Back to Town Hall 14 armiesTOWN HALL 14 · Air ATTACK

Sarch Blimp HyDra

Sarch Blimp HyDra army
COMPLETE ARMY PLAN

Town Hall 14 composition

For Town Hall 14, this air composition combines 5 Dragon, 3 Dragon Rider, 1 Lava Hound, and 1 Apprentice Warden into one complete attack plan. It is written as a practical English guide so players can understand the purpose of the roster before copying it. Its spells include 1 Clone, 1 Rage, and 5 Invisibility. Avoid spending them only for early damage when the central compartments may require control or recovery later. Hero support comes from Barbarian King, Archer Queen, Grand Warden, and Royal Champion; position them where they can shape the edge and continue contributing after the principal troops enter the first compartment. The guide is rated medium. Plan Sarch Blimp HyDra from the Air Sweeper angles and choose a line that lets the first Lava Hound shield Balloons from the nearest Air Defense. Then follow the remaining deployment steps in order. Scout the base first, adjust the entry when a major defense changes the route, and confirm the full army inside Clash of Clans before attacking.

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Troops

Army units

  • 5 Dragon
  • 3 Dragon Rider
  • 1 Lava Hound
  • 1 Apprentice Warden
  • 1 Ice Golem
  • 1 Super Wall Breaker
  • 5 Balloon
  • 1 Baby Dragon
  • 2 Headhunter
  • 1 Wizard
  • 1 Archer
  • 1 Battle Blimp
Spells

Spell loadout

  • 1 Clone
  • 1 Rage
  • 5 Invisibility
  • 1 Freeze
Heroes

Required heroes

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

How to use this army

  1. 1

    Plan Sarch Blimp HyDra from the Air Sweeper angles and choose a line that lets the first Lava Hound shield Balloons from the nearest Air Defense.

  2. 2

    Use heroes or a small funnel group to remove one edge and prevent Balloons from drifting toward low-value outside defenses.

  3. 3

    Deploy Lava Hounds first, then send Balloons in controlled groups behind them so each group has a clear defensive target.

  4. 4

    Place 1 Clone, 1 Rage, and 5 Invisibility over dense anti-air damage and the core; avoid using Haste or Rage where Balloons already have a short path.

  5. 5

    Use remaining Balloons and cleanup troops on the back edge once the last major air threat is tanked or disabled.

BEST AGAINST
  • Compact layouts
  • Reachable air defenses
  • Predictable air pathing
MAIN WEAKNESS

Wide layouts and poorly controlled air pathing.