Clash of Clans is a game all about strategy and planning ahead. The game gives players access to a huge number of different options for building up your army and using them to attack enemy players in creative ways. But not all strategies were made equal. Some are good, and some are bad.
That’s why we are here. To give you some advice on what we feel are the best ways to build your army. And to make sure that you come out of every battle on top. In this guide, we will be listing several different army compositions and the best strategies to use with them to win more fights.
First, Know Your TH10 Army
The following table shows All Troops, Heroes, and Potions you’ll have available at Town Hall level 10. The number next to each Troop or Spell indicates the maximum level it can reach at th10. Each entry on this list will include an army that works well with each strategy. Feel free to use this chart to determine what troops you may want to switch out to make your army better fit your playing style.
Town Hall Level 10 Troops
Regular Troops (Max Lvl) | Dark Troops | Potions | Heroes |
---|---|---|---|
Barbarian (7) | Minion (6) | Lightning Spell (7) | Barbarian King (40) |
Archer (7) | Hog Rider (6) | Healing Spell (7) | Archer Queen (40) |
Giant (7) | Valkyrie (5) | Rage Spell (5) | |
Goblin (7) | Golem (5) | Jump Spell (3) | |
Wall Breaker (6) | Witch (3) | Freeze Spell (5) | |
Balloon (6) | Lava Hound (3) | Clone Spell (3) | |
Wizard (7) | Bowler (2) | Poison Spell (4) | |
Healer (4) | Earthquake Spell (4) | ||
Dragon (5) | Haste Spell (4) | ||
P.E.K.K.A. (5) | Skeleton Spell (3) | ||
Baby Dragon (4) | Bat Spell (3) | ||
Miner (3) |
*Numbers in parentheses refer to max level
General Strategies & Tips
Before we get into the meat and potatoes of this article, let’s first go over some basic strategies and tips for you to do well. First, I recommend that you give the single-player campaign and practice mode a go if you have not already. These are great ways to practice winning battles and can sharpen your skills as a tactician. They are also a great way of getting some resources, which you can use to upgrade your troops and train more units.
When it comes to launching an attack, you are going to want to make sure you prioritize the right targets. Destroying a town hall will always net you at least one star, but generally, it’s better to focus on destroying enemy defenses instead. Pay attention to the defenses that make up your enemy’s base. If there are lots of air defenses and you have only ground troops, then focus more on buildings that can damage ground units.
One special type of unit in the game is the hero units. These are special troops that do not need to be trained in a barracks or held in an army camp. You just need to place down their building at your camp and you can use them in battle. Always make sure to use them! They are very helpful and can tank some damage to your troops. They also have special abilities that can be activated mid-fight. The Archer Queen for example can turn invisible temporarily if you have the upgrade for it.
Clash of Clans: Best Armies & Attack Strategies for Town Hall Level 10
Without further ado, let’s get into this guide for Clash of Clans: The Best Armies & Attack Strategies For Town Hall Level 10.
The strategies below are ranked in no particular order.
P.E.K.K.A. Smash
Recommended Army
Category | Details |
---|---|
Troops | 5 Pekkas, 3 Wall Breakers, 4 Wizards, 5 Hog Riders, 3 Healers, 4 Bowlers, 2 Barbarians |
Heroes | Barbarian King, Archer Queen |
Spells | 1 Healing Spell, 1 Freeze Spell, 2 Jump Spells, 2 Rage Spells |
Clan Castle | 5 Bowlers |
Strategy
For the Pekka Smash strategy, you’re going to want to create a funnel shape at your point of attack. You’ll want to initiate the attack by placing Wall Breakers first to clear a path for the following wave of troops. Next, by placing your Wizards and Heroes to the sides of where you want to engage your funnel, you’ll create space between the two deployed groups for your Pekkas, Bowlers, and your other troops, in the case of this army, Hog Riders and Barbarians, to move into the center of the base with their left and right sides protected.
The blue circle is the area in which you would want to deploy your Wall Breakers. The red circle is where you would deploy your flank troops, those troops being your Wizards and Heroes. The yellow circle is where you would deploy the main wave of troops, being your Pekkas, Bowlers, and remaining troops.
To aid your wave of troops, deploy your Rage Spells when the wave is slowed down to help them pick up their speed into the core of the base. Deploy Jump Spells where your troops are stuck behind walls the Wall Breakers could destroy. Use your Healing Spell wisely when your main wave of troops needs a health boost. Use your Poison Spell and Freeze Spell whenever you see fit.
This strategy will have the best effect against bases composed of smaller compartments. Bases with large walled areas cause your tank troops, Pekkas and Bowlers, to get stuck in open spaces where they are bombarded by defenses with little opportunity to defend themselves.
Mass Dragons
Recommended Army
Category | Details |
---|---|
Troops | 11 Dragons, 4 Balloons |
Heroes | Barbarian King, Archer Queen |
Spells | 5 Lightning Spells, 2 Rage Spells, 2 Freeze Spells |
Clan Castle | Balloons |
Strategy
This strategy relies heavily on aerial bombardment. Using Mass Dragons against bases with weak or minimal air defenses will be ideal.
The first thing you’re going to want to do is to determine which side of the base will allow your air-born troops to inflict the most damage while keeping them away from any air defenses in your enemy’s base. Deploy 2 Balloons and a Dragon in a single file line with the Archer Queen and Barbarian King on either side of them. This first deployment will immediately engage the defenses on the path you plan on taking toward the center of the base.
The blue line would be the deployment path of the 2 Balloons and the Dragon. The blue circles are where your Heroes should be deployed.
You’re Going to want to supplement the first wave of troops with Rage and Lightning Spells to help them create a gap into the center of the base by taking out defenses. After they have made a dent into the out shell of the base, you’re going to deploy your Dragons.
You want to avoid deploying your Dragons in a single group, so they don’t all take hits from air defenses simultaneously. By deploying Dragons and the remaining Balloons in a line around the entire back of the first wave of troops, you’ll create a wall of troops that will power into the core of the base, the Dragons from the air while the first wave of troops take out defenses from the ground.
The red line is the path of the first deployment of troops, the purple line is the shape in which you want to deploy your Dragons.
Although you won’t need to direct an attack specifically at your opponent’s Clan Castle troops, using freeze spells on them will allow the splash damage from your Dragons to take care of them efficiently.
This strategy works well against low-level opponents because of its reliance on mass destruction. If high-level defenses weaken your approaching aerial troops then the strategy will quickly fall apart. If your playing style focuses more on ground troops, then this entry may not be best suited for you.
GoWiBo
Recommended Army
Category | Details |
---|---|
Troops | 3 Golems, 10 Witches, 5 Bowlers |
Heroes | Archer Queen, Barbarian King |
Spells | 3 Healing Spells, 3 Lightning Spells, 1 Jump Spell |
Clan Castle | Bowlers and Freeze Spell |
Strategy
After assessing your opponent’s defenses, you’ll have to identify the side of your opponent’s base where you’ll start your attack. Once you determine this, you’ll have to start setting up a funnel to begin engaging your opponent’s defenses.
To set up your funnel, you’re going to deploy a Golem and 2 Witches to either side of where your funnel will engage your opponent’s base. Once these troops are in place, you’ll deploy your remaining Golem, Bowlers, Heroes, and about half of your remaining Witches in the center of the funnel.
The blue circles are where you’ll deploy your flank troops, those being your Golem and 2 Witches on both the left and right sides. The red oval is where you want to deploy the main wave of troops for the funnel.
Let this wave of troops begin making their way into the center of your opponent’s base. Supplement this wave with Healing Spells to keep your core tank attackers – your Golem, and bowlers, alive. You should also use your Lightning Spells to help weaken walls and defenses making your troops charge into the center of your opponent’s base quicker.
Use your remaining Witches to aid in the attack from various angles. Don’t deploy them in a single group to avoid them being taken out simultaneously. Use the Jump Spell when your troops get stuck behind a line of walls and use your Freeze spell when necessary.
The red circle is where you want your initial wave of troops to be when you deploy the rest of your Witches, which would be the blue circles.
Strategies like this one, and others that rely on funnel-type attacks, may be more difficult for inexperienced players to use. Even at th10, a player might find that their attacking strategies and abilities aren’t where they want them to be. If being able to properly determine a specific attack route sounds daunting, sticking to a strategy like Mass Dragons or LavaLoon, might be better suited for your skills early on. These attacks focus less on particular approaches and more on all-out bombardment.
LavaLoon
Recommended Army
Category | Details |
---|---|
Troops | 3 Lava Hounds, 24 Balloons, 3 Baby Dragons |
Heroes | Barbarian King, Archer Queen |
Spells | 4 Lightning Spells, 3 Rage Spells, 1 Freeze Spell |
Clan Castle | Balloons and Poison Spell |
Strategy
The first part of the attack when it comes to LavaLoon will involve your Lava Hounds. You’ll want to deploy your lava hounds at 3 separate spots where they’ll each be able to engage with air defenses. Deploying them first will give your attack a head-start at disarming your opponent’s air defense options while also drawing the attention of other defensive structures that would otherwise be directed at your Balloons.
On a layout like this example, the red circles indicate prime locations to deploy your Hounds in order to quickly get them to your opponent’s main air defenses.
After your Hounds are deployed, you’ll want to quickly deploy your Balloons in a curved ‘c’ shaped line. You want to deploy your balloons quickly because if they’re deployed after your hounds have been taken out of the fight, then the strategy won’t work properly. The ‘c’ shaped deployment for your Balloons allows them to space themselves to avoid them taking damage as a group while still allowing them to get great cover over your opponent’s base.
The curved yellow line indicates the type of path you would want to deploy your Balloons on.
You’ll want to use your various spells to aid in your troop’s attack. Use your Poison Spell on your enemy’s clan castle. Use your Lightning Spells to help your Hounds take out defenses from the ground and use your Rage Spells on your Balloons to quicken their attack. You can use the Freeze spell as seen fit.
After your Balloons have reached the core of the base, deploy your Heroes and remaining troops to help with the final clearing of the base.
Like Mass Dragons, LavaLoon focuses on a brutal aerial bombardment. These work best against opponents with lower level defenses that won’t put up much of a fight for your Balloons.
Mass Hogs
Recommended Army
Category | Details |
---|---|
Troops | 36 Hog Riders, 40 Archers, 10 Wall Breakers |
Heroes | Archer Queen, Barbarian King |
Spells | 4 Healing Spells, 3 Lightning Spells |
Clan Castle | Hog Riders |
Strategy
When initiating your attack using Mass Hogs it’s important to first make sure you allocate your Heroes and some of your Archers to direct an attack at your opponent’s Clan Castle. When deploying your group of troops directed at the Clan Castle, you should use your Wall Breakers to create gaps in the walls to aid their approach.
After the attack on the clan castle is engaged, you’ll want to follow a specific attack plan for the Hog Riders. Using 30 Hog Riders, in groups of 10, deploy 3 groups at 3 corners of the enemy’s base. Each of these groups should be aided by Healing Spells.
The red circles indicate the spots in which the first three groups of Hog Riders should be deployed. Although not all bases are squares, so for corners aren’t always very clear, aim to choose 4 spots that are all about the same distance away from each other and from the Town Hall.
After the first 3 groups of Hog Riders have made their way to the core of the base, deploy your remaining Hog Riders at the fourth corner of the base along with a Healing Spell. Along with the remaining Hog Riders, deploy your remaining Archers at various points of the base to eliminate any buildings still standing.
The white circles indicate where the initial wave of Hog Riders should be when you deploy the last group of Hod Riders in the red circle.
Use your Lightning Spells throughout the attack to aid in weakening enemy defensive structures.
Mass Hogs is one of the more complicated entries on this list. Needing to have a fine-tuned army and plenty of practice with timing your troop deployments are key to ensuring you can properly execute this strategy. If you are up to the challenge of mastering Mass Hogs, just remember that repetition and practice will consistently improve your ability to execute the strategy, and in any battle where this layout fails, use what went wrong to improve!
Clash of Clans: Other Top TH10 Strats
Stack stars and loot with these other effective strategies.
Archers + Hog Riders + Wall Breakers + Healing Spells
This strategy is another one of my favorites. It’s an army of Archers, combined with Hog Riders and Wall Breakers. This is a pretty interesting combination that not many people do. Archers are pretty self-explanatory: they are an early game unit that you can unlock almost immediately after you start your playthrough. They will do ranged damage to a single target. They are deadly in large groups. And with a level 10 town hall, you should most definitely have enough army camp space to deploy LOADS of them.
Hog Riders are a quick and nimble unit that has the unique ability to jump over walls. This, combined with their priority to attack defensive units, make them a really great unit for quickly getting rid of enemy defensive towers. Keep in mind that they don’t have much health, so you’d be wise to produce a LOT of them before starting a battle.
As for wall Breakers, these guys will run toward the nearest walls and blow themselves up. This creates a gap in defenses that allow other units (such as the archers) to break inside the enemy base. They do high damage and you should be able to very easily break into the outer wall of an enemy camp with no problem. I recommend that you produce enough for a small group of them. Deploying on the individual is likely to get killed by enemy defenses.
Here is how this strategy should go. First, find a spot in the base camp with lots of enemy defenses. Deploy your hog riders first and let them jump over the enemy walls to begin taking out defenses. Drop a healing potion on them to immediately begin to heal them of any damage. Now drop some Wall Breakers while the enemy defenses are occupied. They will blow open a gap. Finally, deploy your archers. They will take out all nearby buildings before moving into the base through the gap.
Valkyries + Healers + Rage Spells + Lightning Spells
Up next, let’s talk about a composition that is very effective for defeating enemy units and quickly destroying groups of buildings. It’s a composition of Valkyries, Healers, and Rage Spells. Valkyries are axe-wielding female warriors that have the ability to deal a close-range AoE attack with her axe. This attack can deal a huge amount of damage quickly and is best for killing multiple targets, be it enemy units or buildings. She is one of the more underutilized units, which is a shame as she is very good.
Healers are a flying-type unit that have the ability to regenerate the health of any friendly units located nearby. They are a great unit to pair with Valkyries. This is because they will constantly heal them, allowing them to survive for longer. Valkyries are surprisingly tanky, meaning they can take a lot of hits before dying. This means they won’t be instantly killed by enemy defenses, so they have enough survivability that they can be healed before their health reaches zero.
Now comes the spells. A Rage Spell will dramatically buff your units, allowing them to deal more damage and to move faster. This is great as it boosts the offensive capabilities of your units. Then we have Lightning Spells. These will do damage to any targets that they are dropped on. They are one of the earliest spells that you unlock in the game, and also one of the best for taking out a defensive structure before the fight even begins.
- 20 valkyries, 11 healers, 3 rage spells, 5 lightning spells
- 24 valkyries, 3 healers, 4 rage spells, 3 lightning spells
Here is the battle plan. First, use your Lightning Spells to destroy any Air Defenses. After that, deploy your Valkyries and some Healers behind them at whatever spot looks good. Your Valkyries will begin tearing up the enemy base, while your Healers keep them alive and well. You can then drop the Rage Spell on top of your Valkyries once they reach buildings with a lot of health. You can also just do it early on to allow them to easily topple the first line of defenses.
Balloons + Minions + Rage Spells + Lightning Spells
Moving on, we have our next composition: Balloons, Minions, Rage Spells, and Lightning Spells! This is an air unit-only army that has become fairly popular among the community thanks to its efficiency. It primarily consists of Balloon units. These are skeleton troops that pilot a flying balloon. They will slowly move towards enemy buildings, and drop live bombs on top of them. These bombs deal high damage and make these troops really strong in groups.
Next up are Minions. These are a unit made of dark elixir that can only be made in a Dark Barracks. They are very agile and can fly across the battlefield quickly, allowing them to reach their targets fast. Minions deal ranged attacks at enemy buildings, and they have no priority target. Each one only takes up two housing spaces in an army camp. Because of this, you can have very big groups of them deployed on the field at once.
As for spells, this army composition uses both Rage Spells and Lightning Spells. Rage Spells will boost the damage and speed of all troops in their radius. This makes it very powerful when deployed on top of big groups of units. And lightning spells will deal damage to an enemy building that you drop them on. This makes them very good for preemptively taking out enemy defenses before they get a chance to attack any of your units.
- 24 balloons, 60 minions, 3 rage spells, 5 lightning spells
- 32 balloons, 40 minions, 4 rage spells, 3 lightning spells
So here is how I like to do this strategy. First, look for air defenses in the enemy base. Carefully drop a Lightning Spell on one one at a time (don’t use all of them at once, or you may waste them). After all the air defenses are destroyed (or at least damaged), deploy all of your Minions in a big group. Then follow that with the Balloons. The Minions will take most of the damage, allowing your Balloons to reach certain towers unharmed. Now use your Rage Spells to buff the damage from your troops.
Giants + Archers + Dragons
And for the third army composition/strategy I want to talk about in this Clash of Clans guide for the Best Armies & Attack Strategies For Town Hall Level 10… We have Giants, Archers, and Dragons! Giants are a big, lumbering enemy type that you can actually unlock very early on in the game. They are designed to tank lots of damage from enemy towers and will prioritize defenses over other buildings. This priority target makes them great for quickly whipping out defenses.
Combine this with the fact that they don’t take up much space in the army camp, and you can have MANY of them deployed at once. Next, we have archers. These are also one of the first units that you unlock in the game. They are a ranged unit with great range that are absolutely DEVASTATING in large numbers. Speaking of which, this is the reason why they are so valuable even late game: they don’t take up much space in army camps, so you can have over a hundred of them deployed at once.
Lastly, we have the dragons. Dragons are a very strong and powerful unit that is excellent for dealing high damage to enemy bases. Dragons will do splash damage, which makes them very effective for taking out buildings that are close together. Additionally, they can fly over walls, making getting over barriers very easy. They are a unit you don’t unlock until around the mid-game. By the time you reach town hall level 10, you will most definitely have unlocked them by then.
- 8 giants, 120 archers, 4 dragons
- 12 giants, 80 archers, 5 dragons
When it comes to the actual battle strategy, here is what you do. First, find a spot at the enemy camp that features air defenses. Then deploy all of your giants next to them. Then, immediately deploy about 1/3 of your archers right after. Once the air defenses are down, deploy all of your dragons, followed by the rest of your archers. You should still have plenty of giants still standing. And with the archers and dragons to support them, you’ll topple the enemy base camp in no time!
Dragons + Rage Spells + Healing Spells
The next army composition I want us to discuss is an army entirely composed of dragons… With healing spells and rage spells to boot. Dragons are a very powerful flying enemy that deals heavy damage to any and all buildings and hero units unfortunate enough to come across its flight path. They are one of my favorite unit types to use in Clash of Clans! And when I explain this army composition in more depth I think you’ll understand why.
When you approach an enemy base, you will want to first look for any anti-air buildings (archer towers, wizard towers, air defense, etc). You’ll want to deploy your dragons in big groups near these buildings so that they will be taken out first. You could also use lightning spells to take them out beforehand, but usually, that is not required. If you find your dragons reaching about half health, you will want to throw down a healing spell to keep them up and going.
Alternatively, you can use healing units instead of healing spells. But personally, I prefer spells as they don’t take up any unit slots, allowing you to have more dragons. There is another spell in the game which will enrage units, allowing them to fly faster and deal more damage to enemy buildings. This will make them incredibly powerful, and they can destroy buildings much faster.
- 12 dragons, 3 rage spells, 2 healing spells
- 12 dragons, 1 rage spells, 4 healing spells
I recommend you use them whenever your dragons start attacking non-defensive buildings while they are being attacked by defensive towers. This is because with the spell… They will destroy the buildings faster and will be able to move on to the defensive towers that are dealing damage to them. You can also use this spell when they get towards the center of the base, where the town hall is located. It will make short work of any remaining buildings inside of the enemy’s base camp.
PEEKAs + Wizards + Wall Breakers
Up next on this list of the Best Armies & Attack Strategies For Town Hall Level 10 in Clash of Clans… We have Pekkas + Wizards + Wall Breakers. PEEKAs are large and imposing units with big health pools. They can tank a lot of damage, making them a late-game alternative to giants. One thing that makes them different is that they will attack any nearby building instead of prioritizing defensive buildings (like giants do). Because of that and their big health pool, you should deploy them first.
A great unit that you can use alongside PEKKAs is Wizards. The Wizards act as a ranged unit that will deal lots and lots of splash damage to any defenses or hero units they come across. This makes them a really great DPS-type unit that you can easily use to take down any defenses that get in your way. With the PEKKAs tanking most of the damage, they will be safe from any enemy towers. However, this duo is made even more effective with our third unit type…
Wall Breakers! These are an offensive unit that specializes in breaking, well, walls! They are a skeleton holding a giant bomb that will fearlessly run towards the enemy camp, blowing up a hold for your units to slip in. They don’t have much health and can be picked off easily, so be sure to send them in small groups. Once they destroy an enemy wall, that will create an opening for your other units to charge into the fight.
- 6 PEEKAs, 12 wizards, 20 wall breakers
- 5 PEEKAs, 23 wizards, 10 wall breakers
So when you get to the enemy camp, how should the fight go? Well, you should start by deploying a small group of wall breakers near an enemy defensive tower. Once the wall is down, send in your PEKKA units. Then spawn a whole bunch of Wizard units behind the PEKKAs. The PEKKAs will tank all the damage while the wizards take out everything in sight. This is a surefire way to deal lots of damage and secure a three-star victory!
Join the High Ground
We hope that you found this article covering the Best Armies & Attack Strategies For Town Hall Level 10 in Clash of Clans informative! What are your thoughts on our tips? Be sure to let us know them down in the comments section. And be sure to subscribe to our weekly newsletter for more content.
Happy gaming!
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