walk strategies.
Eternal Tome
Grand WardenThe Eternal Tome provides 8 seconds of invincibility for troops within the Warden's aura. It is a crucial active ability.
Upgrade to Level 15 to secure the full 8-second block. Further levels to 18 only scale minor passive recovery stats and represent a low priority for ore allocation.
Spiky Ball
Barbarian KingThe Spiky Ball targets up to 8 structures at Level 27, dealing 3,250 damage each. It is highly effective for funneling and clearing compartments.
For most players, Level 18 is the ideal stopping point (hits 7 targets for 2,500 damage), as pushing it to Level 27 requires an additional 370 Starry Ore for just 1 extra bounce target.
Electro Boots
Royal ChampionDespite the mid-2026 balance adjustments (reducing aura DPS to 200 and self-healing to 45 HPS), the Electro Boots remain dominant. Its passive lightning aura clears skeleton traps instantly.
Level 15 is the premier breakpoint, maximizing self-heal efficiency and aura coverage. Pushing it further is a luxury; Level 15 handles all core meta requirements.
Fire Heart
Dragon DukeThe Dragon Duke is a flying tank that cannot be healed by healers. The Fire Heart is mathematically mandatory to provide self-sustain, giving passive healing and a high active death explosion.
At Level 15, the Fire Heart hits its optimal passive healing tier (+140 HPS, maxing at +150 HPS at Level 18) before the steep upgrade cost spikes. This regen floor is essential for survival.
Select your equipment and current level to calculate the exact Starry Ore required to hit the mathematical utility breakpoint. Do not invest past this point unless you have a massive surplus.
4. Full Equipment Inventory & Tier Rankings (All 42 Pieces)
To give you a complete picture of the current Clash of Clans meta, here is the full inventory of all 41 equipment pieces across all 6 heroes, categorized with their rarity, max levels, unlocks, and current tier positions.
Barbarian King (8
pieces)
| Equipment | Rarity | Max Level | Unlock Requirement | Tier | Notes |
|---|---|---|---|---|---|
Spiky Ball
|
Epic | 27 | Trader Shop / Event | SS | 8 targets × 3,250 damage at L27. L18 hits 7 targets × 2,500 damage. |
Giant Gauntlet
|
Epic | 27 | Trader Shop / Event | S | Jan 2026 buff: 19s duration (up from 17s), 60% damage reduction (up from 55%). |
|
|
Epic | 27 | Wise Warriors Event | S | Passively enables wall-jumping, +24 speed, and +33% attack speed. |
Snake Bracelet
|
Epic | 27 | Trader Shop / Event | S | Passively spawns distraction snakes as King takes damage. Absorbs single-target fire. |
Earthquake Boots
|
Common | 18 | Blacksmith L1 (TH8) | A | Ground shockwave breaks walls. Niche use; outclassed by Spiky Ball for pathing. |
Rage Vial
|
Common | 18 | Starter | C | Short speed/damage buff. Outdated compared to newer epics. |
Vampstache
|
Common | 18 | Blacksmith L3 (TH10) | F | Flat healing per hit cannot outpace TH18 point-defense damage. |
Barbarian Puppet
|
Common | 18 | Starter | F | Summons fragile Barbarians that immediately trigger giant bombs and die. |
Archer Queen (8
pieces)
| Equipment | Rarity | Max Level | Unlock Requirement | Tier | Notes |
|---|---|---|---|---|---|
Action Figure
|
Epic | 27 | Trader Shop / Event | SSS | Best single piece in the game. Summons a Giant Giant to tank (level 7 at equipment 18, level 10 at 27) plus 1s invisibility. |
Magic Mirror
|
Epic | 27 | Trader Shop / Event | SS | Spawns 2 Queen clones for 30s. Delivers massive core melt. |
|
|
Epic | 27 | Anime Fury Event | S | 14% max HP extra damage at L27. Scaled by deployment housing space. |
Giant Arrow
|
Common | 18 | Blacksmith L2 (TH9) | S | Its job changed in May 2026. Damage dropped 25% (2,000 → 1,500 at max), but it now deals double damage to Air Defenses. Bring it to kill Air Defenses, not to nuke the core. |
Frozen Arrow
|
Epic | 27 | Trader Shop / Event | B | Passively slows targets by up to 65%. Highly strategy-specific. |
Healer Puppet
|
Common | 18 | Blacksmith L5 (TH12) | B | Summons 3 healers. Useful for off-flank pushes but falls off at TH15+. |
Invisibility Vial
|
Common | 18 | Starter | C | Brief invisibility and damage boost. Outclassed by clones and giant tanking. |
Archer Puppet
|
Common | 18 | Starter | F | Summoned archers are instantly vaporized by splash defenses. |
Grand Warden (7
pieces)
| Equipment | Rarity | Max Level | Unlock Requirement | Tier | Notes |
|---|---|---|---|---|---|
Eternal Tome
|
Common | 18 | Starter | SS | 8 seconds of absolute invincibility. Most powerful active ability in the game. |
Healing Tome
|
Common | 18 | Blacksmith L6 (TH13) | SS | High-volume AoE healing to sustain troops after invincibility fades. |
Rage Gem
|
Common | 18 | Blacksmith L4 (TH11) | S | +50% passive damage boost. Ideal for ground-based smash attacks. |
Fireball
|
Epic | 27 | Trader Shop / Event | S | Trap below L24. Below L24 it cannot one-shot max TH18 defenses. |
Life Gem
|
Common | 18 | Starter | B | Buffed Jan 2026: troop hitpoint bonus rose from 100% to 120%. Good for ground smash armies, but Apprentice Wardens cover the same job, so it stays a situational pick. |
Heroic Torch
|
Epic | 27 | Splash Event | A | Grants speed, damage resistance, and wall passthrough. Pathing risk. |
Lavaloon Puppet
|
Epic | 27 | Mashup Event | F | Buffed twice in Jan 2026 (+1 Lavaloon at L21–27, housing 23 → 21) and still not worth it. The Warden has only two slots, and Eternal Tome, Fireball and Healing Tome all beat it. |
Royal Champion (7
pieces)
| Equipment | Rarity | Max Level | Unlock Requirement | Tier | Notes |
|---|---|---|---|---|---|
Electro Boots
|
Epic | 27 | Trader Shop / Event | SS | Rebalanced mid-2026: 200 DPS aura, 45 HPS self-heal. Clears skeleton traps. |
Rocket Spear
|
Epic | 27 | Trader Shop / Event | S | 10 spears at L18 with +770 damage each. 10-tile range outranges Scattershot. |
Frost Flake
|
Epic | 27 | Trader Shop / Event | S | Actively freeze up to 7 defenses for 7 seconds. Essential for ground smash. |
Haste Vial
|
Common | 18 | Blacksmith L8 (TH15) | A | Active speed and attack velocity boost. Pairs well with Electro Boots. |
Seeking Shield
|
Common | 18 | Starter | B | Active bouncing shield targeting 4 defenses. Niche fast-sniping. |
Hog Rider Puppet
|
Common | 18 | Blacksmith L7 (TH14) | C | Buffed Jan 2026: one extra Hog Rider at every level, each a level higher. Even so, the hogs still melt to splash damage at TH16+. Good buff, still not worth your ore. |
Royal Gem
|
Common | 18 | Starter | F | Active heal and passive damage boost. Completely outclassed by Electro Boots. |
Dragon Duke (6
pieces)
| Equipment | Rarity | Max Level | Unlock Requirement | Tier | Notes |
|---|---|---|---|---|---|
|
|
Common | 18 | Starter | SS | Rebalanced: 150 HPS self-heal, +23 DPS. Mandatory self-heal for the Duke. |
|
|
Common | 18 | Blacksmith L9 (TH16) | S | 8-tile AoE stun. Disables defenses, heroes, and Clan Castle troops. |
|
|
Epic | 27 | Sound of Clash Event | C | Downgraded from A. Nerfed twice in 2026 (level 27 dropped 2,325 → 2,150). Dashes straight into traps and gets baited easily at high Town Halls. |
|
|
Common | 18 | Blacksmith L10 (TH17) | A | Chain lightning to 4 targets. Effectively doubles Duke's perimeter DPS. |
|
|
Epic | 27 | Awesome Medal Event (Aug 2026) | B | Passive counter-attack. Anything that damages the Duke gets hit back for 225 and heals him 60 at L27. Great for solo funnelling, weak against traps. |
|
|
Common | 18 | Starter | B | June 2026 nerf: Blows fire in facing direction, breaking Backpack synergy. |
Minion Prince (6
pieces)
| Equipment | Rarity | Max Level | Unlock Requirement | Tier | Notes |
|---|---|---|---|---|---|
Dark Orb
|
Common | 18 | Starter | SS | Active 50% speed/attack slowdown over a wide AoE. Premier support pick. |
Meteor Staff
|
Epic | 27 | Cosmic Rock Event | S | Infinite range meteor strikes (850 dmg). Best support tool for Dragon Riders. |
Dark Crown
|
Epic | 27 | Dark Deal Event | S | F2P Trap. Percentage stats are diminished under Legend League modifiers. |
Henchmen Puppet
|
Common | 18 | Starter | B | Summons Minions and grants invisibility. Standard fallback choice. |
Noble Iron
|
Common | 18 | Blacksmith L5 (TH12) | C | Quietly buffed Jan 2026: attacks per ability went 7 → 10 at max, plus +1 tile range. A big buff most guides missed. Still hard to line up with Dark Orb, so it stays niche. |
Metal Pants
|
Common | 18 | Blacksmith L3 (TH10) | C | Active damage reduction shield. Niche use; too situational. |
5. Synergy Chains: The End of Isolated Rankings
Equipment effectiveness depends heavily on its pairing, the hero's pet, and the overall army composition.
Synergy Chains happen when two pieces of equipment complement each other effectively. Here are 6 highly effective combinations in 2026:
1. The "Core Diver" (Barbarian King)
Pairing: Spiky Ball (Epic) + Stick Horse (Epic) + Angry Jelly (Pet)
Guided by the Angry Jelly, the Barbarian King targets defensive buildings exclusively. Upon deployment, the Stick Horse's passive jumps let the King leap over walls while gaining a +24 speed multiplier and +33% attack speed. He dives deep into a compartment and activates the Spiky Ball, instantly destroying up to 8 defenses from the inside out and wiping the entire zone.
2. The "Monolith Melter" (Archer Queen Walk)
Pairing: Monolith Arrow (Epic) + Frozen Arrow (Epic) + Unicorn (Pet)
Designed for isolated Queen Charges. The Queen is deployed with minimal army support to keep the housing space counter below 180. The Monolith Arrow deals a massive 14% extra damage per shot based on target health, allowing her to break max-level walls in 5 shots and destroy defensive heroes in 4. The Frozen Arrow staves off defense fire, slowing target attack speed up to 65% to neutralize incoming damage.
3. The "Infinite Aura-Sniper" (Royal Champion Walk)
Pairing: Electro Boots (Epic) + Rocket Spear (Epic) + Spirit Fox (Pet)
The Royal Champion is deployed to snipe key core compartments. When activated, the Rocket Spear allows her to throw 10 high-damage splash-damage spears from 10 tiles away, safely outranging Scattershots and single-target Infernos. As the Spirit Fox turns her invisible, her passive Electro Boots aura continues to deal constant lightning damage, clearing skeleton traps and maintaining her health without drawing defense targeting.
4. The "Pre-Damage Funnel" (Dragon Duke Charge)
Pairing: Fire Heart (Common) + Rocket Backpack (Epic) + Angry Jelly (Pet)
The Dragon Duke is sent to funnel a high-value corner. Guided by the Angry Jelly, he zeroes in on defenses. He uses the Rocket Backpack to dash in a straight line through the defenses, dealing 2,150 damage along his path. Once repositioned, the Fire Heart's passive self-healing (+150 HPS) quickly restores his health while he continues to clear the outer lane.
5. The "Backline Defense Siege" (Minion Prince Support)
Pairing: Dark Orb (Common) + Meteor Staff (Epic) + Phoenix (Pet)
Perfect for Dragon Rider spam. The Minion Prince is deployed behind defense-targeting troops. While he clears non-defensive trash buildings, the Meteor Staff periodically targets the nearest defensive buildings from infinite range, delivering 850 damage per strike. He then launches the Dark Orb, projecting a 50% slow across the core defenses to protect the main army. If targeted, the Phoenix ensures he remains alive to continue raining meteors.
6. The "Warden Smash" (Grand Warden Core Dive)
Pairing: Eternal Tome (Common) + Fireball (Epic, Level 24+)
Designed for ground smash strategies (such as Root Rider + Yeti). The Fireball deletes an entire compartment of core defenses in a single blast (6-tile radius at Level 24). Immediately after, the Eternal Tome is activated, protecting the entire army under 8 seconds of absolute invincibility as they dive into the opened base core.
Evaluate how your selected equipment pairs function within current TH18 army archetypes. Green indicates perfect mathematical synergy; red indicates overlapping or contradictory mechanics.
6. Situational & Niche Optimization (S & A-Tier)
While the SSS and SS-Tier define the meta, S and A-Tier items provide critical situational advantages. The key is understanding when to use them and acknowledging the opportunity cost of upgrading them over SS-Tier options.
S-Tier Highlights
- Monolith Arrow (Archer Queen): Highly effective for Queen Charges. Dealing up to 14% max HP per hit allows the Queen to break max-level walls in 5 shots and destroy high-health structures quickly. It falls to A-Tier in heavy troop spam due to its deployment-scaling constraints.
- Rocket Spear (Royal Champion): Provides excellent sniper utility, enabling the Royal Champion to destroy heavy core defenses from 10 tiles away—safely outside the range of Scattershots.
- Fireball (Grand Warden): Capable of destroying massive base sections when paired with a high-level Warden Walk, though it is highly situational and requires precise spell and funnel execution.
- Dark Orb (Minion Prince): A 50% movement and attack-speed slow over a massive area-of-effect makes it the premier utility choice for the Minion Prince during core pushes.
- Stick Horse (Barbarian King): Wall-jumping and attack speed multipliers allow the Barbarian King to clear wide outer compartments independently.
- Frost Flake (Royal Champion): A 7-second freeze on up to 7 defenses provides excellent support for ground smash attacks.
- Meteor Staff (Minion Prince): Delivers reliable passive meteor damage from infinite range, making it a premier support tool behind defense-targeting Dragon Riders.
A-Tier Utility
- Giant Arrow (Archer Queen): Slipped from S-Tier due to high-level damage nerfs, but its 2× damage multiplier against Air Defenses and 75-tile range keep it highly viable for air attacks.
- Giant Gauntlet (Barbarian King): Still reliable for core entries, though modern spread-out base layouts have reduced the value of its active splash damage.
- Snake Bracelet (Barbarian King): Highly effective for outer-lane tanking, spawning distraction snakes that absorb single-target Inferno and Monolith fire.
- Haste Vial (Royal Champion): Highly synergistic with Electro Boots for rapid core dives.
- Heroic Torch (Grand Warden): Provides excellent mobility for slow ground smashes, though improper timing can split the main army's pathing.
- Rocket Backpack (Dragon Duke): Slipped to A-Tier due to damage adjustments, but remains a useful positioning tool to bypass defensive dead zones.
- Life Gem (Grand Warden): Essential for Mass Thrower attacks to buffer troop health against heavy splash damage.
7. The "Trap" Investments (B, C & F-Tier)
A "trap" investment is a piece of equipment that looks good on paper or in lower Town Halls but mathematically fails in the TH18 ecosystem. Investing Starry Ore here will actively harm your progression.
Many generic tier lists blindly place the Fireball in S-Tier. This is a massive trap for F2P players. The Fireball is functionally useless below Level 24. At Level 23, its 5-tile radius simply cannot clear modern high-density TH18 compartments.
Because the Fireball requires max-level investment to be viable, it has a terrible Return on Investment (ROI) curve. Unless you already have 220+ Starry Ore banked to push it directly to Level 24, do not invest in it. Stick to the Eternal Tome and Healing Tome for a vastly superior progression curve.
The Dark Crown is a major trap for casual players. While it looks powerful on paper, its stats are percentage-based. In Legend League and competitive matches with difficulty modifiers, the Minion Prince's base stats are nerfed, which heavily dilutes the Crown's scaling. The Meteor Staff is superior, providing flat stat boosts and firing meteors independently.
- Lavaloon Puppet (GW): Absolute worst epic investment in the game. Lavaloons are weak, and using this requires sacrificing the invaluable invincibility of the Eternal Tome.
- Hog Rider Puppet (RC): Summons Level 12 Hog Riders that are instantly vaporized by high-splash defenses (Giga Infernos, Scattershots) at TH16+.
- Flame Blower (DD): June 2026 update locked its active blowing direction to the Duke's facing angle, breaking its Rocket Backpack synergy and making it highly difficult to direct.
- Vampstache (BK): Flat healing (40 HPS) cannot keep pace with high-damage point defenses (Ricochet Cannons, Giga Infernos) at Town Hall 15+.
- Barbarian Puppet (BK) & Archer Puppet (AQ): Summon fragile fodder that immediately triggers giant bombs and dies, actively hindering walks.
- Royal Gem (RC): Flat healing and damage boosts are completely outmatched by the Electro Boots.
8. The Defensive Counter-Meta (For Base Builders)
Understanding optimal offensive equipment is only half the battle. If you are designing TH18 war bases for Clan War Leagues (CWL), you must mathematically counter these equipment synergies to prevent easy 3-stars. High-level base building in 2026 revolves entirely around "Equipment Hijacking."
Countering Giant Arrow + Rocket Backpack (Sniping Meta)
Spacing Principle: Space out Air Defenses and Air Sweepers to ensure they cannot be lined up and sniped in a single Giant Arrow trajectory. Place Invisibility Spell Towers and Multi-Archer Towers offset from common entry paths. Avoid placing high-value targets in straight, continuous corridors to prevent Rocket Backpack flights from pre-damaging a clean path.
Countering Monolith Arrow + Frozen Arrow (Extended AQ Walks)
Exterior Buffers: Place high-HP non-defensive structures (Storages, Hero Hall) on the base exterior. Stall the Queen outside while defenses lock onto her, forcing early spells. Position Firespitters and seeking air mines near outer compartments to target her healers. Keep single-target Infernos and the Monolith protected in deep, narrow compartments to overwhelm healer output once her Monolith Arrow is outranged.
Countering Spiky Ball + Stick Horse (King Dives)
Open-Wall Compartments: Build compartments with a deliberate 1-tile opening. The King's Stick Horse AI pathing will make him walk a longer distance around the walls instead of jumping over them, wasting the ability's speed and duration. Place high-damage single-target defenses (Monoliths, Single Infernos) adjacent to these compartments to quickly melt the King.
9. Ore Economy: Exact Data & Upgrades
Upgrading Epic-tier equipment represents the primary resource bottleneck for competitive Clash players. This section breaks down monthly ore yields, cumulative costs, and progression limits.
Monthly Starry Ore Income (F2P vs P2W)
| Income Source | F2P Monthly Yield | P2W Monthly Yield | Details & Requirements |
|---|---|---|---|
|
|
60 Starry | 120 Starry | Legend League (2/day). P2W includes Prospector. |
|
|
~60–70 Starry | ~60–70 Starry | Constant wars (15/month) at TH16–18 against TH10+ bases. |
|
|
40 Starry | 40 Starry | 10 Starry/week purchased via Raid Medals (350 Raid Medals for 5 Starry). |
|
|
30–35 Starry | 30–35 Starry | Regular CWL participation (50% win rate). |
|
|
20–30 Starry | ~100–140 Starry | Average monthly yield from event passes and lucky chests. |
| Total Monthly | ~210–235 Starry | ~350–405 Starry | Highly active players, maximizing all daily systems. |
About the Prospector: the "P2W" Star Bonus figure assumes you are running the Prospector, a Gold Pass helper unlocked at Town Hall 10. He converts one ore type into another once per work day, and his Starry output is capped at 2 per conversion. He also only stays until the season ends. So treat him as a way to patch a small Shiny or Glowy shortfall, not as a serious Starry Ore source — and ignore any guide claiming that converting Starry away will wreck your account. At 2 per day, it mathematically cannot.
Note: Casual F2P players who do not optimize Raid Medals or war constantly can drop to as low as 101 to 150 Starry Ore per month. P2W players can also convert Gems at a rate of 1 Starry Ore = 35 Gems (not recommended).
Epic Equipment Upgrade Costs (L1 → L27)
Epic equipment costs Starry Ore only at every third level, starting at Level 9. Common equipment costs no Starry Ore at all.
Here is the part that changes how you should think about upgrades: the cost is identical for every piece of the same rarity. Maxing the Action Figure costs exactly what maxing the Lavaloon Puppet costs. So the price is never the question. The only question is which piece earns it.
| Level Milestone | Shiny Ore Cost | Glowy Ore Cost | Starry Ore Cost | Cumulative Starry Ore |
|---|---|---|---|---|
| L1 → L9 | 1,680 | 120 | 0 | 0 |
|
Level 9
|
1,800 | 200 | 10 | 10 |
|
Level 12
|
2,100 | 400 | 20 | 30 |
|
Level 15
|
2,400 | 600 | 30 | 60 |
|
Level 18
|
2,700 | 600 | 50 | 110 |
|
Level 21
|
3,000 | 600 | 100 | 210 |
|
Level 24
|
3,300 | 600 | 120 | 330 |
|
Level 27
|
3,600 | 600 | 150 | 480 |
In practice: at the ~210–235 Starry per month a fully active Free-to-Play player earns (see the income table above), 370 Starry is about six to eight weeks of your entire Starry income poured into a single item. Spread that same ore across four pieces up to level 18 and your account gets far stronger. Level 18 on four pieces beats level 27 on one, every time, unless you are competing at the very top.
Blacksmith Level Caps per Town Hall
| Town Hall Level | Max Blacksmith | Max Common Level | Max Epic Level | Key Meta Unlock |
|---|---|---|---|---|
TH12
|
Level 5 | 15 | 18 | Healer Puppet & Noble Iron unlocked |
TH13
|
Level 6 | 15 | 18 | Healing Tome unlocked |
TH14
|
Level 7 | 18 | 21 | Hog Rider Puppet unlocked; Epic cap rises to 21 |
TH15
|
Level 8 | 18 | 24 | Haste Vial unlocked; Dragon Duke unlocked at Hero Hall 9 |
TH16
|
Level 9 | 18 | 27 | Stun Blaster unlocked; Epic cap hits 27 — the real finish line |
TH17
|
Level 10 | 18 | 27 | Electro Fangs unlocked. No cap or storage increase — build this last |
TH18
|
Level 10 | 18 | 27 | No new Blacksmith level. Caps unchanged from TH17 |
10. Free-to-Play Upgrade Roadmap
For F2P players, spreading ores across the entire roster is a critical mistake. The optimal strategy is to build a single, highly synergistic meta army and focus on critical breakpoints before attempting the long, brutal march to level 27 epics.
- Phase 1 (Zero Starry): Upgrade baseline commons like Eternal Tome and Healing Tome to Level 15 (0 Starry cost). Push Fire Heart to Level 15 and Dark Orb to Level 15.
- Phase 2 (Breakpoint Pushes): Focus Starry and Glowy ores on bringing core epics to their key breakpoints. Upgrade Spiky Ball to Level 18, Electro Boots to Level 15, Action Figure to Level 21, and Magic Mirror to Level 18.
- Phase 3 (Fill Roster & Float): Once your core setup is stable, begin pushing key epics (like Action Figure or Spiky Ball) to Level 24/27. Always maintain a "float" of 150+ Starry Ore so that if a game-breaking piece of equipment is released, you can instantly boost it to Level 18.
11. Breakpoints: Optimal Stopping Levels
To optimize the ore economy, F2P players should park their equipment at high-value breakpoints. Upgrading past these levels yields diminishing returns relative to the massive Starry Ore costs.
| Equipment | Optimal Breakpoint | Strategic Rationale | Starry Cost to Reach |
|---|---|---|---|
Action Figure (AQ)
|
Level 21
|
Giant HP crosses the survivability threshold for TH18. | 210 Starry |
Magic Mirror (AQ)
|
Level 18
|
Clone HP + duration at optimal value. Only push to 27 for exclusive Queen Walks. | 110 Starry |
Eternal Tome (GW)
|
Level 15
|
8s invincibility secured. Further levels only scale passive recovery. | 0 Starry |
Electro Boots (RC)
|
Level 15
|
Max efficient self-heal + aura diameter. Clears skelly traps. | 60 Starry |
Spiky Ball (BK)
|
Level 18
|
7 targets × 2,500 damage. Final 9 levels (+1 target) cost 370 Starry — not worth it early. | 110 Starry |
|
|
Level 15
|
Hits the optimal passive healing tier (+140 HPS) before the cost spike. | 0 Starry |
|
|
Level 21
|
13% extra damage + 8% damage reduction. Viable for TH18 charges. | 210 Starry |
Rocket Spear (RC)
|
Level 18
|
9 spears, +770 damage each. Level 27 only adds 1 extra spear. | 110 Starry |
Fireball (GW)
|
Level 24 (MINIMUM)
|
Useless below L24. Can't one-shot max defenses. 220+ Starry required. | 330 Starry |
Dark Orb (MP)
|
Level 15
|
Provides a massive 45% defense slowdown for a full 15s. | 0 Starry |
|
|
Level 15
|
Unlocks the bulk of the chain-lightning damage boosts. | 0 Starry |
|
|
Level 18
|
24s duration, +21% attack speed, +171 passive DPS. | 110 Starry |
|
|
Level 15
|
Offers highly optimal stun duration and health recovery boost. | 0 Starry |
12. Conclusion & Strategic Roadmap
If you remember nothing else from this guide, remember these four things.
- Cost is never the question. Every Common piece costs the same to max, and so does every Epic. The only decision is which piece earns your ore.
- Level 18 is the smart stopping point for most Epics. Levels 21, 24 and 27 cost 370 Starry Ore between them, which is 77% of everything that piece will ever need.
- Check the Hero Journey before you buy anything. It gives Epic equipment away free as you level heroes, so you may already be owed the piece you were about to spend 1,500 Gems on.
- Balance patches matter more than tier badges. Nine pieces changed in 2026. A guide that has not been updated since May is ranking gear on numbers that no longer exist.
Want the exact stopping level for a specific piece? Jump back to Section 11: Breakpoints. If you are working on the Dragon Duke specifically, our Dragon Duke hero guide covers his pets, loadouts and Royal Rampage positioning in detail. And if Starry Ore is what is holding you back, the Starry Ore farming guide breaks down every income source month by month.
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Sync Your Account NowHow This Guide Is Researched & Kept Current
Transparency matters when you are being asked to spend months of farming on one upgrade, so here is exactly how this page is put together.
- Every stat is checked against primary sources. Level tables, ore costs, unlock requirements and balance-change dates are cross-checked against in-game values and the Clash of Clans Wiki level-by-level data, then re-derived by hand. They are not copied from other tier lists.
- Ore totals are calculated, not estimated. The 27,260 / 1,920 Common figure and the 56,060 / 3,720 / 480 Epic figure come from summing every individual level cost.
- Rankings are re-checked after every balance patch. This page was last verified on 26 August 2026, against the patches of 12 January, 28 January, 19 March, 26 May, 16 June and 14 July 2026.
- Where the community disagrees, we say so. The Giant Gauntlet, Heroic Torch and Monolith Arrow are genuinely contested between competitive players and general guides. We explain both sides rather than pretending there is one answer.
- Corrections are welcome. If a number here does not match your game, tell us and we will re-check it. Supercell changes values often and no guide catches everything on day one.
Frequently Asked Questions
There are 42 pieces spread across six heroes: Barbarian King (8), Archer Queen (8), Grand Warden (7), Royal Champion (7), Minion Prince (6) and Dragon Duke (6). The newest is the Revenge Deck, which arrived on 12 August 2026. Common pieces max at level 18 and Epic pieces max at level 27.
Use the Hero Journey reward track in your Hero Hall, added on 16 June 2026 and open from Town Hall 7. It fills up based on your total hero levels added together, and it hands out Epic equipment, ore and exclusive hero skins along the way. If you already own every Epic in the pool, that reward becomes 50 Starry Ore instead.
The Revenge Deck is a passive Epic for the Dragon Duke. Anything that damages him gets hit back with a card and heals him a little. At level 27 that is 225 damage and 60 healing per counter, with a 0.8 second cooldown tracked separately for each attacker. It does not counter traps, defensive spells, Air Sweeper knockback, or anything hitting him from more than 25 tiles away.
20%, as of the 14 July 2026 patch. He launched with 50%, was cut to 40% on 26 May 2026, then to 20% in July. Many guides still quote the old numbers. He is much more vulnerable to Seeking Air Mines now than he was at release.
The Action Figure for the Archer Queen is still the strongest single piece in August 2026. It summons a Giant Giant that tanks defences while she keeps firing. At Action Figure level 18 you get a level 7 Giant; pushing the equipment to level 27 upgrades that to a level 10 Giant. It also adds passive damage, hitpoints and self-healing to the Queen.
You should prioritize key Common equipment like the Eternal Tome and Invisibility Vial to level 12-15 first because they are cheap and offer massive utility. Once they are at a usable level, focus all your Glowy and Starry Ores on S-tier Epic equipment.
For Warden-led ground attacks, pair the Eternal Tome with the Healing Tome to maximize army survivability. For air spam or smash strategies, the Fireball combined with the Rage Gem provides incredible opening value, wiping out entire base compartments instantly.
To upgrade Epic Equipment, you must actively farm Shiny, Glowy, and Starry Ores. The best source is daily Clan Wars, maintaining a high league tier for the Star Bonus, and completing seasonal event tracks. Keep your Blacksmith busy on key upgrades.
You should upgrade key common equipment (like the Eternal Tome and Invisibility Vial) to level 12-15 first, as they provide high immediate value. Once your core commons are in a healthy state, save your Glowy and Starry Ores for S-tier Epics like the Giant Gauntlet.
Maxing the Blacksmith should be done as soon as you upgrade your Town Hall. Upgrading the Blacksmith unlocks higher level caps for your equipment and increases your daily ore storage capacity, ensuring you do not waste any ores earned from events.
The Giant Gauntlet remains a solid tier choice but has been mathematically eclipsed by the Spiky Ball at TH18. It grants area-of-effect damage and reduces all incoming damage by 60% (recently buffed in Jan 2026) during activation, making it a reliable option for core entry.
Epic equipment reaches key breakpoints at levels 15, 18, and 21. Level 18 is the standard target for competitive players (securing high stats), while leveling up to 27 is reserved for primary war strategies due to the high Starry Ore requirement.
No. The percentage-based extra damage from the Monolith Arrow is calculated strictly from the target's maximum hitpoints and is considered secondary damage. Consequently, it cannot be amplified by Rage Spells, Grand Warden damage buffs, or game difficulty modifiers.
In the June 2026 update, Supercell modified the Flame Blower to project fire strictly in the direction the Dragon Duke is facing. Previously, it blew fire in his direction of travel during a Rocket Backpack flight. This change makes the alignment incredibly difficult to control, rendering the Flame Blower highly situational.
The Monolith Arrow tracks the cumulative housing space of deployed friendly units during the battle, acting similarly to the Eagle Artillery's activation mechanic. Attacking heroes count as 25 housing space. Once the deployment threshold passes 180 and 250 housing space, the Monolith Arrow's damage drops to its lower stages. Once deployed, the counter never decreases, meaning that deployed troops dying will not restore the Monolith Arrow's damage back to its higher stages.
The Meteor Staff is superior in Legend Leagues and competitive matches with difficulty modifiers. The Dark Crown provides percentage-based stat increases which are heavily diminished by the Legend League hero stat-reduction modifiers. Conversely, the Meteor Staff provides flat stat boosts and fires meteors independently at defenses, avoiding the penalty and proving more consistent without requiring your own army to die first.
Yes. Maintain a reserve of 150+ Starry Ore at all times. New Epic equipment drops every 4-6 weeks, and having a reserve allows you to instantly upgrade high-value releases to a usable breakpoint (Level 18).
Active Clash of Clans player since 2016. TH18 player and clan leader. Built ClashOS to solve the tracking problems that existing tools miss — especially on mobile. Focused on hero equipment optimization and competitive war strategy.
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Spiky Ball
Giant Gauntlet
Snake Bracelet
Earthquake Boots
Rage Vial
Vampstache
Barbarian Puppet
Giant Arrow
Frozen Arrow
Healer Puppet
Invisibility Vial
Archer Puppet
Healing Tome
Rage Gem
Life Gem
Heroic Torch
Lavaloon Puppet
Rocket Spear
Frost Flake
Haste Vial
Seeking Shield
Hog Rider Puppet
Royal Gem
Dark Orb
Meteor Staff
Dark Crown
Henchmen Puppet
Noble Iron
Metal Pants
TH12
TH13
TH14
TH15
TH16
TH17
TH18