Town Hall 15 composition
This Town Hall 15 ground army is built around 8 Root Rider, 7 Valkyrie, 4 Healer, and 2 Apprentice Warden. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 1 Rage, 1 Overgrowth, and 1 Recall; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around Royal Champion, Grand Warden, Archer Queen, 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 medium. Start with the opening move: Scout a safe Archer Queen route for RC Charge Root Riders; choose an entry that removes a key defense and one side of the funnel. 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
8 Root Rider
7 Valkyrie
4 Healer
2 Apprentice Warden
1 Headhunter
2 Archer
1 Siege Barracks
Spell loadout
1 Rage
1 Overgrowth
1 Recall
5 Invisibility
Required heroes
Royal Champion
Grand Warden
Archer Queen
Barbarian King
How to use this army
- 1
Scout a safe Archer Queen route for RC Charge Root Riders; 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 1 Rage, 1 Overgrowth, and 1 Recall to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.
- 4
Send 8 Root Rider, 7 Valkyrie, 4 Healer, and 2 Apprentice Warden into the lane created by the Queen and Royal Champion, Grand Warden, Archer Queen, and Barbarian King, 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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