Back to Town Hall 18 armiesTOWN HALL 18 · Ground ATTACK

TH-18 DESTROYER

TH-18 DESTROYER army
COMPLETE ARMY PLAN

Town Hall 18 composition

At Town Hall 18, this ground plan centers on 7 Meteor Golem, 4 Healer, 2 Minion, and 1 Siege Barracks. An unusual base may call for a small timing change, but the roster has a clear route and a specific job for each unit. The spell package uses 9 Totem and 1 Revive to protect the main push, control dangerous defenses and preserve momentum through the core. The hero requirement is Barbarian King, Archer Queen, Grand Warden, and Royal Champion. Their abilities should be saved for a dangerous defensive burst, a pathing correction or the final section of the base. This composition carries a easy difficulty rating. The first move is straightforward: Scout a safe Archer Queen route for TH-18 DESTROYER; choose an entry that removes a key defense and one side of the funnel. Practice the funnel before using it in an important attack, and change only the entry or timing when the target layout requires an adjustment.

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Troops

Army units

  • 7 Meteor Golem
  • 4 Healer
  • 2 Minion
  • 1 Siege Barracks
Spells

Spell loadout

  • 9 Totem
  • 1 Revive
Heroes

Required heroes

  • Barbarian King
  • Archer Queen
  • Grand Warden
  • Royal Champion
ATTACK ORDER

How to use this army

  1. 1

    Scout a safe Archer Queen route for TH-18 DESTROYER; choose an entry that removes a key defense and one side of the funnel.

  2. 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. 3

    Use 9 Totem and 1 Revive to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.

  4. 4

    Send 7 Meteor Golem, 4 Healer, 2 Minion, and 1 Siege Barracks into the lane created by the Queen and Barbarian King, Archer Queen, Grand Warden, and Royal Champion, timing the main deployment before the charge consumes too much battle time.

  5. 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.

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

Open layouts that split the army and heavy splash damage.