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Clash of Clans Guide

Best Clash of Clans War Attack Strategies (October 2026) by Town Hall

Updated 2026-10-2223 min read

Quick answer: The most reliable Clash of Clans war attack strategies in October 2026 are mass Dragons at TH7 to TH9, Queen Charge Hybrid at TH10 to TH13, and Root Rider smash, Super Yeti with a Royal Champion charge and Hydra air at TH16 through TH18 (still the max Town Hall). Match the archetype to the base's weakness rather than forcing your favorite army, and build a two-sided funnel every time.

Best Clash of Clans War Attack Strategies (October 2026) by Town Hall

The strongest Clash of Clans war armies in October 2026 divide cleanly by Town Hall: mass Dragons and GoWiPe carry TH7 to TH9, Queen Charge Hybrid and LavaLoon own TH10 to TH13, Root Rider smash, Super Yeti charge and Hydra air lead TH16 to TH18, and Ruin Witch armies top TH18, the max level since the November 17, 2025 update. Supercell's October 17, 2026 balance post, built on four weeks of TH18-vs-TH18 Clan War and CWL attacks, named the Ruin Witch the highest three-star troop that sees meaningful use and announced nerfs to her Ruin Knights and to the Dragon Duke's Fire Heart, plus buffs for Hog Riders, Miners, P.E.K.K.A, Meteor Golem, the Frozen Arrow and the Portal Pendant. Below, each core archetype is rated for difficulty and paired with the base type it beats, so you can pick base-first instead of copying one army into every war.

How Should You Choose a War Army in October 2026?

Choose the army that punishes the base's specific weakness, then confirm your heroes are high enough to run it. Every archetype below assumes you have already scouted for 30 seconds and built a two-sided funnel — the step-by-step three-star system covers that groundwork. The single most important selection question is air versus ground: spread-out air defenses invite an air attack, while one open thinly-walled quadrant invites a ground smash.

Difficulty ratingWhat it meansExample archetypes
BeginnerForgiving; imperfect deploys still tripleMass Dragons, Super Yeti charge
IntermediateNeeds a clean funnel and basic spell timingHybrid, Electro Dragon, Root Rider smash
AdvancedDemands base reading and precise executionQueen Charge Hybrid, LavaLoon, Hydra

Already scouted your war target? Upload the screenshot and your player tag to the free Attack Planner and it builds the plan from your own troops, levels and equipment, not a generic army list.

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What Are the Best Low Town Hall War Armies (TH7-TH9)?

At TH7 to TH9 the best war armies are mass Dragons, GoWiPe, and mass Hog Riders, because these Town Halls lack the layered point defenses that punish simple compositions. Air is king here since air defenses are few and weak.

Mass Dragons (TH7-TH9) — Beginner

Mass Dragons is the most forgiving low-TH war army: fill the camp with Dragons, add a couple of Balloons for point defenses, and bring Rage and Lightning spells. Use 1 or 2 Lightning spells to snipe an Air Defense before deploying, then send Dragons in a spread line from one side so they don't clump into a single Air Defense's range. Impact: massive at TH7-TH8, where few defenders can stop a Dragon flood.

  • Beats: bases with Air Defenses pushed toward the edges.
  • Struggles against: centralized Air Defenses well-covered by Wizard Towers.
  • Difficulty: Beginner.

GoWiPe and Hog Riders (TH9) — Intermediate

At TH9, GoWiPe (Golem, Wizards, P.E.K.K.A) and mass Hog Riders add a ground option for bases that spread air defenses centrally. GoWiPe wants a clean funnel and Jump/Rage spells to punch into the core; Hog Riders want Heal spells to survive splash defenses and hidden Giant Bombs. Both reward the funneling discipline that transfers to every higher Town Hall. Supercell's October 17, 2026 post announces more HP for Hog Riders and more damage for P.E.K.K.A, but it measured TH18 attacks only and doesn't say which troop levels change.

What Are the Best Mid Town Hall War Armies (TH10-TH13)?

At TH10 to TH13 the best war armies are Queen Charge Hybrid, LavaLoon, Electro Dragons, and Yeti Smash, because these Town Halls introduce Inferno Towers (TH10) and the Eagle Artillery (TH11) that demand a proper opener to clear a path. This is where the Queen Charge becomes the defining high-skill technique.

Queen Charge Hybrid (TH10-TH13) — Advanced

Queen Charge Hybrid uses the Archer Queen and 4 to 5 Healers to carve a path through one side of the base, then follows with Hog Riders and Miners to clean up. It is the most versatile mid-TH army because the Queen adapts to nearly any base, but it demands you read her pathing and protect her from single-target Inferno Towers. The October 17, 2026 post also announces more HP for Hog Riders, though it doesn't say which levels change. The full technique — healer counts, funnel creation, and when to Recall — is in the Queen Charge Guide.

  • Beats: almost any base with a reachable Archer Queen entry corner.
  • Struggles against: heavily centralized single-target Inferno Towers with no safe Queen path.
  • Difficulty: Advanced.

LavaLoon (TH11-TH13) — Advanced

LavaLoon (Lava Hounds tanking for Balloons) is the classic air three-star at TH11 and up, leaning heavily on the Grand Warden's air ability to keep the Balloons alive through the core. It rewards a Queen Charge or Baby Dragon funnel to open a lane, then a wave of Balloons behind the Lava Hounds. Freeze spells on Air Defenses and Infernos are what turn a two-star into a three.

Electro Dragons and Yeti Smash (TH12-TH13) — Intermediate

Electro Dragons offer a more forgiving air option than LavaLoon: their chain lightning clears buildings in a line, so a straight-line deploy from the weakest air side does most of the work with Rage and Freeze support. Yeti Smash brings a ground alternative — Yetis and their Yetimites flood the core behind a tank, backed by Rage and Freeze.

What Are the Best High Town Hall War Armies (TH14-TH18)?

At TH14 to TH18 the best war armies in October 2026 are Root Rider smash, Super Yeti with a Royal Champion charge and Hydra air, with Ruin Witch armies on top at TH18, because these bases stack defenses that only concentrated, well-funneled pushes overwhelm: Scattershots from TH13, Monoliths and Spell Towers from TH15, the merged Multi-Archer Tower and Ricochet Cannon from TH16, Firespitters and Multi-Gear Towers from TH17, and the Revenge Tower and Super Wizard Tower at TH18. From TH17 the Eagle Artillery is no longer a separate building — it is merged into the Town Hall — so at TH17 and TH18 the Town Hall itself is one of the defenses your path has to beat.

Root Rider Smash (TH15-TH18) — Intermediate

Root Rider smash is the most consistent high-TH ground army of 2026: Root Riders — high-hitpoint units that target defenses and break walls automatically — push toward key defenses while a tank and Super Yetis push the core, with a Royal Champion charge tanking through the funnel behind Electro Boots. It is forgiving because it doesn't need the pinpoint base read of an air attack, and it works across most base designs. This is the go-to answer when you are unsure what to bring; the Root Rider Smash guide covers the full composition.

  • Beats: most standard TH16-TH18 war bases, especially ground-oriented layouts.
  • Struggles against: bases engineered to scatter your ground path with tight compartments.
  • Difficulty: Intermediate.

Super Yeti with Royal Champion Charge (TH16-TH18) — Beginner-to-Intermediate

Super Yeti charge is the most forgiving high-TH three-star: fireball or Log Launcher a cluster of key defenses, send a tank, and dump a wave of Super Yetis behind an RC charge. Even imperfect attacks regularly triple max bases because the Yetis and their spawned Yetimites blanket the core in damage. If Root Rider smash is the safe pick, Super Yeti charge is the beginner-friendly one.

Ruin Witch Armies (TH18) — Watch the October Nerf

The Ruin Witch is the troop Supercell's own war data put on top. In its October 17, 2026 post, Supercell reported that Ruin Witch attacks three-star about 76% of the time in TH18-vs-TH18 Clan War and CWL attacks over the previous four weeks, the highest of any troop that sees meaningful use, against an overall average of 53%. The Ruin Witch takes 26 housing spaces and, since the August 30, 2026 update, summons up to 10 Ruin Knights that no longer lose health over time.

The announced nerf targets the Knights, not the Witch. Ruin Knights drop from 20 to 18 housing space so Spring Traps can launch them (until now they could trigger a Spring Trap and walk away), and they move a little slower with slightly less HP and damage. A Spring Trap on the Knights' path will now remove a Knight instead of being wasted, so don't build your whole war plan on pre-nerf numbers.

Hydra Air (TH17-TH18) — Advanced

Hydra is a two-flank air attack — a common TH18 version fields roughly 11 Dragons, 10 Balloons, 2 Dragon Riders, and 1 Lava Hound (350 housing, which fits TH18's 352-space camps; at TH17's 340 drop 2 Balloons), with 3 Rage, 3 Freeze, and 1 Poison (10 of the 11 spell spaces), though exact counts shift by patch. You attack from two directions at once so the base must split its defensive fire between air threats on both flanks. It is a high-ceiling option with a high skill floor: centralized Air Defenses well-covered by Wizard Towers will punish a sloppy Hydra. Reserve it for bases with air defenses you can split, and see the TH17 air spam guide for the Air Defense snipe that sets it up.

Super Bowler Smash and Fireball variants (TH17-TH18) — Intermediate

Super Bowler smash and Fireball-based ground compositions (such as Fireball Meteor Golem lines) round out the high-TH options. Super Bowlers bounce damage through walls into stacked compartments, making them strong against boxy, over-walled cores, and Meteor Golem picks up an HP buff (which raises Meteormite HP too) in the October 17 post. Learn these as a second army once Root Rider smash is comfortable.

Which War Army Should You Bring? A Base-First Cheat Sheet

Bring the army that matches the base weakness you scouted, not the army you like most. This table collapses the whole guide into one decision:

Town Hall rangeSafest pickHighest-ceiling pickBring when…
TH7-TH9Mass DragonsGoWiPe / HogsAir defenses are weak and few.
TH10-TH13Electro DragonsQueen Charge Hybrid / LavaLoonYou can read the Queen path or split the air.
TH14-TH18Super Yeti chargeRoot Rider smash / Hydra / Ruin Witch (TH18)Ground: any base; Hydra: splittable air defenses.

For deeper per-level army lists and troop levels, read Best Armies by Town Hall. For the hero levels each army needs, read Hero Upgrade Order. For live archetype usage and three-star rates from ranked ladder battles (ranked, not war), see the CoC Army Meta page.

What Changed for War Armies in the October 2026 Balance Changes?

The October 2026 balance changes, announced by Supercell on October 17, 2026, nerf the two strongest TH18 war options — the Ruin Witch's Ruin Knights and the Dragon Duke's Fire Heart — and buff 4 underused troop lines and 2 pieces of equipment. Supercell based them on TH18 attacks against TH18 bases in Clan Wars and CWL over the previous four weeks, and the post calls them "incoming" without a live date, so check the in-game patch notes before assuming they are active.

Unit or equipmentChangeOldNew% Change
Ruin Knights (Ruin Witch)Housing space2018-10%
Ruin Knights (Ruin Witch)Speed, HP and damage—Slightly lower—
Fire Heart (Dragon Duke)Bonus damageAdded damageNo damage-100%
Fire Heart (Dragon Duke)Bonus HP, every level—Around 8% lowerabout -8%
Fire Heart (Dragon Duke)Max-level healing per second150140-6.7%
Hog Rider, Super Hog RiderHP—Increased—
Miner, Super MinerHP at max levels—Increased—
P.E.K.K.ADamage—Increased—
Meteor GolemHP (also raises Meteormite HP)—Increased—
Frozen Arrow (Archer Queen)Slow—+5 percentage points at every level—
Frozen Arrow (Archer Queen)Max-level damage168175+4.2%
Portal Pendant (Minion Prince)Max-level bonus HPNone1,200New

Impact: significant — Fire Heart. Supercell reported Fire Heart in almost 40% of all the TH18 war attacks it measured and in more than half of attacks with the Dragon Duke. Losing its damage and some HP and healing makes the Duke's other equipment worth testing again before your next war.

Impact: significant — Ruin Witch. The Ruin Knight housing change exists so Spring Traps can finally launch them. Treat the Ruin Witch as a strong but no-longer-trap-proof pick (see the Ruin Witch section above).

Impact: small — Hog Rider, Miner, P.E.K.K.A and Meteor Golem. Supercell said Hog Rider, Miner and P.E.K.K.A each show up in a small share of TH18 war attacks and that Meteor Golem is still below average. The buffs make Hybrid and GoWiPe-style armies slightly sturdier, but one buff round doesn't make them a TH18 meta pick.

Impact: small — Frozen Arrow and Portal Pendant. A stronger slow makes the Frozen Arrow a better Queen Charge option, and the Portal Pendant finally gets the bonus HP the Minion Prince's other equipment already had.

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How Do You Know a Base Is Right for Each Strategy?

Know a base is right for a strategy by checking a short list of scouting cues during your 30-second scout, because every archetype has a base shape it beats and one it loses to. If a base fails the checklist, switch armies rather than forcing the attack.

When is a base right for mass Dragons or air (TH7-TH13)?

  • Air Defenses are pushed toward the edges, not clustered dead-center. Edge Air Defenses die early to Lightning and let Dragons roll inward.
  • Wizard Towers are separated from Air Defenses. When they sit together, a single ZapQuake can delete both — but if the defender spaced them, you can still open a lane. If they are stacked and central, air gets harder.
  • No dense ring of point defenses around the core. Air struggles against a base built to concentrate anti-air in the middle.
  • Red flag: three or more Air Defenses within two rings of the center, each covered by a Wizard Tower. That base is engineered against air — bring ground.

When is a base right for a Queen Charge Hybrid (TH10-TH14)?

  • The Archer Queen has a reachable entry corner with buildings to walk her toward the core, not a moat that strands her.
  • The single-target Inferno Towers are not all clustered on your entry side. One is manageable with a Freeze; two saturating at once will kill her.
  • There is a clear flank to funnel with a Baby Dragon and Wizards so the Queen commits inward.
  • Red flag: the Queen's only path hugs a wall that loops her around the outside. A wall-hug pull-out wastes the charge.

When is a base right for a Root Rider or Super Yeti smash (TH15-TH18)?

  • One quadrant is open or thinly walled, giving the ground push a lane into the core.
  • The base is not a tight compartment maze designed to scatter ground pathing (see the island-base warning below).
  • Key defenses cluster in a fireball- or Log-Launcher-reachable line so you can soften them before the Yetis land.
  • Red flag: an island layout with an Inferno Tower, a Monolith or (at TH15 and TH16) the Eagle Artillery sealed in an isolated 2-tile-gap compartment — that design exists specifically to ruin Super Bowler and Hybrid pathing, and it stalls ground smashes too. At TH17 and TH18, check whether the Town Hall, which now carries the merged Eagle Artillery, sits in that sealed core.

When is a base right for a Hydra or LavaLoon (TH13-TH18)?

  • The Air Defenses can be split so a two-flank Hydra or a Balloon lane can approach from a side the base can't fully cover.
  • The core anti-air is not a solid centralized block of Air Defenses each backed by a Wizard Tower.
  • You have Freeze available for the point defenses that would shred your Balloons or Dragons.
  • Red flag: centralized, Wizard-Tower-covered Air Defenses. This is the classic anti-air layout and it punishes a sloppy air attack hardest.

How Long Does Each War Strategy Take to Learn?

Each war strategy takes a different number of practice attacks to learn, so pick one you can actually execute before your next war, not one you have only watched on video.

StrategyDifficultyRough practice attacks to competenceSkill ceilingBest for
Mass DragonsBeginner3-5 Friendly ChallengesLow — consistent but rarely elegantNew war attackers at TH7-TH9.
Super Yeti + RC chargeBeginner-Intermediate5-10Medium — forgiving triplesHigh-TH players who want reliability.
Electro DragonsIntermediate5-10MediumTH12-TH13 air without full LavaLoon reads.
Root Rider smashIntermediate10-15High — meta backboneThe default high-TH pick when unsure.
Queen Charge HybridAdvanced20-30Very high — beats almost anythingPlayers investing in a lifetime skill.
LavaLoonAdvanced20-30Very highAir specialists who read pathing.
Hydra airAdvanced20-30HighPlayers who can split base air defenses.

Beginner armies pay off in the first week, while advanced armies take a month of Friendly Challenges before they three-star reliably. Learn one forgiving army first (mass Dragons or Super Yeti charge), then invest in one high-ceiling army (Queen Charge or LavaLoon) as your long-term main.

How Do Heroes Change Your War Army Choice?

Your six heroes gate which armies you can run, so upgrade the ones your main war strategy depends on. The Barbarian King unlocks at TH4 (Hero Hall 1, since May 2026), the Archer Queen at TH8 (Hero Hall 2), the Minion Prince at TH9, the Grand Warden at TH11, the Royal Champion at TH13, and the aerial Dragon Duke at TH15. A Queen Charge is impossible without a strong Archer Queen; LavaLoon leans on the Grand Warden; Root Rider smash wants a tanky Royal Champion.

The Dragon Duke, released March 2026, is an aerial hero whose Royal Rampage passive enrages him when no other friendly flying units are nearby, so fly him alone — ahead of a ground army, or well apart from your air stack — rather than inside a Dragon cloud. His most-used equipment, the Fire Heart, loses its bonus damage and some HP and healing under the October 17 changes, so read the Dragon Duke guide before you lock in his loadout for war.

How Do You Deal With the Defensive Clan Castle in War?

Deal with the enemy Clan Castle by luring its troops out and killing them before your main army commits, because defensive Clan Castle troops can single-handedly wreck an otherwise perfect attack. Every war base can hold reinforcement troops, and a Dragon, an Electro Dragon, or a stack of Wizards inside the Castle will tear through your push if you ignore it. The lure is a non-negotiable step at every Town Hall above TH8.

The standard lure sequence:

  1. Send a single expendable unit — a Barbarian, a Baby Dragon, or one Hound — toward the Castle radius to pull the defensive troops out.
  2. Drag them to a corner away from defenses by dropping a second lure unit at the map edge.
  3. Kill them with a Poison spell and a few targeted troops, or pull them onto your heroes.
  4. Only then commit the main army, now that the Castle threat is neutralized.

A Poison spell is the workhorse here: it slows and damages clustered Castle troops, making the cleanup fast. Skip the lure and the defensive Castle eats your push from behind.

Which Siege Machine Should You Bring to War?

Bring the siege machine that delivers your Clan Castle troops where the attack needs help, because the siege choice shapes your whole entry. The siege machine carries your own reinforcement troops and doubles as a tank or funnel tool depending on which you pick.

Siege machineBest forWhy
Log LauncherGround smash entriesTanks and clears a wide ground lane while dropping CC troops in the core.
Battle BlimpAir and Hybrid attacksFlies CC troops straight to the center, ignoring outer defenses.
Siege BarracksExtra ground pressureSpawns troops that add a second wave and distract point defenses.
Flame FlingerLong-range building clearingSnipes key defenses from range to soften the core before the push.

Match the siege to the army: a Root Rider or Super Yeti smash pairs naturally with a Log Launcher, while a LavaLoon or Hydra wants a Battle Blimp to deliver reinforcements deep.

How Do You Adapt When a War Attack Starts Going Wrong?

Adapt a war attack mid-battle by reading what your army is actually doing and spending your remaining spells to rescue the push, rather than freezing up and dumping everything at the end. The best attackers treat the first 15 seconds as live information: if the funnel held and the army is driving into the core, stay the course; if the army is arcing outward or dying to a defense you underestimated, react immediately.

Three in-battle reads and their fixes:

  • The army is wrapping around the outside. The funnel broke. Drop a hero or a spare unit on the open flank right away to pull the wrapping troops back inward, and do not wait for the timer to confirm what you can already see.
  • A single defense is deleting your push. If an Inferno, Scattershot, or the Eagle Artillery (merged into the Town Hall from TH17) is shredding the army, Freeze it now — a Freeze spent to save a live attack is worth far more than one held for a cleaner moment that never comes.
  • The heroes are ahead of the army. If your Barbarian King or Royal Champion outran the push and is tanking alone, pop the Grand Warden's ability or a Rage to bring the damage dealers up before the heroes fall.

Spend spells on the attack in front of you, not the attack you planned: keep at least one Freeze and your hero abilities in reserve as reaction tools, because consistent three-star attackers notice a problem at second 15 and fix it at second 16.

How Do You Turn a Two-Star Into a Three-Star?

Turn a two-star into a three by diagnosing which of the 5 attack steps broke, not by switching armies. Most failed three-stars are funnel failures, not army failures: the main push wrapped around the outside because the corners weren't cleared. The three-star system guide walks the diagnosis in order — scout, strategy, funnel, deploy, spells.

Use your data. With a public war log, the War Coaching tool reads your clan's live war and shows each member's stars and missed attacks, so you can see whether a low-scoring member is bringing the wrong army or fumbling the funnel. Each member gets 2 attacks in a regular war (23-hour prep, 24-hour war day), so the cheapest three-star gain is simply making sure nobody skips their second hit.

How Does Hero Equipment Change War Attacks in October 2026?

Hero Equipment reshapes every war army in October 2026 because the gear you slot changes what each hero does. Each hero equips 2 pieces at once, and the choice can turn a hero from a tank into a defense-clearing threat. The right loadout is army-specific: a Queen Charge wants healing and reach on the Archer Queen, while a ground smash wants the Grand Warden and Royal Champion built to survive and punch.

  • Archer Queen equipment like the Giant Arrow, Healer Puppet, and Frozen Arrow makes her charges stronger — the Healer Puppet adds sustain, the Frozen Arrow slows defenses (5 percentage points more slow at every level under the October 17 changes), and the Giant Arrow snipes a line of buildings before she even walks in.
  • Grand Warden equipment such as the Eternal Tome and Life Gem tunes his ability window, deciding whether he saves your army from a big hit or extends its damage output.
  • Royal Champion equipment like the Seeking Shield and Electro Boots defines a Root Rider or Super Yeti charge — the Electro Boots let her tank forward through the funnel.
  • Barbarian King equipment such as the Rage Vial or Earthquake Boots turns him into a wall-breaking, self-sustaining tank for ground pushes.
  • Minion Prince got a new Epic, the Portal Pendant, in the October 2026 Cosmic Curse: Portal Panic season, and the October 17 changes add up to 1,200 bonus HP to it at max level.
  • Dragon Duke players leaned on the Fire Heart more than any other piece; after its October nerf, test his other equipment in Friendly Challenges before war.

Because equipment levels take time to build, prioritize the pieces that support your main war army. The Hero Equipment guide ranks every piece for all 6 heroes.

What Are the Most Common War Army Mistakes?

Mistake 1 — forcing one army into every base. Bringing Hydra into a centralized-air-defense base, or a ground smash into a compartment maze, ignores the base weakness. Impact: massive. Pick base-first.

Mistake 2 — copying a troop list without the funnel. The exact army counts don't matter if the funnel breaks. Impact: massive. Clear both entry corners before the main push.

Mistake 3 — bringing an army your heroes can't support. A Queen Charge with an under-leveled Archer Queen collapses on the first Inferno. Impact: significant. Upgrade the heroes your main army needs first.

Mistake 4 — treating patch-day army lists as permanent. Army counts shift with every balance round — the October 17, 2026 post alone moves Ruin Knights from 20 to 18 housing space. Impact: moderate. Re-verify troop levels and counts each season.

Mistake 5 — skipping the second war attack. A regular war gives 2 attacks per member; the unused one is a free enemy star. Impact: significant. Always use both.

Frequently Asked Questions

What is the best Clash of Clans war attack strategy in October 2026?

Root Rider smash and Super Yeti with a Royal Champion charge are the most consistent TH16 to TH18 war picks in October 2026, while mass Dragons carries TH7 to TH9 and Queen Charge Hybrid carries TH10 to TH13. Supercell's own October 17 war data put Ruin Witch attacks on top at TH18, at about 76% three-star before the announced Ruin Knight nerf.

What is the best TH17 attack strategy right now?

TH17 attackers get the most consistency from Root Rider smash and Super Yeti charge, while Hydra air (drop 2 Balloons to fit TH17's 340 housing spaces) and the TH17 air spam Air Defense snipe are the higher-ceiling picks for players who can split the base's air defenses.

Did the Ruin Witch get nerfed in October 2026?

The Ruin Witch's Ruin Knights are getting nerfed: Supercell's October 17, 2026 post cuts their housing space from 20 to 18 so Spring Traps can launch them, and makes them a little slower with slightly less HP and damage. The post called the changes incoming and gave no live date.

Did Fire Heart get nerfed in October 2026?

Fire Heart, the Dragon Duke's most-used equipment, loses its bonus damage, has around 8% less bonus HP at every level, and heals 140 instead of 150 per second at max level under Supercell's October 17, 2026 changes.

Is mass Dragons still good in Clash of Clans war in October 2026?

Mass Dragons is still a strong beginner war army at TH7 to TH9, where air defenses are few and weak. Snipe 1 or 2 Air Defenses with Lightning spells first, then deploy the Dragons in a spread line so they don't clump into a single Air Defense.

Should I use air or ground attacks in war?

Air versus ground is decided by the base: use air when the Air Defenses are spread toward the edges, and ground when one quadrant is open and thinly walled. Scout for 30 seconds and let the defensive placement decide before you pick an army.

How many attacks do I get in a Clash of Clans war?

Clash of Clans gives each member 2 attacks in a regular clan war, played on a 24-hour war day after a 23-hour prep day. In Clan War Leagues you get only 1 attack per war day across 7 war days per season.

Is Town Hall 19 out yet?

Town Hall 18 is still the max Town Hall in October 2026, and Supercell had not announced Town Hall 19 in its Clash of Clans news posts through October 21, 2026. TH17 (November 25, 2024) and TH18 (November 17, 2025) both landed in November, so read the Hammer Jam and Town Hall 19 prep guide for what to save now.

**Methodology:** This guide reflects Clash of Clans war mechanics as of October 22, 2026 (max Town Hall 18, six heroes including the Dragon Duke). Archetype ratings, difficulty labels and practice-attack ranges are editorial judgments from war mechanics and community-standard technique, not measured rates. The only measured war figures on this page (the Ruin Witch, Fire Heart and overall three-star and usage figures) are Supercell's own, from its October 17, 2026 post "Balance Changes Incoming: October 2026", which covers TH18 attacks against TH18 bases in Clan Wars and CWL over the previous four weeks and predates the changes it announces. Named army compositions are common current versions that shift with balance patches; verify exact troop counts and levels in-game before relying on them.

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