TH15 Attack Overview
TH15 introduces the Druid hero — a support hero that heals nearby troops and transitions between healing and bear form during his ability. It also brings the Spell Tower defense and the highest Monolith upgrade yet. Attacks at TH15 require accounting for the Druid’s healing when you encounter him defensively, and using him offensively when you have him.
TH15 is also where hero equipment becomes mandatory at a competitive level. Underpowered equipment at TH15 loses attacks that would otherwise succeed.
Hero Equipment Setup for TH15
Barbarian King: Giant Gauntlet + Spiky Ball
Archer Queen: Frozen Arrow — no substitute
Grand Warden: Healing Tome + Life Gem
Royal Champion: Hog Rider Puppet or Rocket Spear
Druid (if unlocked): Keep him upgrading — his healing output scales significantly with level
Strategy 1: Root Rider + Super Witch
The most consistent TH15 3-star strategy. Root Riders bypass walls; Super Witches flood the cleared lanes.
Troop Composition
| Troop | Count |
|---|---|
| Root Rider | 6-8 |
| Super Witch | 4-5 |
| Witch | 2 |
| Super Barbarian (funnel) | 4-6 |
| Healer (Queen Walk) | 4 |
Spells: Rage × 2, Freeze × 3, Earthquake × 2, Bat Spell × 1
Siege: Log Launcher (optimal for tanking Spell Tower fire off Root Riders)
Execution
- Lure and kill CC. TH15 CCs frequently carry Super Valkyries or Ice Golems. Lure CC to a corner with a cheap troop and kill with Queen + Poison.
- Queen Charge. Queen with 4 Healers toward the Eagle Artillery or Monolith side. Let her push into the second compartment before triggering the main army.
- Log Launcher. Send down the primary attack lane — it tanks Spell Tower damage that would otherwise freeze your Root Riders.
- Root Riders wide. Fan Root Riders across the entry front. They path through walls directly to defenses.
- Super Witch follow-through. Deploy behind Root Riders once they’ve penetrated the first wall layer.
- Warden timing. Eternal Tome when either: (a) Eagle Artillery fires its first burst, or (b) the Spell Tower freezes the main push. Both happen — know which is earlier and save for the worse one.
- RC and King cleanup. Both clean outer defenses the Root Rider path missed.
Strategy 2: Queen Charge + Druid Smash
TH15 exclusive strategy that uses the Druid hero to sustain a ground push longer than normal.
Why the Druid Changes TH15 Attacks
The Druid heals nearby ground troops during his ability, then transforms into a bear with high HP. Paired with Yetis or a large Super Witch push, the Druid’s healing keeps the army alive through Eagle Artillery and multi-Inferno fire that would kill a standard composition.
Troop Composition
| Troop | Count |
|---|---|
| Yeti | 8-10 |
| Witch | 3 |
| Super Barbarian (funnel) | 4 |
| Healer (Queen) | 4 |
Spells: Rage × 2, Heal × 2, Freeze × 2, Earthquake × 1
Heroes: Queen lead with Druid close behind
Execution
- Queen Charge opens a deep funnel into one side.
- Deploy Yetis + Witches on the cleared side once the Queen is inside.
- Druid deployed with the Yeti push — his healing aura keeps Yetis alive through sustained fire.
- Warden Eternal Tome timed with Eagle Artillery or peak Inferno damage.
- Druid ability activated when army HP is dropping significantly — the bear transformation absorbs massive damage while healing activates.
- King and RC clean the back half of the base.
Strategy 3: Electro Dragon Zap (Air)
Pre-zap multiple Air Defenses with Lightning Spell combos, then fan Electro Dragons across the base.
Troop Composition
| Troop | Count |
|---|---|
| Electro Dragon | 6-7 |
| Lava Hound | 2 |
| Balloon | 6-8 |
| Minion | 8 |
Spells: Lightning × 7, Earthquake × 2, Rage × 1, Freeze × 2
Execution
- Lightning + Earthquake combo to one-shot two Air Defenses on the attack side.
- Lava Hounds on the remaining Air Defense corners.
- Electro Dragons wide — fan them across the full base front, not in a column.
- Balloons behind Hounds — path toward Air Defense-adjacent defenses.
- Queen Giant Arrow pre-snipe — if available, use Queen Giant Arrow to one-shot a Scattershot before deploying the air army.
- Rage at core — when EDrags converge on the Eagle Artillery cluster.
- Freeze Spell Towers — TH15 Spell Tower on freeze mode stops EDrag clusters cold. Freeze it when it activates.
Defending Against TH15 Defenses
Spell Tower
At TH15, the Spell Tower can be upgraded to fire either freeze or speed effects. Check base replays to identify which mode it’s in, then:
- Freeze mode: Bring 2+ Freeze Spells specifically for the Spell Tower
- Speed mode (rare): Less threatening to ground armies; rearrange spell loadout accordingly
Monolith (TH15)
TH15 Monolith deals more burst damage than TH14. Never have Root Riders, Super Witches, and your heroes all clustered at the Monolith simultaneously. Spread entry so only part of your army is near it at any given moment.
Giga Inferno TH15
The TH15 Giga Inferno is multi-target at higher charge levels. Approach the Town Hall only after clearing surrounding Infernos and Scattershots — not before.
Common TH15 Mistakes
Using one Freeze Spell on the Spell Tower and running out for Infernos. Bring 3 Freeze Spells minimum at TH15 — one for Spell Tower, one for each Inferno that threatens your push.
Not using the Druid. Players who don’t upgrade or use the Druid lose a major sustain advantage. Even a low-level Druid provides healing output that directly saves Yetis or Super Witches mid-attack.
Deploying Root Riders in a cluster. This is the same mistake as TH16 — cluster deployment means cluster death. Fan them across the widest possible front.
Activating Warden Eternal Tome too early. At TH15, Eagle Artillery, Monolith, Spell Tower, and multiple Infernos all threaten the main push. Save the Warden ability for the highest-damage window — not the first thing that threatens a single unit.