Back to Town Hall 18 armiesTOWN HALL 18 · Air ATTACK

Dragon Duke

Dragon Duke army
COMPLETE ARMY PLAN

Town Hall 18 composition

At Town Hall 18, this air plan centers on 16 Dragon, 4 Balloon, and 1 Stone Slammer. An unusual base may call for a small timing change, but the roster has a clear route and a specific job for each unit. The spell package uses 5 Invisibility, 5 Totem, and 1 Earthquake to protect the main push, control dangerous defenses and preserve momentum through the core. The hero requirement is Minion Prince, Archer Queen, Grand Warden, and Dragon Duke. Their abilities should be saved for a dangerous defensive burst, a pathing correction or the final section of the base. This composition carries a hard difficulty rating. The first move is straightforward: Scout an air route for Dragon Duke that gives 16 Dragon, 4 Balloon, and 1 Stone Slammer a short line through Air Defenses and limits Air Sweeper resistance. Practice the funnel before using it in an important attack, and change only the entry or timing when the target layout requires an adjustment.

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Troops

Army units

  • 16 Dragon
  • 4 Balloon
  • 1 Stone Slammer
Spells

Spell loadout

  • 5 Invisibility
  • 5 Totem
  • 1 Earthquake
Heroes

Required heroes

  • Minion Prince
  • Archer Queen
  • Grand Warden
  • Dragon Duke
ATTACK ORDER

How to use this army

  1. 1

    Scout an air route for Dragon Duke that gives 16 Dragon, 4 Balloon, and 1 Stone Slammer a short line through Air Defenses and limits Air Sweeper resistance.

  2. 2

    Remove one building from each corner of the chosen edge so Dragons enter together instead of following the outside ring.

  3. 3

    Deploy the main air force in a controlled line with Minion Prince, Archer Queen, Grand Warden, and Dragon Duke supporting the side most likely to lose pathing.

  4. 4

    Use 5 Invisibility, 5 Totem, and 1 Earthquake over the largest group as it reaches concentrated anti-air damage, saving one answer for the final defended section.

  5. 5

    Start cleanup early on safe buildings and use remaining abilities to keep the surviving Dragons moving toward the last defenses.

BEST AGAINST
  • Compartment bases
  • Reachable cores
  • Clear ground entries
MAIN WEAKNESS

Open layouts that split the army and heavy splash damage.