TH12 Attack Overview
TH12 unlocks Super Troops for the first time, fundamentally changing the attack meta. Super Barbarians, Super Witches, and Yetis combine with an Archer Queen that can now reach level 65 — enabling the first truly dominant Queen Walk hybrid strategies. In 2026, three compositions dominate TH12 war attacks.
Strategy 1: Yeti Smash
Yeti Smash is the backbone of TH12 war attacks. Yetis have extremely high HP, spawn Yetimites on death for extra damage, and don’t require precise funnel work. It’s forgiving and consistently delivers 3-stars.
Army Composition
| Troop / Spell | Count |
|---|---|
| Yeti | 10 |
| Super Barbarian | 10 |
| Witch | 2 |
| Wall Breaker | 6 |
| Earthquake Spell | 4 |
| Rage Spell | 2 |
| Freeze Spell | 2 |
| Bat Spell | 1 |
| Clan Castle | Super Barbarians or Stone Slammer |
Attack Walkthrough
Step 1 — Open walls. Use 4 Earthquake Spells on the thickest wall section of your entry side. Earthquake combos open more wall tiles than Jump Spells at TH12 and don’t require precise timing.
Step 2 — Funnel. Deploy 5 Super Barbarians on each side of your entry point. They speed-clear outer buildings and force your main army inward rather than wandering along the edge.
Step 3 — Deploy Yetis. With funnel established and walls open, release all Yetis into the base. They target defenses, spawn Yetimites constantly, and absorb enormous damage.
Step 4 — Witches. Drop Witches behind the Yeti line. Their skeleton armies provide additional cleanup and keep defensive buildings occupied.
Step 5 — Rage Spells. Drop the first Rage Spell when Yetis enter the second compartment ring. Drop the second when they reach the core or when the Inferno Towers lock on.
Step 6 — Freeze Spells. Save Freeze Spells for single-target Inferno Towers. A Yeti group hitting a maxed single-target Inferno Tower without Freeze will lose 3-4 Yetis in seconds. Freeze the moment they engage.
Step 7 — Bat Spell. Drop the Bat Spell on a cluster of splash defenses (Scattershot or Wizard Tower) once your main army is deep enough that the Bats won’t be killed by early air defense.
Step 8 — Heroes. Use Queen’s ability when she drops below 30% HP. King’s Iron Fist when he’s in the core surrounded by remaining defenses.
Strategy 2: Super Witch Smash
Super Witches summon Big Boy skeletons that deal much more damage than regular Witch skeletons. Three Super Witches plus a Golem support layer can clear entire compartments without Rage Spells.
Army Composition
| Troop / Spell | Count |
|---|---|
| Super Witch | 6 |
| Golem | 1 |
| Ice Golem | 2 |
| Wizard | 6 |
| Earthquake Spell | 4 |
| Rage Spell | 2 |
| Freeze Spell | 2 |
| Skeleton Spell | 2 |
Key Differences from Yeti Smash
Super Witch attacks work best against bases with multiple compartments — the Big Boy skeletons clear each one while the Witches stay back. The challenge is that Super Witches are slow. If your funnel is bad, they wander. Always build a tight funnel before deploying Super Witches.
Use Ice Golems instead of regular Golems when available. Ice Golems freeze nearby defenses when they die, giving your Super Witches breathing room at critical moments.
Skeleton Spells dropped on the Scattershot or Eagle Artillery pull defensive fire away from your main army at the worst possible moment for the defender.
Strategy 3: Queen Walk + Hydra
This is the highest-skill, highest-reward strategy at TH12. A Queen Walk opens a clean funnel, then a Hydra (Super Dragon or Electro Dragon combination) wipes the remainder.
Army Composition
| Troop / Spell | Count |
|---|---|
| Healer | 5 (Queen Walk) |
| Super Dragon | 6 |
| Balloon | 8 |
| Rage Spell | 3 |
| Haste Spell | 3 |
| Freeze Spell | 1 |
How It Works
Start the Queen Walk from a corner with 5 Healers. The Queen should clear one full side of the base — Air Defenses, Scattershot, and outer defenses — before you commit the main air army. Once she’s cleared the entry side, deploy Super Dragons backed by Balloons. Rage Spells on the Dragon cluster as they enter the cleared zone. Haste on Balloons targeting the remaining Air Defenses.
The Freeze Spell is insurance — save it for the Eagle Artillery or a Scattershot that the Dragons are struggling against.
TH12 Spell Usage Quick Reference
| Spell | Best Use |
|---|---|
| Earthquake × 4 | Open wall section before army deployment |
| Rage | Second compartment entry or core push |
| Freeze | Single-target Inferno Tower or Eagle Artillery |
| Bat Spell | Cluster of splash defenses mid-attack |
| Skeleton Spell | Distract Eagle Artillery from main army |
| Haste | Balloon clusters in LaLoon or Hydra attacks |
Common TH12 Attack Mistakes
Not freezing the Inferno Tower. A single-target Inferno on max burns through Yetis at a shocking rate. Always save at least one Freeze for it.
Deploying Yetis without a funnel. Yetis that don’t have a clear path will split and wander. Five minutes of funnel setup prevents thirty seconds of watching your army run along the base perimeter.
Wasting Rage Spells early. Rage on the outer buildings is wasted — those die easily anyway. Hold Rage for when your army is compacted in the hardest-to-clear zone.