Back to Town Hall 14 armiesTOWN HALL 14 · Ground ATTACK

Th14

Th14 army
COMPLETE ARMY PLAN

Town Hall 14 composition

This Town Hall 14 ground army is built around 6 Bowler, 7 Wizard, 4 Baby Dragon, and 2 Golem. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 1 Clone, 1 Rage, and 2 Jump; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around Barbarian King, Archer Queen, Grand Warden, and Royal Champion. 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 an air route for Th14 that gives 6 Bowler, 7 Wizard, 4 Baby Dragon, and 2 Golem a short line through Air Defenses and limits Air Sweeper resistance. 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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Troops

Army units

  • 6 Bowler
  • 7 Wizard
  • 4 Baby Dragon
  • 2 Golem
  • 3 Super Witch
  • 1 Druid
  • 1 Stone Slammer
Spells

Spell loadout

  • 1 Clone
  • 1 Rage
  • 2 Jump
  • 1 Poison
  • 1 Freeze
Heroes

Required heroes

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

How to use this army

  1. 1

    Scout an air route for Th14 that gives 6 Bowler, 7 Wizard, 4 Baby Dragon, and 2 Golem a short line through Air Defenses and limits Air Sweeper resistance.

  2. 2

    Remove one building from each corner of the chosen edge so Dragons enter together instead of following the outside ring.

  3. 3

    Deploy the main air force in a controlled line with Barbarian King, Archer Queen, Grand Warden, and Royal Champion supporting the side most likely to lose pathing.

  4. 4

    Use 1 Clone, 1 Rage, and 2 Jump over the largest group as it reaches concentrated anti-air damage, saving one answer for the final defended section.

  5. 5

    Start cleanup early on safe buildings and use remaining abilities to keep the surviving Dragons moving toward the last defenses.

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

Open layouts that split the army and heavy splash damage.