Which army should you use to secure consistent three-star attacks at Town Hall 18? With Town Hall 19 not yet released, which strategies are worth watching in advance? This guide covers four environments: regular battles and standard Clan Wars, Legend III, Legend II, and Legend I. For each one, we recommend an air army and a ground army, giving you ten of the strongest army compositions and attack strategies in total.
From Mass Dragons and Root Rider Valkyries to Teleport Dragon Riders and Queen Charge Super Yetis, we use army tables, battle screenshots, and four-step instructions to explain suitable base layouts, attack paths, and ability timing.
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In-Game Difficulty Tiers and Defensive Modifiers
The same army can perform differently in regular Clan Wars and high-difficulty Ranked Battles. When defensive damage increases and attacking Heroes are weakened, a Hero that could previously clear an entire section alone may require additional spells or troop support.
The official April 2026 update adjusted the corresponding Ranked Battle difficulties to Legend III, Legend II, and Legend I. The specific defensive modifiers are listed below.
| Difficulty | Defensive Modifiers | Offensive Modifiers |
|---|---|---|
| Standard Battles | Base stats apply when no additional buffs are active | Base stats apply when no additional nerfs are active |
| Legend III | Defensive building damage +10%; defending Hero HP and damage +10%; Guardian HP and damage +5% | Attacking Hero HP and damage -5% |
| Legend II | Defensive building damage +15%; defending Hero HP and damage +15%; Guardian HP and damage +10% | Attacking Hero HP and damage -10% |
| Legend I | Defensive building damage +20%; defending Hero HP and damage +20%; Guardian HP and damage +20% | Attacking Hero HP and damage -20% |
Different difficulty modifiers create major differences in pathing and army composition requirements. Heroes and Guardians also become much harder to handle at higher tiers. In Legend I and Legend II, a small mistake can easily turn an attack into a one-star result.
TH18 Standard and CWL: Recommended Armies and Strategies
In the current version, earning three stars at standard difficulty is not especially hard. As long as the main army follows the correct path, most attacks can secure three stars. The following strategies are the easiest options I have personally tested, with detailed army compositions and attack instructions.
Air Strategy: Mass Dragons
Mass Dragons use regular Dragons as the main damage dealers, while support troops test for traps, create the funnel, and clean up. “Mass Dragons” does not mean bringing only Dragons. It means the main push does not rely on another large troop type.

Mass Dragons are easy to control, beginner-friendly, and require relatively few troop upgrades. By concentrating resources on Dragons, you can build a powerful army efficiently, making this one of the best-value strategies in the game.
One important detail is that neither your army nor Clan Castle reinforcements should include ground troops. Keep the Archer Queen, your only ground unit, away from the Clan Castle to avoid drawing out a defending Ice Golem trio.
Battle Walkthrough
| Step | Actions and Decisions | Screenshot |
|---|---|---|
| 1. Choose the Entry Point | Use the Archer Queen’s Giant Arrow to hit at least one Air Defense and an Air Sweeper. | ![]() |
| 2. Create the Funnel | Use the Dragon Duke and Ice Block Spell to clear the edge and create a path for the main army. | ![]() |
| 3. Deploy the Main Army | Deploy the Dragons across a controlled line, then send in the supporting Heroes. Use Rage and protection abilities when the main force enters the central engagement area. | ![]() |
| 4. Handle the Back End | Save resources for the rear Air Defenses. Deploy cleanup troops early in safe areas and prevent weakened main troops from spreading out further. | ![]() |
The most common mistake is deploying the main army too early. If outside buildings remain, spells cannot easily redirect the Dragons toward the center. Another common problem is deploying across too wide an area, preventing the main group from sharing Rage and protection effects.
Ground Strategy: Root Riders and Valkyries
Root Rider Valkyries use Root Riders to break through walls and absorb front-line damage while Valkyries clear buildings behind them. The key is keeping the tanks, damage dealers, and healing support on the same path.

Root Riders can open walls, but they cannot choose the correct route for you. Remaining outside buildings, an overly wide entry, or a split path can still pull Valkyries away from front-line protection.
Battle Walkthrough
| Step | Actions and Decisions | Screenshot |
|---|---|---|
| 1. Plan the Route | Find a route that connects several key defenses in sequence. Avoid entering from a position that immediately splits the army left and right. | ![]() |
| 2. Remove Outside Distractions | Use Heroes and a small number of troops to clear both sides of the entry so the Valkyries’ next target remains inside the base. | ![]() |
| 3. Deploy in Layers | Send Root Riders in first to absorb damage, deploy Valkyries behind them, and keep healing support in the rear. Concentrate support on the key engagement area. | ![]() |
| 4. Save Reinforcements | Use late-stage Heroes and spells according to the remaining defenses, and clear safe corner buildings as early as possible. | ![]() |
Watch the incoming damage whenever the Valkyries move ahead of the Root Riders. Their movement speed can carry them into dangerous areas before healing catches up, causing heavy losses. Do not spend every spell at the entry.
TH18 Legend III: Recommended Army and Strategy
At this tier, you need to pay closer attention to how the opening phase reshapes the base. A strong setup does more than destroy a few buildings. It reduces the area the main army must handle and makes later deployment more predictable.
Air Strategy: Dragons and Dragon Riders
Dragons and Dragon Riders combine two distinct air roles: Dragons clear buildings along the route, while Dragon Riders prioritize defenses. Once the funnel is established, Dragon Riders can move through the remaining defenses instead of wasting time on outside non-defensive buildings.
This army is similar to Mass Dragons but requires more deliberate control. The two-Dragon combination is less likely to drift off course, making the new Legend III difficulty easier to manage.

If defensive targets are spread too far apart, Dragon Riders can still separate from the Dragons and supporting Heroes. Before choosing this army, confirm that both troop types can fight together in the key area.
Battle Walkthrough
| Step | Actions and Decisions | Screenshot |
|---|---|---|
| 1. Identify Each Role | Identify the buildings the Dragons need to clear and the defenses the Dragon Riders will target, then confirm that both paths align. | ![]() |
| 2. Build the Entry | Use the opening phase to remove a high-value target on one side and funnel the other side to reduce splitting. | ![]() |
| 3. Push Together | Deploy Dragons and Dragon Riders in controlled waves so both groups share Rage and support in the center instead of moving down opposite sides. | ![]() |
| 4. Control the Final Path | Track the Dragon Riders’ next defensive target, save Freeze Spells and late-stage Heroes accordingly, and deploy cleanup troops on time. | ![]() |
Do not judge this attack only by the number of surviving Dragons. The number of Dragon Riders still alive and their next targets also determine whether the remaining defenses can be cleared.
TH18 Legend II: Recommended Armies and Strategies
As attacking Heroes receive stronger penalties, the duration and resource cost of the opening phase require tighter control. Teleport and Torch equipment create new tactical options, but each must be used with a clear purpose.
Air Strategy: Dragon Riders and Minion Prince
The Teleporting Pendant returns the Minion Prince and eligible nearby friendly units to the deployment bar, allowing them to be deployed again. It is limited by recall capacity, does not affect Siege Machines, and gives redeployed units partial healing and a brief speed boost.

The purpose of the Dragon Rider teleport strategy is to reorganize the attack direction. Clear defenses on one side, then redeploy the recalled units from another side to avoid a low-value route and give surviving troops a second objective.
Ground Strategy: Heroic Torch and Super Yetis
Heroic Torch Super Yetis are built around a concentrated ground push. After the opening phase and funneling reduce the engagement area, the Super Yetis, Heroes, and support units form one force capable of maintaining momentum.

The key to this army is ability coverage and connected pathing. If the main force splits into two groups or the Grand Warden remains on a flank, the core troops will struggle to benefit together even with the Heroic Torch.
Battle Walkthrough
| Step | Actions and Decisions | Screenshot |
|---|---|---|
| 1. Choose the Push Direction | Identify a connected defensive section and avoid entering from a position that sends the main force around the outside. | ![]() |
| 2. Create the Funnel | Remove buildings on both sides that could pull the army away, and control the Grand Warden’s position so he follows the main force. | ![]() |
| 3. Cover the Core Troops | Activate the ability when the main force reaches the key engagement area and needs the Torch effect. Confirm that the important units are inside its coverage. | ![]() |
| 4. Maintain the Push | Support the surviving troops with spells or Heroes after the ability ends, and clear outside buildings promptly to avoid finishing the core but running out of time. | ![]() |
Ability timing should be based on pathing and the current engagement. Do not rely only on a fixed timestamp. What matters more is which units are covered and which defenses they will face next.
TH18 Legend I: Recommended Armies and Strategies
Legend I places greater demands on troop allocation and pathing. The opening phase should remove key targets that affect the main push, while enough spells and Hero abilities must remain for the back end. Plan the full route before deciding how many resources to invest in the opening.
Air Strategy: Super Dragons and Teleporting Pendant
Super Dragons have high HP and area damage, making them effective for concentrated breakthroughs. Rage Spells accelerate destruction in dense sections, while the Teleporting Pendant recalls units that can still fight and redeploys them from a new entry point.
Against defending Heroes and heavy firepower concentrated near the Town Hall, first create favorable engagement conditions and then complete the breakthrough. Recall timing depends on completed objectives, surviving troops, and equipment capacity. Do not wait until the main force has been wiped out.
- Define the first-stage objective. Choose an area worth committing troops to, such as defending Heroes and key defenses around the Town Hall. Plan the second entry at the same time so you do not have to find a deployment point after recalling the army.
- Funnel before the concentrated push. Clear the buildings on both sides of the entry, then deploy the Super Dragons and Minion Prince assigned to the opening phase. Once the main force enters the target area, use Rage to increase damage and Freeze high-threat defenses when needed.
- Recall after completing the objective. When the key target is destroyed or the value of continuing begins to fall, check the units around the Minion Prince before activating the Teleporting Pendant. Account for its range and capacity so important troops are not left behind.
- Redeploy from the new entry. Check which units were actually recalled, adjust the deployment point according to the remaining defenses, and combine them with reserved troops. Save spells for the second phase and deploy cleanup troops promptly in safe areas.
Ground Strategy: Queen Charge and Super Bowlers
Queen Charge Super Bowlers use the Archer Queen to shape the base before the tanks, Super Bowlers, and support units begin the main push. The Queen removes key threats and prevents the army from walking around the outside, while the Super Bowlers deal sustained damage through the created lane.
The opening phase should ideally complete two jobs at once, such as dealing with Clan Castle troops while removing entry defenses, or taking a key target while clearing one side. Its value comes from making the main push easier to execute, not simply increasing destruction percentage.
Battle Walkthrough
- Plan the Queen’s route and stopping point. Before attacking, choose the Queen’s entry, wall-opening position, and priority targets while also planning the main army’s entry. Keep the opening objective limited to what supports the main push instead of continually expanding it.
- Protect the Queen and Healers. Let the Queen establish the engagement before deploying the Healers. Monitor the Queen’s HP, whether the Healers are taking damage, and approaching Clan Castle troops. Use Rage, Freeze, or Poison when support is needed in a critical fight.
- Deploy the main army on time. Once the Queen secures the key objective or completes one side of the funnel, clear the opposite edge. Send the tanks in first, followed by the Super Bowlers, Grand Warden, and support units. Make sure the main force enters the planned lane instead of spreading around the outside.
- Finish according to the remaining layout. Watch whether the Queen and main force can converge, then use remaining Heroes and spells against unresolved high-threat defenses. Deploy cleanup troops early in safe corners to avoid a time fail caused by long travel distances.
If the Queen leaves the planned route or the opening objective takes too long, adjust the main army’s entry point immediately. Do not exhaust your spells and time trying to rescue the original plan. The main push still needs sufficient support.
TH19 Strategy Predictions
Changes to the TH19 attacking meta will depend not only on which troops receive new levels, but also on how effectively they work with existing Heroes and equipment. Troops improve the army’s pushing power, while equipment amplifies its advantage during key engagements. Only a strong combination of both is likely to create a strategy worth watching.
Ground Strategy to Watch: Super Yetis and Heroic Torch
The main reason to watch Super Yetis with the Heroic Torch is the potential combined value of troop upgrades and ability coverage. If Super Yetis gain more HP or damage at TH19, the same troop investment could absorb more firepower or destroy key defenses faster.
This strategy still depends on funneling and a concentrated push. Heroes compress the route from both sides, Super Yetis enter the planned area, and the Grand Warden follows the main force before activating the Torch during the key engagement. The priority is keeping the core army inside the effect instead of splitting and covering only one side.
TH19 defensive layouts will also affect this army’s performance. If high-threat defenses are concentrated along the main route, plan the Torch and spells around that area. If defenses are spread out and the path can split easily, use Heroes or a Siege Machine first to narrow the main attack zone.
Air Strategy to Watch: Dragons and Dragon Riders
The strength of Dragons and Dragon Riders comes from their division of roles: Dragons clear buildings, while Dragon Riders target defenses. If TH19 provides relevant level upgrades and defensive layouts allow a continuous air path, this mixed army may remain competitive.
After TH19 launches, first test whether the same troop investment can complete more objectives. New levels alone do not determine strength. The real measure is how many troops, spells, and seconds are required to destroy the same type of target.
Summary
Choose a TH18 army based on your account, the base layout, and battle modifiers. Mass Dragons and Root Rider Valkyries are beginner-friendly, while Dragon Rider, Fireball, Teleport, Torch, and Queen Charge strategies require better coordination. Master one army first, identify why attacks fail, then add a backup strategy that covers its weaknesses.
For now, the TH19 section should be treated as a watchlist. Wait for exact troop levels, capacity changes, and defensive mechanics before deciding whether Super Yetis or Dragons with Dragon Riders truly benefit.
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FAQ
Which TH18 Attack Strategy Is Easiest to Learn?
Start with Mass Dragons or Root Rider Valkyries. Both let you focus on funneling, main-army deployment, and spell coverage. However, you still need to choose the entry according to the base layout; a single line of troop deployment will not produce consistent three-star attacks.
Do Legend III, Legend II, and Legend I Require Different Armies?
Not necessarily. The same army can work at different difficulty levels, but defensive buffs and Hero penalties change the required setup investment, ability timing, and protection for the main force. The groupings in this guide are practice recommendations, not restrictions on where each strategy can be used.
Can the Teleporting Pendant Recall Every Dragon Rider or Super Dragon?
Do not assume it can recall every unit. The result depends on equipment level, recall range, capacity, and unit positions, and Siege Machines are unaffected. Before activating it, identify the troops you intend to recall, then check which units actually returned to the deployment bar.
Can TH18 Armies Still Work at TH19?
Possibly, but it cannot be confirmed yet. If army capacity and key mechanics remain unchanged, existing compositions can provide a starting point for testing. If troops, defenses, Heroes, or Clan Castle support change, the armies will need to be adjusted rather than labeled as the best TH19 strategies immediately.
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