Clash of Clans

Best Clash of Clans Army for Every Town Hall Level

8 min read
Jul 10, 2025
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In Clash of Clans, defense strategies rotate around base layout, trap and hero placement, and attack strategies often boil down to scouting, Clan Castle Troops, and army composition

That being said, marching into battle with a clunky, mismatched horde never ends well, and as you climb the TH  ladder, unlocking new troops, spells, and heroes, your go-to attack strategies must change. 

Forget fumbling with sub-par troops; instead, let’s break down the best Clash of Clans Army for every Town Hall.

Town Hall 2 to Town Hall 7

In these early stages, simplicity and brute force, well executed, carry the day as you're learning the game, and so are your opponents.

Town Hall 2-3: Giants and Archers

Your reliable Giants will absorb the initial blows, acting as meat shields, while a line of Archers follows, picking off defenses and other buildings. If the enemy has a Clan Castle, try to lure out and dispatch those Clan Castle troops first. 

Town Hall 4: Balloons and Archers

With Balloons unlocked, your attack options expand quite a bit. These airborne menaces target defenses first, making them ideal for cracking open early bases. Archers provide excellent ground support for cleanup..

Town Hall 5-7: Giants, Wizards, and Archers (with Wall Breakers)

As bases become more compartmentalized, Wall Breakers are your best friends for creating an entry point. Giants continue to tank, but now Wizards join the fight, offering excellent amounts of splash damage to dismantle groups of buildings and defenses. Archers remain crucial for funneling and cleanup. 

Town Hall 8 to Town Hall 11

This is where Clash of Clans becomes interesting, and heroes take center stage, allowing for more complex strategies to shine.

Town Hall 8: GOHO (Golem + Hog Riders)

The GOHO is a solid strategy at Town Hall 8. It works, as two Golems create a wide tanking front, supported by Wizards to create a funnel to deal with enemy Clan Castle troops and heroes. 

Once a path is cleared, you’ll unleash your Hog Riders in targeted groups, using Heal Spells to keep them pushing through the primary defenses, and a Poison spell where necessary for enemy troops.

Town Hall 9: LavaLoon, Zap Lalo, or Mass Witches

Town Hall 9 (TH9) offers a massive divergence when attacking.

  • LavaLoon: This one is a classic for a reason. Lava Hounds soak up air defense fire, protecting your Balloons as they smash through the defenses, while Rage and Haste spells speed up the destruction.

  • Zap Lalo: A unique variant where you use Lightning Spells (usually with an Earthquake Spell) to eliminate one or two critical air defenses and sometimes the enemy Archer Queen before launching your LavaLoon push.

  • Mass Witches: Don't underestimate the power of skeletons. A large number of Witches, often supported by Golems or Ice Golems and a Log Launcher, can overwhelm many TH9 base layouts, giving you an easy win.

Town Hall 10: GoWiPe Variations or Bowler-Driven Assaults

Welcome to the Inferno Tower TH10 era!

  • GoWiPe (Golem, Wizards, P.E.K.K.A): While an older strategy, a well-utilized GoWiPe can still crack bases. Golems tank, Wizards clear, and P.E.K.K.As drive into the base, creating a clear path for your heavy hitters.

  • Zap Golem Witches: Using Lightning and Earthquake spells to take out the Inferno Tower, then deploying Golems and Witches, is a powerful attack strategy for Town Hall 10.

  • Queen Charge Hybrid (Miners and Hogs): This powerful strategy involves a Queen Charge to take out a large portion of the base and enemy CC, followed by a wave of Miners and Hog Riders. For this, Heal and Freeze spells are essential.

Town Hall 11: Electro Dragons or Bowler Witch

The Grand Warden arrives, adding yet another layer to your TH11 attack strategies.

  • Mass Electro Dragons: The Electro Dragon is a powerhouse, and a fleet of them, supported by Balloons, Rage, and Freeze spells, can overwhelm many bases. For this to work, careful funneling is required to guide their chain lightning properly..

  • Bowler Witch: Bowlers and Witches, usually with Golems or Ice Golems to tank, create a strong ground force. Jump Spells help navigate through tricky base layouts, and the Warden’s Eternal Tome ability provides some useful invincibility.

Town Hall 12 to Town Hall 16

Here, attacks often involve multiple phases, as well as accurate spell and ability timing. You’ll also see more Super Troops making a big difference.

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Town Hall 12: DragBat, Zap Dragons, or Queen Charge Super Archers

Town Hall 12 (TH12) introduces the Giga Tesla, acting as a strong defense.

  • DragBat: Dragons form the main push, while Bat Spells are deployed with Freeze Spells to protect them from Wizard Towers or multi-target Infernos, and dismantle backend defenses.

  • Zap Dragons: Similar to its TH9 and TH10 versions, this involves using Lightning Spells and often an Earthquake Spell to eliminate key air defenses before the Dragons sweep through.

  • Queen Charge Super Archers: A strong, accurate attack strategy for every Town Hall level where Super Archers are available. The Archer Queen, supported by Healers, carves out a section of the base, allowing Super Archers, deployed from a Siege Barracks or Flame Flinger, to snipe high-value targets from afar.

Town Hall 13: Queen Charge Hybrid (Miners + Hog Riders)

Now, the Scattershot enters the defensive lineup at Town Hall 13 (TH13). The Queen Charge Hybrid continues to be dominant. Your Queen, with her Healer entourage, creates the funnel and deals with Clan Castle troops and often the enemy Royal Champion. Then, Miners and Hog Riders, supported by Heal, Rage, and Freeze spells, along with the Grand Warden and Royal Champion, clear the remaining defenses.

Town Hall 14: Super Archer Yeti Smash or Queen Charge Lalo

At Town Hall 14 (TH14), Pet mechanics add another dimension to the strategy.

  • Super Archer Yeti Smash: Yetis provide excellent tanking and spawn Yetimites that cause further chaos. Super Archers, deployed, deliver immense ranged damage. This army, often supported by a Log Launcher and a mix of Rage and Freeze spells, can flatten many TH14 layouts.

  • Queen Charge Lalo: Still one of the top attack strategies, the Queen Charge clears a path and deals with key threats like the enemy Queen and CC, setting the stage for a surgical LavaLoon deployment.

Town Hall 15 and 16: Root Rider and Valkyrie Spam, Hybrid Variants, and Dragon

As you’re closing in on the endgame, Town Hall 15 (TH15) and Town Hall 16, armies need to be robust and versatile.

  • Root Rider Smash / Root Rider and Valkyrie Spam: Root Riders have become a strong force, and paired with Valkyries or other troops and supported by heroes and siege machines, they can tear through bases. With this strategy, careful funneling is key to prevent them from straying, though.

  • Queen Charge Hybrid: This timeless strategy adapts and remains strong, demanding well-timed spells and hero abilities.

  • Mass Dragons: Especially for TH16, Mass Dragons combined with hero charges (like Minion Prince or RC Charge) and good spell usage (Invisibility, Rage) can achieve 3 stars. Fireball and Rocket Balloon combinations can also be seen with this strategy. 

Town Hall 17

At Town Hall 17, the attack meta is characterized by powerful ground and air strategies that use the latest super troops, hero equipment, and creative spell usage.

Reaching this high Town Hall level takes a massive amount of time, upgrades, and play time. However, for players looking to jump straight into these strategies and high TH gameplay, starting with a well-upgraded base from igitems can be a huge winner.

In terms of armies at TH 17, the strongest ground army is the Super Yeti Smash, paired with Electro Titans or Root Riders. This approach relies on funneling with a Warden or Queen Charge, then sending Super Yetis and supporting troops through the core, using Rage, Heal, and Skeleton Spells to distract defenses like the Monolith and Inferno Artillery. Siege Barracks or Log Launcher are also commonly used to support the main push, and the Royal Champion, with Electro Boots or Rocket Spear, provides back-end cleanup and sniping.

Root Rider Valkyrie Smash is another top-tier ground strategy, combining the tankiness and speed of Root Riders with the splash damage of Valkyries. However, early funneling and fast, well-timed usage of the Grand Warden’s ability are essential to keep the core troops alive. At the same time, Skeleton Spells help neutralize enemy heroes and high-damage defenses.

For air attacks, Mass Dragons with Invisibility Spells and a Royal Champion Invisibility Walk remain as great picks.. The RC clears out high-value targets, setting up a clean path for the Dragons, which are then supported by Balloons and well-timed spell use for maximum base coverage.

Super Witch Fireball Smash and Warden Charge Mass Furnace are also viable, though slightly less dominant after recent balance changes. Across all strategies, success at TH17 depends on well-timed funneling, adaptive hero equipment, and strategic spell deployment to counter the game’s trickiest defenses.

Tips for Any Town Hall Level

No matter your TH level, some tips are eternal:

  • Scout the Base: Never attack blind. Analyze the base layout, identify key defensive threats (Inferno Towers, Scattershots, Eagle Artillery, Clan Castle location), and plan your entry and spell deployment based on that information.

  • Master Spell Timing: A Heal Spell dropped a second too late or a Rage Spell placed slightly off can be the difference between winning and losing, practice makes perfect, though.

  • Hero Abilities are Game Changers: Your Barbarian King, Archer Queen, Grand Warden, and Royal Champion abilities are your trump cards. However, knowing when to activate the Warden's Eternal Tome or the Queen's Invisibility is incredibly important.

  • Practice, Practice, Practice: Reading about an attack strategy for every town hall on igitems is one thing, but executing it flawlessly is another. We recommend using friendly challenges to test your skills before taking them into war.

Mark
igitems
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