Best Thrower Armies at TH18 (Yeah… They’re Kinda Broken)
We’ll say it.
Throwers at Town Hall 18 feel illegal.
Like someone at Supercell said, “What if we just let them reach across the map and delete stuff?” And we all just nodded and trained 15 of them.
If you’re looking for the Best Thrower Armies, we’ve tested, failed, time-failed again, and finally figured out four that actually triple. In Legends. In CWL. Against sweaty bases with revenge towers everywhere.
Let’s get into it.
1️⃣ Classic Thrower Spam (The “Close Your Eyes” Army)
This one is simple. Almost suspiciously simple.
Army Core:
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15 Throwers
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5 Healers
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1 Druid
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1 Super Wall Breaker
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1 Loon + 1 Archer
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7 Totems, 1 Rage, 1 Skelly, 1 Poison
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Log Launcher + Super Valk + Super Yeti
Heroes:
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King: Frosty + Spiky Ball + Snake Bracelet
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Queen: Unicorn + Magic Mirror + Action Figure
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Warden: Life Gem + Rare Gem
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RC: Phoenix + Rocket Spear
🔗 Copy Thrower Spam Army Link 🔗
How We Use It
We pick one tile. One. Tile.
And we just drop the throwers like we’re rage quitting.
But here’s the thing — it’s not brainless. (Okay, it kind of is. But not fully.)
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King + Queen funnel both sides
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Log Launcher cracks open the core
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Throwers march straight into the revenge tower area
The goal?
Let the throwers delete the middle while heroes sweep the edges.
Totems are EVERYTHING here.
Bad totem timing = dead Warden = sad replay.
And yes, we’ve popped Queen ability too early before. We don’t talk about that.
2️⃣ Fireball + Overgrowth Throwers (Big Brain Mode)
This one feels like playing chess.
If chess had explosions.
Army Core:
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8 Throwers
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5 Healers
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2 Furnaces
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Ice Golem
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2 Headhunters
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4 Invis, 2 EQ, 2 Rage, 1 Freeze
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Log Launcher + Yetis
Heroes:
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Warden: Fireball + Rage Gem
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King: Spiky Ball + EQ Boots
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Queen: Frosty + Magic Mirror
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RC: Rocket Spear + Mighty Fox
🔗 Copy Fireball Thrower Army Link 🔗
Why This One Hits Different
We start with a Warden walk.
Just him. Furnaces behind. Healers chilling.
We’re hunting fireball value.
You can:
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Quick fireball shallow compartments
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Or go deeper and nuke half the core
Pair Invis + EQ correctly and entire compartments vanish. It feels unfair.
But here’s the catch.
If your Warden dies early?
It’s over. Throwers without Rage Gem feel like they’re walking through mud.
Overgrowth is used to redirect pathing.
We freeze out high DPS zones so throwers move where we want.
It’s controlled chaos.
Like herding cats. With explosives.
3️⃣ Warden Walk Throwers (The “Don’t Time Fail” Variant)
We love this one.
We also hate this one.
Because if you let the Warden walk for 70 seconds?
Enjoy your 97%.
Army Core:
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12 Throwers
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5 Healers
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2 Furnaces
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1 Wall Breaker
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7 Totems
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Rage + Poison
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Log Launcher
🔗 Copy Warden Walk Throwers Army Link 🔗
The Plan
Step 1: Warden walk for ~50 seconds. No more.
Step 2: Create a clean funnel.
Step 3: Drop heroes + Log Launcher.
Step 4: Throwers straight into the Town Hall.
Simple on paper.
But timing is everything.
We once got greedy trying to take “just one more defense” with the Warden. Time fail. Of course.
Poison the Clan Castle fast.
Use Totems smart.
And remember: Phoenix on RC helps when she dives deep.
This army rewards patience.
And punishes overthinking. Which we do. A lot.
4️⃣ Zap Throwers (Our Low-Key Favorite)
Hot take?
This might be the safest of the Best Thrower Armies.
Army Core:
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7 Throwers
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5 Healers
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2 Ice Golems
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2 Furnaces
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4 Balloons
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6 Zaps, 2 EQ, 1 Rage, 1 Poison
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Log Launcher + Siege Barracks
🔗 Copy Zap Throwers Army Link 🔗
Why Zap First Matters
We drop Warden + Healers first.
Then we Zap.
Why?
Because time is a thing. And TH18 doesn’t forgive.
We look for:
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Multi Infernos
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Recoil Cannons
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Rage Towers
If the Zap opens a funnel into the core?
We’ve basically written the script already.
Then it’s classic:
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King + Queen funnel
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RC clears side DPS
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Throwers roll middle
Pathing is king here.
Bad zap value = weird thrower drift = pain.
Good zap value = throwers go berserk.
We’ve seen bases melt from this. It’s not subtle.
Here's How to Defend When Attackers Use These Armies Against You
Here’s the awkward part.
When you get better with these armies…
Your opponents are using them too.
So while your attacks improve, your defenses might start looking like paper.
And yeah. That stings.
That’s why leveling up only your attack isn’t enough. When both your attack and defense improve, that’s when you climb fast.
Our TH18 Anti-Meta Base Pack is built specifically against the latest meta armies — including all four of these thrower variants. Designed to disrupt pathing, mess up funnels, and punish lazy zap value.
Because if you’re mastering the Best Thrower Armies…
Your base better survive them too.

💎 Defend Latest Meta Armies 💎
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And if you’re still struggling to triple? Or you freeze up picking which army to run?
Our Zap Throwers Masterclass goes way deeper. The armies here in this blog? Surface-level execution. The masterclass breaks down why things work, when to adapt, and how to triple even the nastiest anti-3 layouts — taught by a world-class pro who’s already solved the meta.
Your opponent might already know these tricks.
Don’t let them know more than you.
We’ll see you at the top. 🔥
