Best Attack Strategy for Every Town Hall in Clash of Clans

While progressing through the Town Hall levels in Clash of Clans, you constantly add new units and spells to your arsenal. Deciding which ones to use is difficult, and that’s where this article comes in. I’ll cover the best attack strategy for every Town Hall in Clash of Clans and explain why they are great, with tips on how to actually play them.

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Best Attack Strategy for Every Town Hall in Clash of Clans TL;DR

  • TH1 to TH6 is all about simple tank-and-backline value. Barbarians, Giants, Archers, Wall Breakers, and later Wizards carry the early game.

  • TH7 is the first huge power spike because Zap Dragons and the Barbarian King unlock here

  • TH8 and TH9 reward proper setupы - Golem Valkyries and Zap Witches strats both perform very well

  • TH10 and TH11 stay air-heavy, but spell timing matters much more. Zap Dragons and Super Yeti Blimp Dragons win the most using rushy tactics

  • TH12 to TH15 becomes way harder and reliant on your game sense and efficient pathing. Fireball Super Witches, RC Dive Dragons, Mass Dragons, and Super Yeti Smash all rely on chipping the outer base first.

  • TH16 to 18 are all about hero value and controlled core access. RC Dive into Root Riders and Valkyries are the most notable strategies.

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TH1 - Mass Barbarians

TH1 is basically your tutorial to raiding, so I would not try to overcomplicate it. You have one Army Camp at 20 housing space, that’s it. Barbarians are the first troop you unlock, just go full Barb.

TH2 - Giants with Barbarians and Archers

TH2 is the first Town Hall where you can build a real mini-comp. You have 30 total camp, unlock Giants at Barrack level 3, and Archers via Archer Tower.

  • 2 Giants

  • 10 Barbarians

  • 10 Archers

Use the Giants to tank, then let the Barbarians and Archers destroy structures behind them. Drop the Giants first right onto the side with the most value, usually where the Cannon and Archer Tower can both be reached quickly. 

TH3 - Giant Wall Breaker Archers

Clash of Clans TH3 Attack Strategy

TH3 is where low-level attacks start feeling like actual Clash. You now have two Army Camps at TH3 for 70 total housing if they are maxed, you unlock a Mortar at TH3, and Wall Breakers become available through Barracks level 5.

  • 9 Giants

  • 2 Wall Breakers

  • 21 Archers

Break the first wall layer with, you know, Wall Breakers, and let the Giants remove core defenses, then let the Archers strip the base from behind. This is a classic strat that works throughout the years -  send Giants toward the Cannons and Mortar, use the Wall Breakers only once the Giants are taking the fire, then deploy the Archers behind the tank line.

TH4 - GiaLoon

Clash of Clans TH4 Attack Strategy

TH4 is the first Town Hall where I would move into a proper combo attack. The idea is simple -  your Giants clear the Air Defense and tank the ground fire, then the Balloons mop up the rest.

  • 6 Giants

  • 4 Wall Breakers

  • 6 Balloons

  • 12 Archers

Kill the Air Defense first, then deploy your Baloons. Six Giants is enough to tank and reach the key defenses. Four Wall Breakers gives you two pairs, which is nice insurance if a Bomb catches the first set. Archers give you chip ground damage so that your Balloons do not waste time on trash buildings. 

I would always attack from the side where the Air Defense is easiest to reach. Giants first, Wall Breakers after the tank line has activated traps, Archers behind if needed, then Balloons only after the Air Defense is going down or already gone. 

TH5 - Giants with Wizards

Clash of Clans TH5 Attack Strategy

You unlock the Wizard at Barracks level 7, which will be your core backline unit for several TH levels.

  • 9 Giants

  • 6 Wall Breakers

  • 8 Wizards

  • 25 Archers

  • 24 Barbarians

Use the Giants to tank into splash, open the wall with breakers, then let the Wizards do the heavy lifting while Archers and Barbarians support your core troops. TH5 maxes at 135 housing space, so this build uses that space to keep a real front line without starving your DPS too much. Nine Giants is a stable tank amount, and everything else is a balanced mix of standard units and more powerful Wizards. I’d splash the troops, targeting Mortar and Wizard Towers first.

TH6 - Giants, Wizards, and Heal

Clash of Clans TH6 Attack Strategy

TH6 gives you Healers through Barracks level 8 and Heal Spell access through Spell Factory level 2, which makes sustained Giant pushes much more reliable. 

  • 12 Giants

  • 6 Wall Breakers

  • 8 Wizards

  • 22 Archers

  • 20 Barbarians

  • 2 Heal Spells

Wincon is to get the Giants through the first layer, keep them alive through the splash zone with Heals, and let the Wizards shred through building while spamming Archers and Barbs to clear the corners. 12 Giants is a huge tankline, just keep them alive with your Heal Spells and enjoy the wins.

TH7 - Zap Dragons

Clash of Clans TH7 Attack Strategy

Unlocked at Barracks level 9, Dragons will be one ot he best options throughout the ranks - that’s how effective the unit is. The Barbarian King unlocks at TH7 through the Hero Hall, and it’s important to learn how to use him effectively.

  • 10 Dragons

  • 5 Lightning Spells

  • 1 spare Lightning if the Air Defense is weaker or you catch splash value

  • Clan Castle Furnace, Dragon, or Balloons

  • Barbarian King for funneling

Remove the Air Defense your dragons would reach last,  and send the pack straight through the remaining two Air Defenses before they can split. The Lightning package is used to take one Air Defense out of the equation before the raid even starts. Use the King to shave both corners.

TH8 - Golem Valkyries

Clash of Clans TH8 Attack Strategy

Valkyries become available at Dark Barracks level 3, which requires TH8, Golems unlock one level later at Dark Barracks level 4, and the Archer Queen is now also available at TH8 through Hero Hall level 2. That is a huge change to how you play the game, and it is why Golem Valks feels so much better than randomish spam you’re expected to play on TH 1-7.

  • 2 Golems

  • 10 to 12 Valkyries

  • 8 Wizards

  • 4 to 6 Wall Breakers

  • 2 Heal Spells

  • 1 Freeze Spell

  • 1 Poison Spell

  • Barbarian King

  • Archer Queen

  • Clan Castle Root Rider if donated, otherwise extra Valkyries

Two Golems is the sweet spot because you want one on each side of your entry. They are there to soak everything while your Wizards trim the outside. Valkyries need just enough support to reach the core in one wave, so I do not like overloading on them right away, hold them up a bit to execute a setup. One Golem and four Wizards on one corner, same on another. Once those edges are cleared, the Valkyries and heroes go straight through the middle. One Heal usually goes on the entry, second is almost always for the core push.

TH9 - Zap Witches

Clash of Clans TH9 Attack Strategy

TH9 introduces the Witch, which changes how the ground attacks play out significantly. Minion Prince is also available once the Hero Hall reaches level 3. Both allow for a great combo, which should looke something like this:

  • 10 to 12 Witches

  • 1 Clan Castle Root Rider, if possible

  • Barbarian King

  • Archer Queen with Giant Arrow

  • Minion Prince

  • 1 Earthquake Spell

  • 5 to 6 Lightning Spells

  • 1 Poison Spell

  • 1 support spell slot flexed between more Lightning or cleanup utility

This attack strategy works because Witches scale like crazy when Wizard Towers, Bomb Towers, and Mortars start disappearing. One Earthquake plus three Lightning deletes a Wizard Tower, and one Earthquake plus two Lightning deletes a Bomb Tower or Mortar. That math is the whole backbone of the raid. 

I prefer to start the raid by finding the best Giant Arrow line that’ll splash through most defenses - that’s where you want to attack from. Spread the Witches in a line off that same side so they reinforce one another from the start. Zap the far-side splash defenses so the back half of the base becomes easier to breach as the Skeleton count builds. 

TH10 - Zap Dragons

Clash of Clans TH10 Attack Strategy

You are still using the familiar dragon shell, but now your spell timing matters way more - your Freeze windows at TH10 are 6 seconds - miss by two and the Inferno comes off CD.

  • 8 Dragons

  • 8 Balloons

  • 1 Baby Dragon

  • Archer Queen with Giant Arrow

  • Barbarian King

  • Minion Prince

  • 2 Earthquake Spells

  • 6 Lightning Spells

  • 2 Freeze Spells

  • 1 Rage Spell

  • Stone Slammer if donated

Remove the hardest Air Defenses before the raid, create one clean lane, and fly straight through the high-damage section. Eight Dragons keeps the front end heavy enough to survive the first half of the base, while eight Balloons check out the traps and defenses. The damage is nasty, just use Earthquakes and Zaps to clear out defensives and Rage whenever you feel like it’s time to deal as much damage as possible.

TH11 - Dragons with Super Yeti Blimp

Clash of Clans TH11 Attack Strategy

TH11 is where the Grand Warden and Electro Dragon both become available, which is a huge offensive spike. Still, I prefer to opt for  Dragons with a cloned Super Yeti blimp here because it is easier to path through to the core than with E-Dragon.

  • 8 Dragons

  • 8 Balloons

  • 2 Baby Dragons

  • Grand Warden on air

  • Archer Queen with Giant Arrow

  • Barbarian King

  • Minion Prince

  • Battle Blimp with Super Yeti

  • 3 Clone Spells

  • 2 Freeze Spells

  • 1 Rage Spell

  • 1 Poison Spell

Let the dragons own one half of the base while the cloned yetimites tear through the core or the most dangerous defensive compartment. Eight Dragons gives you a real main push, while the Balloons soak early traps and help remove point defenses before your dragons get stuck. Two Baby Dragons is the perfect number because one creates the opening funnel, and the other gives you a late cleanup option. Three Clone Spells are the real key to winning - clone the yetimites, and they do the heavy lifting.

TH12 - Fireball Super Witches

Clash of Clans TH12 Attack Strategy

Town Hall 12 is where boosting Witches into Super Witches becomes available, which is practically the entry point for the troop.

  • 4 Super Witches

  • 5 Healers on the Grand Warden

  • 2 Coco Loons

  • Archer Queen with Giant Arrow

  • Barbarian King

  • Minion Prince

  • 3 Super Wall Breakers

  • Siege machine support, ideally Siege Barracks if donated

  • 2 Rage Spells

  • 2 Freeze Spells

  • 2 Invisibility Spells

  • 1 Poison Spell

  • Fireball on the Grand Warden

  • 1 Baby Dragon

  • 2 to 3 Wizards for flex cleanup

Four Super Witches are enough because they are not there to anchor the whole center push with constant summoned pressure. Five Healers is important too - the Warden has to survive long enough to get the Fireball value you need. Three Super Wall Breakers also feels right because one opens the first layer, one extends the path, and the third covers the Queen side or a late correction.

I’d always start with the Warden Walk in this deck and angle the Fireball into an area that opens one side of the base. Then I drop the Queen on the adjacent flank and send the Giant Arrow right away to tighten the second side of the funnel. Once both sides are defined, the Super Witches go in with the King nearby, so he extends the lane and opens walls to the core. Rage usually goes slightly in front of the Witches, so it touches the healers, increasing your sustain.

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TH13 - Royal Champion Dive into Dragons

Clash of Clans TH13 Attack Strategy

Royal Champion unlocks at Hero Hall level 7, which requires TH13, and the Siege Barracks also unlocks at Workshop level 4, which requires TH13 creating a huge power spike:

  • Royal Champion dive package with 4 to 5 Invisibility Spells

  • 8 Dragons

  • 6 Balloons

  • 1 Baby Dragon

  • Archer Queen with Giant Arrow

  • Barbarian King

  • Grand Warden on air

  • Minion Prince

  • Battle Blimp for Town Hall or Stone Slammer if Town Hall is already handled

  • 1 Rage Spell

  • 1 Poison Spell

  • 1 Wall Breaker for late Queen access

The core idea is to use the Royal Champion to gut one defensive lane, then fly your dragons straight through the path she created and secure the Town Hall with the Blimp or main pack. The RC dive is doing so much work that you do not need an oversized dragon pack. If the RC cleared a lane but left a few trash buildings, that one troop stops the whole raid from peeling out to the side, use Baby Dragon to clean up.

Start the RC from the side where she can get into the second layer of defenses. I like to invis her in rhythm and keep her moving deeper until the path is shaped. Then I use one dragon or the Baby Dragon to finish off any junk left on that side. The Queen goes on the opposite side for Giant Arrow value, and the main dragon line goes between both cleared lanes. If the Town Hall is still up, I Blimp it. If the RC already did that work, I take the Stone Slammer and let the dragons rip through the rest.

TH14 - Mass Dragons

Clash of Clans TH14 Attack Strategy

TH14 unlocks Pets through the Pet House, which opens up much stronger hero side value and better cleanup angles around your main dragon push. That extra hero depth is a big reason Mass Dragons feels cleaner here than it did at TH10.

  • 8 Dragons

  • 6 Balloons

  • 2 Baby Dragons

  • Archer Queen with Giant Arrow

  • Barbarian King with Spiky Ball

  • Grand Warden on air

  • Royal Champion

  • Minion Prince with no pet

  • 2 Skeleton Spells

  • 1 Wall Breaker

  • 2 Rage Spells

  • 3 Freeze Spells

  • Battle Blimp or Stone Slammer

The win condition is to trim both flanks with heroes, send the dragons through the middle, and keep enough spell value for the high-damage finish. Eight Dragons is still the number because your heroes are doing more of the pre-raid setup now. Two Baby Dragons gives you one for the opening funnel and one for late correction or cleanup. I like the Skeleton Spells here too because they give you cheap emergency value around the Queen and the King.

TH15 - Super Yeti Smash

Clash of Clans TH15 Attack Strategy

TH15 is when Root Riders, and they statistically perform very well in the Yeti shell, at least according to clashspot. I especially like this deck for farming, it’s fun enough to play lots of games back to back.

  • 4 to 5 Super Yetis

  • 5 Healers on the Warden Walk

  • 2 to 3 Coco Loons

  • Archer Queen with Giant Arrow

  • Barbarian King

  • Royal Champion

  • Apprentice Warden

  • 1 Ice Golem

  • Troop Thrower with Balloons and a Root Rider

  • 1 Jump Spell

  • 2 Rage Spells

  • 2 Freeze Spells

  • 1 Heal Spell

  • 1 Invisibility Spell

  • 1 Ice Block Spell

  • 2 Baby Dragons

  • 1 Headhunter

  • 2 to 3 Wizards or Minions for cleanup

This comp is really about sustain. Four or five Super Yetis have enough body mass to break the center as long as the healers stay alive. The Root Rider in the back half is also huge because it keeps your pathing coming alive once the first compartments open up.

Begin with a Warden Walk in a corner near the side I want to cut. Then I like to place the Queen on the adjacent side so both flanks are working at the same time. Once the lane is clear, the Yetis, Ice Golem, King, and support go in. I want you to not rush the Troop Thrower - wait until the push is actually entering the inner section.

TH16 and TH17 - Royal Champion Dive into Root Riders and Valkyries

Clash of Clans TH16 Attack Strategy

At TH16, you are cashing in on the TH15 Root Rider unlock, stronger heroes, and cleaner hero-support setups. TH17 simply pushes that shell even harder with more army room and better overall stats, which is why this comp stays so strong across both Town Halls. 

  • Royal Champion dive package with 4 Invisibility Spells

  • Recall Spell

  • 5 Root Riders

  • 8 to 10 Valkyries

  • 3 Balloons

  • 5 Healers

  • Archer Queen with Giant Arrow

  • Barbarian King

  • Grand Warden

  • Apprentice Warden

  • Troop Thrower

  • 2 Rage Spells

  • 1 Overgrowth

  • 1 Freeze Spell

  • 1 Wall Breaker

  • 2 to 4 Super Barbarians for funneling and cleanup

TH17 version

  • Add 1 more Root Rider with the extra camp room if you prefer the heavier core push

Five Root Riders is enough front-line mass to break walls and hold the path. The Valkyries are the real damage layer, so I always want them to enter after the first wall is already opened. Three Balloons is also the right number here because one random red air mine does not wipe all your healer protection instantly. The Super Barbarians are used flexibly - fix pathing, extend the Queen funnel, or just rip percentage off the far side if the triple starts slipping.

TH18 - Meteor Golem Smash

Clash of Clans TH18 Attack Strategy

TH18 introduced Meteor Golem, and Supercell has already said it quickly became a dominant force after Town Hall 18 launched.

  • 4 to 5 Meteor Golems

  • 5 Healers

  • 2 to 3 Coco Loons

  • Archer Queen with Giant Arrow

  • Barbarian King

  • Royal Champion

  • Grand Warden

  • Apprentice Warden

  • 1 Ice Golem

  • Troop Thrower or Battle Blimp

  • 2 Rage Spells

  • 2 Freeze Spells

  • 1 Jump Spell

  • 1 Overgrowth

  • 1 Poison Spell

  • 1 Heal Spell

  • 1 to 2 Baby Dragons

  • 2 to 4 cleanup troops like Wizards or Minions

I would still keep the healer count at five because this kind of smash comp lives or dies on sustain. I’d play it a lot like a high-TH smash attack. Start with a short Warden setup or hero funnel on one side, then use the Queen on the adjacent flank to lock the path. Once both sides are defined, send the Meteor Golems, support troops, and healers through the middle. Use Rage on both the front line and the healers, Freeze the nastiest defensive pockets, and save Overgrowth for either force pathing into the Town Hall or blanking out a high-damage area.

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