Army Choices Made Easy – Easiest Army for Every Town Hall (TH17–TH9)
Let’s be real, picking an army in Clash can feel like standing in front of a buffet with too many options. Every YouTube video and Discord group tells you to “try the top 3” or “top 5 armies,” and if you’re not a pro, it’s confusing, time-consuming, and honestly, frustrating. So we did the math for you.
This blog gives you one best and easiest army for each Town Hall from TH17 down to TH9, tested against the latest meta. These armies are straightforward, reliable, and capable of tripling almost any base in their respective Town Hall levels. No guesswork, no decision fatigue—just pick, copy, and attack.
Why These Armies Work?
Before jumping into the list, here’s why these armies are worth using over the dozens you see everywhere.
- First off, these armies don’t require complicated setups. You don’t need to use complex army compositions or time multiple spells perfectly. Everything is kept simple so even players who aren’t multitasking experts can pull them off smoothly.
- Second, they’re easy to execute. The army flows naturally during deployment—no juggling between heroes, spells, or units at different spots. You attack, and the army carries you through.
- Most importantly, these armies are designed to triple nearly any base layout within their Town Hall range. Whether it’s a farm base, war layout, or trophy push design, these armies consistently get the job done without needing perfect execution.
So if you’re tired of flipping between multiple army guides and want something that just works, this section is for you.
▶️ Easiest Attack Strategy for Every Town Hall + Army Link 🔗
Below is the heart of this blog. For each Town Hall from 17 down to 9, we’ve picked one army that’s easy to use, powerful in execution, and tested against the current meta. Every army comes with a copy link and a brief on how to deploy it for maximum effect. Pick your TH, copy the link, and start attacking with confidence.
Easiest TH9 Army: Zap Dragons 🔗
Zap Dragons at Town Hall 9 is one of the easiest and strongest armies right now. It’s simple to set up and doesn’t require perfect timing or maxed-out heroes. Even if your Heroes are not fully leveled, you can easily take down most bases and get three stars without overthinking your strategy.
🔗 Copy TH9 Zap Dragons Army Link 🔗
How to execute:
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Use the Giant Arrow on your Archer Queen to take out two air defenses at once.
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Follow up with Lightning and Quake spells to remove the remaining ones.
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Send Dragons in with Baby Dragons on the sides to funnel them into the core.
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Drop the Minion Prince ability in the center to slow defenses and secure cleanup.
If you want a detailed breakdown, go to this blog: TH9 Zap Dragons attack strategy guide.
Easiest TH10 Army: Zap Dragons 🔗
Zap Dragons at Town Hall 10 is a simple and overpowered strategy that lets you easily take down almost any base without relying much on clan castle troops or perfect execution. The combination of spells and dragons makes it perfect for players who want a straightforward, powerful army that consistently gets three stars.
🔗 Copy TH10 Zap Dragons Army Link 🔗
How to execute:
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Use the Giant Arrow to destroy two air defenses early.
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Follow up with a Quake and Lightning spells to finish off the remaining air defenses.
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Deploy dragons with baby dragons to funnel them inside the base.
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Save your spells for the back end where defenses are stronger.
If you want a detailed breakdown, go to this blog: TH10 Zap Dragons attack strategy guide.
Easiest TH11 Army: Dragbat 🔗
DragBat at Town Hall 11 is powerful but still straightforward once you understand the flow. The idea is simple: Dragons push through the core while Bat Spells clean the backend. You don’t need perfect hero levels or complex pathing. With a clean funnel and good spell timing, this army can overwhelm most bases and turn tough layouts into easy triples.
🔗 Copy TH11 DragBat Army Link 🔗
How to execute:
- Use Electro Dragon + Coco Loon to create the funnel.
- Fire the Giant Arrow early to remove: One Air Defense, Or two Air Sweepers (both options are equally valuable)
- Send in Dragons with Grand Warden, Minion Prince, Stone Slammer
- Use the Warden ability early to push through the Eagle Artillery, Clan Castle troops, and Infernos.
- Save Bat Spells for the backend once these threats are removed: Wizard Towers, Multi-target Infernos, Air X-Bows
- In many cases, the Dragons alone can clear most of the base, with the Bats simply finishing what’s left.
If you want a detailed breakdown, go to this blog: TH11 Dragon Bat attack strategy guide.
Easiest TH12 Army: Sui Lalo 🔗
Queen Charge Lalo at Town Hall 12 works best when you simplify the plan. The hero push removes the most dangerous defenses first, which creates clean pathing for the LavaLoon. Once that setup is done properly, the Lalo phase becomes smooth and predictable.
🔗 Copy TH12 Sui Lalo Army Link 🔗
How to execute:
- Start with Ice Golem and Golem to tank while the King & Queen begin the push.
- Use the Log Launcher early to open the core and help Yetis reach key defenses.
- Let the Yetis, and Heroes remove the Eagle Artillery, Single Infernos, and key Air Defenses.
- Use Skeleton Spells and the Eternal Tome to protect heroes from Single Infernos.
- Focus on creating a clean L-shaped path across the base.
- Once the hero push finishes, send the LavaLoon through the remaining defenses.
If you want a detailed breakdown, go to this blog: TH12 Queen Charge Hybrid attack strategy guide.
Easiest TH13 Army: Yeti Super Arch Spam 🔗
Yeti Super Arch Spam at Town Hall 13 is one of the easiest and fastest armies to learn and execute. While it might not be the absolute strongest, it’s far simpler and doesn’t require maxed heroes or complex timing. With a solid funnel and good spell placement, you can destroy bases in under 90 seconds—even without epic hero equipment.
🔗 Copy TH13 Yeti Super Arch Spam Army Link 🔗
How to execute:
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Pick a side of the base and set up the funnel using ice golem, yetis, and super archers.
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Use rage spells early on the funnel to clear scattershots and open paths.
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Deploy remaining yetis and heroes in the center for the main push.
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Use the royal champion on the side where your troops are to help tank defenses.
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The skeleton spell is useful against single infernos or defensive heroes.
If you want a detailed breakdown, go to this blog: TH13 Yeti Super Arch Spam attack strategy guide.
Easiest TH14 Army: Fireball E Titans 🔗
Fireball E Titans at Town Hall 14 is an easy-to-use and incredibly forgiving army. Even when the base layout looks awkward or single infernos are stacked in the core, this army can power through and secure three-star attacks. You don’t need maxed heroes or extra super troops to make it work, and it’s great for both war and hard mode attacks.
🔗 Copy TH14 Fireball E Titans Army Link 🔗
How to execute:
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Use a funnel on one side with the queen and baby dragon, while titans, ice golem, and warden push through the center.
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Deploy wall breakers and balloons to open paths and handle defenses.
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Use rage spells on the funnel and core for speed and power.
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Save fireball spells for key defenses like single infernos or the town hall.
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The skeleton spell helps tank high-damage defenses, and the royal champion can support from the side.
If you want a detailed breakdown, go to this blog: TH14 Fireball E Titans attack strategy guide.
Easiest TH15 Army: RC Charge Mass Dragons 🔗
RC Charge Mass Dragons at Town Hall 15 is a simple yet extremely powerful army. It can secure three-star attacks in normal mode, hard mode, and even against some Town Hall 16 bases. You don’t need fully maxed heroes or multiple super troops, and the army is very forgiving even if your Royal Champion charge doesn’t go perfectly.
🔗 Copy TH15 RC Charge Mass Dragons Army Link 🔗
How to execute:
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Use your Royal Champion to charge into the core, targeting key defenses while avoiding staying too long in town hall poison.
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Deploy dragons across the base with the archer queen to set up funnels and protect the Royal Champion.
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Use invisibility spells strategically to protect dragons and heroes while taking down air defenses and sweepers.
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Giant arrow can clear key threats like backend sweepers.
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Clan Castle super minions add extra support, but the army works even without them.
For a detailed breakdown, go to this blog: TH15 RC Charge Mass Dragons attack strategy guide.
Easiest TH16 Army: RC Charge Mass Dragons 🔗
RC Charge Mass Dragons at Town Hall 16 is arguably the strongest attack strategy available. It can secure three-star attacks in regular mode, hard mode, and even against some Town Hall 17s. You don’t need fully maxed heroes, and the army is forgiving even if your Royal Champion charge doesn’t perfectly follow the plan.
🔗 Copy TH16 RC Charge Mass Dragons Army Link 🔗
How to execute:
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Use the Royal Champion to charge into the core, targeting high-value defenses while managing town hall poison.
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Deploy dragons with the archer queen to create a strong funnel and support the Royal Champion.
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Use invisibility spells strategically to protect troops while taking out air defenses and sweepers.
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Giant arrow ability can remove key threats like back-end sweepers and air defenses.
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Use siege barracks or blimp for funneling or taking down the town hall if needed.
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CC yetis and super minions provide added cleanup support, but the army works even without them.
For a detailed breakdown, go to this blog: TH16 RC Charge Mass Dragons attack strategy guide.
Easiest TH17 Army: RC Charge Mass Super Yetis 🔗
RC Charge Mass Super Yetis at Town Hall 17 is insane in its simplicity and raw power. This army can steamroll almost any base layout without needing healers or extra complicated setups. Even if your Royal Champion charge isn’t perfect, the seven Super Yetis in the army will clean up the rest, making it one of the most forgiving and broken attack strategies at TH17.
🔗 Copy TH17 Super Yeti Smash Army Link 🔗
How to execute:
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Start with a Royal Champion charge to remove key defenses and set up your funnel.
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Deploy archer queen and siege barracks on the opposite side to further funnel your Super Yetis.
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Send in your seven Super Yetis with Ice Golem, Warden, and King support.
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Use Jump spell and King ability to help your Super Yetis reach the core quickly.
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Invisibility and Skeleton spells protect your Royal Champion and Super Yetis while navigating tricky defenses.
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RC ability is used to snipe isolated defenses or slow down the charge when needed.
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Extra Super Yetis compensate for the lack of healers, ensuring a high chance of three stars.
For a detailed breakdown, go to this blog: TH17 RC Charge Mass Super Yetis attack strategy guide.
⚠️ These Armies Also Wreck Your Bases (Unless You do This)
Let’s be honest, these armies are insanely powerful, but pulling off perfect 3-stars every time isn’t guaranteed. In this meta, small mistakes doesn't matter on a normal base but can mess up so bad against pro-built bases because pro base builders design layouts to punish attackers’ errors.
That’s why our Blue Base Packs are built with this in mind.
We’ve designed base packs for every Town Hall, from TH9 to TH17. Each pack includes layouts for:
War, Push, ESL and CWL, ensuring you’re prepared for all attack formats.
They’re updated every month...
with layouts tested against the latest meta strategies. Even if attackers use the strongest armies, our bases make sure they struggle with minor mistakes.

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So go ahead! Pick the army that’s easiest for you, attack with confidence, and back it up with our proven base packs for unbeatable defense.