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Clash of Clans Guide

TH17 Attack Strategies: How Air Spam and the Air Defense Snipe 3-Star in October 2026

Updated 2026-10-2224 min read

Quick answer: The strongest TH17 attack strategy in October 2026 is air spam opened by an Air Defense snipe — use the Archer Queen's Giant Arrow, which now deals double damage to Air Defenses, plus the Dragon Duke's Rocket Backpack dash to remove 2 to 4 of the base's Air Defenses before your 340 housing spaces of air troops ever land.

TH17 Attack Strategies: How Air Spam and the Air Defense Snipe 3-Star in October 2026

Town Hall 17 gives you 340 troop housing spaces across 4 Army Camps, 6 heroes including the Dragon Duke (of which the Hero Hall lets you deploy 4 per attack), and one exclusive siege machine — the Sky Wagon, unlocked at Workshop level 9 — and the October 2026 meta still spends all three on the same idea: kill the Air Defenses before the army arrives. A TH17 base carries Air Defenses up to level 15, and Supercell's May 22, 2026 State of Gameplay rework made the Archer Queen's Giant Arrow deal double damage to Air Defenses while cutting its damage against everything else (level 18 dropped from 2,000 to 1,500 base). Pair that specialized arrow with the Dragon Duke's Rocket Backpack — a straight-line dash at 15 tiles per second that deals 1,875 penetrating damage at level 21 and 2,150 at level 27 — and two hero abilities can strip an entire lane of anti-air before a single Dragon Rider is deployed. This guide covers the snipe mechanic, two full army builds with housing arithmetic, hero equipment pairings, a step-by-step deployment order, and the 5 mistakes that turn a 3-star into a 47%.

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What Is TH17 Air Spam and Why Is It Still the Meta in October 2026?

TH17 air spam is a low-micro air army — Dragon Riders, Balloons, Inferno Dragons, Minions — deployed behind a hero-led Air Defense snipe, so the swarm flies into a base whose primary anti-air is already gone. The "spam" name is earned: once the snipe lands, deployment is a wide fan rather than a funnel, which is why it holds up under war pressure.

Got a TH17 war base to hit? Upload the scout screenshot and your player tag to the free Attack Planner and it builds the attack plan from your own troops, levels and equipment.

Three things pushed TH17 air spam to the front of the TH17 meta by July 2026. First, the Giant Arrow rework turned a general-purpose hero ability into a dedicated Air Defense deleter. Second, the Dragon Duke's Rocket Backpack — his first Epic equipment, introduced in the April 2026 "Sound of Clash" event — gave a second long-range anti-defense tool that fires from outside the base. Third, air compositions were already the most-used war archetype in the game: Supercell reported that Dragon Duke and Dragon Rider armies appeared in roughly 20% of TH18 attacks before the July 14, 2026 balance patch, and TH17 attackers ran the same package one Town Hall down. Supercell's October 17, 2026 balance post shows the Duke package is still everywhere: in TH18-vs-TH18 Clan War and CWL attacks over four weeks, Fire Heart "shows up in almost 40% of all attacks, and in more than half of attacks with Dragon Duke."

Creators converged on it within the same late-July weekend: iTzu (ENG), Applesauce, and CorruptYT each published a TH17 air-army video built around the Air Defense snipe, with Dragon-based armies high on CorruptYT's top-5 list.

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How Does the TH17 Air Defense Snipe Actually Work?

The Air Defense snipe works by spending two hero abilities from outside the base's damage radius, each of which reaches an Air Defense your army would otherwise have to fight through.

What Does the Giant Arrow Do to Air Defenses Now?

The Giant Arrow is now a specialized Air Defense weapon. Supercell's May 22, 2026 State of Gameplay Part 2 gave it double damage against Air Defenses and simultaneously reduced its damage against every other target, with these base values:

Giant Arrow levelOld damageNew damageChange
91,2001,100−8.3%
121,5001,200−20.0%
151,7501,350−22.9%
182,0001,500−25.0%

Supercell's stated reason was structural: the Giant Arrow needed a buff every time a new Air Defense level shipped, which made it overpowered at lower Town Halls. At TH17 the arrow's listed number understates what it does to an Air Defense by half and overstates what it does to an Inferno Tower or Scattershot, so fire it at a line of Air Defenses and stop treating it as a general-purpose opener.

How Does the Rocket Backpack Snipe Air Defenses?

The Rocket Backpack is an activated ability that sends the Dragon Duke dashing in a straight line through the center of the village at 15 tiles per second, breathing fire along the path and dealing penetrating damage to everything he passes through. Post-May-2026 values are 1,875 damage at level 21 and 2,150 at level 27. He takes no damage during the flight, which is the part that matters — the Backpack reaches deep-core Air Defenses that a Giant Arrow fired from the edge cannot touch.

The combination that defines the meta is the arrow and the dash on the same axis: line the Giant Arrow up along a row of Air Defenses, then send the Duke down the same corridor so the Backpack finishes what the arrow softened and passes through what it could not reach. Some players add Earthquake Spells to the same lane to open walls and chip buildings before either ability fires.

What Rocket Backpack Level Do You Need to One-Shot Air Defenses?

Level 24 is the threshold. The published Rocket Backpack damage ladder is 1,700 at levels 18–20, 1,875 at levels 21–23, 2,050 at levels 24–26, and 2,150 at level 27, and a level 15 Air Defense — the TH17 maximum — has 1,950 hitpoints. So levels 24–27 (2,050–2,150) one-shot a max TH17 Air Defense outright, while levels 21–23 (1,875) leave it standing with 75 hitpoints. If your Backpack sits below level 24, plan on the arrow and the dash combining on a single Air Defense rather than each deleting one outright, and bring an extra Freeze for the ones that survive.

What Is the Best TH17 Air Spam Army Composition?

The best TH17 air spam army is a Dragon Rider core with Inferno Dragons for single-target damage, Balloons for defense clearing, and Minions as cleanup, filling all 340 housing spaces behind the Sky Wagon. It is a TrophyCoach build from published per-unit housing costs, not a creator's exported army link, so treat the ratios as the guidance and adjust the last 20 spaces to your hero levels.

UnitCountHousing eachTotal housingRole
Dragon Rider825200Core damage, targets defenses
Inferno Dragon41560Melts single high-HP defenses
Baby Dragon21020Wing cover, rages when isolated
Balloon8540Defense-targeting chip damage
Minion10220Cleanup and stray-building sweep
Total32—340Fills all 4 Army Camps

That total is the fixed TH17 budget: 4 level-13 Army Camps at 85 spaces each. The level-14 camp (88 spaces, 352 total) added on April 27, 2026 requires Town Hall 18, so every count here is built to 340.

Siege machine: Sky Wagon. This TH17-exclusive pick is why air spam plays differently here than at TH16. The Sky Wagon flies, is immune to spells, targets defenses rather than troops, and launches barrels that release Minions, a Balloon, a Baby Dragon, and a single Clan Castle troop on impact. The troops it spawns scale with the Sky Wagon's own level, not your Laboratory research, so a fresh TH17 with a low lab still gets usable reinforcements.

Spells: 3 Rage, 2 Freeze, 1 Poison, 1 Overgrowth — 11 housing. That is the full TH17 brew: Spell Factory 10 plus Dark Spell Factory 1, at 2 housing per Rage and Overgrowth and 1 per Freeze and Poison. Rage gets Dragon Riders through the two or three compartments a 32-unit wave stalls in. Freeze saves the swarm from Inferno Towers and Air Sweepers, and a level 13 Clan Castle's 3 spell slots can carry a third. Poison handles the defending Clan Castle, which air spam has no other clean answer to. Overgrowth is the emergency button for one building you cannot kill. If your Spell Factory is not yet level 5+, trim Rage first.

Clan Castle. Request a Lava Hound plus a Dragon Rider. At 30 and 25 housing respectively that sums to exactly 55, which fills a level 13 Clan Castle with no waste. Applesauce highlighted this pairing: the Hound soaks Seeking Air Mines and Air Defense fire while the Dragon Rider adds a defense-targeting unit that arrives already tanked.

What Does the Lava Hound Variation Change?

The Lava Hound variation trades raw Dragon Rider damage for a tanking layer, and it is the safer build when you cannot confirm the Air Defense snipe will land. Lava Hounds pull Air Defense fire and detonate Seeking Air Mines that would otherwise delete your Dragon Riders, which matters more the lower your Rocket Backpack level is.

UnitCountHousing eachTotal housingRole
Lava Hound33090Air Defense magnet, mine soak
Balloon305150Primary defense damage
Dragon Rider22550Cracks the first compartment
Minion25250Pop damage and cleanup
Total60—340Fills all 4 Army Camps

Swap 1 of the 3 Rage spells for 2 Haste on this build (a Rage's 2 housing buys two 1-housing Hastes) — 30 Balloons move slowly enough that travel time, not damage, is the binding constraint. That leaves 2 Rage, 2 Haste, 2 Freeze, 1 Poison, and 1 Overgrowth: still exactly 11 housing.

This is a LavaLoon skeleton adapted to TH17 tools, and it is more forgiving of a partial snipe: if one Air Defense survives, the Hounds absorb it. It is also slower, so watch the clock — Balloon travel time is the most common source of a timed-out 2-star.

For the general war framing of LavaLoon and how it sits against ground armies across every Town Hall, see the war attack strategies guide.

Which Hero Equipment Does TH17 Air Spam Need?

TH17 air spam needs exactly two equipment pieces to function — the Archer Queen's Giant Arrow and the Dragon Duke's Rocket Backpack — and everything else is support. If either is under-leveled, the strategy degrades into ordinary air spam without the opener.

The Hero Hall gives you 4 hero slots per attack at TH17, so the loadout below is the 4 you bring — Archer Queen, Dragon Duke, Grand Warden, Royal Champion — plus the 2 who stay home and the swap case for each.

HeroSlotPiece 1Piece 2Why it matters here
Archer QueenBringGiant ArrowInvisibility VialThe arrow is half the snipe; the Vial keeps her alive if she has to walk
Dragon DukeBringRocket BackpackFire HeartThe dash is the other half; Fire Heart is his only healing since Healers ignore air
Grand WardenBringEternal TomeRage GemInvulnerability window covers the swarm through Inferno fire
Royal ChampionBringElectro BootsRocket SpearSpear snipes a surviving Air Defense the snipe missed
Minion PrinceStay home (swap for the Champion on Minion-heavy cleanup bases)Dark OrbDark CrownAmps the Minion cleanup phase
Barbarian KingStay homeSpiky BallRage VialGround-side cleanup only; low priority for this army

One deliberate departure: our hero equipment guide ranks the Action Figure as the Archer Queen's best general-purpose piece, but here the Giant Arrow is non-negotiable because it is half the snipe.

Two interactions to know. The Fire Heart is effectively mandatory on the Duke because Healers do not target air units, so it is his only reliable healing source — and that holds after the nerf Supercell announced on October 17, 2026: around 8% less bonus HP at every level, no added damage, and max-level healing cut from 150 to 140 per second. And the July 14, 2026 patch reverted a Flame Blower interaction so that Flame Blower once again pushes in the Rocket Backpack's direction — Supercell flagged this as a stopgap with a permanent fix planned, so re-test it after each update.

For which pieces to level first across all 6 heroes, use the Upgrade Priority tool to see where your own Blacksmith should spend next.

How Do You Execute a TH17 Air Spam Attack Step by Step?

Execute the snipe first, the swarm second, and the heroes last. The order below assumes the Dragon Rider core army and a base with Air Defenses spread across two compartments.

  1. Scout for 20 seconds before you touch anything. Find all Air Defenses, note the Air Sweeper facings, mark likely Seeking Air Mine tiles near the Air Defenses, and pick the Duke's dash lane.
  2. Fire the Giant Arrow along the densest Air Defense line. Deploy the Archer Queen at the edge and use the ability immediately, aimed purely at anti-air — not "through the Town Hall" out of habit.
  3. Send the Dragon Duke down the same axis and activate the Rocket Backpack. He takes no damage during the dash, so the only question is whether the line passes through the Air Defenses that survived step 2. Route him around Seeking Air Mine clusters — see the July balance section below for why.
  4. Deploy the Sky Wagon toward the strongest surviving defense. It flies, ignores spells, and its barrels seed Minions, a Balloon, a Baby Dragon, and a Clan Castle troop where you need pressure.
  5. Lead with the Clan Castle Lava Hound, then fan the Dragon Riders behind it. The Hound goes first so it is already pulling Air Defense fire and detonating Seeking Air Mines when the Riders arrive. Then spread 8 Dragon Riders across roughly 6 to 8 tiles so splash damage cannot hit them all at once.
  6. Follow with Balloons and Inferno Dragons behind the Dragon Riders. Balloons take the outer defenses while the Inferno Dragons burn down whatever high-HP building the Riders stall on.
  7. Drop Rage on the first stall. The moment the wave stops at a compartment wall, Rage breaks it; do not save it for later.
  8. Freeze the first Inferno Tower or Air Sweeper that fires on the swarm. Two Freezes on the correct building beat four Freezes spread across the base.
  9. Send the remaining two heroes into the core. Grand Warden goes with the largest cluster and holds the Eternal Tome for the Inferno window; the Royal Champion cleans the side the swarm did not reach.
  10. Release Minions last for cleanup. Ten Minions held until the last 40 seconds clear the stray outer buildings that decide 2-star versus 3-star.

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When Should You Use the Overgrowth Spell?

The Overgrowth Spell is the answer to one specific problem: a single building that is wrecking your attack and that you cannot kill. It turns buildings inside a 6-tile radius (13-tile diameter) invisible and invulnerable for its duration, which disables them as defenses and forces your troops to retarget. It occupies 2 housing spaces, unlocks at Town Hall 12 via a level 6 Dark Spell Factory, and maxes at level 5 (added April 27, 2026) with durations of 22, 23, 24, 25, and 26 seconds at levels 1 through 5.

For air spam, Overgrowth is your tool for a Monolith, a Scattershot, or a surviving Air Defense in your lane. iTzu's framing is the right instinct — snipe the Air Defenses, then Overgrow whatever is still annoying.

Its limitations are strict, and they are where attacks die:

  • It does not affect Walls or Traps. Seeking Air Mines inside an Overgrowth radius still detonate normally.
  • It does not affect defending troops, Heroes, or Builders. A defending Clan Castle stack flies right through it.
  • It does not make your own units invisible. Unlike the Invisibility Spell, your troops remain fully targetable by anything outside the radius.

How Do the October 2026 Balance Changes Affect TH17 Air Spam?

The announced October 2026 balance changes touch TH17 air spam in one place, the Duke's Fire Heart, and leave the snipe untouched. Supercell announced them on October 17, 2026 in "Balance Changes Incoming: October 2026" with no live date, so treat each item as announced and re-test once the update lands. Every usage figure Supercell quotes comes from TH18-vs-TH18 Clan War and CWL attacks over four weeks, not from TH17.

ItemChangeOldNew% Change
Fire Heart (Dragon Duke)Bonus HP—Around 8% lower at every levelabout -8%
Fire Heart (Dragon Duke)DamageAdds damageNo added damage—
Fire Heart (Dragon Duke)Max-level healing150 per second140 per second-6.7%
Frozen Arrow (Archer Queen)Max-level damage168175+4.2%
Portal Pendant (Minion Prince)Bonus HPNoneUp to 1,200 at max levelnew
Ruin KnightsHousing space2018-10%

Impact: significant — Fire Heart. Fire Heart is the Duke's only healing in an air army, and it loses on three axes: bonus HP, damage and max-level healing. Supercell's TH18 war data explains why: Duke attacks with Fire Heart three-star about 66% of the time, versus 56% without it and a 53% overall average. Keep it on the Duke, since the post lists no buff to his other equipment, but end the Rocket Backpack line clear of surviving Air Defenses instead of counting on Fire Heart to carry him out.

Impact: small — Frozen Arrow. This Archer Queen piece gains 5 percentage points of slow at every level and more damage at levels 21–27. It does not replace the Giant Arrow, which is half the snipe; at most it competes with the Invisibility Vial for her second slot.

Impact: small — Portal Pendant. The Minion Prince's Portal Pendant gains up to 1,200 bonus HP, but he stays home in this loadout. See the Portal Pendant guide for when to swap him in.

Impact: small — ground troops. Ruin Knights drop to 18 housing so Spring Traps can launch them; Hog Rider and Super Hog Rider gain HP, Miner and Super Miner gain HP at max levels, P.E.K.K.A gains damage, and Meteor Golem gains HP, which also raises Meteormite HP. None of these touch an air army, but they shape the second army you carry to war.

How Did the July 2026 Balance Changes Affect TH17 Air Spam?

The July 2026 balance update — announced July 9, live July 14, 2026 — changed one thing that materially affected TH17 air spam. Read the full breakdown in the July 2026 balance changes guide; here is the TH17-specific extract.

The Dragon Duke's trap damage reduction dropped to 20%. It launched at 50% on March 1, 2026, dropped to 40% on May 26, and was halved again to 20% on July 14. This is a hero passive, so it applies to your TH17 Duke exactly as it applies at TH18. Flying the Duke deliberately through a Seeking Air Mine lane was a real technique through the spring; at 20% reduction a Seeking Air Mine will delete or nearly delete him, so route around trap-likely tiles. His enraged Royal Rampage damage — roughly triple output when no friendly air unit is within 6 tiles — was not touched.

Dragon Riders took a trim at the top level only. Supercell described it as a trim rather than a rework, with TH15–TH17 Dragon Rider levels the explicit carve-out.

Anti-air defenses got better in May, not July. The May 22, 2026 State of Gameplay improved Air Bomb range and attack speed and gave the Roaster faster attacks with more damage and bursts, while reducing Lava Launcher DPS and range. That is why air spam needs the snipe — the defensive side of the air matchup was strengthened one patch before the offensive side got its tools.

Where Do Meteor Golems Fit at TH17?

Meteor Golems are a ground unit and do not belong in an air spam army — but they are the reason you should carry a second army to war, and CorruptYT ranked them at #5 in his TH17 list. Supercell called the July 14 patch's Meteor Golem change "the biggest buff of this round," writing that the unit "needed a fast nerf after TH18 launched, but we pushed it too far." The October 17, 2026 post announces a second buff — "increased HP, which also increases Meteormite HP" — because Meteor Golem "is still below average" in TH18 war. Neither post gives numbers, so none are quoted here.

When neither the Giant Arrow nor the Rocket Backpack can reach Air Defenses buried in the core, that is a ground base, and a Meteor Golem core is now a real option rather than a novelty. The best armies by Town Hall guide covers the TH17–TH18 ground packages in full.

How Does Air Spam Compare to the Other TH17 Strategies?

Air spam is the highest-ceiling, lowest-micro option at TH17 provided your two snipe pieces are leveled; the alternatives trade that ceiling for consistency or for immunity to bad Air Defense placement.

StrategyDifficultyKey requirementBest againstWeakest against
Duke-snipe air spamIntermediateGiant Arrow + Rocket Backpack levelsAir Defenses near the perimeter or in a lineAir Defenses buried in separate core compartments
Lava Hound air spamBeginner–Intermediate3 Lava Hounds, Haste spellsTrap-heavy bases, unconfirmed snipesLong bases where Balloons time out
Root Rider smashIntermediateRoot Rider levels, DruidsCompartment-heavy ground layoutsBases with strong single-target ground defenses
Super Yeti chargeBeginner–IntermediateRoyal Champion levelOpen coresRing bases
Meteor Golem groundAdvancedPost-July-2026 Meteor Golem levelsCored Air Defense layoutsWide, spread bases
Queen Charge HybridAdvancedHigh Queen and Healer levelsPredictable perimetersAnti-Queen-walk compartments

The decision rule is simple: can a straight line from outside the base touch two or more of them? If yes, bring air spam. If they are split across three separate core compartments, bring a ground army. Live usage rates by Town Hall are on the Army Meta page.

Which Bases Beat TH17 Air Spam?

Bases beat TH17 air spam by making the snipe impossible, not by out-tanking the swarm. Three layout patterns do it reliably.

Air Defenses in three separate core compartments. A Giant Arrow reaches one line and a Rocket Backpack dash reaches one axis, so three Air Defenses on three different axes means at least one survives, and at TH17 a level 15 Air Defense is enough to break a Dragon Rider wave on its own.

Dense Seeking Air Mine rings around the Air Defenses. With the Duke's trap damage reduction at 20%, a mine ring now punishes the dash directly. It also shreds Dragon Riders on approach, and unlike the Air Defenses, mines are invisible until they fire.

Very long, spread layouts. Air spam runs out of time when Balloons are traveling, not when they are deleting things. A 44×44 spread base with buildings in every corner turns the Lava Hound variation into a 2-star even when the snipe lands perfectly.

What Are the Most Common TH17 Air Spam Mistakes?

The most common TH17 air spam mistakes all happen in the first 15 seconds or the last 30, and 4 of the 5 below cost you a hero or a wave rather than a few percent. Each one has a consequence and a fix.

  1. Firing the Giant Arrow at a non-Air Defense target. Consequence: you spend the double-damage ability on a building it now hits for less than it used to, and the snipe fails before it starts. Fix: commit the arrow to Air Defenses only. The May 2026 rework cut its damage against everything else by up to 25% at level 18 — the arrow is no longer a general-purpose opener.
  2. Dashing the Dragon Duke through a Seeking Air Mine lane. Consequence: at 20% trap damage reduction, a mine deletes or nearly deletes him, and you lose half the snipe plus a hero. Fix: re-plan the dash axis around open tiles near Air Defenses, which is where mines sit. This was a viable technique at 40% and 50%; it stopped being one on July 14, 2026.
  3. Stacking Dragon Riders on a single deployment tile. Consequence: 8 units in one spot all take the same splash damage and all target the same defense, so the wave dies to one Scattershot. Fix: fan them across 6 to 8 tiles. Dragon Riders target defenses independently and want separation.
  4. Expecting the Overgrowth Spell to stop traps or defending troops. Consequence: you Overgrow a compartment, fly in confidently, and a Seeking Air Mine plus a defending Clan Castle stack removes the wave anyway. Fix: remember Overgrowth affects buildings only — Walls, Traps, defending troops, Heroes, and Builders are all unaffected for its full 22–26 second duration.
  5. Holding spells for a better moment. Consequence: the swarm stalls at a compartment wall, the clock runs out, and you finish with 4 unused spells and a 2-star. Fix: drop Rage on the first genuine stall and Freeze the first Inferno Tower that fires. Spells in your hand at the 30-second mark are wasted housing space.

How Do You Practice TH17 Air Spam Before Taking It to War?

Practice the snipe in isolation before you practice the army, because the two hero abilities are the only part with real skill expression and the only part you can rehearse cheaply.

Run friendly challenges against clanmates' TH17 layouts with heroes only — Queen and Duke, no troops. Expect around 20 attempts to learn which Giant Arrow angles reach two Air Defenses and which Rocket Backpack axes pass through the core, at no cost in loot or war stars. Once two abilities reliably remove two Air Defenses, add the full army, and treat every multiplayer attack against a TH17 as a snipe rehearsal. For the general "turn a 2-star into a 3-star" habits that apply across every army, see how to three-star in war.

Frequently Asked Questions

What is the best TH17 army in 2026?

The best TH17 army in October 2026 is 8 Dragon Riders, 4 Inferno Dragons, 8 Balloons, 2 Baby Dragons, and 10 Minions — 340 housing spaces behind a Sky Wagon — deployed after a Giant Arrow and Rocket Backpack Air Defense snipe. Request a Lava Hound plus a Dragon Rider in the Clan Castle, which fills a level 13 Castle's 55 spaces exactly.

What Rocket Backpack level one-shots Air Defenses?

Rocket Backpack level 24 one-shots a max TH17 Air Defense: levels 24–26 deal 2,050 damage and level 27 deals 2,150, against a level 15 Air Defense's 1,950 hitpoints. Levels 21–23 deal 1,875 and levels 18–20 deal 1,700, so below level 24 the dash needs the Giant Arrow to finish the job.

Is air spam still good at TH17 in October 2026?

Air spam is still strong at TH17 in October 2026 — the July 14 patch cut the Dragon Duke's trap damage reduction from 40% to 20%, and the October 17 announcement trims Fire Heart (healing 150 to 140 per second at max), but neither touches the Giant Arrow's double damage to Air Defenses or the Rocket Backpack. You change the Duke's routing, not the army.

How much housing space does a TH17 army have?

A TH17 player has 340 troop housing spaces across 4 Army Camps at 85 each. A level 13 Clan Castle adds another 55, which fits a Lava Hound (30) plus a Dragon Rider (25) exactly, for 395 total.

Which siege machine should I bring for TH17 air spam?

The Sky Wagon is the TH17 air spam pick — it unlocks at Workshop level 9, flies, is immune to spells, targets defenses, and drops barrels containing Minions, a Balloon, a Baby Dragon, and one Clan Castle troop. Its spawned troop levels scale with the Sky Wagon's own level rather than your Laboratory research.

Does the Overgrowth Spell disable traps?

The Overgrowth Spell does not disable Walls or Traps — a Seeking Air Mine inside its 6-tile radius still detonates normally, as do defending troops, Heroes, and Builders. It only makes buildings invisible and invulnerable, for 22 to 26 seconds depending on its level 1 through 5.

When should I bring ground instead of air spam at TH17?

Bring ground when the base's Air Defenses sit in 3 separate core compartments, because no single Giant Arrow line or Rocket Backpack axis reaches more than one of them. Meteor Golem cores became a real option for exactly these layouts on July 14, 2026, when Supercell gave the unit what it called "the biggest buff of this round," and the October 17, 2026 post announces more Meteor Golem and Meteormite HP — neither post gives numbers, so judge it by testing.

Should I use Lava Hounds or Dragon Riders for TH17 air spam?

Use the Dragon Rider core (8 Riders, 200 housing) when your Rocket Backpack is level 24 or higher and you trust the snipe; use the 3-Lava-Hound variation (90 housing of Hounds plus 30 Balloons) when your Backpack is under-leveled or the base is dense with Seeking Air Mines. The Hounds buy survivability at the cost of clear speed.

**Methodology:** Balance data comes from three Supercell posts: State of Gameplay Part 2 (May 22, 2026) for the Giant Arrow rework and Rocket Backpack damage; the July Balance Update (announced July 9, live July 14, 2026), which publishes intent rather than a stat table, so no percentages are attributed to it; and "Balance Changes Incoming: October 2026" (published October 17, 2026, no live date), whose usage and three-star figures are Supercell's own TH18-vs-TH18 Clan War and CWL numbers over four weeks. The Duke's 50% → 40% → 20% trap-reduction history comes via our [July 2026 balance changes guide](/clash-of-clans/guides/clash-of-clans-balance-changes-july-2026). Community signals come from late-July 2026 TH17 air-army videos by iTzu (ENG), Applesauce and CorruptYT. Army compositions are TrophyCoach builds derived by arithmetic from published per-unit housing costs against the 340-space TH17 camp budget and the 11-housing spell cap; the Rocket Backpack damage ladder, the level 15 Air Defense's 1,950 hitpoints and the Overgrowth duration ladder come from the published stat tables.

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