Back to Town Hall 16 armiesTOWN HALL 16 · Ground ATTACK

Furnace Recall Control

PHASE 0 — Base Reading (10–15s) Side A (Warden Fireball side): Pick an outer edge with stacked defenses (X-Bow + Archer Tower + Builder Huts). Avoid Town Hall and Spell Towers here. Side B (Queen + Log Launcher): Identify a straight wall line into the core that opens Monolith / Spell Towers / Town Hall compartment. Sid

COMPLETE ARMY PLAN

Town Hall 16 composition

PHASE 0 — Base Reading (10–15s) Side A (Warden Fireball side): Pick an outer edge with stacked defenses (X-Bow + Archer Tower + Builder Huts). Avoid Town Hall and Spell Towers here. Side B (Queen + Log Launcher): Identify a straight wall line into the core that opens Monolith / Spell Towers / Town Hall compartment. Sid

Troops

Army units

  • 2 Balloon
  • 5 Healer
  • 8 Furnace
  • 2 Ice Golem
  • 3 Yeti
  • 2 Headhunter
  • 1 Log Launcher
Spells

Spell loadout

  • 4 Freeze
  • 3 Invisibility
  • 2 Earthquake
  • 1 Rage
Heroes

Required heroes

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

How to use this army

  1. 1

    Side A (Warden Fireball side): Pick an outer edge with stacked defenses (X-Bow + Archer Tower + Builder Huts). Avoid Town Hall and Spell Towers here.

  2. 2

    Side B (Queen + Log Launcher): Identify a straight wall line into the core that opens Monolith / Spell Towers / Town Hall compartment.

  3. 3

    Side C (King + Yeti funnel): Opposite edge from Side A, used to hard-seal pathing.

  4. 4

    Send 1 Balloon along the healer path as a coco.

  5. 5

    Drop Warden (ground) so he naturally walks sideways, not inward.

  6. 6

    Once pathing is stable, commit Healers.