Hey Chief,
Want a 100% hit rate at Town Hall 15 — even if you're a total noob?
The secret isn't mechanical skill. It's army selection. Pick the right army for the right base and the attack practically plays itself.
These four armies are the strongest, most consistent options for War, CWL, and Ranked Mode at TH15 right now. Master all four 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 TH15 Armies Right Now
Here are the armies:
4️⃣ RC Charge Dragons 🔗
Army Composition

🔗 Copy RC Charge Dragons Army Link 🔗
Why It Works
The Royal Champion Charge gets to the Town Hall and key defenses early, removing the biggest threats before Dragons ever touch the base. Rocket Loons shape clean pathing on the outside, and the Giant Arrow clears Air Defenses on the flanks. By the time Dragons go in, the base is already significantly weakened and the path is clean — making this one of the most consistent air attacks at TH15.
How to Run It
- Start the RC Charge targeting the Town Hall and key defenses — use Rocket Loons to guide her pathing and shape the funnel while she's working through the base
- Use the Giant Arrow and Siege Barracks to remove Air Defenses on the sides — the cleaner the air is, the easier the Dragon push becomes
- Once the RC Charge is complete and the funnel is set, send in Dragons supported by the Warden from the intended entry point
- Use Totem spells throughout to distract high-damage defenses and keep the Dragon push moving through the base
- Use the Warden ability once the army reaches the core to protect the push through the heaviest damage section and finish the base
Pro Tip: This army excels against compact TH15 bases where the RC Charge can reach multiple key defenses in one run — read the base before starting and pick an RC entry angle that gets the Town Hall early for the strongest possible opening.
3️⃣ Fireball Super Witch 🔗
Army Composition

🔗 Copy Fireball Super Witch Army Link 🔗
Why It Works
The Fireball removes stacked core defenses before a single ground troop is deployed — opening the base and creating a direct path for Super Witches to push straight through. The Giant Arrow triggers Invisibility Towers early so they don't activate mid-push, and the Royal Champion cleans up remaining defenses from the side. Once Super Witches are inside a pre-damaged base, this army is very hard to stop.
How to Run It
- Open with the Fireball targeting stacked core defenses — position it to remove as many high-value defenses as possible in one shot and create a clean entry path for the main army
- Use the Giant Arrow to trigger Invisibility Towers early — getting them to activate before Super Witches enter prevents them from disrupting the push mid-core
- Send in Super Witches with the King pushing straight into the core — the pre-damaged base from the Fireball means significantly less resistance for the Witch push
- Use spell support throughout to keep Super Witches healthy — Totem spells to distract defenses and the Warden ability timed for the heaviest damage section
- Deploy the Royal Champion from the side to clean up remaining defenses and anything the Super Witches leave behind
Pro Tip: The Fireball placement is the most important decision in this attack — targeting the right cluster of stacked defenses determines how easy the rest of the push is. Prioritize sections with multiple high-damage defenses grouped together rather than isolated targets.
2️⃣ Double Overgrowth Root Riders 🔗
Army Composition

🔗 Copy Double Overgrowth Root Riders Army Link 🔗
Why It Works
This is the most control-heavy army on this list — two Overgrowth spells lock down the core and Town Hall, denying incoming damage while redirecting the army exactly where it needs to go. The RC Charge sets the entry angle and removes key defenses early, Root Riders enter from a clean path, and Totem spells protect the push through high-damage zones. Against spread layouts, this army has one of the highest triple rates at TH15.
How to Run It
- Start with the Royal Champion Charge to create early pathing and remove key defenses — pick a side that gives Root Riders the cleanest possible entry angle once the charge is done
- Once the RC Charge is complete, send in Root Riders from the entry angle the RC created — the path should already be shaped and partially cleared
- Drop the first Overgrowth spell on the core to lock down high-damage defenses and redirect the Root Riders into a narrower, more focused push
- Use Totem spells throughout to distract defenses and protect the army through the highest-damage sections of the base
- Drop the second Overgrowth on the Town Hall section — this denies the Giga Poison activation timing and gives the army a much cleaner run through the final section
Pro Tip: The double Overgrowth is most effective when the two spells cover different sections — first on the core to clear the mid-base, second on the Town Hall to finish it. Using both in the same spot wastes the second one entirely.
These Armies Can 3-Star Your Base Too (Here's The Fix)
These four armies are some of the strongest options at TH15 right now — and they're available to everyone.
Which means the attackers hitting your base in War and CWL are running these exact armies against your layout too.
Every clean triple you pull on offense gets handed right back if your defense isn't built to handle RC Charges, Root Rider pushes, and Super Witch smashes. A base that wasn't designed with these armies in mind gives attackers clean pathing, predictable entry angles, and an easy triple.
The TH15 Base Pack is built to hold up against exactly what's covered on this page:
✅ Fresh War, CWL, and Ranked bases every month
✅ Built by top players to defend today's meta armies — including everything on this list
✅ Limited to a small player base — opponents won't recognise your layout|
✅ Delivered straight to your inbox before each season

💎 Get NEW TH15 Bases EVERY Month💎
Now, the number one TH15 army right now — and it's not close.
1️⃣ Super Yeti Smash 🔗
Army Composition

🔗 Copy Super Yeti Smash Army Link 🔗
Why It Works
Super Yetis are the most reliable tanks at TH15 — they hit hard, absorb massive amounts of damage, and keep pushing forward regardless of what the base throws at them. A Warden Walk and Siege Barracks build the funnel safely before the main push, Overgrowth and Totem spells control damage and pathing through the core, and the Royal Champion finishes off heavy defenses like the Monolith from the side. This is the most forgiving army on this list — and when executed correctly, it leaves nothing standing.
How to Run It
- Start with the Warden Walk on one side to safely clear a corner and build the initial funnel — use the Siege Barracks alongside it to add pressure and speed up the funnel on that flank
- Once the funnel is set, send in Super Yetis pushing directly toward the Town Hall and core — they'll absorb incoming damage while moving through the base
- Drop Overgrowth on one side to block key defenses and create a narrower path for the Super Yetis — this keeps them grouped and focused on the core rather than spreading around the outside
- Cycle Totem spells throughout to distract high-damage defenses and heroes — keeping pressure off the Super Yetis is what keeps them alive deep into the base
- Deploy the Royal Champion to finish off heavy defenses like the Monolith from the side — pop her ability to snipe multiple key targets and clean up whatever the Super Yetis leave behind
Pro Tip: Super Yeti Smash is specifically built for players who prefer controlled, methodical attacks — if you find yourself rushing deployments, slow down. This army rewards patience at every stage, from the Warden Walk funnel all the way through the back-end cleanup.
Which TH15 Army Should You Use?
| Army | Best For | Core Damage Dealer | Difficulty |
|---|---|---|---|
| RC Charge Dragons | Compact bases, air-favorable layouts | Dragons + RC Charge value | Easy–Medium |
| Fireball Super Witch | War attacks, toxic cores | Super Witches + Fireball opener | Medium |
| Double Overgrowth Root Riders | Spread layouts, path control | Root Riders + double Overgrowth | Medium |
| Super Yeti Smash | Any base, controlled players | Super Yetis + Warden Walk | Easy–Medium |
All four reward a strong opening phase — whether that's an RC Charge, Fireball placement, or Warden Walk funnel. Get the entry right and the rest of the attack largely takes care of itself.
For more TH15 armies beyond these four, the best TH15 attack strategies page covers the full picture.