Why Troop Choice Matters in War
In home village farming, almost any army can collect resources. In Clan War, troop selection directly determines whether you 3-star or 1-star. High-level war attackers spend more time choosing the right troop composition than executing the attack.
This guide ranks troops by their war utility: how much they contribute to 3-stars, how forgiving they are to execute, and how well they scale with levels.
S-Tier War Troops
Super Witch
The most forgiving high-percentage war troop in 2026. Six Super Witches deployed in a wide line generate an endless supply of Big Boy skeletons that tank defenses, while the Witches themselves keep spawning more. Effective from TH11 through TH16.
Why S-tier: Big Boys absorb massive amounts of damage, giving the main army time to reach the core. The strategy works even with imperfect execution.
Best at: TH12–14 war attacks, particularly against bases with anti-ground defenses.
Root Rider
The defining TH13+ troop. Wall bypass + Tornado Trap immunity makes every war base layout beatable. A group of 5–7 Root Riders opens any compartmented base for the follow-up army.
Why S-tier: Directly solves the two hardest defensive mechanics at TH13–15 (wall compartments and Tornado Traps). No other troop does this.
Best at: TH13–15 ground attacks, especially paired with Super Witches.
Electro Dragon
The premier air troop for TH11–14. Chain lightning hits multiple buildings simultaneously; a single EDrag can clear a full compartment in seconds. Combined with Lightning Spell setup to remove Air Defenses, EDrags consistently 3-star without perfect technique.
Why S-tier: High DPS, enormous AoE via chaining, relatively easy to execute.
Best at: Hydra attacks at TH12–14. EDrag Zap at TH14–15.
A-Tier War Troops
Hog Rider
The backbone of Hog Smash and hybrid strategies. Hogs jump walls and target defenses directly, making base design mostly irrelevant. They’re the most consistent Dark Elixir troop for TH9–12 war.
Why A-tier (not S): Double Giant Bombs can delete a Hog cluster instantly, and Inferno Towers at TH10+ burn through Hog clusters unless Frozen. Requires Heal Spell timing skill.
Best at: TH9–12, hybrid ground strategies paired with Witches or Golems.
Yeti
TH12’s dominant ground troop. High HP + Yetis that spawn Yetlings (small skeletons) on hit make them excellent tanks. A 10-Yeti push with Log Launcher is one of the most consistent TH12 strategies.
Why A-tier: Slightly countered by multi-target Infernos that shred skeleton clusters, but overall reliable.
Best at: Yeti Smash at TH12–13.
Lava Hound
Specifically designed for air attacks — highest HP of any air troop, targets only Air Defenses, explodes into Lava Pups on death. A necessary component of LaLoon and Hydra at TH10–14.
Why A-tier: Useless without air troop companions (Balloons or EDrags). Not a standalone war troop, but mandatory for air war strategies.
Best at: Air attack tank in LaLoon (TH10–12) and Hydra (TH12–14).
Balloon
The primary air DPS troop for LaLoon. Level 7+ Balloons deal enormous damage per hit to defenses. Paired with Lava Hounds that absorb Air Defense fire, Balloons become near-unstoppable.
Why A-tier: Slow movement speed makes them vulnerable without Haste Spells. Scattershots counter them well at TH12+.
Best at: LaLoon at TH10–12. Secondary DPS in Hydra.
B-Tier War Troops
Golem
Tank troop used in GoWiPe and GoWiWi at TH8–12. Golems spawn mini Golems on death, providing continued tanking. Essential for any ground push that needs to absorb Inferno Tower damage.
Why B-tier: Replaced by Super Witches and Yetis at higher TH levels. Still excellent for TH8–10 ground war.
Best at: TH8–10 GoWiPe, TH11 GoWiWi.
Witch
Spawns skeletons constantly. Used in GoWiWi (Golems, Witches, Wizards) and Super Witch compositions. The skeleton swarms overwhelm splash defenses and distract single-target defenses.
Why B-tier: Skeletons are weak individually. Effective as support; not as primary damage dealer.
Best at: Support troop in GoWiWi (TH9–11), Super Witch spam (TH11–14).
P.E.K.K.A
High single-target damage, enormous HP. Strong in GoWiPe at TH8–11. Replaced by Yetis and Super Witches at higher levels because PEKKA has no AoE and no secondary mechanic.
Why B-tier: Single-target damage only. Gets countered by multi-Infernos that divide attention. Situationally excellent, broadly outclassed.
Best at: TH8–10 GoWiPe.
C-Tier (Situational)
Dragon
Dominant at TH7, adequate at TH8, outclassed at TH9+. Four Air Defenses at TH8 and above handle Dragon armies without Lightning setup. Still the best TH7 war troop by far.
Best at: TH7 war attacks exclusively.
Barbarian / Archer
Resource farming and funneling only. No war viability as primary troops. However, Super Barbarians (TH11+) are excellent funneling tools for GoWiWi and Super Witch compositions.
Giant
Replaced by Golems and Yetis at TH8+. Useful for funnel + healer at TH7–8, then outclassed. Level 1–2 Giants are fine for TH7 ground strategies.
Troop Synergy Guide
The best war armies are synergistic combinations, not individual “best troops”:
| Composition | Key Troops | TH Range |
|---|---|---|
| Super Witch Spam | Super Witch + Witch + Baby Dragon | TH11–16 |
| Root Rider + Super Witch | Root Rider + Super Witch + Warden | TH13–16 |
| Hydra / EDrag Zap | EDrag + Lava Hound + Balloon + Lightning | TH12–15 |
| LaLoon | Lava Hound + Balloon + Haste + Rage | TH10–12 |
| Queen Walk LaLoon | Queen + Healers + LaLoon combo | TH10–13 |
| Hog Smash | Hog Rider + Witch + Heal Spells | TH9–12 |
| GoWiPe | Golem + P.E.K.K.A + Wizard + Wall Breaker | TH8–11 |
| Mass Dragon | Dragon × 10 + Rage × 2 | TH7–8 |
Pick the composition that fits your TH level and the base you’re attacking — not simply “the best individual troop.”