Hey Chief,
Want a 100% hit rate at Town Hall 14 even if you're a noob?
The secret isn't just about attacking skill.
It's also about army selection.
Pick the right army for the right base and the attack practically plays itself.
These three armies are the strongest, most consistent options for War, CWL, and Ranked Mode at TH14 right now. Master any ONE and you'll have an answer for every base you face at this Town Hall.
Below is the army composition, a copy link, and a clean step-by-step for each one.
Best TH14 Armies Right Now
3️⃣ Zap Dragons 🔗
Army Composition

🔗 Copy Zap Dragons Army Link 🔗
Why It Works
Zap Dragons removes the biggest threats to your Dragons before a single troop hits the field. Lightning spells take out air defenses early, the Queen and King handle both sides of the funnel, and by the time Dragons go in the base is already significantly weakened. When spell placement is on point, this army is one of the most consistent attacks at TH14.
How to Run It
- Use three Lightning spells on each of the two air defenses you want to remove — this takes them out before any troops are deployed; the Queen can handle the last one during the push
- Send the King with Siege Barracks on one side and the Queen on the opposite side — pop her ability early to remove at least one air defense and establish a clean funnel on both sides
- Once both funnels are set, send in all Dragons, Balloons, Warden, and Minion Prince through the middle — use Totem spells to distract high-damage defenses like Inferno Towers as the army moves in
- Activate the Warden ability as troops reach the core, then follow immediately with the Minion Prince ability to slow down remaining core defenses and keep the push moving
- Drop Overgrowth on the highest damage section or directly over the Town Hall to delay Giga Poison activation — use the King ability to open another compartment and take down the Single Target Inferno Tower
- Once Overgrowth wears off, drop the Rage spell on the Dragons — they'll clean up everything remaining for a clean triple
Pro Tip: Don't put a pet on the Minion Prince at TH14 — the limited pet options available here can cause him to accidentally lure the defensive Clan Castle during the main push, which disrupts the entire attack.
2️⃣ Super Yeti Smash 🔗
Army Composition

🔗 Copy Super Yeti Smash Army Link 🔗
Why It Works
Super Yetis hit hard and tank harder — when paired with a solid Warden Walk funnel and the right spell support, they punch straight through the center of any TH14 base. The Log Launcher keeps walls open throughout the push and the Queen handles the outside funnel, leaving the Yetis free to shred through the core without drifting.
How to Run It
- Start with the Warden Walk on one side to safely clear a corner — use a Baby Dragon to speed up the funnel and send a Cocoon first to search for Seeking Air Mines and protect your Healers; use a Headhunter to deal with any defending hero
- Send in all Super Yetis with Super Wall Breakers to open the base — deploy the Queen on the opposite side, pop her ability with Giant Arrow to remove key defenses and strengthen the pathing
- Deploy the Log Launcher through the middle to open walls straight toward the Town Hall — use Totem spells to distract heroes and defenses and keep the Queen and Warden healthy
- Drop Overgrowth on one side to block key defenses and narrow the path for the main army — send in the RC to remove remaining defenses and complete the funnel
- Activate the Warden ability as the army reaches the core — use the King ability with Earthquake Boots to open deeper compartments and give Yetis access to more sections of the base
- Freeze the Town Hall to reduce incoming damage, use Jump spell to redirect troops into any unopened compartments, and support the RC with Totem spells on Single Target Inferno Towers throughout the cleanup
Pro Tip: This army started with six Super Yetis and finished with six still alive — that's how much protection the spell setup provides when executed correctly. Keep your heroes supported with Totems throughout and the Yetis will do the rest.
Why Your Bases Won't Defend These Armies (And These Bases Will)
We spent a lot of time finding the easiest, most powerful TH14 armies that consistently get triples — and everything on this page is available to everyone online.
Which means attackers in your ranked mode, wars and CWL are running these exact armies against your base too.
Three-starring on offense means nothing if your defense is giving away stars right back. If your base isn't built to slow down Dragon funnels, Super Yeti smashes, and Witch pushes, the medals and stars you earn attacking are just being handed back on defense.
And if you're using a free internet base, everyone knows how to triple that already since they're too popular.
And our TH14 Blue pack is built exactly to fix all of these above-mentioned problems:
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Now, the number-one TH14 army — and it's not close.
1️⃣ Witch Spam 🔗
Army Composition

🔗 Copy Witch Spam Army Link 🔗
Why It Works
Sometimes the best strategy is sheer numbers — and nothing delivers that at TH14 like a wall of Skeletons backed by Witches and Bowlers. Ice Golems freeze defenses as they go down, Skeletons overwhelm everything in their path, and Bowlers provide heavy splash damage from behind. The Log Launcher opens walls throughout the push so the army never gets stuck — and when the Warden ability catches Eagle Artillery shots, the whole army stays healthy deep into the base.
How to Run It
- Deploy Ice Golems spread across one entire side of the base to absorb initial damage from point defenses — immediately drop a line of Witches and Bowlers behind them
- Send the Log Launcher straight through the middle to open walls and create a direct path toward the Town Hall — deploy King, Queen, and Warden to support the main push into the center
- Use Super Wall Breakers to open the first compartments from both sides — drop Overgrowth on one side to narrow the path toward the Town Hall and redirect the army
- Activate the Warden ability as troops move into the core — it protects the army through the heaviest defenses and perfectly catches Eagle Artillery shots
- Deploy the RC from whichever side needs the most support and pop her ability immediately — Rocket Spears will snipe multiple key defenses fast; use Skeleton spells on her and Totem spells on Single Target Inferno Towers to keep her alive
- Freeze the Town Hall to reduce incoming damage and activate the King ability — the Spiky Ball removes the Town Hall and surrounding defenses simultaneously while the Skeleton wave cleans up whatever's left
Pro Tip: Deploy Ice Golems spread wide across the side rather than clustered — covering more ground means more defenses get hit by the freeze effect when they go down, buying the Witches and Bowlers behind them significantly more time.
Which TH14 Army Should You Use?
| Army | Best For | Core Damage Dealer | Difficulty |
|---|---|---|---|
| Zap Dragons | Air-favorable bases, spread layouts | Dragons + Lightning spells | Easy |
| Super Yeti Smash | Ground-heavy bases, War & CWL | Super Yetis + Warden Walk | Medium |
| Witch Spam | Any base, overwhelming numbers | Witches + Skeletons + Bowlers | Easy–Medium |
All three reward 3-stars even if troop levels are low — getting the opening phase right is what separates a clean triple from a two-star at TH14.
For more TH14 armies beyond these three, the best TH14 attack strategies page covers the full picture.