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Clash of Clans February Update: Gold Pass Rework & TH18

By GameMarket Team 7 April 2026, 13:45
Clash of Clans Clash of Clans February Update: Gold Pass Rework & news image

Clash of Clans February Update – The Village Breaks Out of Its Old Rules

The February Update doesn’t feel like a normal “new levels, new toys” drop—it feels like Supercell grabbed the village’s biggest pain points (progression friction, pass value, ranked grind, and UI clarity) and decided they were done letting them linger. Town Hall 18 gets a fresh injection of power, yes, but the real story is momentum: the Gold Pass becomes a daily rhythm instead of a monthly checklist, Ranked stops letting players brute-force spam, and the game’s lock-and-unlock logic finally starts explaining itself like it actually wants you to plan ahead.

And hovering over all of it is a chained-up new Hero with a grudge, waiting for the community to literally break him out.

What’s New in the February Update

Dragon Duke Community Event (Feb 24 – Mar 1)

A new Hero is coming—Dragon Duke—but not through the usual “update → unlock → level” routine. He’s framed as a trapped frontline monster, and the event is the jailbreak.

From February 24 to March 1, players enter a community dungeon maze packed with doors and branching choices. The fantasy is clear: you’re not farming a bar—you’re navigating risk. Pick the wrong path, you waste time. Pick the right one, you get rewards and push the community closer to freeing the Duke.

How to approach it like a planner (not a gambler):

  • Treat each run like scouting: prioritize paths that reliably pay out over flashy “maybe” doors.

  • Don’t overspend resources early—this event is about sustained attempts, not one perfect sprint.

  • If you’re in a clan that coordinates, align on “safe route” habits so the overall participation stays consistent.

The narrative angle matters here: Supercell is testing community-forward launches again. If it lands, expect more “story-shaped progression” updates tied to unlocks.

Gold Pass Rework – The Biggest Progression Shift

The Gold Pass isn’t just reorganized—it’s redesigned to change how often you care about it.

A New Pass Flow: Cleaner, Faster, More Choice

  • New UI layout built for faster reward navigation and clarity.

  • Daily Task system introduces consistent point income—less “end of season panic,” more steady progress.

  • Choice Nodes let you pick rewards that match your village priorities instead of swallowing whatever’s next in line.

This is the key theme: player agency. More control, fewer dead tiers.

Hoggy Bank Replaces Season Bank

This is a philosophical shift disguised as a rename.

  • Hoggy Bank starts at max size immediately.

  • No more bank growth upgrades or income multipliers.

  • Gold Pass now gives a 5x payout multiplier when you claim at season end.

In practice: it reduces the “I must log in daily to maximize bank growth” pressure and moves the excitement to claim timing.

Silver Track Gets Real Rewards

Chests are now in the Silver track, with chances at:

  • Books

  • Skins

  • Valuable progression items

That’s a noticeable step toward making non-paying players feel like they’re participating in the season, not just watching it happen.

Prospector Helper (TH10+)

Prospector is a daily conversion tool:

  • Converts a limited amount of Ores per day

  • Up to 2000 Shiny, 120 Glowy, or 2 Starry

  • No bonus conversion multiplier

This matters because it turns Ore from a “sometimes” resource into a daily decision. That kind of system tends to reward routine players and raises the value of good planning.

Rewards Scaling + Catch-Up Events

Rewards scale by Town Hall level (locked to your level at season start), and catch-up events help you finish the track more easily.

The intention is pretty blunt: less “fell behind, season ruined,” more “you can still complete it.”

Town Hall 18 – New Levels, New Pressure

TH18 gets a thick stack of upgrades that changes both defense density and attack ceiling.

New Defensive & Trap Levels (TH18)

Highlights include:

  • Giga Bomb 4

  • Seeking Air Mine 8

  • Mortar 18

  • Inferno Tower 12

  • Hidden Tesla 17

  • Firespitter 3

  • Spell Tower 4 (unlocks an extra spell slot for Earthquake)

The Spell Tower change is the quiet killer here. An extra Earthquake slot can reshape funnel reliability and wall access, which affects both everyday farming hits and serious war plans.

Troop, Spell, Siege, and Walls

Attack-side growth includes:

  • Witch (+ Super Witch) 8

  • Hog Rider (+ Super Hog) 15

  • Lava Hound (+ Ice Hound) 8

  • Electro Titan 5

  • Baby Dragon (+ Inferno Dragon) 12

  • Archer (+ Super Archer) 14

  • Stone Slammer 6

  • Revive Spell 5

  • Earthquake Spell 6–8

  • Pet House 12

  • +75 Wall pieces at Level 19

This is an “ecosystem” upgrade batch: more wall pieces, more spell tools, more siege pressure. Expect base design to trend toward deeper compartments again.

New Pet – Greedy Raven (TH18)

Greedy Raven reads like a pet designed to make resource targets feel unsafe.

  • Long-range flying attacker

  • Prioritizes resource buildings near its Hero

  • Deals 5x damage to those resource buildings

  • Unlocks at TH18

Narratively: it’s the goblin brain in pet form. Mechanically: it encourages attacks that “clean the edges” while the Hero pushes core—especially in raids where value targets sit in awkward corners.

Ranked Mode – Anti-Spam and Better League Flow

Ranked is getting tightened so matches feel like real commitments again.

Anti-Spam Protection

Ranked battles now follow regular attack rules:

  • You must finish a battle before starting a new one.

This stops “spam cycling” and forces players to live with their decisions—huge for integrity.

Battle Count Rebalances

Several leagues have reduced required battles. The most significant reductions hit higher tiers (Dragon and Electro Dragon ranges), trimming grind without removing stakes.

Promotion/Demotion Zone Updates

Promotion chances increase in many mid leagues, while some higher-tier demotion rates increase. That suggests an intent to:

  • help rising players climb faster

  • keep top ranks competitive and less “campable”

If you play ranked seriously, this is the patch that makes the ladder feel less like a second job and more like a structured tournament system.

Major Quality-of-Life & Balance Highlights

This update quietly fixes a lot of “why does the game do that?” moments.

Progression and UI Clarity

  • Locked icons for troops/heroes/spells/pets/guardians are now clickable and explain why they’re locked.

  • Blacksmith shows equipment that exists but isn’t owned yet.

  • Hero Selector shows locked heroes, equipment, and pets.

  • Super Sauna shows required upgrade level for super troops.

This is planning fuel. It reduces “external research required” friction.

Gameplay + Combat Fixes

  • Earthquake Spell now damages ground troops (also affects Earthquake Boots).

  • Poison affects Guardians (full damage, but only 70% slow).

  • Hero Potion and Mighty Morsel apply only to attacks (not defense).

  • Reworked underground unit logic (Diggy/Miners behave more consistently).

  • Rebalanced geared-up defenses and fixed geared-up Mortar firing delay.

  • Fixed Longshot splash logic to behave correctly by target type.

War & CWL Improvements

  • CWL supports 5v5 wars

  • Tied wars now give 75% rewards (up from 57%)

That tie reward change is massive for morale—draws no longer feel like wasted time.

Economy / Exploit Closure

  • The Ore exploit is fixed and excess Ore gained via exploit has been revoked.

That’s the kind of cleanup that stabilizes competitive progression over the long term—painful for some, necessary for everyone else.

Blueprint – What to Do First After Logging In

1) Decide Your Gold Pass Strategy Before March 1

If you buy Gold Pass, plan around:

  • Daily Tasks → consistent points

  • Choice Nodes → targeted progression

  • Hoggy Bank → claim timing mindset

2) TH18 Players: Prioritize “Wall Access vs Defense Power”

  • Spell Tower 4 (Earthquake slot) and Earthquake 6–8 change attack routing.

  • If you war a lot, align upgrades around what your clan needs most: stronger holds or cleaner triples.

3) Build Around Greedy Raven’s Targeting

If you unlock Raven:

  • Pair it with a Hero route that naturally passes resource clusters.

  • Use it to “strip value” while your main push handles defenses.

4) Ranked Players: Prepare for Commitment Matches

  • Anti-spam rules reward focus.

  • Reduced battle count means each match matters more—treat sessions like blocks, not quick taps.

5) Don’t Ignore the Dragon Duke Event Window (Feb 24 – Mar 1)

It’s limited, community-driven, and clearly designed to be “the moment.” Even casual participation may pay off if rewards stack well.

If you’re coming back for TH18 progression, tightening your Ranked grind, or preparing for Dragon Duke’s arrival, optimized Accounts can help you skip the slow rebuild phase. For players trying to stabilize daily systems like the new pass flow or Ranked pacing, targeted Hourly Services can keep progress moving without burning out, while milestone chasers and trophy climbers often lean on focused Boosting during limited event windows.

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