Skip to main content
Rohit••Updated Oct 9, 2026•7 min readArticle

TH9 Upgrade Priority 2026: What to Upgrade First

A TH9 upgrade order for 2026: lab and Hero Hall 3 for the Minion Prince first, X-Bows placed on day one, then army camps and your air or ground army.

A cartoon purple winged prince flying over a giant crossbow tower in a strategy game village, standing in for a Clash of Clans Town Hall 9 upgrade

The Short Version

Quick answer: At Town Hall 9, start the Laboratory and Hero Hall level 3 first. The Hero Hall unlocks the Minion Prince and raises your hero caps. Place both new X-Bows on day one. Then upgrade the army camps, followed by the building your army needs: Dark Barracks for Lava Hounds or the Spell Factory for Freeze.

That's the whole order. Offense first, because a stronger army farms every later upgrade faster.

Town Hall 9 adds a lot at once, including a new hero. The rest of this guide sorts it all, with every cost as of October 2026.

What Town Hall 9 Unlocks

I pulled the Town Hall table from the community wiki and lined up the Town Hall 8 and 9 rows. Here's what changes:

BuildingTown Hall 8Town Hall 9
Laboratorylevel 6level 7
Hero Halllevel 2level 3, Minion Prince
X-Bownone2 X-Bows, up to level 3
Army Camplevel 6level 7
Barrackslevel 10level 11, Baby Dragon
Dark Barrackslevel 4level 6, Witch and Lava Hound
Spell Factorylevel 3level 4, Jump and Freeze
Dark Spell Factorylevel 2level 4, Haste and Skeleton
Blacksmithlevel 1level 2, Giant Arrow
Walls225 at level 8250 at level 10

You also get one more Archer Tower, Air Defense, Wizard Tower, Air Sweeper and Hidden Tesla.

That's the biggest jump in the early game. So the order matters more here than almost anywhere else.

Laboratory First

The lab is the slowest queue you own. It researches one thing at a time.

Laboratory level 7 opens the research levels for Town Hall 9. Until it's built, your army fights at Town Hall 8 strength.

Start it on the day you upgrade, and keep it busy every hour after that.

Research the troops you really attack with. If you plan to switch armies at Town Hall 9, research the new army first, so it's ready when the buildings are.

If you've unlocked the Lab Assistant at the Helper Hut, keep him working too.

An idle lab day is gone for good.

Hero Hall Level 3 and the Minion Prince

This is the headline upgrade of Town Hall 9.

Hero Hall level 3 unlocks the Minion Prince, a flying hero. The wiki lists it at 2,300,000 Elixir and 3 days.

It does more than add a hero. I checked Supercell's Town Hall 17 update notes, which introduced the Hero Hall. They say maximum hero levels depend on the level of the Hero Hall, and that the Minion Prince is available from Town Hall 9.

So until Hero Hall 3 is built, your King and Queen stay at their old caps too.

Build it right after the lab. Hero levels are the longest grind in the game, and every day they can't level is a day you never get back.

When the Prince arrives, the Minion Prince equipment guide shows which pieces to use.

Place the X-Bows on Day One

The X-Bow is the big new defense at Town Hall 9. You get two, and they go up to level 3.

Place both the moment you upgrade. A level 1 X-Bow still fires, and an empty plot does nothing.

X-Bows fire fast and far. You can also set each one to hit ground only, or ground and air.

That choice matters. Ground mode reaches further, which helps against ground armies. Air and ground mode covers you against Lava Hounds and Balloons, the classic Town Hall 9 air army.

Put them deep in your base, where they cover the core. Then level them before the older defenses.

Army Camps Add Space to Every Attack

Army Camp level 7 sounds dull. It isn't.

Every camp you upgrade adds space to every attack after that. A defense helps only when someone attacks you. A camp helps in every battle you start.

That's why camps come right after the lab and the Hero Hall.

Upgrade them one at a time, so you never lose too much army space at once. Losing a camp's space in the middle of war week costs more than the upgrade saves.

Once they're done, move to the troop buildings. Only one matters right away, and it depends on how you attack.

Air or Ground: Pick Your Army's Buildings

Town Hall 9 opens several new troops and spells. Build the ones your army uses first.

The wiki lists these costs:

UpgradeUnlocksCostTime
Dark Barracks 5Witch2,200,000 Elixir2 days 12 hours
Dark Barracks 6Lava Hound2,900,000 Elixir3 days
Spell Factory 4Jump and Freeze1,200,000 Elixir2 days
Barracks 11Baby Dragon2,600,000 Elixir2 days
Dark Spell Factory 3Haste600,000 Elixir2 days
Dark Spell Factory 4Skeleton1,200,000 Elixir3 days

For air attacks, take Dark Barracks 6 first. Lava Hounds soak Air Defense fire so Balloons can do the damage.

For ground attacks, take Spell Factory 4 first. Freeze stops a defense cold, and Jump opens a path over walls.

Unsure? Take the Spell Factory. It's the cheapest, and Freeze helps almost any army.

The Blacksmith and the Giant Arrow

Blacksmith level 2 unlocks the Giant Arrow for the Archer Queen.

The wiki lists it at 1,200,000 Gold and 1 day, the cheapest upgrade in this guide. It also raises the equipment caps to level 9 for common pieces and level 12 for epic ones.

That makes it easy to slot in whenever a builder frees up.

Ore is the real limit, not the building. Spend it on the two or three pieces you equip in every attack, and leave the rest.

The Archer Queen equipment guide explains where the Giant Arrow fits next to her other pieces.

The Rest of the Defense Order

After the X-Bows, upgrade by how much damage a building does.

Air defense comes first at this level, because the classic Town Hall 9 attack comes from the air. You get a fourth Air Defense, a second Air Sweeper, and Air Defenses reach level 7.

Then the splash defenses. Wizard Towers reach level 7, and you get a fourth one. The Bomb Tower goes to level 3.

Cannons and Archer Towers come last. Both reach level 11, and you get one more Archer Tower. They're single target, and you own many, so each upgrade moves your defense only a little.

Place every new building on day one. Then use spare builders on cheap upgrades, so none of them sits idle.

Traps Fill the Gaps

Traps are quick and cheap, so they fit between big upgrades.

Town Hall 9 adds a fourth Giant Bomb and two more Seeking Air Mines. Bombs reach level 6, Spring Traps and Air Bombs level 4, and Skeleton Traps level 3.

Seeking Air Mines are worth placing with care. They hit one air unit hard, which makes them a strong answer to Lava Hounds near your Air Defenses.

Don't plan a whole week around traps, though. A trap level rarely decides an attack the way an X-Bow does.

And rearm them after every defense, or they'll sit empty when the next attack comes.

Walls at Town Hall 9

You get 25 more wall pieces, for 250 in total. Walls can now reach level 10, two levels higher than before.

Walls are where spare loot goes. When every builder is busy and your storages are close to full, put the extra into walls before it overflows.

Wall Rings help here. They upgrade a piece without a builder, so save them for levels you'd struggle to afford.

Don't let walls jump ahead of anything above, though. Higher walls never make up for an idle lab or a missing Minion Prince.

If you want a layout that uses the new pieces well, the base library has current Town Hall 9 layouts with copy links.

When to Move to Town Hall 10

Not until your heroes and main army sit close to Town Hall 9's caps.

The hard rules are simple. Every building must be placed, and the Hero Hall must be at level 3.

The soft rule matters more. Your heroes arrive at Town Hall 10 at the level they left with. Any gap you carry up grows against stronger bases.

Defenses can lag a little. Offense shouldn't.

When you're ready, our TH10 upgrade priority guide picks up from here, starting with the Inferno Towers.

Frequently Asked Questions

What should I upgrade first at Town Hall 9?

Start the Laboratory and Hero Hall level 3, and place both X-Bows right away. Then upgrade the army camps. After that, build the troop building your army needs, Dark Barracks 6 for air or Spell Factory 4 for ground.

When do you get the Minion Prince?

At Town Hall 9, from Hero Hall level 3. It costs 2,300,000 Elixir and takes 3 days. The same upgrade also raises the max level of your other heroes.

Should X-Bows be on ground or air mode at Town Hall 9?

Ground mode reaches further, so it's better against ground armies. Air and ground mode covers you against Lava Hounds and Balloons. Setting one of each means neither army gets a free path.

What is the best army to use at Town Hall 9?

Lava Hounds with Balloons is the classic air army, and it needs Dark Barracks 6. Ground armies lean on Freeze and Jump from Spell Factory 4. Pick one and build its buildings first. The hero equipment tier list helps you pair your heroes with it.

When should I upgrade to Town Hall 10?

Move up when your heroes and main attack troops are near max for Town Hall 9. Place every building and finish Hero Hall 3 first. Rushing leaves you with a weak army against stronger bases.

Want more bases?

Browse our full library of 1,200+ base layouts.

Browse Bases

Related Posts