TH13 Attack Overview
TH13 is the Town Hall level where the meta shifts significantly. Three new defenses arrive — three Scattershots, the Royal Champion on defense, and Tornado Traps — and TH13 is also where Root Riders first become available as an attacking troop.
Root Riders change everything. They bypass walls entirely and target defenses directly, making compartment-based base design less reliable than at lower TH levels. Every serious TH13 attacker needs Root Riders in their toolkit.
New at TH13: What Changes Your Attack Plan
Scattershots (× 3): Three Scattershot placements with overlapping splash coverage counter the large ground troop floods that dominated TH12. Super Witch Big Boys are vulnerable to Scattershot fire — spacing your deployment matters more than ever.
Royal Champion (defensive): The enemy RC will exit the base and target your defenses from outside. Unlike your own RC who targets their defenses, a defending RC often disrupts your main push at an unexpected angle.
Root Riders: Your new TH13 troop. They have above-average HP, ignore walls completely, and target defenses. A group of 6–8 Root Riders can push through multiple wall layers and reach the core of any TH13 base without a single Earthquake Spell.
Tornado Trap: The enemy base has Tornado Traps that pull troops toward them, disrupting pathing. Tornado Traps in the center of a base can redirect Root Riders or Yetis away from defenses and into a kill pocket.
Strategy 1: Super Witch Spam
The entry-level TH13 strategy with high success rate. Six Super Witches pushing across a wide front generates enough Big Boy skeleton tanks to clear most TH13 bases.
Troop Composition
| Troop | Count |
|---|---|
| Super Witch | 6–7 |
| Witch | 2 |
| Super Barbarian (funnel) | 4 |
| Baby Dragon (air cover) | 2 |
Spells: Rage × 3, Freeze × 2, Bat Spell × 1
Siege: Stone Slammer or Log Launcher
CC: Super Witch or Electro Dragon
Execution
- Lure and kill CC. Standard Poison + hero CC kill.
- Baby Dragon funnel. Drop 1–2 Baby Dragons at each entry corner to destroy outer buildings. Baby Dragons are better funnel troops at TH13 than Giants — they fly over walls.
- Wide Super Witch deployment. Fan 6 Super Witches across the full entry front, one every 3–4 tiles. Do NOT deploy them in a column — Scattershots will delete a stacked column instantly.
- Warden walk behind. Warden follows 2–3 seconds behind the Super Witch line to cover with his aura.
- Rage at the Scattershot cluster. TH13 Scattershots often triangle around the Town Hall. When your Super Witches approach that cluster, Rage them.
- Freeze Scattershots that lock onto Big Boys or Super Witches.
- Warden Eternal Tome when Eagle Artillery fires. Never activate it early — the Eagle Artillery burst is the biggest single threat to a Super Witch push.
- Royal Champion on the back side — RC self-deploys and targets defenses. Let her clean the side your Super Witches entered from; she’ll handle remaining defenses you’ve already passed.
- Bat Spell on TH cluster for final cleanup.
Strategy 2: Root Rider + Super Witch
TH13 is where this combination first becomes available. Root Riders at level 1 are already strong at TH13 — and they make the Super Witch push dramatically more consistent.
Why Root Riders Improve Super Witch Spam
Super Witches struggle against Tornado Traps and sealed compartments. The Big Boy skeletons get redirected by Tornado Traps, and the Witches can’t breach a wall they haven’t opened.
Root Riders solve both problems: they bypass walls and are unaffected by Tornado Traps (their wall-bypass targeting overrides the trap). Root Riders open the lanes that Super Witches can’t.
Troop Composition
| Troop | Count |
|---|---|
| Root Rider | 5–6 |
| Super Witch | 4 |
| Witch | 2 |
| Super Barbarian (funnel) | 4 |
Spells: Rage × 2, Freeze × 2, Earthquake × 2, Poison × 1
Siege: Log Launcher
Execution
- Lure CC and Earthquake entry wall.
- Log Launcher down the primary lane.
- Root Riders fanned wide behind the Launcher — they’ll path through walls to defenses.
- Super Witches deployed once Root Riders are through the first wall layer.
- RC on opposite side to mop up defenses the Root Riders bypassed.
- Warden ability at Eagle Artillery burst or when Scattershots fire into the cluster.
Strategy 3: Queen Charge + Ground
TH13 with a level 65+ Queen sets up for proper Queen Charges — the Queen rushing specifically toward the Eagle Artillery or core, rather than a general walk.
The Difference Between Walk and Charge
Queen Walk: Methodical — the Queen clears everything on one side.
Queen Charge: Targeted — the Queen rushes toward a specific high-value defense (usually Eagle Artillery or Scattershot), ignoring other buildings.
A Queen Charge is faster but requires a tighter funnel. The Queen needs to path directly toward the target, which means clearing everything between her and it.
Charge Setup for TH13
- Identify the target — usually the Eagle Artillery (most dangerous to the follow-up army).
- Create a direct funnel — remove every building between the Queen’s entry point and the Eagle. Use Super Barbarians, Baby Dragons, or Wall Breakers.
- Deploy Queen + 4 Healers. She’ll path toward the Eagle if nothing else is in her way.
- Activate Royal Cloak when she reaches the Inferno Tower killzone just outside the Eagle compartment.
- Deploy main army once the Eagle Artillery is destroyed — the follow-up army never faces it.
Defending Your Own Royal Champion Mid-Attack
When attacking, your RC deploys automatically and targets defenses. At TH13, the RC can either help or cause problems:
RC targeting priority: She targets the nearest defense and ignores troops. This means she’ll sometimes pull herself into a heavily defended area away from your main push.
How to direct her: Deploy RC from the opposite side of the base from your main push. She’ll clean defenses on her side while the main army handles the core. This “RC cleanup” pattern works better than hoping she’ll join the main push.
TH13 Specific Base Reading
Scattershot Triangle
Most TH13 war bases arrange the three Scattershots in a triangle around the Town Hall. Before attacking:
- Identify the Scattershot on the side you’re entering from
- Either Freeze it early in the attack or plan your Super Witch deployment wide enough that no single Scattershot kills more than 1–2 Big Boys before the rest of the army overwhelms it
Tornado Trap Awareness
Tornado Traps pull troops toward them. They’re usually placed in compartment chokepoints or near the Town Hall. If your Super Witches or Root Riders suddenly path in a weird direction, a Tornado Trap is likely redirecting them.
Counter: Root Riders largely ignore Tornado Traps. Deploy Root Riders to reach the Tornado Trap area first, destroying it before your main Super Witch push enters that range.
Common TH13 Mistakes
Not upgrading Root Riders. Root Rider levels matter more than troop count at TH13. A level 1 Root Rider is fragile; level 5+ Root Riders can sustain through multiple defenses without dying. Prioritize upgrading them in the Laboratory.
Wide Super Witch deployment but no Freeze. Wide deployment prevents Scattershots from AOE-killing the whole push, but a Scattershot will still focus one cluster of Big Boys. Always keep a Freeze for any Scattershot that locks onto 3+ Big Boys simultaneously.
Ignoring the defending RC. The enemy Royal Champion deploys and starts destroying your defenses-targeting troops. If she emerges near your main push, a poorly timed RC response can lose the attack. Know she’s coming and position your cleanup troops to engage her.
Using the Warden ability for a Scattershot hit instead of saving it for Eagle Artillery. Scattershots hurt but rarely wipe an entire Super Witch push. The Eagle Artillery burst can. Always save the Warden ability for the Eagle first.