Meta Armies with Links
Three armies for each Town Hall from 15 to 18. Every one of them three stars its own Town Hall and at least one above it, which is the only thing that makes an army worth learning: you keep it when you upgrade, and you can be dropped up in war without changing what you practise.
Town Hall 18
352 camp space, 11 spells, 55 castle
Dragons and Dragon Riders together, and the hardest army to stop at TH18.
Eleven Throwers behind a Lightning opening, and almost no pathing to plan.
Five Meteor Golems behind a Royal Champion walk. The answer to a hard core.
Town Hall 17
340 camp space, 11 spells, 55 castle
The Fireball opens the core, the Yetis walk into it. The TH17 default.
Eleven Dragons, eleven Invisibility spells, and a Champion who opens the door.
Root Riders ignore walls, so the hardest part of a ground attack disappears.
Town Hall 16
320 camp space, 11 spells, 50 castle
Ruin Witches arrive at TH16 and immediately become the ground meta.
Throwers unlock at TH16, and Totems are what stop them being shot on the way in.
Dragon Riders under a Totem screen, with the Dragon Duke on a Rocket Backpack.
Town Hall 15
320 camp space, 11 spells, 50 castle
The army Root Riders were added for, and still the safest TH15 triple.
Three Super Yetis and an Electro Titan, straight through the middle.
Twelve Dragons and eleven Invisibility spells. Almost nothing to time.