Back to Town Hall 16 armiesTOWN HALL 16 · Ground ATTACK

Root Rider Rage

Root Rider Rage army
COMPLETE ARMY PLAN

Town Hall 16 composition

This Town Hall 16 ground army is built around 10 Root Rider, 6 Healer, and 6 Wizard. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 3 Rage, 4 Freeze, and 1 Poison; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around Barbarian King, Archer Queen, Grand Warden, and Royal Champion. Their entry should support the main army rather than create a second route that pulls troops away from the intended core path. The expected execution level is medium. Start with the opening move: Scout a safe Archer Queen route for Root Rider Rage; choose an entry that removes a key defense and one side of the funnel. Review defensive ranges, choose a deliberate entry and leave a small cleanup plan so a successful core push does not fail because of time.

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Troops

Army units

  • 10 Root Rider
  • 6 Healer
  • 6 Wizard
Spells

Spell loadout

  • 3 Rage
  • 4 Freeze
  • 1 Poison
Heroes

Required heroes

  • Barbarian King
  • Archer Queen
  • Grand Warden
  • Royal Champion
ATTACK ORDER

How to use this army

  1. 1

    Scout a safe Archer Queen route for Root Rider Rage; choose an entry that removes a key defense and one side of the funnel.

  2. 2

    Deploy the Queen with her Healers, then open the first wall only after outside buildings can no longer pull her away from the planned route.

  3. 3

    Use 3 Rage, 4 Freeze, and 1 Poison to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.

  4. 4

    Send 10 Root Rider, 6 Healer, and 6 Wizard into the lane created by the Queen and Barbarian King, Archer Queen, Grand Warden, and Royal Champion, timing the main deployment before the charge consumes too much battle time.

  5. 5

    Hold one ability or control spell for the back end, and release cleanup troops as soon as exterior defenses can no longer reach them.

BEST AGAINST
  • Reachable cores
  • Compartment bases
  • Layouts with a clear ground entry
MAIN WEAKNESS

Open bases that split troops and heavy splash damage without spell support