To consistently earn three-star victories in Clash of Clans Clan Wars and trophy pushes, you must tailor your army composition to the defensive strengths and troop unlocks of your specific Town Hall level. Attack metas shift from air lightning assaults at lower tiers to witch swarms in mid tiers, finishing with precision hybrid charges and heavy smash setups at end-game tiers.

Town Hall Attack Strategy Quick Reference

Town HallRecommended StrategyPrimary TroopsKey Spells and Siege Support
TH7–TH8Mass Zap DragonDragons, Clan Castle BalloonsLightning Spells, Earthquake Spell
TH9Witch SlapWitches, Golems, Clan Castle BowlersJump Spells, Rage Spells, Poison Spell
TH10Zap WitchWitches, GolemsLightning Spells, Earthquake Spell, Log Launcher or Wall Wrecker
TH115 Icy G / Zap WitchIce Golems, Witches, BowlersBat Spells, Freeze Spells, Wall Wrecker
TH12Yeti Bat SmashYetis, Bowlers, Ice GolemsBat Spells, Freeze Spells, Log Launcher
TH13Queen Charge HybridMiners, Hog Riders, HealersHeal Spells, Rage Spells, Siege Barracks
TH14HydraDragons, Dragon Riders, BalloonsClone Spells, Rage Spells, Battle Blimp
TH15–TH16Root Rider SmashRoot Riders, Valkyries, Apprentice WardensOvergrowth Spell, Rage Spells, Siege Barracks

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Town Hall 7 to 8: Mass Zap Dragon

Air attacks dominate Town Hall 7 and Town Hall 8 because low-level bases lack the defensive damage to stop high-hitpoint air units. Dragons face serious threats only from Air Defenses.

  • Town Hall 7 Execution: Drop Lightning Spells to destroy one of the three Air Defenses before deploying troops. Spread Dragons in an even line along the side closest to the remaining two Air Defenses. Avoid dropping all Dragons on a single tile so exterior buildings and splash damage do not distract or bunch them.
  • Town Hall 8 Execution: Allocate Lightning Spells and an Earthquake Spell to knock out two of the three Air Defenses entirely. Send your Dragons directly toward the final Air Defense. Once the Air Defense targets the Dragons, drop high-level Clan Castle Balloons or Hog Riders to snipe backend Archer Towers.

Common Failure Point: Inadequate funneling. If exterior barracks and army camps are not cleared on the flanks, Dragons will circle the outer rim while the remaining Air Defenses destroy them.

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Town Hall 9 to 11: Witch Swarms and Bat Spells

Unlocking the Archer Queen at Town Hall 9 and the Grand Warden at Town Hall 11 strengthens ground armies. Witch armies are reliable across these tiers because single-target point defenses cannot keep up with continuous skeleton spawns.

Town Hall 9: Witch Slap

Deploy a Golem and four Witches on each outer corner to set up the funnel. Send the rest of your Witches, the Barbarian King, the Archer Queen, and high-level Clan Castle Bowlers straight into the center. Cast Jump Spells to bridge wall compartments and Rage Spells to help the Bowlers eliminate the enemy Town Hall and X-Bows.

Town Hall 10: Zap Witch

Use Lightning and Earthquake Spells to destroy both Multi-Target Inferno Towers before placing any troops. Deploy Golems, Witches, and a Log Launcher or Wall Wrecker straight toward the Town Hall. Without multi-target splash damage to wipe out skeletons, remaining point defenses will collapse.

Town Hall 11: 5 Icy G or Zap Witch

The Eagle Artillery punishes large ground armies at Town Hall 11. Counter it with 5 Icy G (five Ice Golems, Witches, and Bowlers backed by Bat Spells) or Grand Warden Zap Witch:

  1. Push through the core using Ice Golems to tank incoming fire and freeze defenses upon death.
  2. Trigger the Grand Warden's Eternal Tome ability early to protect your core units against the first volleys of Eagle Artillery fire.
  3. Once core splash defenses—especially Wizard Towers—lock onto the surviving Ice Golems, cast Bat Spells on an outside flank to wipe out point defenses.

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Town Hall 12 to 13: Siege Support and Queen Charge Hybrid

Town Hall 12 introduces the weaponized Giga Tesla, while Town Hall 13 brings the Giga Inferno, the Royal Champion, and Scattershots. Controlled routing is necessary to survive these defensive threats.

Town Hall 12: Yeti Bat Smash

Pair Yetis with Bowlers, Ice Golems, and a Log Launcher. As Yetis take damage, they release Yetimites that jump over walls to dismantle splash defenses. Use Freeze Spells to lock down Multi-Infernos and Wizard Towers while your Bat Spell swarm sweeps behind the main army.

Town Hall 13: Queen Charge Hybrid

  1. The Queen Charge: Deploy five Healers behind your Archer Queen. Use Rage Spells and Wall Breakers to push her deep into the base to eliminate the defensive Clan Castle troops, enemy heroes, and the Town Hall.
  2. The Flank: Drop a Siege Barracks containing a P.E.K.K.A and Wizards on an adjacent corner to build a clean boundary lane.
  3. The Core Surge: Send Miners, Hog Riders, the Royal Champion, and the Grand Warden down the narrow path created between the Queen's push and the Siege Barracks.
  4. Spell Support: Cast Heal Spells over Scattershots and Giant Bomb locations. Activate the Grand Warden's Eternal Tome when the hybrid pack enters concentrated defensive fire.

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Town Hall 14 to 16: Heavy Smash and Root Rider Routing

High-tier bases feature massive footprints and weaponized Town Halls that release high damage and slowing poison upon destruction.

Town Hall 14: Hydra

Hydra combines Dragons and Dragon Riders with Balloons. The attack often uses a Battle Blimp carrying Super Minions or Super Wizards (Blizzard) under an early Warden Eternal Tome. Drop the Blimp on the Town Hall compartment with Clone and Rage Spells to take out the center before releasing the aerial fleet across the remaining perimeter.

Town Hall 15 and 16: Root Rider Smash

Root Riders ignore wall obstacles by breaking through walls on contact, eliminating the need for Jump Spells or Wall Breakers.

  • Troop Synergy: Pair Root Riders with Valkyries and Apprentice Wardens. Root Riders tank damage and break open compartments while Valkyries quickly take down grouped defenses and enemy heroes.
  • Overgrowth Spell Control: Drop an Overgrowth Spell on a dense defensive sector adjacent to your entry point. This temporarily freezes those defenses and removes them from troop targeting, steering your Root Riders directly into the Town Hall core rather than letting them wander along defensive outer rings.

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Core Deployment Rules

  • Clear the Funnel First: Dedicate 10% to 15% of your army housing space to clear outer structures on both sides of your entry point before sending core damage dealers into the base.
  • Time the Eternal Tome Proactively: Do not save the Grand Warden's ability as a reactive emergency button. Trigger it proactively as your main army enters high-threat areas, such as Town Hall death bombs, Scattershot clusters, or Eagle Artillery barrages.
  • Neutralize Defensive Clan Castles: Always carry a Poison Spell at Town Hall 9 and above. Drop the Poison Spell to slow enemy troop movement and attack speeds, and route your heroes or Queen Charge directly into their path to eliminate them.
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Sarah Williams

Sarah Williams

Sarah specializes in RPG and collection games, explaining team building, character growth, and beginner-friendly ways to avoid expensive early mistakes.