Town Hall 10 composition
At Town Hall 10, this ground plan centers on 4 P.E.K.K.A, 5 Healer, 11 Bowler, and 2 Wall Breaker. 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 2 Rage, 2 Freeze, and 5 Bat to protect the main push, control dangerous defenses and preserve momentum through the core. The hero requirement is Barbarian King and Archer Queen. Their abilities should be saved for a dangerous defensive burst, a pathing correction or the final section of the base. This composition carries a medium difficulty rating. The first move is straightforward: Scout a safe Archer Queen route for Bowling With Bats; choose an entry that removes a key defense and one side of the funnel. 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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Copy army to the gameClash of Clans must be installed on this device.Army units
4 P.E.K.K.A
5 Healer
11 Bowler
2 Wall Breaker
Spell loadout
2 Rage
2 Freeze
5 Bat
Required heroes
Barbarian King
Archer Queen
How to use this army
- 1
Scout a safe Archer Queen route for Bowling With Bats; choose an entry that removes a key defense and one side of the funnel.
- 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
Use 2 Rage, 2 Freeze, and 5 Bat to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.
- 4
Send 4 P.E.K.K.A, 5 Healer, 11 Bowler, and 2 Wall Breaker into the lane created by the Queen and Barbarian King and Archer Queen, timing the main deployment before the charge consumes too much battle time.
- 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.
- Compartment bases
- Reachable cores
- Clear ground entries
Open layouts that split the army and heavy splash damage.
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