Back to Town Hall 15 armiesTOWN HALL 15 · Ground ATTACK

RR Yeti

RR Yeti army
COMPLETE ARMY PLAN

Town Hall 15 composition

This is a complete Town Hall 15 ground attack using 8 Root Rider, 2 Apprentice Warden, 1 Headhunter, and 6 Yeti as its main force. The goal is to connect funneling, deployment order and spell timing rather than simply list troops without context. The planned spell support is 2 Rage, 3 Freeze, and 1 Healing, giving the attack tools for entry, survival and high-value defensive sections when timing is correct. Recommended heroes are Barbarian King, Archer Queen, Grand Warden, and Royal Champion. Use them to establish the funnel, remove a key objective or support cleanup according to the route shown in the attack steps. With a medium difficulty rating, the plan still rewards careful scouting. Choose a compact ground entry for RR Yeti where Root Riders can open consecutive wall sections without splitting toward opposite edges. Keep enough time for cleanup, watch for troops splitting at wall openings and verify every copied unit and spell before launching the attack.

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Troops

Army units

  • 8 Root Rider
  • 2 Apprentice Warden
  • 1 Headhunter
  • 6 Yeti
  • 1 Wizard
  • 1 Minion
  • 1 Siege Barracks
Spells

Spell loadout

  • 2 Rage
  • 3 Freeze
  • 1 Healing
  • 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 RR Yeti 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 8 Root Rider, 2 Apprentice Warden, 1 Headhunter, and 6 Yeti through the prepared lane and place support units behind the tanks rather than beside them.

  4. 4

    Use 2 Rage, 3 Freeze, and 1 Healing 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.