ClanWarden

Best TH18 Armies with Links

Three armies that three star Town Hall 18. Each one fills the 352 camp space exactly, uses all 11 spell slots, and lists the hero equipment it assumes. Tap Copy, open the game, and the army is waiting in the training screen.

Hydra

Dragons and Dragon Riders together, and the hardest army to stop at TH18.

TH18Air
Three stars TH18

Army

352/352 camp space
8
Dragon
6
Dragon Rider
1
Ice Hound
1
Minion

Spells

11/11 slots
4
Totem
2
Freeze
2
Overgrowth
1
Poison

Clan Castle

55/55 space
2
Dragon Rider
1
Balloon
1
Sky Wagon

Castle spells

4/4 slots
2
Revive

Heroes and equipment

Minion Prince

Greedy RavenDark OrbMeteor Staff

Grand Wardenair mode

SneezyEternal TomeRage Gem

Archer Queen

FrostyGiant ArrowAction Figure

Dragon Duke

PhoenixFire HeartElectro Fangs

Fills every camp and spell slot exactly, so nothing is wasted.

Open in game
How to run Hydra, step by step

Zap Throwers

Eleven Throwers behind a Lightning opening, and almost no pathing to plan.

TH18Ground
Three stars TH18

Army

352/352 camp space
11
Thrower
5
Healer
4
Super Barbarian
2
Balloon
2
Archer
2
Super Wall Breaker
2
Ice Golem
2
Headhunter
1
Druid
1
Troop Launcher

Spells

11/11 slots
4
Totem
1
Poison
1
Invisibility
1
Freeze
1
Overgrowth
1
Revive

Clan Castle

55/55 space
1
Super Yeti
1
Super Valkyrie
1
Log Launcher

Castle spells

4/4 slots
3
Lightning
1
Earthquake

Heroes and equipment

Barbarian King

FrostySpiky BallSnake Bracelet

Archer Queen

UnicornAction FigureMagic Mirror

Grand Warden

SneezyLife GemRage Gem

Dragon Duke

PhoenixRocket BackpackFire Heart

Fills every camp and spell slot exactly, so nothing is wasted.

Open in game
How to run Zap Throwers, step by step

RC Walk Meteor Golem

Five Meteor Golems behind a Royal Champion walk. The answer to a hard core.

TH18Ground
Three stars TH18

Army

352/352 camp space
5
Meteor Golem
5
Healer
2
Headhunter
2
Balloon
1
Ice Golem
1
Apprentice Warden
1
Super Wall Breaker
1
Baby Dragon
1
Wizard
1
Archer
1
Minion

Spells

11/11 slots
5
Invisibility
2
Totem
1
Freeze
1
Poison
1
Recall

Clan Castle

55/55 space
1
Meteor Golem
1
Ice Golem
1
Troop Launcher

Castle spells

4/4 slots
1
Overgrowth
1
Rage

Heroes and equipment

Archer Queen

FrostyMagic MirrorAction Figure

Royal Champion

Spirit FoxElectro BootsRocket Spear

Grand Warden

SneezyEternal TomeRage Gem

Barbarian King

PhoenixSpiky BallSnake Bracelet

Fills every camp and spell slot exactly, so nothing is wasted.

Open in game
How to run RC Walk Meteor Golem, step by step

Lower Town Hall armies that still triple TH18

Built for smaller camps, so they have less to work with here. They are on this page because they still three star, which is what matters if you have just upgraded and your new troops are still in the lab.

  • TH17Fireball Super Yetis The Fireball opens the core, the Yetis walk into it. The TH17 default.
  • TH17RC Walk Dragons Eleven Dragons, eleven Invisibility spells, and a Champion who opens the door.
  • TH17RC Walk Root Riders Root Riders ignore walls, so the hardest part of a ground attack disappears.
  • TH16Thrower Totem Throwers unlock at TH16, and Totems are what stop them being shot on the way in.

TH18 army capacity

Camp space
352
Spells
11
Siege machine
1
Castle troops
55
Castle spells
4
Heroes deployed
4

Camp space is the total across all four Army Camps at their TH18 maximum. If yours are not maxed you will be short, and the link will load a partial army rather than fail, so check the count in the training screen before you attack.