Back to Town Hall 7 armiesTOWN HALL 7 · Ground ATTACK

TH7

TH7 army
COMPLETE ARMY PLAN

Town Hall 7 composition

This is a complete Town Hall 7 ground attack using 4 Archer, 8 Giant, 12 Goblin, and 4 Wall Breaker 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 1 Rage and 4 Lightning, giving the attack tools for entry, survival and high-value defensive sections when timing is correct. Recommended heroes are the available heroes. 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. Before using TH7, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army. 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

  • 4 Archer
  • 8 Giant
  • 12 Goblin
  • 4 Wall Breaker
  • 9 Wizard
  • 20 Hog Rider
Spells

Spell loadout

  • 1 Rage
  • 4 Lightning
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Before using TH7, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army.

    2. 2

      Test the edge with a small group from 4 Archer, 8 Giant, 12 Goblin, and 4 Wall Breaker; deploy in short waves so traps or Clan Castle troops do not catch every unit together.

    3. 3

      Use the available heroes only when their value is greater than the recovery time, especially if the raid is meant to stay inexpensive.

    4. 4

      Spend 1 Rage and 4 Lightning on a reachable storage cluster or to protect the escape path, not on buildings that cheap troops can already clear.

    5. 5

      Stop once the loot objective is met, or reserve enough troops to secure the percentage needed before the timer expires.

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

    Open layouts that split the army and heavy splash damage.