Best Clash of Clans Attack Strategies 2026
27 Strategi Serangan
Yeti Smash is a really strong attack, one of the best for TH13, here is how to succeed it: Focus on the scatter shot placement and the town hall placement along with the inferno towers and the eagle artillery. The main goal for your attack is to use the 8 earthquake spells in order for your troop to start moving all the way through the base. You will always want to go for the eagle artillery first, so the first 4 earthquake spells should be used in an area close to the eagle, this will open the beginning part of the attack. Then use the other 4 earthquake spells in order to get to the other backend part of the base. So at this point you're able to start creating the funnel. Place a couple of yetis and witches on either sides in an effort to control where your yetis are going to move and then you can use all the rest of your yetis, your witches and then also your heroes and log launcher to start moving themselve through the base. Keep in mind that the yetis at TH13 are really strong and can handle a lot of damage. Concerning the Grand Warden ability, it is clearly better to use it soon in order to make sur to protect some of your troops. Finally, for the rage spells, you should use one at the beginning on all your troops and the second when the log launcher breaks.
Get ready to learn the zapwitch attack in a fully accurate and condensed guide we'll be going over how to read a base for this attack the steps from beginning to end the army compositions. Let's get into it! So reading a base for zap attack is incredibly easy, you always want to look at it is look for a base that has two to three multi-target infernos then you also want to look at where the town hall is placed, the third inferno and the eagle, typically they should be in around a line to where you can easily remove them with the heroes and the log launcher now keep in mind that because this is a spam attack you will be using your lightning to remove two of those infernos which will then leave you with the log launcher to easily move through, typically you want to go through the middle of the base since it makes it easier on your witches on the flanks if you are attacking from one side of the base then you might want to consider bringing in super wall breakers or regular wall breakers to open up compartments that weren't opened up by your log launcher so if you open the wall it gives more free reign for the witches and the skeletons to distract and deal quite a bit of damage to defenses outside of their range now zap witches can pretty much work on most base types and anti-2s and anti-3s are no exception so let's start with anti-3s. You always want to remove two infernos that are on opposite sides of each other this then gives you an easy access to go through a middle section of the base but just remember that you always want to try and remove the third inferno the eagle artillery and the town hall so try to get something within a line of the log launchers deployment. Now anti-2s are a little bit different but they are still extremely easy, you always want to bring in super wall breakers or regular wall breakers for these type of attacks since you will need to break open the corners as witches work incredibly well against open bases if you keep them on the outside. They're not really going to get much since you're going through the middle of the base and usually a lot of those key buildings like the inferno and the eagle and the town hall are all in the core, typically that is the best spot, the best part, about it is you can attack anywhere and you can still get roughly some good value. Now going from beginning to end with this attack is simple; you're gonna start with your zap quake, this is requiring four lightning and one earthquake to remove a singular inferno tower, the trick is to use them around the inferno, where you're damaging the inferno and other structures maybe even possibly taking them out which can really give you some great and early value. You're gonna be using a total of eight lightning and two earthquake normal now, there are some variations to this which can make your life so much easier if both infernos are in range of one earthquake keep in mind that you can use eight lightning spells still but you are now using one less earthquake spell which can allow you to free up an extra spell slot for a freeze or something else and of course one of the best ways and it's though, it's quite rare, is getting the ego artillery with two infernos, it gets a really good value, since all you would really need to do is use eight lightning and one earthquake to remove not only the eagle but the two inferno towers depending on how close they are you could pretty much bring less lightning spells otherwise you can get some insane value with the lightning next is pretty simple you want to send in your golems, ice golems or whatever tank you're using, alongside send your log launcher in so it can get damaged and also break open the wall then send in your witches followed by your heroes. It's a pretty simple way to send in your attack you want to make sure that your heroes are entering into the base and make sure that what you're able to do is create a little bit of a funnel an easy trick of doing this is using one of your tanks alongside three to four witches on the corners and then of course you still want to use your grand warren ability early, you want to save your log launcher from any damage from rogue defenses because if that thing pops early you get way less value and you really can't do much now really after this point there's not really much that goes on you should use your king and queen ability when they're needed so if they're getting low on hp you might want to do that, of course you got rage for your cc troops to move to the core and preferably removing the town hall. All of these are going to allow you to get a simple three stars at the end.
Get ready to learn the zapwitch attack in a fully accurate and condensed guide we'll be going over how to read a base for this attack the steps from beginning to end the army compositions. Let's get into it! So reading a base for zap attack is incredibly easy, you always want to look at it is look for a base that has two to three multi-target infernos then you also want to look at where the town hall is placed, the third inferno and the eagle, typically they should be in around a line to where you can easily remove them with the heroes and the log launcher now keep in mind that because this is a spam attack you will be using your lightning to remove two of those infernos which will then leave you with the log launcher to easily move through, typically you want to go through the middle of the base since it makes it easier on your witches on the flanks if you are attacking from one side of the base then you might want to consider bringing in super wall breakers or regular wall breakers to open up compartments that weren't opened up by your log launcher so if you open the wall it gives more free reign for the witches and the skeletons to distract and deal quite a bit of damage to defenses outside of their range now zap witches can pretty much work on most base types and anti-2s and anti-3s are no exception so let's start with anti-3s. You always want to remove two infernos that are on opposite sides of each other this then gives you an easy access to go through a middle section of the base but just remember that you always want to try and remove the third inferno the eagle artillery and the town hall so try to get something within a line of the log launchers deployment. Now anti-2s are a little bit different but they are still extremely easy, you always want to bring in super wall breakers or regular wall breakers for these type of attacks since you will need to break open the corners as witches work incredibly well against open bases if you keep them on the outside. They're not really going to get much since you're going through the middle of the base and usually a lot of those key buildings like the inferno and the eagle and the town hall are all in the core, typically that is the best spot, the best part, about it is you can attack anywhere and you can still get roughly some good value. Now going from beginning to end with this attack is simple; you're gonna start with your zap quake, this is requiring four lightning and one earthquake to remove a singular inferno tower, the trick is to use them around the inferno, where you're damaging the inferno and other structures maybe even possibly taking them out which can really give you some great and early value. You're gonna be using a total of eight lightning and two earthquake normal now, there are some variations to this which can make your life so much easier if both infernos are in range of one earthquake keep in mind that you can use eight lightning spells still but you are now using one less earthquake spell which can allow you to free up an extra spell slot for a freeze or something else and of course one of the best ways and it's though, it's quite rare, is getting the ego artillery with two infernos, it gets a really good value, since all you would really need to do is use eight lightning and one earthquake to remove not only the eagle but the two inferno towers depending on how close they are you could pretty much bring less lightning spells otherwise you can get some insane value with the lightning next is pretty simple you want to send in your golems, ice golems or whatever tank you're using, alongside send your log launcher in so it can get damaged and also break open the wall then send in your witches followed by your heroes. It's a pretty simple way to send in your attack you want to make sure that your heroes are entering into the base and make sure that what you're able to do is create a little bit of a funnel an easy trick of doing this is using one of your tanks alongside three to four witches on the corners and then of course you still want to use your grand warren ability early, you want to save your log launcher from any damage from rogue defenses because if that thing pops early you get way less value and you really can't do much now really after this point there's not really much that goes on you should use your king and queen ability when they're needed so if they're getting low on hp you might want to do that, of course you got rage for your cc troops to move to the core and preferably removing the town hall. All of these are going to allow you to get a simple three stars at the end.
Let's give you a fully accurate and detailed breakdown on the Blizzard LavaLoon Attack Strategy. In order to get three stars, first things first you need to do is read a base before you ever send your blizzard lalo in. So you're always looking for an area of the base to send your blizzard in, what I mean by this is you want to lure out the enemy cc you will also look for trap alongside the town hall. If there is two tile gaps in between the town hall and everything else within the compartment then you might not want to send it into this area, it's very dangerous and there could be giant bombs that will send your super wizards to the shadow realm if you're not careful. So use your blizzard in a different location. If that's the case still look for an area to lure out the cc but try to remove as many structures around there as you can from the blizzard you go into your heroes they're looking for the enemy queen or the enemy royal champion go in for only one of them if they're both together then that's a different story in order to do this you'll send your king and queen in one on one side of where you set your blizzard in, you will then try and get the most amount of value from your king queen and royal champion before sending the lava portion. This is where you'll finally remove the final enemy hero that you left up whether that's the queen or royal champion and easily clear through with the lavaloon. This is pretty much the plan that you will want to go with with really any base, but let's go into some more specifics from base reading let's specifically look at an anti-2 in this base in particular the attacker noticed that you could easily lure out the cc with the use of a blizzard not only that, but the blizzard could easily remove the town hall within its own isolated compartment not only that, but the other part on the other side of either side of the town hall has chain value and these are things that you'll want to look at since I said that they were the exact same you could actually use the blizzard on either side since the queen and royal champion are pretty much in the same positions when you send your blizzard in you will be starting off with a lava hound this is going to look for any seeking air mines, then you can send your battle blimp right behind it the main goal is to get to the town hall if there's a sweeper then use the freeze spell to deal with the sweeper use a rage and invisibility to make it easier to remove not just the town hall but also your other structures try to time your invisibility spells every four seconds if you are able to do so, you should always try to lure out the cc which is another big thing that you'll want to do otherwise you should be able to clear a compartment like this and not only that lure out the cc now of course. The next part of your attack is going to be sending in your heroes use a baby dragon in order to clear one part of your funnel so your heroes are actually able to work themselves down to the enemy royal champion. Using a headhunter to deal with the enemy barbarian king will help the heroes move forward dealing with the enemy cec and making it a little bit easier as you work yourself in the attacker. You could also use your royal champion to help the heroes your king and queen to get much more value. Queen goal is just to move in help create a bit more of a path that way you can move through using the barbarian king ability here to easily remove some other buildings. You're going to send in a lavaloon with a couple balloons right behind it could be a large amount or a very small amount, you don't really need to surgically place them but make sure that everything is able to work together. An early grand warren ability will allow you to keep your balloons alive and you don't need to use it through the poison, so that's even better but you will then use haste spells to get to very key defenses air defenses wizard towers multi-infernos and scatter shots are the most important buildings to get over to free spells against multi-infernos because usually there are going to be red air bombs around those spots so be very careful of those otherwise you should have either an invisibility or no more spells left over this should allow you to protect your royal champion a little further get a couple more defenses down before being taken out. Now the final part is the cleanup the minions and lava pups will clean up the rest of the base while you have other instances such as the queen and maybe even balloons to help clean up.
Here's the Witch Slap guide for town hall 9. First you need to create a funnel using witch healers on two sides, then deploy your killsquad at the center. Golem and skeletons will tank for your heroes, witches, bowlers. Now you just need to use your spells wisely to clear the base. It's one of the best and easiest strategy at TH9. Army composition copy link bellow :)
Welcome to this GoHoBo War Attack Guide. First create a funnel for your troops by using baby dragons. Once the funnel is ready, place your golem, bowlers and heroes. You must aim to take down enemy heroes and clan castle troops. Now deploy your Hog Riders from a side in ort they don't split. use heal spells to save hog riders from enemy defenses. Deploy clean up troops after hog riders in order to avoid timeout. You can find the army composition link bellow, enjoy :)
Here's the TH13 Super Bowler CWL attack guide. First, create a funnel using the warden on one side and flame flinger on another side. This will create path for our kill squad so that they won't deviate. Now let's funnel our kill sauqd such that warden follows them. healers will shift to kill squade once they start taking damage. Use jump, rage, freeze, poison, invisibility spells whenever required. Flame flinger will destroy one side of enemy base layout. Don't forget to use king, queen, warden and champion abilities wisely. Copy army link available bellow!
Start with a Queen Walk, then once 25-30% of the base is destroy, place your Super Archer with healers. Use your king to tank and protect your Super Archers.
Welcome in this guide for TH9 Zap Dragon War attack guide. Start by using spells to kill enemy queen and destroy air defense. After this, funnel your heroes in order to get to enemy CC troops & air defense. Use electro dragon to create funnel for your dragons. Rages electro dragon is too OP for town hall 9 base layout. Now funne your dragons by avoiding the air sweepers. Rage up your troops and freeze enamy defenses, take few archers so that they can help you clean up the base. You will find the copy link for this army composition bellow, enjoy!
Deploy flame flinger to destroy one side of the enemy base, funnel your queen to destroy enemy CC troops and enemy queen. Use balloons to check for air mines & save your healers, baby dragons. A army copy link is available bellow :)
TH10 GoWiPe guide. First, know that GoWiPe stands for Golem, Witch, Pekka. Start by deploying the flame finger to destroy defenses of a side of the base. Now funnel your golem, pekka, bowlers, heroes and wizards. Rage up your troops and poison enemy troops. Deploy clean up troops out of the base for faster clearing. For this attack you will need the flame flinger and hog riders in your CC. Keep one heal spell to save your hog riders when your flame finger is destroyed. Army composition with link avaiable bellow, enjoy!
Welcome to this guide for TH10 Hybrid War attack guide. First you need to create a funnel for your Queen charge. You will focus on trying to get enemy CC troops along with multi Inferno towers. This will eliminate the major treats of your hybrid army. I recommend to have at least the Queen at level 35 for this army. CoC Army link is available bellow, good luck!