Why TH18 Broke Old RC Walk Root Rider Attacks
Okay, confession first. We tried our comfy TH17 RC Walk RR stuff at TH18.
It didn’t go great.
Here’s the thing. Town Hall 18 added new defenses, meteor golem and the Totem spell. That alone changes how fights flow. On top of that, the Town Hall is no longer a defensive building.
Which sounds small. It isn’t.
Root Riders and the RC won’t auto-path to the Town Hall anymore. So if we attack on vibes and muscle memory, we get weird paths, stalled pushes, and surprise 1-stars. Pain.
So yeah. The army still works. But only if we stop pretending it’s still TH17 with better graphics.
Totem Spell Changes Everything (And Why This Army Works Now)
Totem spells are cracked. Not in a flashy way. In a “why is everything suddenly easier?” way.
They don’t boost damage. They don’t heal.
They distract. Hard.
Guardians. Revenge Towers. Monoliths. Fire Spitters. Minion Prince.
Totems temporarily turn these monsters into confused NPCs.
Honestly, it feels like dropping lag on the enemy base.
And that’s why this version of the TH18 RC Walk Root Riders Army works.
We’re not overpowering defenses. We’re making them look the wrong way while we walk through.
Is it fair? Probably.
Does it feel illegal? A little. And yeah, that too.
TH18 RC Walk Root Riders Army Composition + Army Link 🔗
Let’s keep this simple. No flex picks. No galaxy-brain cooking.
Main Army
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Root Riders as the spine
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Valkyries for fast clearing
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Ice Golems to slow chaos
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Healers to keep the army healthy
Support & Funnel
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Rocket Loons to eat traps and snipe value
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Super Barbarians or Baby Dragons for side cleanup
Clan Castle
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Extra Root Riders
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Rocket Loons
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Troop Launcher
If your healers survive, everything survives.
If they die early, we’re suddenly coping in chat.

🔗Copy TH18 RC Walk Root Riders Army Link 🔗
▶️ How To Execute RC Walk Root Riders Attack Strategy at TH18
We don’t do marathon RC walks at TH18. That’s ego attacking.
We do short, planned RC walks.
Step one: RC in from a side where she can delete high-value defenses fast. Scatter, Inferno, Expo, Spell Towers.
Step two: Invisibility spells to control her path, not panic-save her.
Step three: Recall before things get spicy. Losing the RC early hurts way more at TH18.
Once that side is clean, we funnel like normal humans. King and Queen outside. Fast. No sightseeing.
Then the main push. Root Riders, Valks, Warden, RC reinsertion, Troop Launcher.
Totems go down near heavy hitters so defenses are busy staring at ghosts instead of murdering our army.
Overgrowth spells shape the path. Totems hold the pressure.
That combo is nasty.
Key Tips That Prevent 1-Stars and Weird Fails
This is where TH18 punishes lazy thinking.
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Town Hall isn’t a defense, so plan a path that actually reaches it
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Don’t save Totems “for later”. Later never comes
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Short RC Walks beat greedy ones
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Overgrowth isn’t for damage denial. It’s path control
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Use Warden ability for back-end chaos, not the first explosion
Hot take.
If your attack only works when everything goes perfect, it’s not a good TH18 army.
This one recovers. Even when the Queen does her wall-hugging thing. Again.
You Learned the Offense — Now Don’t Lose on Defense
This army is insanely powerful, especially with the new Totem spell.
Now here’s the uncomfortable part.
Other players can do this to your base too.
So if you’re tripling with this army but defending with random layouts, you’re basically farming stars for the enemy. And yeah, that cancels out everything you just learned.
This is just one meta army. There are more. And to actually win at TH18, your base needs to survive most of them, not just one.
What if you keep tripling with the army you learned here and get stronger defenses without overthinking it?
That’s where our TH18 Pro Base Packs come in.
These bases are built by top base builders who play at the Clash World Championship level. They’re designed specifically to counter meta attacks like this RC Walk Root Riders army.

So grab the TH18 bases.
Start winning on offense and defense.
And stop losing wars to people who read the same guide 😄