ClanWarden

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

All three TH18 armies with links and instructions

Town Hall 17

340 camp space, 11 spells, 55 castle

All three TH17 armies with links and instructions

Town Hall 16

320 camp space, 11 spells, 50 castle

All three TH16 armies with links and instructions

Town Hall 15

320 camp space, 11 spells, 50 castle

All three TH15 armies with links and instructions

What makes an army meta

Not that it wins. Almost anything wins against a base two levels below it. An army is meta when it beats bases built specifically to stop it, which is why the list is short and why it changes when Supercell moves a number. Throwers arrive at TH16 and immediately triple TH18 bases, so TH16 is where a lot of people stop rushing and start learning.

Each army here fills its camps exactly, uses the four heroes the game lets you deploy, respects the two Super Troop limit, and only contains troops and spells unlocked at that Town Hall. The links are built from those lists rather than copied from anywhere, so what the card says is what loads.

A good army does not fix a rushed base

If your heroes and lab are behind, the army is not the reason attacks are failing. Paste your tag into the reviewer and it will tell you what is actually holding you back and what to upgrade first.

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