
Introduction to Clash of Clans Home Village Cannon Guide
The Cannon is a core defensive structure in Clash of Clans, providing consistent single-target damage against ground troops. It is one of the first defenses players build, with the tutorial guiding its placement early in the game. Known for its affordability and short upgrade times, the Cannon remains a staple defense throughout Town Hall progression.
Cannons are effective against ground troops like Barbarians, Archers, and Giants, but they cannot target air units. This makes them vulnerable to air-based attacks, requiring additional defenses like Archer Towers or Air Defenses for complete coverage.
As players progress, Cannons gain increased damage output and durability through upgrades. At higher levels, Cannons can be further enhanced with Gear Up, allowing them to switch to a Double Cannon mode when linked to a Master Builder from the Builder Base. This mode significantly increases damage but reduces range, making it more effective against tanky units in close quarters.
Strategically, Cannons are best placed in locations where they can cover key areas without being easily sniped by ranged attackers. They work well in clusters with other defenses to create overlapping fields of fire. Despite their limitations against air troops, Cannons remain a reliable defense against ground-based strategies.
Cannon Availability by Town Hall Level
| Town Hall Level | Number Available |
|---|---|
| 1 | 2 |
| 2 | 2 |
| 3 | 2 |
| 4 | 3 |
| 5 | 3 |
| 6 | 5 |
| 7 | 5 |
| 8 | 5 |
| 9 | 6 |
| 10 | 7 |
| 11 | 7 |
| 12 | 7 |
| 13 | 7 |
| 14 | 7 |
| 15 | 7 |
| 16 | 7/3* |
| 17 | 7/0* |
(If all Ricochet Cannons and Multi-Gear Tower have been built)
Cannon Stats by Level
Normal Mode

| Level | DPS | Damage per Shot | Hitpoints | Build Cost | Build Time | Experience Gained | TH Level Required |
|---|---|---|---|---|---|---|---|
| 1 | 9 | 7.2 | 420 | 250 | 10s | 3 | 1 |
| 2 | 11 | 8.8 | 470 | 1,000 | 1m | 7 | 1 |
| 3 | 15 | 12 | 520 | 4,000 | 5m | 17 | 2 |
| 4 | 19 | 15.2 | 570 | 16,000 | 45m | 51 | 3 |
| 5 | 25 | 20 | 620 | 50,000 | 1h | 60 | 4 |
| 6 | 31 | 24.8 | 670 | 100,000 | 2h | 84 | 5 |
| 7 | 40 | 32 | 730 | 150,000 | 4h | 120 | 6 |
| 8 | 50 | 38.4 | 800 | 240,000 | 6h | 146 | 7 |
| 9 | 56 | 44.8 | 880 | 360,000 | 8h | 169 | 8 |
| 10 | 64 | 51.2 | 960 | 500,000 | 12h | 207 | 9 |
| 11 | 74 | 59.2 | 1,060 | 800,000 | 12h | 207 | 9 |
| 12 | 85 | 68 | 1,160 | 900,000 | 14h | 224 | 10 |
| 13 | 95 | 76 | 1,260 | 1,000,000 | 18h | 254 | 11 |
| 14 | 100 | 80 | 1,380 | 2,000,000 | 18h | 254 | 11 |
| 15 | 105 | 84 | 1,500 | 1,500,000 | 12h | 207 | 12 |
| 16 | 110 | 88 | 1,620 | 2,500,000 | 1d | 293 | 12 |
| 17 | 115 | 92 | 1,740 | 1,500,000 | 12h | 207 | 13 |
| 18 | 125 | 100 | 1,870 | 3,500,000 | 2d | 415 | 13 |
| 19 | 135 | 108 | 2,000 | 2,000,000 | 2d | 293 | 13 |
| 20 | 150 | 120 | 2,150 | 5,000,000 | 3d | 509 | 14 |
| 21 | 160 | 128 | 2,250 | 6,000,000 | 3d 12h | 549 | 15 |
| Range | Attack Speed | Damage Type | Unit Type Targeted |
|---|---|---|---|
| 9 | 0.8s | Single Target | Ground |
Burst Mode

| Level | DPS | Damage per Shot | Hitpoints | Build Cost | Build Time | Experience Gained | TH Level Required |
|---|---|---|---|---|---|---|---|
| 1 | N/A | N/A | 420 | 250 | 10s | 3 | 1 |
| 2 | N/A | N/A | 470 | 1,000 | 1m | 7 | 1 |
| 3 | N/A | N/A | 520 | 4,000 | 5m | 17 | 2 |
| 4 | N/A | N/A | 570 | 16,000 | 45m | 51 | 3 |
| 5 | N/A | N/A | 620 | 50,000 | 1h | 60 | 4 |
| 6 | N/A | N/A | 670 | 100,000 | 2h | 84 | 5 |
| 7 | 54 | 32 | 730 | 150,000 | 4h | 120 | 6 |
| 8 | 64 | 38.4 | 800 | 240,000 | 6h | 146 | 7 |
| 9 | 75 | 44.8 | 880 | 360,000 | 8h | 169 | 8 |
| 10 | 86 | 51.2 | 960 | 500,000 | 12h | 207 | 8 |
| 11 | 100 | 59.2 | 1,060 | 800,000 | 12h | 207 | 9 |
| 12 | 116 | 68 | 1,160 | 900,000 | 14h | 224 | 10 |
| 13 | 129 | 76 | 1,260 | 1,000,000 | 18h | 146 | 10 |
| 14 | 143 | 84 | 1,380 | 2,000,000 | 18h | 254 | 11 |
| 15 | 162 | 92 | 1,500 | 1,500,000 | 12h | 207 | 11 |
| 16 | 162 | 92 | 1,620 | 2,500,000 | 1d | 293 | 12 |
| 17 | 175 | 100 | 1,740 | 1,500,000 | 12h | 207 | 13 |
| 18 | 175 | 104 | 1,870 | 3,500,000 | 2d | 415 | 13 |
| 19 | 189 | 112 | 2,000 | 2,000,000 | 2d | 293 | 13 |
| 20 | 205 | 120 | 2,150 | 5,000,000 | 3d | 509 | 14 |
| 21 | 216 | 128 | 2,250 | 6,000,000 | 3d 12h | 549 | 15 |
| Range | Attack Speed | Time Between Bursts | Shots Per Burst | Damage Type | Unit Type Targeted |
|---|---|---|---|---|---|
| 7 | 0.192s | 1.6s | 4 shots | Single Target | Ground |
Upgrading and Gearing Up the Cannon
As players advance in Town Hall levels, the Cannon can be upgraded to gain additional features. At Town Hall 6, a level 7 Cannon can be “geared up” by the Master Builder to function like a Double Cannon. This upgrade requires a Builder Base with at least one level 4 Double Cannon and Builder Hall 4. Furthermore, at Town Hall 16, two level 21 Cannons that have not been geared up can be merged to create a Ricochet Cannon.
Defensive Strategies
Cannons are effective for defense due to their high rate of fire and decent range. They work well as a deterrent against Wall Breakers because of the Wall Breakers’ low hitpoints. Cannons can also target Archers or Wizards that may be used to set up a funnel. Cannons are also useful in drawing the attention of Giants, keeping them from attacking other defenses.
To maximize their effectiveness, Cannons should be positioned to protect key defenses such as Mortars and Wizard Towers. Since Cannons cannot target air units, it is crucial to place them within the range of Air Defenses, Archer Towers, or Wizard Towers. Upgrading Cannons and Mortars early in the game is a good strategy, as they are common and relatively inexpensive defensive structures.
Cannons are best suited for point defense when positioned slightly outside the base. Placing two Cannons near each other can be effective against Giants, particularly at Town Hall 5 and above, but this arrangement is less effective against tank units like the Barbarian King.
A geared-up Cannon is not effective against swarms of troops because its slow rate of fire and retargeting time make it easy to overwhelm. However, geared-up Cannons excel against single, high-hitpoint troops like Giants, Hog Riders, Valkyries, and Miners, and can inflict significant damage on Golems, Ice Golems, and P.E.K.K.As. For Town Halls 7 to 11, geared-up Cannons should be placed deeper within the base to maximize their damage output.
Offensive Strategies
Cannons’ inability to attack air units makes them vulnerable to air attacks from Balloons, Dragons, or Minions, especially if they are not within range of Air Defenses, Archer Towers, X-Bows (set to ground and air mode), Hidden Teslas, or Wizard Towers.
Cannons can only damage one unit at a time, making them susceptible to being overwhelmed by large groups of Archers, Barbarians, or high-health units like Giants and P.E.K.K.As. Strong solo troops like the Super Barbarian or Valkyrie can also destroy a Cannon, even when it is surrounded by other buildings if it lacks sufficient support.

Evolution of Cannons Across Town Hall Levels
Cannons are one of the first defensive structures unlocked in Clash of Clans, and their role evolves as players progress through Town Hall levels.
At early Town Hall levels (TH1-5), Cannons serve as the backbone of base defense. They deal consistent damage to ground troops and are essential for stopping early-game units like Barbarians, Archers, and Giants. Since air attacks are not a major threat at these levels, Cannons remain highly effective. Players generally place them around key structures like Gold and Elixir storages to slow down attackers.
At mid-level Town Halls (TH6-10), Cannons receive significant stat boosts through upgrades, but their effectiveness begins to diminish as new defensive buildings such as X-Bows, Bomb Towers, and Hidden Teslas enter the game. Air attacks become more common, further exposing Cannons’ weakness to aerial units. At Town Hall 6, players gain the ability to “Gear Up” a Cannon, converting it into a Double Cannon when linked to a Builder Base Master Builder. The Double Cannon mode offers rapid bursts of damage at close range, making it particularly useful against tanky ground units like P.E.K.K.As and Golems.
At higher Town Hall levels (TH11-15), Cannons become less of a priority for upgrades compared to Inferno Towers, Scattershots, and Eagle Artillery. Their damage output remains respectable, but their single-target nature limits their effectiveness against large-scale attacks featuring Bowlers, Witches, or Miners. Despite this, they still serve a purpose in slowing down ground troops and protecting key defenses.
At Town Hall 16 and 17, Cannons gain access to a new enhancement—the Ricochet Cannon. Players can merge two level 21 Cannons into one Ricochet Cannon, which allows a single shot to hit multiple units or buildings in a straight line. This significantly improves their offensive potential, making them more effective against mass ground attacks. While Cannons still cannot target air units, the Ricochet ability increases their tactical value in defending against high-hitpoint troops.
Common Mistakes in Cannon Placement
Placing Cannons effectively is key to maximizing their defensive potential. Here are some common mistakes players make when positioning Cannons in their base:
Placing Cannons at the Edge of the Base
Placing Cannons too close to the edge of the base creates an easy opportunity for attackers to snipe them with ranged troops like Archers, Sneaky Archers, or the Grand Warden in his ranged mode. Since these troops can attack from a safe distance, Cannons are often destroyed before they can deal any meaningful damage. This makes them ineffective in defending the base and gives attackers an easy percentage boost. To avoid this, Cannons should be positioned slightly deeper within the base, where they remain protected while still covering key entry points.
Clustering Too Many Cannons Together
Clustering too many Cannons together is another common mistake that weakens the base’s overall defense. While Cannons are strong against ground units, grouping them in one area makes them highly vulnerable to splash damage attacks. Bowlers can take out multiple Cannons with their bouncing shots, while Earthquake or Lightning Spells can quickly cripple the cluster before the attack even begins. Spreading Cannons throughout the base provides better coverage, reduces the risk of mass destruction, and ensures that at least some remain functional even if others are taken down.
Leaving Cannons Unprotected from Air Defenses
Leaving Cannons unprotected from air defenses can make them an easy target for aerial units like Balloons, Dragons, and Minions. Since Cannons cannot target air troops, they must be placed strategically near Archer Towers, Wizard Towers, or Air Defenses. This positioning prevents air troops from freely picking off Cannons without any resistance. A well-balanced base ensures that no defense is left isolated, making it harder for attackers to exploit weaknesses in air and ground coverage.
Not Protecting Cannons with Walls
Not protecting Cannons with walls makes them highly vulnerable to Giants, Hog Riders, and Ground Warden Walks. If placed outside the walls, Cannons become easy first targets for tanky ground troops, allowing attackers to clear them out early in the battle. While placing some Cannons near the perimeter can help with funneling, key Cannons should always be positioned behind walls to increase their survivability. This forces attackers to invest more time and resources in breaking through defenses before they can neutralize the Cannons.
Gearing Up Cannons in the Wrong Base Layout
Gearing up Cannons in the wrong base layout can reduce their effectiveness instead of enhancing it. The Double Cannon, while powerful, has a shorter range than a standard Cannon, making it less effective in open bases where attackers can destroy it before it engages. Instead, Double Cannons should be positioned closer to the core, where their high burst damage can effectively target key troops like P.E.K.K.As and Heroes. Placing them in the right location ensures that they contribute to the base’s defense rather than becoming an easily neutralized asset.
Cannons in Different Attack Strategies
Despite being a defensive structure, Cannons influence various attack strategies. Understanding their role can help attackers plan better troop compositions and deployment tactics.
Mass Air Attacks (LavaLoon, Dragon Spam, Electro Dragons)
Mass air attacks, such as LavaLoon, Dragon Spam, and Electro Dragons, completely bypass Cannons, making them ineffective against these strategies. Bases that rely heavily on Cannons for defense are at a disadvantage when facing air-heavy compositions. Attackers should take advantage of bases with exposed Cannons, as this often indicates a design meant to counter ground troops rather than aerial assaults. By identifying these weaknesses, players can plan their attacks to maximize destruction while minimizing risks from other defenses like Air Sweepers or Seeking Air Mines.
Giants & Healers Attacks
When it comes to Giants and Healers, Cannons are often the first structures targeted due to their inability to hit anything but ground troops. While Cannons alone may not stop a Giant push, well-upgraded ones can still deal enough damage to force Healers into early healing, making the attack less effective. Pairing Cannons with Spring Traps can eliminate Giants before they get too deep into the base. Additionally, placing Cannons near high-damage defenses, such as Archer Towers or X-Bows, increases their effectiveness in slowing down a Giant push.
Hog Rider & Miner Attacks
Hog Riders and Miners also exploit Cannons’ limitations. Since Cannons are ground-based defenses without splash damage, they are vulnerable to fast-moving Hog Riders and Miners. Attackers using Hog Riders should ensure they trigger Giant Bombs near Cannons to eliminate groups of Hogs efficiently. Miners, on the other hand, can burrow past Cannons with minimal damage taken, making them a consistent counter. Defenders can mitigate this by spacing out Cannons and pairing them with Bomb Towers or Inferno Towers for extra protection.
Queen Charge Strategies
Queen Charge strategies make short work of Cannons since they deal single-target damage and cannot threaten the Archer Queen significantly. However, multiple Cannons focusing on the Queen at once can force an early Rage Spell or ability activation. Attackers planning a Queen Walk should be mindful of Cannon placement to ensure their Queen does not take unnecessary damage. Additionally, placing Cannons alongside high-hitpoint structures like Storages can slow down a Queen Walk, forcing attackers to spend additional time or spells to clear the area.
P.E.K.K.A, Super Barbarian, & Valkyrie Attacks
High-hitpoint troops such as P.E.K.K.As, Super Barbarians, and Valkyries can easily overpower Cannons due to their sheer durability. However, geared-up Double Cannons provide significant burst damage, making them more effective against these heavy-hitting units. Attackers should consider using Freeze Spells or support troops like Wizards or Bowlers to mitigate Cannon damage and ensure their main push reaches the core of the base. Proper troop funneling and spell placement can determine whether Cannons are a minor nuisance or a potential threat to the success of an attack.
Fun Facts & Trivia
The Cannon was the first defensive structure added to Clash of Clans
It was available in the game’s beta version and has been present since the game launched in 2012.
The Cannon’s design has changed over the years
Originally, Cannons had a wooden base. As upgrades were introduced, their appearance evolved to include metal reinforcements, glowing runes, and even golden decorations at higher levels.
The Double Cannon was originally exclusive to Builder Base
It was first introduced in Builder Base as a key defense but later became available for Home Village through the Gear Up feature.
The Ricochet Cannon is the first Cannon with an area-of-effect attack
Unlike standard Cannons, the Ricochet Cannon can hit multiple targets in a straight line, making it more versatile against high-hitpoint troops.
Cannons have an Easter Egg in Clash Royale
The Cannon from Clash of Clans was adapted into Clash Royale as a defensive building, where it retains its high single-target damage. The game also features a card called the “Cannon Cart,” inspired by the Builder Base defense in Clash of Clans.
The highest-level Cannon has one of the highest single-target DPS values among point defenses
While Cannons lack the versatility of X-Bows or Inferno Towers, their max-level DPS is higher than many other single-target defenses, making them efficient against tanks.
Cannons were once overpowered in early Clash of Clans updates
Before attack strategies became more refined, many players relied on Cannon-heavy bases to stop early ground troops. This led to balancing changes over time, including DPS adjustments.
Cannons do not have a “Favorite Target” like some other defenses
Unlike defenses such as the Archer Tower (which targets both air and ground) or the Inferno Tower (which specializes in single or multi-target damage), the Cannon simply attacks the nearest ground troop.

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