Town Hall 18 composition
For Town Hall 18, this ground composition combines 5 Healer, 3 Meteor Golem, 6 Thrower, and 4 Super Barbarian 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 3 Invisibility, 2 Earthquake, and 1 Overgrowth. 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, Grand Warden, and Royal Champion; position them where they can shape the edge and continue contributing after the principal troops enter the first compartment. The guide is rated medium. Scout a safe Archer Queen route for Balloon & Healer Ground Army; choose an entry that removes a key defense and one side of the funnel. 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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Copy army to the gameClash of Clans must be installed on this device.Army units
5 Healer
3 Meteor Golem
6 Thrower
4 Super Barbarian
1 Balloon
1 Super Wall Breaker
1 Apprentice Warden
1 Archer
1 Troop Launcher
Spell loadout
3 Invisibility
2 Earthquake
1 Overgrowth
3 Freeze
1 Totem
Required heroes
Barbarian King
Archer Queen
Grand Warden
Royal Champion
How to use this army
- 1
Scout a safe Archer Queen route for Balloon & Healer Ground Army; 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 3 Invisibility, 2 Earthquake, and 1 Overgrowth to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.
- 4
Send 5 Healer, 3 Meteor Golem, 6 Thrower, and 4 Super Barbarian 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
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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