Back to Town Hall 16 armiesTOWN HALL 16 · Ground ATTACK

Smash root rider

Smash root rider army
COMPLETE ARMY PLAN

Town Hall 16 composition

This Town Hall 16 ground army is built around 10 Super Barbarian, 2 Balloon, 1 Ice Golem, and 2 Super Wall Breaker. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 1 Invisibility, 1 Recall, and 2 Rage; 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: Choose a compact ground entry for Smash root rider where Root Riders can open consecutive wall sections without splitting toward opposite edges. 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 Super Barbarian
  • 2 Balloon
  • 1 Ice Golem
  • 2 Super Wall Breaker
  • 6 Root Rider
  • 3 Druid
  • 6 Valkyrie
  • 1 Archer
  • 2 Headhunter
Spells

Spell loadout

  • 1 Invisibility
  • 1 Recall
  • 2 Rage
  • 1 Poison
  • 1 Skeleton
  • 1 Overgrowth
Heroes

Required heroes

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

How to use this army

  1. 1

    Choose a compact ground entry for Smash root rider where Root Riders can open consecutive wall sections without splitting toward opposite edges.

  2. 2

    Build both sides of the funnel with Barbarian King, Archer Queen, Grand Warden, and Royal Champion, leaving one clear group of defenses for the Root Riders to target first.

  3. 3

    Send 10 Super Barbarian, 2 Balloon, 1 Ice Golem, and 2 Super Wall Breaker through the prepared lane and place support units behind the tanks rather than beside them.

  4. 4

    Use 1 Invisibility, 1 Recall, and 2 Rage when the main group meets concentrated damage or hero pressure; do not overcommit spells to the first compartment.

  5. 5

    Trigger hero abilities before the force separates, then deploy cleanup behind the push as soon as the outer defenses fall.

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

Open layouts that split the army and heavy splash damage.