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Best Clash of Clans Attack Strategy for Every Town Hall 2026

Progressing through the Town Halls can feel very difficult and frustrating. Tons of various units, spells, and buildings make it really hard to find out how they complement each other on your own. To help with this issue, we’ve decided to write a guide on the best Clash of Clans attack strategy for every Town Hall in 2026.

Learn the Best Clash of Clans Attack Strategy for Every Town Hall 2026

Each Town Hall you grow to signifies a difficulty leap. Though it’s a steady progression, it can sometimes be too fast for you to learn the mechanics, or, on the contrary, too slow. While you can brute-force the progression and try various strategies to see what sticks, you might pick up bad gameplay habits and ruin your understanding of the mechanics. In order to avoid that, you should try the following list of the best Clash of Clans Town Hall attack strategies. We’ll start with TH2 and work up to TH18, explaining which strategies work best in each.

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Best Clash of Clans Attack Strategies

Attack strategies vary with each Town Hall. Early strategies usually revolve around overwhelming your opponent with a large number of units, but this approach quickly becomes irrelevant. Most guides focus on a single Town Hall’s strategies. It’s especially relevant for higher levels of THs. This guide will try to find the middle ground and squeeze the top attack strategies for Clash of Clans that work well with each Town Hall. Before we dive into strategies, we have to explain some common attack concepts:

  • Funneling: Forcing troops into the base core.
  • Pathing: Controlling troop movement.
  • Value Trades: Trading your hero or a spell for removing key defenses.
  • Timing: Deploying units in the correct order.

Knowing how to utilise each of these concepts makes the difference between simply spamming your units and understanding how they work. The unit you might consider weak, in reality, will turn out to be a really strong one when paired with another troop or spell.

Town Hall 2 - Giants and Archers

Units used:

  • Giant x5
  • Archers x5
  • Reinforcements: Baby Dragon x1

At Town Hall 2, the goal is simple: remove defenses first, then clean up. Giants act as tanks while Archers deal damage from behind. This attack teaches basic targeting and troop support, which are core skills for all future Town Halls. Focus entirely on defenses. Depending on the base layout, deploy all the Giants together or split them into small groups. Archers should directly target defenses once the Giants are tanking. If a Clan Castle is present, lure defending troops and eliminate them first before continuing.

Town Hall 3 - Giants, Archers, and Wall Breakers

Units used:

  • Giant x8
  • Archers x23
  • Wall Breakers x3
  • Barbarian x1
  • Reinforcements: Balloons or Baby Dragon x1

Town Hall 3 builds on the previous strategy but adds wall interaction. The main objective is to reach the Mortar quickly, as it is the biggest threat to Archers. Lure Clan Castle troops with a Barbarian and eliminate them safely. Send Giants toward the Mortar, using Wall Breakers to open paths. Archers clean up behind the push. If higher-level Clan Castle troops are available, they can be used to remove key defenses faster.

Town Hall 4 - Balloons and Archers

Units used:

  • Balloon x12
  • Archers x19
  • Barbarian x1
  • Reinforcements: Balloon or Baby Dragon x1

At Town Hall 4, air attacks become dominant due to limited anti-air defenses. The entire strategy revolves around removing the Air Defense and Archer Towers. Lure and eliminate Clan Castle troops first. Use Balloons to target the Air Defense directly. Once it falls, deploy additional Balloons onto the remaining Archer Towers. After all anti-air is gone, Balloons can freely clear the base.

Town Hall 5 - Giants, Wizards, and Balloons

Units used:

  • Giant x11
  • Wizard x9
  • Balloon x5
  • Wall Breakers x5
  • Archers x8
  • Lightning Spell x2
  • Barbarian x1
  • Reinforcements: Ballon x3

Town Hall 5 introduces Wizard Towers, making pure Balloon attacks unreliable. A hybrid approach is used to remove Air Defense first. Lure and eliminate Clan Castle troops. Giants and Wizards push into the base to reach the Air Defense, supported by Wall Breakers. Once the Air Defense is destroyed, Balloons are deployed from the opposite side to collapse inward. Lightning spells can be used either on Clan Castle troops or the Air Defense.

Town Hall 6 - Full Ground Army Push

Units used:

  • Giant x10
  • Wizard x16
  • Archers x11
  • Wall Breakers x5
  • Healing Spell x2
  • Barbarian x5
  • Ballon x2
  • Reinforcements: Root Rider or Giant x1

With multiple Air Defenses and Air Sweepers, air attacks become inconsistent. A heavy ground army is the safest option. Lure Clan Castle troops and eliminate them using Archers and Wizards with tanking support. Giants push toward Mortars and Wizard Towers. Wall Breakers open the base, and Healing Spells keep Giants alive through splash damage. Clan Castle reinforcements significantly increase reliability.

Town Hall 7 - Mass Dragons

Units used:

  • Dragon x10
  • Lightning Spell x6
  • Barbarian King
  • Reinforcements: Dragon x1

Town Hall 7 is where simple air attacks become extremely powerful. It’s one of the easiest Clash of Clans attack strategies. Dragons can overwhelm bases with minimal complexity. Identify the Air Sweeper direction and attack from behind it. Use Lightning Spells to remove Air Defenses. Spread Dragons across a flat side for consistent funneling. Balloons help target central defenses faster. Hero timing is flexible and forgiving.

Town Hall 8 - GoHo (Golem and Hog Riders)

Units used:

  • Golem x1
  • Hog Rider x18
  • Valkyrie x4
  • Wizard x9
  • Wall Breakers x5
  • Barbarian x1
  • Healing Spell x3
  • Poison Spell x1
  • Archer Queen
  • Reinforcements: Giant x1, Root Rider x1, Earthquake x1 BLOG20

Town Hall 8 introduces more tactical attacks. This strategy uses a ground entry to set up Hog Riders for cleanup. Golems and Wizards funnel the base. The Archer Queen enters the center using Wall Breakers. Valkyries support the core push. Hog Riders are deployed around the perimeter to remove remaining defenses, supported by Healing Spells. This attack teaches timing and spell placement.

Town Hall 9 - Witch Slap

Units used:

  • Golem x3
  • Witch x10
  • Wall Breakers x5
  • Jump Spell x2
  • Healing Spell x1
  • Rage Spell x1
  • Freeze Spell x1
  • Barbarian King
  • Archer Queen
  • Reinforcements: Poison x1, Archers x2, Wizard x1, Valkyrie x3

Town Hall 9 marks the middle of our Clash of Clans attack guide for all Town Halls. TH9 focuses on overwhelming the base with sustained pressure rather than precision. Multiple Golems tank while Witches flood the base with Skeletons. Jump Spells open compartments and ensure troops reach the core. Heroes and Clan Castle troops reinforce the push. Rage, Freeze, and Healing Spells are used in high-damage areas.

Town Hall 10 - Zap Dragons

Units used:

  • Dragon x12
  • Lightning Spell x9
  • Earthquake Spell x2
  • Minion Prince
  • Archer Queen
  • Reinforcements: Stone Slammer x1, Balloon x3, Dragon x1, Earthquake x1

This strategy removes all Air Defenses before the Dragons even move. Lightning and Earthquake Spells eliminate Air Defenses. The Archer Queen’s Giant Arrow can remove additional defenses. Dragons then sweep through the base with minimal resistance, supported by a Siege Machine. This is a low-risk, high-consistency strategy.

Town Hall 11 - Zap Witches

Units used:

  • Golem x2
  • Witch x15
  • Super Wall Breakers x2
  • Lightning Spell x8
  • Earthquake Spell x2
  • Poison Spell x1
  • Barbarian King
  • Archer Queen
  • Grand Warden
  • Reinforcements: Log Launcher x1, Freeze x1, Root Rider x1, Valkyrie x1, Wizard x1, Barbarian x3, Earthquake x1

Town Hall 11 combines spell value with strong ground troops. Inferno Towers are destroyed using Lightning and Earthquake Spells. Golems and Witches create a wide funnel. Heroes and Log Launcher push toward the Eagle Artillery. Early Warden ability protects the core push.

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Town Hall 12 - DragBat

Units used:

  • Dragon x14
  • Overgrowth Spell x1
  • Bat Spell x6
  • Freeze Spell x3
  • Archer Queen
  • Grand Warden
  • Barbarian King or Minion Prince
  • Siege Machines: Stone Slammer x1, Battle Blimp x1
  • Reinforcements: Rage Spell, Ballon x3, Flame Flinger x1, Dragon Rider x1

This hybrid air strategy removes splash damage before unleashing Bats. Dragons clear the core of the base. Once splash defenses are weakened, Bat Spells are deployed from outside the base. Freeze Spells protect Bats from Wizard Towers and Infernos. This strategy rewards good timing more than raw power.

Town Hall 13 - Yeti and Super Wizard Smash

Units used:

  • Yeti x10
  • Super Wizard x11
  • Super Wall Breakers x1
  • Archers x2
  • Rage Spell x1
  • Freeze Spell x3
  • Bat Spell x6
  • Barbarian King
  • Archer Queen
  • Grand Warden
  • Royal Champion
  • Siege Machines: Log Launcher
  • Reinforcements: Freeze x1, Barbarian x1, Valkyrie x1, Yeti x2, Poison Spell x1

A heavy ground attack designed to break strong bases. Yetis and Super Wizards push through the center using Log Launcher support. Heroes stay grouped to maximize protection from the Warden ability. Royal Champion handles side defenses, setting up Bat Spells for cleanup.

Town Hall 14 - Mass Dragons with Battle Blimp

Units used:

  • Dragon x12
  • Balloon x10
  • Baby Dragon x1
  • Rage Spell x3
  • Freeze Spell x4
  • Skeleton Spell x1
  • Archer Queen
  • Barbarian King
  • Grand Warden
  • Minion Prince
  • Siege Machines: Battle Blimp x1
  • Reinforcements: Freeze Spell x2, Ballon x4, Dragon Rider x1, Skeleton Spell x1

This attack focuses on adaptability rather than brute force spells. Here’s how one of the best Clash of Clans attacks works. The Archer Queen uses the Giant Arrow for Air Defense value. The Barbarian King creates pathing. Dragons and Balloons push through the middle, while a Battle Blimp targets the Town Hall under Warden protection. Freeze and Rage Spells handle high-damage zones.

Town Hall 15 - Hydra (Dragons, Riders, Blimp)

Units used:

  • Dragon x7
  • Dragon Rider x5
  • Balloon x7
  • Headhunter x1
  • Minions x2
  • Baby Dragon x1
  • Rage Spell x1
  • Freeze Spell x2
  • Clone Spell x2
  • Skeleton Spell x1
  • Archer Queen
  • Barbarian King
  • Grand Warden
  • Minion Prince
  • Siege Machines: Battle Blimp x1
  • Reinforcements: Rage Spell x1, Freeze Spell x1, Ballon x5, Dragon Rider x1

This attack emphasizes pathing and Clan Castle avoidance. King and Queen shape the funnel. Dragons and Dragon Riders move through the core. Battle Blimp delivers cloned troops onto the Town Hall. Freeze and Rage Spells control dangerous defenses.

Town Hall 16 - Root Riders and Valkyries

Units used:

  • Root Rider x6
  • Valkyrie x5
  • Balloon x3
  • Super Barbarian x7
  • Archers x5
  • Apprentice Wizard x1
  • Healer x5
  • Ice Golem x1
  • Rage Spell x2
  • Freeze Spell x2
  • Overgrowth Spell x2
  • Skeleton Spell x1
  • Barbarian King
  • Archer Queen
  • Grand Warden
  • Royal Champion
  • Siege Machines: Siege Barracks x1
  • Reinforcements: Rage Spell x1, Freeze Spell x1, Archers x1, Hog Rider x5, Valkyrie x3

This strategy relies on controlled ground movement rather than spam. The Barbarian King creates a defensive funnel. Siege Barracks and Queen set the opposite side. Root Riders lead the push, supported by Valkyries once the walls open. Overgrowth and Rage Spells control pathing and damage.

Town Hall 17 - Dragons with Invisibility Support

Units used:

  • Dragon x17
  • Invisibility Spell x11
  • Archer Queen
  • Royal Champion
  • Grand Warden
  • Minion Prince
  • Siege Machines: Siege Barracks x1
  • Reinforcements: Rage Spell x1, Sneaky Goblin x1, Wizard x1, Super Minion x4, Invisibility Spell x1

Town Hall 17 focuses on precision rather than raw deployment. Here’s one of the best COC attack strategies. A Royal Champion invisibility dive removes key defenses. The Archer Queen’s Giant Arrow removes Air Defenses. Dragons sweep through the base while healing and rage effects keep them alive. Invisibility is used reactively to control troop pathing.

Town Hall 18 - Air Slice Strategy

Units used:

  • Ballon x4
  • Dragon Rider x12
  • Minions x10
  • Totem Spell x11
  • Archer Queen
  • Royal Champion
  • Grand Warden
  • Minion Prince
  • Siege Machines: Siege Barracks x3
  • Reinforcements: Totem Spell x4, Siege Barracks x2, Super Minion x4, Ballon x1, Archers x2

The final Town Hall ring bases are best attacked by cutting out one high-value air slice instead of forcing the core. The best Clash of Clans attack strategy is pretty simple, actually. Choose the side with the most air damage, usually Air Defenses, Fire Spitters, and the defending Archer Queen. Use the Archer Queen to remove key threats, then drop the Siege Barracks to clear outer buildings and lock in the funnel. Send the Royal Champion with Rocket Spear deeper, using Totem Spells to tank damage and block Bomb Hives. Once the slice is cleared, deploy Balloons, Dragon Riders, and Minions along that edge. Keep defenses distracted with Totem Spells, use the Grand Warden ability as the army enters the core, then activate the Dark Orb to slow defenses and secure the cleanup.

Conclusion

The strategies vary in their depth and difficulty, but the setups described above should work perfectly. Some of them might take some getting used to, but once you learn how to handle them, it shouldn’t be a problem. That’s it for the Clash of Clans attack strategies guide. Return for more guides soon!

F.A.Q

What is the best attack strategy for Clash of Clans?

 

There’s no single best attack strategy for Clash of Clans. Each Town Hall has its own approach to winning. Identify the best troops for your Town Hall level, or use any prewritten strategies.

Which troop is best for attack in COC?

 

One of the most efficient and reliable troops is Balloon or Dragon. It’s included in nearly every attack composition.

How to get better at attacking in Clash of Clans?

 

We recommend using premade attack strategies to learn the game’s mechanics. Once you feel you understand the general approach well enough, start building your own composition.

Do attack strategies change with Clash of Clans updates?

 

It depends. The higher you are on the Town Hall level, the more you are influenced by meta shifts. Lower THs almost always stay the same with minor changes.

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