Sneak Peek #1: Spring Trap Rework, TH Weapon Removal & More Changes

Spring traps are scarier now, and TH weapon levels no longer exist. This update shifts how you build bases and attack. Here’s what’s new: TH weapon Removal, Spring Trap Rework, Several improvements, Balance Changes, Economy Changes, Shield & Guard Changes.

Hey chief,

Clash of Clans just dropped a fresh update, and it’s packed with things you’ll actually care about. We’re not talking about boring bug fixes or hidden tweaks—this one brings real gameplay changes that will shake up how you play. From Spring Trap rework to Shield rewords, a lot just got a facelift. 

Let’s run through the big ones.

Town Hall Weapon Levels Removed for TH12 to 15

Town Hall weapon levels (the extra weapon upgrades introduced for endgame players) are being removed for Town Hall levels 12, 13, 14 and 15.

  • The weapon remains visible on those THs, but it will be fixed at level 1 for all players — the same setup that Town Hall 16 currently uses.

  • The weapon will keep the stats of the highest level it used to have (so you don’t lose its max power).

  • Any weapon upgrades that were in progress will be cancelled. No resources will be refunded.

Spring Trap: Full Rework (How It Works Now)

Spring Traps are getting a clearer, more deterministic behavior.

  • Spring Trap is a 1×1 trap that triggers when ground troops enter its Trigger Radius.

  • After a short delay, the trap picks the single troop with the largest housing space inside its Damage Radius, then applies one of the following:

    • If the troop’s housing space is less than or equal to the Spring Capacity, the trap ejects the troop (it’s removed from the battle).

    • If the troop’s housing space is larger than the capacity, the trap deals heavy damage to that troop.

    • If the target is a Hero, the damage dealt is halved.

    • If the troop dies from the trap, it’s ejected.

    • If the troop survives, it is thrown into the air briefly (stunned/floated).

  • If two Spring Traps trigger at the same time, traps ignore targets that are currently being thrown. This prevents a single unit from taking damage from multiple spring traps while airborne.

❗ Does this mean RC Walk armies don't work anymore? Don't worry, keep an eye on our Best Attack Strategies blogs to know the latest armies that actually work.

Builder Base Spring Traps

  • The same rework applies to Builder Base Spring Traps.

  • Level 5 has been added to Builder Base Spring Trap.

  • Spring Capacity for all Builder Base spring trap levels is now 4 (increasing the capacity previously didn’t change behavior meaningfully, so it’s unified).

Balance Changes

  • Diggy now stuns its target when surfacing — this works against defending Heroes and Clan Castle troops too.

  • Heroic Torch speed boost now also increases Grand Warden’s movement speed.

  • Grand Warden will be less likely to group up with Boogers and follow them.

  • Defensive Furnace damage reduced slightly so one maxed Firemite can’t kill a maxed Healer anymore.

Small Improvements & UI Updates

  • Town Hall description text cleaned up and made more concise.

  • Builder Base heroes now have a stat bar showing ability level increases.

  • Headhunter now displays how much poison damage she does.

  • Hero Hall equipment is now sorted like this:

    • All Commons first, ordered by the Blacksmith unlock sequence.

    • Equipment won’t re-arrange itself based on item level anymore.

  • Clashmas trees now show the year (yes, your 2012 Clashmas Tree will say 2012).

  • Clan Games will now always show 8 home village tasks and 4 builder base tasks.

  • Minor additions to village data export: Goblin worker, Helpers, and active boosts are included now.

  • Players can attack in Legend League right after a maintenance break (no forced wait).

New Stuff Added to Chests (Skins, Equipment, Decos)

Skins

  • LNY '24 RC

  • Space AQ

  • Egypt GW

  • Football RC

  • Wildwest GW

  • Clash Games BK

  • Anime RC

  • Clashoween 2024 AQ

Equipment

  • Snake Bracelet

  • Action Figure

  • MP - Dark Crown

  • Heroic Torch

Decorations

  • Dragon Pinata

  • Goblin Explorer

  • Baby Ptah

  • Crown Sword

  • Surprising Squad

  • Celebration cup

  • Haaland Statue

  • Football Camp

  • Cowboy Skeleton

  • Wizard Vendor

  • Hydra Headstone

Platform deprecations (October update)

Support ends for:

  • Amazon Appstore — full pull-out. Clash of Clans will no longer be available on this store.

  • iOS 14 and below

  • Android 6 and below

Bug Fixes

  • Forge display error fixed (it may have wrongly shown you could/couldn’t afford usage).

  • Yetimites spawned by Yetis and Super Yetis now spawn scattered around the Yeti (not stacked).

  • Goblin Researcher text fixed (says “researching” instead of “building”).

  • Fix: Grand Warden could sometimes die while auto-activating Eternal Tome if damage came at an exact moment. Fixed.

  • Fix: units getting stuck inside walls after Heroic Torch ends.

  • Fix wrong interaction between penetrating projectiles and units under Ice Block (low-HP units not properly protected).

  • Fix Ice Block interaction with underground units (they now freeze properly).

  • Fix arrows used during War scouting sometimes loading wrong stuff.

Economy Changes: Costs, Timings, Hero Refactor

  • A large number of upgrades across many Town Halls (defenses, troops, spells, heroes, pets) will have reduced resource costs and shorter upgrade times.

  • Five hero levels for Barbarian King, Archer Queen and Grand Warden will be moved from Town Hall 15 to Town Hall 14 to smooth hero progression across Town Halls.

  • For full, granular numbers: check this PDF (the notes reference that file for detail).

Loot Bonus: New Attack Loot Rules

Here’s the core change: besides the existing penalty for attacking lower THs, there’s now a loot bonus for attacking higher Town Halls.

Current system (what players see)

Town Hall difference % of loot available
Same or higher 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4+ levels lower 5%


New system (adds bonuses for attacking up)

Town Hall difference % of loot available
4 or more levels higher 200%
3 levels higher 175%
2 levels higher 150%
1 level higher 120%
Same 100%
1 level lower 80%
2 levels lower 50%
3 levels lower 25%
4+ levels lower 5%


Match frequency notes (what happens in practice)

  • Attacks on bases 3 levels lower are very rare — about 1 to 5 times per 1,000 battles.

  • Attacks on bases 2 levels lower are more common — around 2–8%, depending on TH and generally rarer at higher THs (but at max TH it can rise back to ~5%).

  • Attacks 2 levels higher are extremely rare — less than 1 in 1,000 battles.

Loot Cart reduced payout

Loot Cart payout cut from 20% → 10% of the largest defense taken. The idea is to move some of that income to other features.

Intended behavior:

  • The attacker still gets the expected loot from each attack.

  • The first attack spawns a loot cart for the defender.

  • Loot in the cart equals 10% of the resources the attacker took.

  • If a later attack loots less of a particular resource, the cart does not reduce for that resource.

  • If a later attack loots more of a particular resource, the cart updates only that resource to the new, higher value.

Shields and Guard Changes: Big Overhaul

This is a major system change: Village Guard is removed and traditional Shields are replaced by Magic Shields. The goal: clearer mechanics, fewer surprises, and to restore Revenge.

Part 1: Village Guard removed

  • Guard that used to be awarded after shields expire is removed (no replacement).

  • Guard awarded after a defense that doesn’t give a Shield is removed.

  • Guard removed from the Shop.

Part 2: Shield rework → Magic Shield

TL;DR: Shields now protect your loot by turning attacks into shadow base attacks. Magic Shield is only awarded if the defender lost ≥ 30% of available loot. Magic Shields last 8 hours.

Key points:

  • Magic Shield replaces Shield.

  • It’s awarded when: stolen_loot ≥ 30% of available_loot (available_loot × 0.3 ≥ stolen_loot).

    • Note: Dark Elixir needs to be scaled to Gold/Elixir values (×100) for this calculation.

  • If the attack doesn’t meet the 30% criterion, no Magic Shield is awarded and the base remains attackable.

  • Magic Shield duration is always 8 hours, regardless of League or destruction percent.

  • While under Magic Shield, your base can still be attacked, but those attacks are against a shadow base and no real loot or trophies are taken from the defender. Loot for those attacks is generated by the game economy (same for Revenge).

  • The defender can see the results of mirror attacks (unlike the old system where they could not).

  • Players cannot tell from their attack log when they attacked a shadow base — logs still show all stolen loot and trophies as usual.

  • Magic Shield can be bought in the Shop (same prices as before):

    • 1 day = 100 gems / 4d cooldown

    • 2 days = 150 gems / 7d cooldown

    • 1 week = 250 gems / 35d cooldown

  • Players may remove their Magic Shield manually.

  • Migration: existing Shields become Magic Shields on release. If a shield was longer than 8 hours, it becomes a Magic Shield longer than 8 hours.

  • Re-engaging players (returning players) receive a 48-hour Magic Shield (previously a 24-hour Guard).

  • Legend League players can buy a Legend Shield (different from Magic Shield). A Legend Shield prevents all attacks while active and applies to the following League day. Players with a Legend Shield may not attack or be attacked.

Shield Triggers — Old vs New

Old (current) system:

  • Shields are granted when:

    1. At least 30% destruction (Town Hall destruction didn’t matter by itself); and

    2. At least one-third of a "full army" was deployed. (Full army = max camp space + heroes, and heroes count as 25 each for this check.)

New system:

  • Magic Shield is awarded when: available_loot × 0.3 ≥ stolen_loot.

  • If this condition is not met, the defender receives no Magic Shield and remains open for another defense.

Shield Duration — Old vs New (summary table)

Trophy League 30–59% destruction (old) 60–89% destruction (old) 90–100% destruction (old) New system
Champion III and below 12h 14h 16h 8h Magic Shield
Champion II 11h 13h 15h 8h Magic Shield
Champion I 10h 12h 14h 8h Magic Shield
Titan III 9h 11h 13h 8h Magic Shield
Titan II 8h 10h 12h 8h Magic Shield
Titan I 7h 9h 11h 8h Magic Shield
Legend League (not signed) 6h 8h 10h 8h Magic Shield

What happens when someone attacks you under Magic Shield?

  • A mirror (shadow) base is put in the matchmaking pool and can be attacked.

  • The defender can see the replay/results of those mirror attacks.

  • No real loot or trophies are taken from the defender during those attacks.

Attacking while under a Magic Shield

  • Old behavior: attacking while shielded deducted 3+ hours from remaining shield time (more for subsequent attacks).

  • New behavior: attacking or revenge attacking while under Magic Shield does not reduce the Magic Shield’s remaining time.

Revenge: Re-enabled and Clarified

  • Revenge is re-enabled for battles that triggered a Magic Shield for the defender.

  • Conditions:

    • Defenses where the attacker took ≥ 30% of the available loot can be revenged.

    • If the battle replay is invalidated (incompatible with current version), it cannot be revenged.

    • Revenge is possible even if the defender is under Magic Shield — revenges are performed against a shadow base.

    • Targets without Magic Shield do not get a shield when they are revenge-attacked.

    • After a defense, a defender has 12 hours to use Revenge.

  • Shop shields: buying shields in the shop keeps the same gem prices and cooldowns as the old system.

  • Dismissing a Magic Shield is allowed.

Loot in Revenge Attacks and Top-Up Mechanic

  • In a Revenge attack you can win:

    • Resources (Gold, Elixir, Dark Elixir), event currency, chests, etc.

    • League Bonus

    • Stars that count toward daily star bonus

  • A top-up mechanic ensures the revenger has a chance to get back at least what was stolen in the original attack:

    • Example A: Attacker stole 1M Gold, but their shadow only has 500k Gold — the system tops the shadow up to 1M so the revenger can potentially recover the full amount.

    • Example B: Attacker stole 1M, and the shadow has 1M — revenge proceeds normally.

    • Example C: Attacker stole 1M, and the shadow has 2M — revenge proceeds normally (no change).

  • The top-up distributes resources evenly between collectors / storages / treasury where applicable.

When Revenge is NOT Possible (examples)

  • Attacks where < 30% of available loot was stolen (no Magic Shield awarded).

  • Attacks against a mirrored base (mirror defenses do not trigger Magic Shield).

  • Re-revenge is not permitted — you can’t revenge a revenge that was done against a shadow base.

  • Revenge attacks against currently unshielded bases are done against a shadow and do not trigger a Magic Shield for the defender.

Final Notes & Tiny Extras

  • Allow attacking in Legend League immediately after maintenance (no delay).

  • Minor village export fields added for Goblin worker, Helpers, and active boosts.

That’s the meat of the update: short, sharp, and worth knowing. Forget digging through pages of patch notes; these are the changes that will actually shape your next war or farming run.

Now, stay tuned for Sneak Peek #2 for more serious changes.

Questions

The spring trap rework (now pushing heroes) and the removal of Town Hall weapon levels.

Yes. The rework allows spring traps to launch heroes and heavy troops like PEKKAs & Golems, making them a serious defensive weapon again.

Not the weapon itself, but its levels are gone. Now the Town Hall’s weapon power scales differently when upgraded.

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