A Note for New Players
Many beginners find that even with strong troops, attacks end in 1-star failures. The problem is rarely the army — it’s not understanding attack flow. This guide covers reliable compositions from TH7–TH10 and the core mechanics behind every successful attack.
The Four Attack Phases (Universal)
Every good attack follows these four steps regardless of army composition:
- Scouting — Study the base: locate Air Defenses, count compartments, find hero positions
- Clearing — Use a small number of troops to remove isolated buildings outside the walls
- Funneling — Guide your main force along a specific path into the core
- Core push — Main force enters the core, supported by spells and hero abilities
Skipping any step almost always results in a failed attack.
TH7: Dragon Air Raid
Army Composition
| Troop | Count | Role |
|---|---|---|
| Dragon | 10–12 | Main damage |
| Balloon | 2–3 | Air Defense cleanup |
| Lightning Spell | 2 | Destroy one Air Defense |
| Rage Spell | 1 | Speed up core clear |
Attack Steps
- Identify both Air Defense locations (TH7 has 2)
- Use 2 Lightning Spells to destroy one Air Defense
- Deploy Dragons from the side opposite the remaining Air Defense
- Drop the Rage Spell over the Dragon cluster as it enters the core
Win rate: ~80–90% with a maxed TH7 army
TH8: GOWIPE
GOWIPE = Golem + Wizard + PeKA
Army Composition
| Troop | Count |
|---|---|
| Golem | 2 |
| Wizard | 10–12 |
| P.E.K.K.A | 2 |
| Jump Spell | 2–3 |
| Rage Spell | 2 |
Key Notes
- Golems walk the frontline; Wizards follow behind cleaning up strays
- Save Jump Spells for the thickest wall sections only — don’t waste them on thin outer walls
- Use the Barbarian King and Archer Queen to clean heroes or low-HP buildings
TH9: LaLoon (Lava + Balloon)
TH9 unlocks the Haste Spell, and LaLoon is one of the most reliable 3-star compositions at this level.
Army Composition
Lava Hound × 3
Balloon × 24
Minion × 8 (cleanup)
Haste Spell × 4
Rage Spell × 2
Heal Spell × 1
Attack Breakdown
Phase 1 — Clear Air Defenses
- Queen Walk (Archer Queen in super mode) + 2 Balloon groups to take out 1–2 Air Defenses
- Haste Spells on Balloon groups to survive Air Defense fire
Phase 2 — Main push
- Deploy remaining Balloons from the same side, forming a dense cluster
- Drop Rage Spells before Balloons enter the core
- Use Heal Spell when Balloon HP drops across the group simultaneously
TH10: Super Witch + Balloon
TH10 unlocks Super Troops. Super Witch paired with Balloons can reliably 3-star most TH10 bases.
Army Composition
| Troop | Count |
|---|---|
| Super Witch | 8–10 |
| Balloon | 10 |
| Jump Spell | 2 |
| Earthquake Spell | 4 |
| Freeze Spell | 2 |
Core Execution
- Earthquake × 4 to open one wall section (reduces Jump Spell waste)
- Super Witches enter through the opened section — skeleton hordes distract defenses automatically
- Balloons follow closely behind, targeting Air Defenses and X-Bows
- Save Freeze Spells for single-target Inferno Towers — never waste them on regular buildings
Universal Pro Tips
Spell Timing
- Rage Spell: Drop 1–2 seconds early so troops walk into the radius before activating
- Freeze Spell: Reserve for Inferno Towers (single-target mode) only — too valuable to use on standard defenses
- Heal Spell: Don’t wait until troops are nearly dead — drop at 50% HP
Common Beginner Mistakes
- ❌ Deploying all troops without funneling → troops scatter, never reach the core
- ❌ Burning all spells before the core push → no support when it matters most
- ❌ Hero abilities out of sync with the main army → heroes should enter the core with the main force
Final Thoughts
Attack mechanics take practice to internalize. Use Friendly Challenges to test new compositions without risk, then bring them into Clan War League and regular wars once you’re confident. Watch top player replays, study their funnel techniques and spell placement — you’ll improve faster than you expect.