Town Hall 13 composition
This Town Hall 13 air army is built around 1 Siege Barracks and 15 Dragon. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 1 Earthquake and 10 Invisibility; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around Archer Queen, Grand Warden, Royal Champion, and Barbarian King. 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 easy. Start with the opening move: Scout an air route for Royal Champion Charge TH13 that gives 1 Siege Barracks and 15 Dragon a short line through Air Defenses and limits Air Sweeper resistance. 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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Copy army to the gameClash of Clans must be installed on this device.Army units
1 Siege Barracks
15 Dragon
Spell loadout
1 Earthquake
10 Invisibility
Required heroes
Archer Queen
Grand Warden
Royal Champion
Barbarian King
How to use this army
- 1
Scout an air route for Royal Champion Charge TH13 that gives 1 Siege Barracks and 15 Dragon a short line through Air Defenses and limits Air Sweeper resistance.
- 2
Remove one building from each corner of the chosen edge so Dragons enter together instead of following the outside ring.
- 3
Deploy the main air force in a controlled line with Archer Queen, Grand Warden, Royal Champion, and Barbarian King supporting the side most likely to lose pathing.
- 4
Use 1 Earthquake and 10 Invisibility over the largest group as it reaches concentrated anti-air damage, saving one answer for the final defended section.
- 5
Start cleanup early on safe buildings and use remaining abilities to keep the surviving Dragons moving toward the last defenses.
- Compact layouts
- Reachable air defenses
- Predictable air pathing
Wide layouts and poorly controlled air pathing.
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