(Yeah, we were shocked as you were too!)
Okay, real talk: when we first saw the Town Hall 18 update, we thought Supercell lost their mind.
A TH that just… chills? No Giga? No zap-your-entire-soul beam?
We were ready to write an angry clan mail.
But then we played a bit. And things started making weird sense.
Like that moment you realize your accidentally-upgraded wall actually helped your funnel.
Yeah. That kind of sense.
Wait… a Town Hall That Doesn’t Fight Back?
At first, TH18 looks like a sad decoration.
No Inferno artillery. No poison bomb. Nothing.
It just sits there like a villager who forgot their helmet.
And honestly, we rolled our eyes.
“Bro, how are we supposed to defend? With vibes?”
But here’s the twist we didn’t see coming:
that “weak” TH is messing with every defense-targeting troop in the game.
Royal Champ?
Root Riders?
Loons doing drive-by attacks?
They ignore the TH now.
Because it’s not a defensive building anymore.
Which sounds dumb.
But isn’t.
Why This One Change Works… kinda
Here’s the thing: defense-targeting troops used to make two-stars too easy.
RC walks were wiping bases cleaner than a gem box spawn.
Root Riders were practically speedrunning war hits.
Even Loons were like “lol free TH.”
But with TH18?
The RC doesn’t care.
She goes after actual defenses, not your core.
This means fewer cheap two-stars
and way more people panicking at 48 percent.
Is that fun for attackers?
Not really.
Is it funny to watch in war?
Absolutely.
The Guardians Are Basically Mini Bosses
We’ll admit it—we misjudged the Guardians on day one.
They looked like budget heroes.
Like someone fused a Barbarian with a Builder Base troop at 3 AM.
But wow. These things slap.
Two types right now:
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Longot — chill, ranged, explodes when it dies
-
Smasher — angry, tanky, punches everything, also leaves a rage spell (because why not)
They don’t take spell damage except freeze.
They hit ground and air.
They run around the base like toddlers with sugar rush.
And since they’re not tied to the TH…
your base basically has moving defenses now.
Which is wild.
And kinda fun.
And occasionally annoying, but we’ll ignore that.
A Quick Story (because we love oversharing)
We did a friendly war hit.
Planned a perfect RC walk.
We were proud.
Smug even.
Then Smasher decided to third-party our Queen.
Like he was a mini Pekka with abandonment issues.
Plan ruined.
We got 1 star.
Did we blame Supercell?
Yes.
Did we admit it was our fault?
Also yes.
Both things can be true.
The “No Weapon = Better Defense” Hot Take
Feels weird to say, but removing TH18’s weapon made defense stronger.
We know.
Makes zero sense.
But Clash logic is like that sometimes.
Since the TH doesn’t “count” as a defense:
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RC ignores it
-
Root Riders ignore it
-
Spam attackers miss the easy core pathing
-
People fail more
It’s chaos.
But the good kind.
Like getting a free Book of Heroes from Clan Games.
So What Does This Mean for the Game?
We’re not pretending everything is perfect.
Some players hate the change.
Some love it.
Some haven’t even updated their game yet because storage full.
But we kinda like where this is going:
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Anti-2 bases are back
-
Spam attacks aren’t braindead easy
-
Defenses matter again
-
Guardians bring actual personality to the base
-
TH18 feels like a strategic choice, not a nuke button
Also, remember when we said the TH looked weak?
Yeah… we take that back. A little.
Where This Leaves Us (…for now)
The meta is shifting.
Players are relearning pathing.
RC walkers are sweating.
And we’re honestly enjoying this whole “mystery era” of TH18.
Supercell might even bring Eagle Artillery back someday.
Or not.
We don’t know. They’re unpredictable like that Builder who keeps upgrading the wrong trap.
But the vibe?
The vibe is fun again.
And if you want to actually survive this update…
yeah, we should talk about TH18 bases next.
Because these new defenses? They get wild fast.
Just saying.