TH18 Hydra Attack Guide: Soham's Duke Charge Strategy

TH18 Hydra Attack Guide: Soham's Duke Charge Strategy

Soham breaks down his TH18 Hydra strategy, explaining how to choose an entry, guide the Duke, funnel the air army, and manage dangerous defenses through the core.

Hey Chief,

Hydra is a powerful air attack strategy in Clash of Clans, but getting consistent triples in Legend League takes more than deploying Dragons and supporting troops. We need to choose the right entry, create a funnel, and protect the army as it moves through the base.

In this Masterclass, Soham combines Hydra with a Revenge Deck Duke Charge to take on a popular Legend League base. Instead of entering directly through the heavily defended Town Hall area, he attacks from the back of the base and uses the Duke to clear a path for the main army.

Let's break down his army, attack plan, spell timing, and the decisions that make this strategy work.

Meet Soham: The Pro Behind This Strategy

Soham is a Blueprint pro player with expertise in the Revenge Deck Hydra army, and he shares his approach to attacking popular Legend League bases.

Soham - Revenge Hydra Masterclass

In this attack, he uses the Revenge Deck Duke alongside a small charge to set up his Hydra push. His plan focuses on removing key defenses before committing the main army, then guiding his troops toward the core.

What makes this attack useful to study is how Soham explains his decisions. He doesn't simply deploy troops and hope for a triple. He identifies the dangerous areas, chooses a suitable entry, and adjusts his spells based on what happens during the attack.

Building the Perfect Duke Charge Hydra Army

The strength of this strategy comes from combining the Duke's ability to create an entry with Hydra's ability to push through the base from the air.

Each part of the army has a role, and the attack works best when those roles support the same plan.

Army composition - Revenge Hydra Masterclass

Understanding the Role of Each Troop

Troop / Spell Role in the Attack
Revenge Deck Duke Removes key defenses and creates the first part of the funnel
Hydra army Main attacking force that pushes toward the core
Baby Dragon Clears buildings early and helps direct the main army
Siege Barracks Supports the planned entry
Ice Blocks Protect the Duke and help him survive dangerous sections
Arrow Removes the Sweeper to improve the air army's path
Freeze Helps control dangerous defenses during the main push
Warden Ability Protects the army through a high-damage section
Overgrowth Temporarily controls selected defenses during the push
Minion Prince ability Provides additional value when the angle is right
Invisibility Protects the Minion Prince when needed
Revive Spell Provides a recovery option if a hero goes down

The transcript doesn't provide the complete army composition or exact troop counts, so this table focuses on the units and abilities Soham discusses during the attack.

Why the Revenge Deck Duke Works With Hydra

The Duke's job is to remove a useful section of the base before the main army enters.

This gives Hydra a better starting point and helps prevent the air troops from spreading in the wrong direction.

However, the Duke needs to follow the right path. If he walks around the outside instead of moving inward, he may miss the defenses that are important to the overall plan.

That's why choosing his starting position is one of the most important decisions in this attack.

▶️ Planning the Hydra Attack

Before deploying the army, Soham studies the base and identifies the safest route for his main push.

His approach is especially useful against popular Legend League layouts that punish attackers who enter through the wrong side.

Why Soham Avoids the Town Hall Entry

Some bases have a heavily defended Town Hall area with multiple dangerous defenses working together.

Soham points out that this popular layout can contain two Sweepers, two Spitters, two Rage compartments, the Clan Castle, and the Cake around the Town Hall area.

Entering directly through this section can expose the army to too much damage and lead to a one-star or a low two-star attack.

Instead, Soham prefers to enter from the back of the base.

The goal is to remove a section of the defenses first, create a funnel, and send Hydra toward the middle from a more favorable angle.

The lesson: Don't automatically attack through the Town Hall side just because it looks like the most direct route. Look for an entry that lets you remove important defenses before your main army faces the strongest part of the base.

Choosing the Right Duke Entry

Soham starts the Duke near the Wizard Tower at the bottom of the base.

This placement is deliberate. He wants the Duke to move inward rather than target the Wizard Tower in a way that sends him walking around the outside.

From this entry, the Duke can take down the Gear using the Revenge Deck and continue toward the Revenge Tower.

That gives him useful defensive value while helping prepare the path for Hydra.

When planning your own attack, look at the buildings around the Duke's starting position. Consider which target he will move toward next and whether that movement supports your intended funnel.

Creating a Funnel Before Deploying Hydra

Once the Duke starts clearing his section, Soham uses a Baby Dragon early to remove outside buildings.

This helps cut the funnel before the main army enters. Without this step, the air troops could spread out instead of moving toward the core.

He also plans the Siege Barracks placement and uses his Arrow to remove the Sweeper.

Removing the Sweeper helps improve the air army's approach, while the funnel encourages the troops to move inward.

The objective is to have the Duke clear one section and the Baby Dragon help shape the other, leaving Hydra with a clear direction toward the middle of the base.

Executing the Duke Charge Hydra Attack

Once the entry and funnel are ready, the next challenge is keeping the Duke alive long enough to get value and sending the main army in at the right moment.

Managing Ice Blocks During the Duke Charge

Soham uses Ice Blocks to protect the Duke as his health decreases.

He explains that he prefers not to use them too quickly because he wants the Duke's angry effect to help him move deeper into the base and deal more damage.

Managing the Ice Block Spell - Revenge Hydra Masterclass

However, waiting too long can also be risky.

During the attack, Soham uses additional Ice Blocks when the Duke's health gets low. He also recognizes that a mistake with his final Ice Block placement allows the Duke to move out of range of the Revenge Tower.

As a result, he knows he won't get that defense and decides to continue with the attack instead of wasting more time trying to correct the situation.

This is an important lesson: use Ice Blocks to protect the Duke when necessary, but always consider how the freeze timing affects his movement and the value he can still gain.

Sending Hydra Into the Base

Once the Duke has created enough value, Soham sends in the main army.

The Arrow removes the Sweeper, and the troops enter from the planned side. He also uses an early Freeze to help control the defenses along the entry.

The Baby Dragon has already helped shape the funnel, so the main army can move toward the middle rather than spreading around the base.

As the troops advance, Soham focuses on keeping them together and preparing for the concentrated damage waiting in the core.

Timing the Warden Ability and Overgrowth Spell

The core is one of the most dangerous parts of this base.

Soham expects many air traps behind the large dead zone between the compartments, so he uses the Warden Ability to protect the army as it moves through this area.

He also has to deal with heavy damage from the Rage defenses.

Overgrowth & Warden Ability Timing - Revenge Hydra Masterclass

His Overgrowth timing is particularly important. Instead of activating Overgrowth at the same time as the Warden Ability, he lets the Warden's protection run toward its end first.

Then he uses Overgrowth on the other defenses attacking his troops.

This sequence helps him control the damage the army takes. The Warden Ability protects the troops initially, while Overgrowth limits the threats that would otherwise continue attacking them afterward.

The key lesson: Plan your spell timing around how long your army remains protected and which defenses will still threaten it once that protection ends.

Using the Remaining Abilities and Spells

As the attack continues, Soham uses his remaining abilities based on the situation.

He activates the Minion Prince ability when he sees a good angle, allowing it to provide additional value. When the Minion Prince's health gets low, he uses Invisibility to protect him.

Soham also keeps the Revive Spell available as a recovery option.

The important point is that he doesn't use every ability simply because it is available. He waits for a useful opportunity and responds to the threats facing his troops.

By the end of the attack, his heroes are still alive, and he doesn't even need to use the Life Spell he has saved.

What Makes This Hydra Attack Work in Legend League?

Soham's attack succeeds because several decisions work together.

  • Avoiding the strongest defensive area: He enters from the back rather than pushing directly through the heavily defended Town Hall area.

  • Controlling the Duke's path: His starting position helps the Duke move inward and remove key defenses.

  • Creating the funnel early: The Baby Dragon helps guide Hydra toward the center.

  • Removing the Sweeper: The Arrow improves the planned route for the air army.

  • Timing spells carefully: The Warden Ability and Overgrowth are used in sequence to manage the damage coming from the core.

The attack also shows the importance of adapting. Soham misses out on the Revenge Tower because of an Ice Block placement mistake, but he continues with the plan instead of letting that setback derail the entire attack.

One qualification matters here: Soham performs this attack in Legend League 2, where he notes that the modifier makes attacking easier than in Legend League 1. He believes the strategy could work in Legend League 1 as well, but this single replay doesn't guarantee the same result on every base.

The Biggest Lesson From Soham's Attack

The biggest lesson is that a successful Hydra attack starts with the entry, not the main army deployment.

Soham doesn't send Hydra straight into the most heavily defended area. He first identifies a safer route, uses the Duke to remove key defenses, creates a funnel with the Baby Dragon, and removes the Sweeper before sending the air army toward the core.

Once the troops enter the dangerous section, he uses the Warden Ability and Overgrowth to manage incoming damage.

These decisions work together to make the attack effective. Copying the troop deployment without understanding the pathing and spell timing would miss much of what makes this strategy work.

Why This Hydra Strategy Looks Easy

When Soham completes the attack, it can look as though the army simply moves through the base and destroys everything.

Easy 3 Stars - Revenge Hydra Masterclass

But the result depends on several decisions made before and during the attack.

We need to know which side to enter from, where the Duke should start, how to create a funnel, when to remove the Sweeper, and how to protect the army through the core.

We also need to understand when to adapt if a hero misses a target or an ability doesn't provide the expected value.

These are learnable skills. Once we understand the reasoning behind them, we can begin adapting the strategy to different base layouts instead of relying on a fixed deployment every time.

⭐ 3-STAR Any Base with Duke Charge Hydra Strategy: Pro Tips

What's covered here in this blog is just the surface.

Soham's full Revenge Hydra Masterclass runs for approximately 45 minutes and goes beyond the single attack shown here. It breaks down additional base layouts, including a similar popular layout that he says he triples consistently.

You'll get a deeper look at how to plan your Duke Charge, build a funnel, choose your entry, and manage the main Hydra push against different bases.

Instead of only copying one successful attack, you'll learn how to understand the decisions behind it and apply those lessons to your own attacks.

3-STAR Any Base with Revenge Deck Hydra Army

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Don't Stop at One Army: Master More Attack Strategies

Hydra is just one way to take down a base. But what if the layout doesn't suit your favorite army? Or what if you want more options when attacking different bases in Legend League?

The best players don't rely on just one strategy. They learn different armies, understand when to use them, and adapt their approach to the base they're facing. Because they know one base can't defend every single meta army. A base is always weak against one army or the other.

That's why we've created more Masterclasses featuring experienced Clash of Clans players. You can explore different armies, learn the thinking behind each strategy, and build a wider range of attack options on every single base you face.

Explore our other Masterclasses to find your next favorite army and add more three-star strategies to your arsenal.

Master ANY Meta Army & Become Unstoppable

Questions

Soham's strategy combines Hydra with a Revenge Deck Duke Charge. The Duke removes key defenses, a Baby Dragon helps create a funnel, and the main air army enters from the back of the base to push toward the core.

Learn the strategy from a player who specializes in the army, such as Soham in the Blueprint CoC Masterclass. Study how he chooses the entry, controls the Duke's path, creates a funnel, and times spells during the main push.

Use the Duke to clear one section of the base and deploy a Baby Dragon early to remove outside buildings. This helps guide the main air army toward the core instead of allowing it to spread around the base.

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