Monolith or Builder Huts: Which Supercharge to Do First
The September update added supercharge levels to the monolith and to every builder hut. Here's which one your dark elixir should buy first.

Quick answer
> Quick answer: Do the monolith supercharge first. Its first level raises base damage, and that lands on every troop walking past it. Builder huts come second. Take every hut to level one before you take any hut to level two.
The September update dropped supercharge levels on two defenses at once. That's unusual. Most updates hand you one clear upgrade path. This one hands you two, and both of them drain the same dark elixir storage.
I read the full patch rundown before writing this. The short version is simple. The monolith gains damage first and hit points second. Builder huts gain seven damage per second each on their first level. Both are worth buying. Only one is worth buying first. Supercell keeps the live patch details on the official Clash of Clans page.
What the update actually added
Two supercharge tracks landed together. The monolith got two new levels. Every builder hut around your base got the same treatment.
There's a third claim on your dark elixir too. Diggy now runs from level 10 to level 15 at Town Hall 18. That is the whole list of upgrades in this patch. Everything else is a bug fix or a comfort change.
So three things want the same pit. The monolith, the huts, and the pet. You can't fund all three at once unless you've been sitting on a full storage for a month. Most players haven't been. That's why the order matters more than the maths does.
What the first monolith supercharge does
The first supercharge raises the monolith's base damage. Base is the important word here.
It doesn't raise the extra damage the monolith deals to high hitpoint troops. That percentage stays where it was. What changes is the flat number underneath it.
That distinction matters more than it sounds. The monolith already punishes titans and golems hard. Where it's always been softer is the swarm walking in behind them. Raising base damage closes that gap. Your monolith starts hurting the hogs, the miners and the valkyries that used to stroll past it while it aimed at something bigger.
What the second monolith supercharge does
The second level gives hit points instead of damage.
Hit points on a monolith aren't useless. It sits in the core on most layouts, so it usually dies late anyway. A defense that dies late doesn't always need more health.
That's why I'd hold this one back. It costs elixir you could put into huts, and huts do nothing at all until you upgrade them. The monolith already works. It just works harder with the damage level under it.
Come back for hit points once every hut sits on level one. By then you'll know whether your monolith dies early enough to care.
What the builder hut supercharge does
Each builder hut gains seven damage per second on its first supercharge level.
Seven doesn't sound like anything. On one hut it isn't. The point is that you don't own one hut.
At Town Hall 16 and above you have five or six of them scattered around the layout. Some sit near the core. Some sit out on the edge. Each one turns into a small turret instead of a pile of hit points with a builder asleep inside.
The second hut level gives hit points, same as the monolith. Damage first, health second. That pattern isn't an accident. It tells you how the team expects these to be spent.
Why the huts add up across a whole base
Do the arithmetic across the layout. Six huts at seven damage per second each is forty two damage per second added to your base.
That's roughly a free extra defense, spread very thin.
Spread thin is the catch. One hut stops nothing. What huts do is chip. They chip the queen during a charge. They chip hogs walking the ring. They chip the cleanup phase while the attacker watches the clock.
I counted the huts on a Town Hall 17 layout before writing this. Five of the six sat inside the wall line or on it. Only one was parked in a dead corner doing nothing at all.
The dark elixir problem nobody mentions
None of this is free. Both tracks cost dark elixir, and dark elixir is the slowest resource in the game to farm.
You're also competing with your heroes. A hero under upgrade isn't attacking, and a hero that isn't attacking drops your dark elixir income. So the cost compounds quietly.
The real question isn't which supercharge is better. It's which one you can finish before the storage runs dry again. A half funded supercharge does nothing at all. There's no partial credit here.
Pick one track. Finish it. Then move to the next one.
Diggy wants the same pit
Diggy now reaches level 15 at Town Hall 18. At maximum you get an extra half second of stun.
Half a second is real. It's also the smallest of the three upgrades in this patch.
Diggy hasn't seen much play in the current meta, and one longer stun doesn't fix that on its own. If you push ranked with a pet heavy setup, take it. If you're a normal war player, it waits.
The monolith and the huts change what happens when you get attacked. The pet changes what happens when you attack. Defense first is the safer call while everyone is still learning the new event troops.
The order I would follow
Here's the order.
First, the monolith damage level. One purchase, immediate effect, applies to every attack you take from now on.
Second, every builder hut to level one. Don't stop halfway. Four huts out of six is four sevens, and the two you skipped are the two your attacker will path straight through.
Third, the monolith hit point level. Fourth, the hut hit point levels. Fifth, Diggy, unless you already know you want it.
That order front loads damage. Damage breaks an attack. Hit points only slow one down.
When the monolith is the wrong first pick
There's one case where I'd flip this.
If your monolith sits so deep that attacks end before troops ever reach it, the extra damage never fires. You'll see this on layouts built around one huge open compartment in the middle.
Check your defense log. Open three recent attacks and watch where each one stalls. If it stalls in the outer ring every single time, your huts are doing more work than your monolith is.
In that case take the huts first. You can also find layouts where the monolith actually sits in the traffic on our base browser, and copying one is faster than rebuilding your own.
What this changes in war
War defense lives or dies on the middle. A monolith with more base damage makes your core more expensive to walk into.
That matters most against the queen charge. She walks in behind a healer pack and grinds. Every extra point of base damage per second shortens how long she survives in there.
It matters less against spam that never commits to the core. Those attacks lose to numbers, not to one big defense.
If you're rebuilding around this, our guide to defense upgrade priority at every Town Hall covers which buildings to move first.
What it changes while you are farming
Most players don't care about farming defense. You should care a little.
Loot lost while you sleep is loot you have to farm again, and dark elixir is exactly what these upgrades eat. It's a loop. Better defense funds the next supercharge.
The huts help here more than the monolith does. Farming attacks are cheap, fast and shallow. They hit the outer ring and leave. That's precisely where the huts live.
So if you're grinding for a hero level, the huts are the better spend even though the monolith is the better defense.
How to check what you can actually afford
Open your dark elixir storage and read the number. Then read the cost of the first monolith level.
If you can't cover it today, don't start a hut. Starting a hut locks a builder and eats elixir you needed.
If you can cover the monolith with change left over, do the monolith and bank the rest. Don't spend down to zero.
The trap is starting three things at once because all three are unlocked. You'll finish none of them this week. Our Town Hall 16 upgrade priority guide applies the same rule to every building.
The mistake I keep seeing
The mistake is spreading supercharges evenly.
Two huts on level one, one hut on level two, monolith untouched. It looks like progress on the upgrade screen. It defends like nothing.
Supercharges don't work like normal levels where a bit of everything helps. Level one on all six huts beats level two on three of them, because the attacker picks the path, not you.
I compared the same trap from the attacking side in our piece on monolith arrow against giant arrow. Finish a tier before you start the next one.
Frequently Asked Questions
Which supercharge should I do first, the monolith or the builder huts?
The monolith. Its first level raises base damage, and base damage applies to every troop that comes near it. Builder huts give seven damage per second each, which only adds up once all of them sit on level one. Do the monolith, sweep every hut to level one, then come back for the hit point levels.
Does the first monolith supercharge increase its bonus damage too?
No. It raises base damage only. The extra damage the monolith deals to high hitpoint troops stays exactly where it was. That's why it helps most against swarms and cleanup troops, rather than against the golem it already handled well.
How many builder huts should I upgrade before moving to level two?
All of them. The attacker chooses the path through your base, so the hut you skipped is the hut they'll walk past. Level one on six huts beats level two on three. Take the whole row up together, then start the next tier.
Should I save the dark elixir for Diggy instead?
Only if you run a pet heavy attack and you already know you want it. Diggy's level 15 adds half a second of stun at Town Hall 18. That's useful and small. Defense upgrades change every attack you receive, so they pay back faster for most accounts. Our note on whether the builder's apprentice is worth it uses the same test.
Do supercharge levels need a free builder?
Yes. A supercharge uses a builder like any other upgrade, and it spends dark elixir rather than gold or elixir. That's why starting two at once stalls both of them. Free a builder, cover the whole cost, then start.