Back to Town Hall 10 armiesTOWN HALL 10 · Ground ATTACK

Ballers

Ballers army
COMPLETE ARMY PLAN

Town Hall 10 composition

For Town Hall 10, this ground composition combines 3 Golem, 2 P.E.K.K.A, 3 Witch, and 10 Bowler into one complete attack plan. It is written as a practical English guide so players can understand the purpose of the roster before copying it. Its spells include 5 Lightning and 3 Healing. Avoid spending them only for early damage when the central compartments may require control or recovery later. Hero support comes from Barbarian King, Archer Queen, and Minion Prince; position them where they can shape the edge and continue contributing after the principal troops enter the first compartment. The guide is rated easy. Select a ground entry for Ballers that leads 3 Golem, 2 P.E.K.K.A, 3 Witch, and 10 Bowler through the core without exposing the support line on two sides. Then follow the remaining deployment steps in order. Scout the base first, adjust the entry when a major defense changes the route, and confirm the full army inside Clash of Clans before attacking.

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Troops

Army units

  • 3 Golem
  • 2 P.E.K.K.A
  • 3 Witch
  • 10 Bowler
  • 1 Wizard
Spells

Spell loadout

  • 5 Lightning
  • 3 Healing
Heroes

Required heroes

  • Barbarian King
  • Archer Queen
  • Minion Prince
ATTACK ORDER

How to use this army

  1. 1

    Select a ground entry for Ballers that leads 3 Golem, 2 P.E.K.K.A, 3 Witch, and 10 Bowler through the core without exposing the support line on two sides.

  2. 2

    Create a patient two-sided funnel with Barbarian King, Archer Queen, and Minion Prince; wait until both corners are controlled before committing the slow main force.

  3. 3

    Open the first compartments with the planned siege or wall support, then deploy tanks before ranged troops so the formation stays protected.

  4. 4

    Use 5 Lightning and 3 Healing at the first concentrated defensive zone and keep support spells centered on the main group rather than a single wandering unit.

  5. 5

    Use hero abilities before the push loses momentum, and place cleanup behind the tanks once the edge is no longer under fire.

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

Open layouts that split the army and heavy splash damage.