AnswerDeep diveClash of Clans

What is the best TH18 army in Clash of Clans?

Updated Patch October 2026 changes (live 20 Oct)
  • iOS
  • Android

Short answer

A Thrower core with three Healers, three Ruin Witches and a Totem and Revive spell kit. It 3-stars 89% of simulated max bases, about 75% on the real ladder, roughly 5 to 10 points above the best real builds. Since the October balance changes, the best air army scores higher (98% against 91%).

The army

Slot Take Why
Troops (352) 9 Thrower, 3 Healer, 3 Ruin Witch, 3 Super Wall Breaker, 1 Apprentice Warden, 1 Ice Golem, 1 Druid, 1 Headhunter, 1 Balloon, 2 Goblin Six-tile range, cheap healing, free bodies from rubble. The Apprentice Warden’s aura covers troops the Warden’s ring misses.
Spells (11 + 4) 5 Totem, 4 Revive, 1 Earthquake, 1 Poison Brew 4 Revive, 2 Totem and the Poison; request 3 Totem and 1 Earthquake. Poison the Guardian or defending heroes once they engage (+2 to 3 points against Logger and Longshot bases).
Siege Machine Troop Launcher 89%, against 84% for Siege Barracks or Sky Wagon and 80% for Log Launcher or Wall Wrecker.
Clan Castle (55) 1 Root Rider, 1 Ice Golem, 2 Balloon, 1 Rocket Balloon, 1 Wall Breaker 3 Ice Golem and 2 Balloon is a tie and easier to request.
Barbarian King Spiky Ball + Snake Bracelet, Frosty The best King pair with ground armies in the equipment test.
Archer Queen Magic Mirror + Action Figure, Electro Owl or Unicorn The two pets tie.
Grand Warden Life Gem + Heroic Torch, Sneezy Life Gem is the most valuable item in the game here.
Dragon Duke Fire Heart + Revenge Deck, Phoenix Revenge Deck scores 1 to 3 points above Electro Fangs in every test.

Air is ahead since October. On 600 fresh bases with the October changes in, the best TH18 air army 3-stars 98% against 91% for this one, and holds up far better on fully maxed bases (80% against 45%). If your air troops are leveled, start there.

How to play it. Pick one side and drop everything along it in a single line: Ice Golem, then the Troop Launcher, Throwers and heroes, then Wall Breakers, with Ruin Witches and Healers behind. Put a Totem wherever the most fire is landing and a Revive on each hero as it falls. The average attack ends at 103 seconds, so the timer is rarely the problem (1% of attacks).

The October changes. Supercell announced them on 17 Oct and they went live in the 20 Oct maintenance break: Fire Heart lost its damage bonus, about 8% of its bonus HP and some healing, and Ruin Knights dropped to 3,800 HP, 330 damage per second, slower movement and 18 housing. That is almost exactly the mild guess tested here before the numbers were out (3,800 HP, 328 damage per second), on 600 fresh bases:

  • The army as it stood drops from 91% to 89.5% (mild) or 87.5% (harsh).
  • Revenge Deck in place of Electro Fangs wins most of that back (92.5% mild, 90% harsh). Keep Fire Heart: the best Duke pair without it scores 1 to 2 points lower.
  • Three Ruin Witches is still the right count. Two or fewer score 2 to 5 points lower.
  • The buffed Hog Riders, Miners, P.E.K.K.A and Meteor Golem still cost 2 to 6 points when swapped in for three Throwers, even with a generous 15% buff. The live buffs are smaller, 5 to 11%.

Supercell’s own war data backs the Witch core: TH18 attacks with Ruin Witches 3-star about 76% of the time, the highest of any troop that sees meaningful use.

Why it wins

Ranking troops by hitpoints and damage per housing space gives the wrong answer at TH18. Testing 48 troops each as a whole army, that paper ranking doesn’t predict the result: the correlation is slightly negative. The paper top five (Hog Rider, Balloon, Barbarian, Super Barbarian, P.E.K.K.A) score 10 to 40%; the Thrower is 31st on paper and third in the test.

Lever Measured effect What it does to the list
Heroes They deal 59% of the army’s damage; losing one costs 29 to 51 points. Revives, Totems, Healers and tanks all exist to keep four heroes alive.
Range Melee to 6.5 tiles: 20% to 72% at equal stats. Throwers as the core troop.
Unit size 1-housing to 40-housing units: about double the 3-star rate at equal stats. No swarms; the two Goblins are cleanup only.
Healing The first Healer returns almost 6 Throwers’ worth of hitpoints; most of the healing comes from the first four. Three Healers, not eight.
Bodies from rubble Three Ruin Witches add 11 points over none. Each raises up to ten 4,000-hitpoint Ruin Knights from destroyed buildings.
Walls The Troop Launcher beats the Log Launcher and Wall Wrecker by 9 points. Troop Launcher, three Super Wall Breakers, one Earthquake.
Uptime Defenses land 18% of their paper damage. Totems, to waste the 15 seconds each defense gets.

Swapping three Throwers for the same housing of any of the other 48 troops made the army worse or left it unchanged.

Range beats size, and size beats swarms

Moving the same unit from melee to 6.5 tiles takes it from 20% to 72%. A ranged unit hits buildings over walls, is in reach of fewer defenses at once and wastes less time walking. That is why the Thrower leads the ladder with mediocre stats per housing.

Range is worth more than hitpoints or damage35 identical units (2,000 HP, 200 DPS, 10 housing each) with standard heroes and spells; only attack range changes. Simulator, 120 bases per point, ±4 points.
3-star rate (%)0204060801000.523.556.5810Attack range (tiles)Ground, 0.5: 20.0Ground, 2: 31.7Ground, 3.5: 45.8Ground, 5: 52.5Ground, 6.5: 71.7Ground, 8: 86.7Ground, 10: 96.7Air, 0.5: 15.0Air, 2: 22.5Air, 3.5: 37.5Air, 5: 51.7Air, 6.5: 79.2Air, 8: 89.2Air, 10: 96.73-star rate (%)0204060801000.523.556.5810Attack range (tiles)Ground, 0.5: 20.0Ground, 2: 31.7Ground, 3.5: 45.8Ground, 5: 52.5Ground, 6.5: 71.7Ground, 8: 86.7Ground, 10: 96.7Air, 0.5: 15.0Air, 2: 22.5Air, 3.5: 37.5Air, 5: 51.7Air, 6.5: 79.2Air, 8: 89.2Air, 10: 96.7
Data for the chart: Range is worth more than hitpoints or damage
Attack range (tiles)Ground (3-star rate (%))Air (3-star rate (%))
0.520.015.0
231.722.5
3.545.837.5
552.551.7
6.571.779.2
886.789.2
1096.796.7

Splash punishes small units hard. With identical hitpoints and damage per housing space, an army of 40-housing units 3-stars about twice as often as an army of 1-housing units. Spring Traps add to it: each one deletes any ground troop of 18 housing or less.

Same stats per housing space, but bigger units winEvery army has 352 housing with 200 HP and 20 DPS per housing, standard heroes and spells; only unit size changes. Simulator, 120 bases per point, ±4 points.
3-star rate (%)020406080125102040Housing space per unitGround, melee, 1: 11.7Ground, melee, 2: 12.5Ground, melee, 5: 16.7Ground, melee, 10: 20.0Ground, melee, 20: 21.7Ground, melee, 40: 23.3Ground, 5-tile range, 1: 30.8Ground, 5-tile range, 2: 33.3Ground, 5-tile range, 5: 41.7Ground, 5-tile range, 10: 52.5Ground, 5-tile range, 20: 60.0Ground, 5-tile range, 40: 62.5Air, 3-tile range, 1: 7.5Air, 3-tile range, 2: 12.5Air, 3-tile range, 5: 16.7Air, 3-tile range, 10: 29.2Air, 3-tile range, 20: 34.2Air, 3-tile range, 40: 41.762.541.723.33-star rate (%)010203040506070125102040Housing space per unitGround, melee, 1: 11.7Ground, melee, 2: 12.5Ground, melee, 5: 16.7Ground, melee, 10: 20.0Ground, melee, 20: 21.7Ground, melee, 40: 23.3Ground, 5-tile range, 1: 30.8Ground, 5-tile range, 2: 33.3Ground, 5-tile range, 5: 41.7Ground, 5-tile range, 10: 52.5Ground, 5-tile range, 20: 60.0Ground, 5-tile range, 40: 62.5Air, 3-tile range, 1: 7.5Air, 3-tile range, 2: 12.5Air, 3-tile range, 5: 16.7Air, 3-tile range, 10: 29.2Air, 3-tile range, 20: 34.2Air, 3-tile range, 40: 41.7Ground, 5-tile range 62.5Air, 3-tile range 41.7Ground, melee 23.3
Data for the chart: Same stats per housing space, but bigger units win
Housing space per unitGround, melee (3-star rate (%))Ground, 5-tile range (3-star rate (%))Air, 3-tile range (3-star rate (%))
111.730.87.5
212.533.312.5
516.741.716.7
1020.052.529.2
2021.760.034.2
4023.362.541.7

Three Healers, not eight

Behind Throwers, the first Healer restores about 15,500 hitpoints per battle, almost six Throwers’ worth of health for less housing than one Thrower. Healing on one target stops stacking at five Healers’ worth (about 410 HP per second), and Air Defenses pick Healers off: of 8 Healers, 5.7 are alive at 60 seconds and 3.4 at 90.

Healers add about 8 points, and the first four do most of itOne damage troop plus Healers filling 352 housing, standard heroes and spells; each Healer replaces 14 housing. Simulator, 120 bases per point. Troops averaged: Thrower, Super Bowler, Super Archer, Yeti, P.E.K.K.A, Bowler, Valkyrie. Single-troop points ±4, the average ±2.
3-star rate (%)405060700123456781012Healers in the armyAverage of 7 troops, 12: 46.1Throwers, 12: 60.860.846.13-star rate (%)404550556065700123456781012Healers in the armyAverage of 7 troops, 12: 46.1Throwers, 12: 60.8Throwers 60.8Average of 7 troops 46.1
Data for the chart: Healers add about 8 points, and the first four do most of it
Healers in the armyAverage of 7 troops (3-star rate (%))Throwers (3-star rate (%))
040.741.7
147.359.2
247.063.3
346.958.3
448.460.8
549.361.7
651.570.0
748.255.8
847.160.8
1047.350.8
1246.160.8

The real ladder agrees: builds with 8 to 10 Healers score lower (31% for 15 Throwers + 8 Healers).

Why defenses do less than their card says

A max TH18 base delivers about 18% of its paper damage: 9,200 DPS against ground would be 1.65 million over three minutes, but against the best army it lands 305,000. The average defense is destroyed after 50 seconds and has a target in range for only 15 of them. The Monolith and the multi-target Inferno look modest on paper and do two to three times the damage of the Air Defenses.

Spells, heroes and equipment

Spells lift the best army from 44% to 88%, and Revive does most of it: about 4 points per housing space, against 1.5 for Totem and Freeze. Heroes deal 59% of the damage, so a spell that returns a dead hero at 80% health buys more than any buff. Removing one of the four Revives costs 8 points; removing the sixth Totem costs under 2, so Totems are the place to trade for a Poison or Freeze.

Revive is worth more than any other spell, by a wide marginChange from adding 4 housing of one spell to the army with no other spells (44% baseline). Simulator, best ground army, 120 bases per bar. Each bar is ±5 points, so anything between −5 and +5 is indistinguishable from zero.
Revive ×2: +16.6Totem ×4: +6.6Freeze ×4: +5.8Rage ×2: +4.1Healing ×2: +4.1Poison ×4: +6.6Overgrowth ×2: +1.6Lightning ×4: +2.5Bat ×4: +3.3Jump ×2: +2.5Skeleton ×4: +1.6Ice Block ×4: +0.8Earthquake ×4: +2.5Invisibility ×4: +7.5Haste ×4: +0.8Angry ×4: −11.7Revive ×2+16.6Totem ×4+6.6Freeze ×4+5.8Rage ×2+4.1Healing ×2+4.1Poison ×4+6.6Overgrowth ×2+1.6Lightning ×4+2.5Bat ×4+3.3Jump ×2+2.5Skeleton ×4+1.6Ice Block ×4+0.8Earthquake ×4+2.5Invisibility ×4+7.5Haste ×4+0.8Angry ×4−11.7−10010Change in 3-star rate (points)Revive ×2: +16.6Totem ×4: +6.6Freeze ×4: +5.8Rage ×2: +4.1Healing ×2: +4.1Poison ×4: +6.6Overgrowth ×2: +1.6Lightning ×4: +2.5Bat ×4: +3.3Jump ×2: +2.5Skeleton ×4: +1.6Ice Block ×4: +0.8Earthquake ×4: +2.5Invisibility ×4: +7.5Haste ×4: +0.8Angry ×4: −11.7Revive ×2+16.6Totem ×4+6.6Freeze ×4+5.8Rage ×2+4.1Healing ×2+4.1Poison ×4+6.6Overgrowth ×2+1.6Lightning ×4+2.5Bat ×4+3.3Jump ×2+2.5Skeleton ×4+1.6Ice Block ×4+0.8Earthquake ×4+2.5Invisibility ×4+7.5Haste ×4+0.8Angry ×4−11.7−10−5051015Change in 3-star rate (points)
Data for the chart: Revive is worth more than any other spell, by a wide margin
ItemValue (Change in 3-star rate (points))
Revive ×2+16.6
Totem ×4+6.6
Freeze ×4+5.8
Rage ×2+4.1
Healing ×2+4.1
Poison ×4+6.6
Overgrowth ×2+1.6
Lightning ×4+2.5
Bat ×4+3.3
Jump ×2+2.5
Skeleton ×4+1.6
Ice Block ×4+0.8
Earthquake ×4+2.5
Invisibility ×4+7.5
Haste ×4+0.8
Angry ×4−11.7

The Warden is the hero you cannot drop: every line-up without him is at 50% or below. Removing one hero from the best four costs 51 points for the Warden, 36 for the Queen, 34 for the Duke and 29 for the King.

King, Queen, Warden and Duke beat every other line-up by 12 pointsThe best ground army with each of the 15 possible four-hero line-ups, standard equipment and pets. Simulator, 100 bases per line-up, ±4 points each.
King + Queen + Warden + Duke: 86King + Warden + Champion + Duke: 72King + Queen + Warden + Champion: 73Queen + Warden + Prince + Duke: 74King + Warden + Prince + Duke: 73Queen + Warden + Champion + Duke: 67King + Queen + Warden + Prince: 62King + Warden + Champion + Prince: 60Warden + Champion + Prince + Duke: 60Queen + Warden + Champion + Prince: 60King + Queen + Champion + Duke: 44King + Queen + Prince + Duke: 50King + Champion + Prince + Duke: 42King + Queen + Champion + Prince: 41Queen + Champion + Prince + Duke: 47King + Queen + Warden + Duke86King + Warden + Champion + Duke72King + Queen + Warden + Champion73Queen + Warden + Prince + Duke74King + Warden + Prince + Duke73Queen + Warden + Champion + Duke67King + Queen + Warden + Prince62King + Warden + Champion + Prince60Warden + Champion + Prince + Duke60Queen + Warden + Champion + Prince60King + Queen + Champion + Duke44King + Queen + Prince + Duke50King + Champion + Prince + Duke42King + Queen + Champion + Prince41Queen + Champion + Prince + Duke470204060803-star rate (%)King + Queen + Warden + Duke: 86King + Warden + Champion + Duke: 72King + Queen + Warden + Champion: 73Queen + Warden + Prince + Duke: 74King + Warden + Prince + Duke: 73Queen + Warden + Champion + Duke: 67King + Queen + Warden + Prince: 62King + Warden + Champion + Prince: 60Warden + Champion + Prince + Duke: 60Queen + Warden + Champion + Prince: 60King + Queen + Champion + Duke: 44King + Queen + Prince + Duke: 50King + Champion + Prince + Duke: 42King + Queen + Champion + Prince: 41Queen + Champion + Prince + Duke: 47King + Queen + Warden + Duke86King + Warden + Champion + Duke72King + Queen + Warden + Champion73Queen + Warden + Prince + Duke74King + Warden + Prince + Duke73Queen + Warden + Champion + Duke67King + Queen + Warden + Prince62King + Warden + Champion + Prince60Warden + Champion + Prince + Duke60Queen + Warden + Champion +Prince60King + Queen + Champion + Duke44King + Queen + Prince + Duke50King + Champion + Prince + Duke42King + Queen + Champion + Prince41Queen + Champion + Prince + Duke470204060803-star rate (%)
Data for the chart: King, Queen, Warden and Duke beat every other line-up by 12 points
ItemValue (3-star rate (%))
King + Queen + Warden + Duke86
King + Warden + Champion + Duke72
King + Queen + Warden + Champion73
Queen + Warden + Prince + Duke74
King + Warden + Prince + Duke73
Queen + Warden + Champion + Duke67
King + Queen + Warden + Prince62
King + Warden + Champion + Prince60
Warden + Champion + Prince + Duke60
Queen + Warden + Champion + Prince60
King + Queen + Champion + Duke44
King + Queen + Prince + Duke50
King + Champion + Prince + Duke42
King + Queen + Champion + Prince41
Queen + Champion + Prince + Duke47

Every equipment pair of every hero was tested again on 23 October with the in-game Life Gem rule, on 15 armies: see best hero equipment at TH18. The kit in the army table matches the leaders there for ground armies: Spiky Ball + Snake Bracelet on the King, Magic Mirror + Action Figure on the Queen, Life Gem + Heroic Torch on the Warden and Fire Heart + Revenge Deck on the Duke.

What equipment is worth. Raw hitpoints and damage on the item card don’t predict value; what pays is how much more of the base the whole army takes. Life Gem adds about 19 three-star points over an empty slot, the most of any item, almost all of it through the army: 6.8% more of the base for everyone else and 0.8% for the Warden.

Pets. Frosty on the King, Electro Owl or Unicorn on the Queen (a tie), Sneezy on the Warden, Phoenix on the Duke: the best one-to-one assignment out of all 11,880. The wrong pet costs roughly 5 to 10 points.

If a hero is upgrading. Bring the Minion Prince on Metal Pants + Meteor Staff with Greedy Raven: on 600 fresh bases the army 3-stars 87.2% with the King out, 87.9% with the Queen out and 82.5% with the Duke out, against 90.6% with all four. The Royal Champion is 5 to 7 points behind him every time. With the Warden out, nothing replaces him: the Prince leaves the army at 74.5%. Every case, for this army and the air army, is on the best TH18 army when a hero is upgrading.

If your execution is sloppy

Use the same army. Bad play costs every army about 19 to 50 points between flawless and very sloppy, and the optimized armies stay 15 to 31 points ahead of the best real build the whole way down.

The optimized armies stay ahead at every level of playSame bases and armies; only deployment, spell placement and ability timing change. Simulator, 21 Oct: 600 untouched bases, 2 rolls per point, 95% range about ±2 points. Typical is the setting calibrated to the real ladder.
3-star rate (%)020406080100FlawlessTidyTypicalSloppyVery sloppyQuality of playBest ground, Flawless: 96.7Best ground, Tidy: 94.3Best ground, Typical: 90.6Best ground, Sloppy: 81.6Best ground, Very sloppy: 72.7Best air, Flawless: 99.7Best air, Tidy: 98.8Best air, Typical: 98.1Best air, Sloppy: 88.5Best air, Very sloppy: 80.6Top real Thrower build, Flawless: 80.3Top real Thrower build, Tidy: 79.7Top real Thrower build, Typical: 73.2Top real Thrower build, Sloppy: 58.0Top real Thrower build, Very sloppy: 50.5Top real Dragon build, Flawless: 72.4Top real Dragon build, Tidy: 76.1Top real Dragon build, Typical: 67.2Top real Dragon build, Sloppy: 51.8Top real Dragon build, Very sloppy: 44.415 Thrower + 8 Healer, Flawless: 59.315 Thrower + 8 Healer, Tidy: 47.315 Thrower + 8 Healer, Typical: 29.815 Thrower + 8 Healer, Sloppy: 14.815 Thrower + 8 Healer, Very sloppy: 9.680.672.750.544.49.63-star rate (%)020406080100FlawlessTidyTypicalSloppyVery sloppyQuality of playBest ground, Flawless: 96.7Best ground, Tidy: 94.3Best ground, Typical: 90.6Best ground, Sloppy: 81.6Best ground, Very sloppy: 72.7Best air, Flawless: 99.7Best air, Tidy: 98.8Best air, Typical: 98.1Best air, Sloppy: 88.5Best air, Very sloppy: 80.6Top real Thrower build, Flawless: 80.3Top real Thrower build, Tidy: 79.7Top real Thrower build, Typical: 73.2Top real Thrower build, Sloppy: 58.0Top real Thrower build, Very sloppy: 50.5Top real Dragon build, Flawless: 72.4Top real Dragon build, Tidy: 76.1Top real Dragon build, Typical: 67.2Top real Dragon build, Sloppy: 51.8Top real Dragon build, Very sloppy: 44.415 Thrower + 8 Healer, Flawless: 59.315 Thrower + 8 Healer, Tidy: 47.315 Thrower + 8 Healer, Typical: 29.815 Thrower + 8 Healer, Sloppy: 14.815 Thrower + 8 Healer, Very sloppy: 9.6Best air 80.6Best ground 72.7Top real Thrower build 50.5Top real Dragon build 44.415 Thrower + 8 Healer 9.6
Data for the chart: The optimized armies stay ahead at every level of play
Quality of playBest ground (3-star rate (%))Best air (3-star rate (%))Top real Thrower build (3-star rate (%))Top real Dragon build (3-star rate (%))15 Thrower + 8 Healer (3-star rate (%))
Flawless96.799.780.372.459.3
Tidy94.398.879.776.147.3
Typical90.698.173.267.229.8
Sloppy81.688.558.051.814.8
Very sloppy72.780.650.544.49.6

Three things matter more than the list when you’re not a precise player:

  1. Don’t copy the simplest army. Fifteen Throwers and eight Healers looks forgiving and is the least forgiving army tested: 59% in perfect hands, 10% in very sloppy ones, 31% on the real ladder. It has no tanks, no wall breakers and no second source of bodies.
  2. Deploy in one line and skip the funnel. For the typical player, dropping everything across one side scores 89%. Sending two heroes to the flanks first scores 60%, because the setup burns half a minute and the heroes fight alone.
  3. Watch the hero bars. A Revive on the first hero to fall is worth more than any other single action.
Opponent bases Best ground Best air Top real Thrower build Top real Dragon build
15% weaker 98.5% 99.7% 89% 87%
As calibrated 91% 98% 73% 67%
15% stronger 77% 89% 53% 47%
Every base fully maxed 45% 80% 18% 11%

The base you hit still matters: a 15% swing in defensive strength moves a real build 15 to 20 points but the air army only 2 to 9. Against the hardest bases the air army holds up far better, 80% against 45%.

Version and platform notes

The data is current to the late-September 2026 Thrower nerf and the October 2026 changes, live since 20 Oct (above). Re-run on the live numbers, the level-of-play chart and the opponent-bases table move by a point or less. Totem Spell, Sneezy, Ruin Witch, Angry Spell and Sky Wagon are on Supercell’s watch list for the next balance pass. Everything here applies the same on iOS and Android.

How we counted

We built a battle simulator from the game’s own data tables (every building, trap, troop, spell, hero, equipment item and pet at max TH18 level) and replayed 31 real armies on generated bases. The real results come from the TrophyCoach ranked-battle tracker: 57 exact TH18 builds over a 30-day window to 5 to 6 October 2026, 52 of them used.

Three settings were tuned until the simulator matched the measured results: defensive damage ×1.3, enemy base strength spread evenly from 50% to 100% of that, and a fairly sloppy player (slow deploys, spells off target, late hero abilities). It then ranks real armies in nearly the same order the ladder does: rank correlation 0.74, average miss 9 points, overall bias −3 points. Those are the re-run figures of 23 October, with the in-game Life Gem rule (below); before that fix, with the same three settings, they were 0.78, 9 points and −1.

Simulated 3-star rates track the real ones31 real armies: average miss 9 points, rank correlation 0.74. Simulated on 120 generated max TH18 bases per army; measured by the TrophyCoach ranked-battle tracker, 30 days to 5 Oct 2026, builds with 60+ attacks. Dot size is the number of recorded attacks.
Measured 3-star rate (%)2040608010020406080100Simulated 3-star rate (%)Dragons, build 1 (Air): 62.5, 60.5Dragons, build 2 (Air): 43.3, 55.9Dragons, build 3 (Air): 59.2, 61.0Dragons, build 4 (Air): 48.3, 60.0Super Bowler, build 1 (Ground): 47.5, 65.5Electro Dragons, build 1 (zap) (Air): 32.5, 33.9Electro Dragons, build 4 (Air): 47.5, 33.1Super Bowler, build 2 (Ground): 50.0, 63.3Thrower, build 1 (Ground): 58.3, 70.5Super Bowler, build 4 (Ground): 64.2, 65.815 Thrower + 8 Healer (Ground): 20.0, 31.2Super Archer + Ruin Witch (Ground): 72.5, 66.5Ruin Witch mass (Ground): 71.7, 61.3Thrower, build 4 (Ground): 81.7, 71.3Dragon Riders, build 3 (Air): 52.5, 59.3Super Yeti, build 3 (Ground): 58.3, 61.9Super Yeti, build 4 (Ground): 41.7, 42.5Yeti smash, build 1 (Ground): 79.2, 70.1Yeti smash, build 2 (Ground): 35.8, 56.6Yeti smash, build 3 (Ground): 58.3, 60.0Yeti smash, build 4 (Ground): 60.8, 56.5Root Rider, build 2 (Ground): 38.3, 48.5Root Rider, build 3 (Ground): 41.7, 41.3Root Rider, build 4 (Ground): 50.8, 36.7Thrower + 4 Ruin Witch (Ground): 74.2, 44.8Witches, build 2 (Ground): 59.2, 65.2Meteor Golem, build 2 (Ground): 37.5, 38.1Meteor Golem, build 3 (Ground): 20.8, 27.6Super Dragons, build 2 (Air): 50.0, 55.1Super Dragons, build 4 (Air): 22.5, 34.8Thrower, Healer, Ruin Witch (Ground): 61.7, 73.1Perfect agreementThrower, Healer, Ruin WitchMeasured 3-star rate (%)20304050607080902030405060708090Simulated 3-star rate (%)Dragons, build 1 (Air): 62.5, 60.5Dragons, build 2 (Air): 43.3, 55.9Dragons, build 3 (Air): 59.2, 61.0Dragons, build 4 (Air): 48.3, 60.0Super Bowler, build 1 (Ground): 47.5, 65.5Electro Dragons, build 1 (zap) (Air): 32.5, 33.9Electro Dragons, build 4 (Air): 47.5, 33.1Super Bowler, build 2 (Ground): 50.0, 63.3Thrower, build 1 (Ground): 58.3, 70.5Super Bowler, build 4 (Ground): 64.2, 65.815 Thrower + 8 Healer (Ground): 20.0, 31.2Super Archer + Ruin Witch (Ground): 72.5, 66.5Ruin Witch mass (Ground): 71.7, 61.3Thrower, build 4 (Ground): 81.7, 71.3Dragon Riders, build 3 (Air): 52.5, 59.3Super Yeti, build 3 (Ground): 58.3, 61.9Super Yeti, build 4 (Ground): 41.7, 42.5Yeti smash, build 1 (Ground): 79.2, 70.1Yeti smash, build 2 (Ground): 35.8, 56.6Yeti smash, build 3 (Ground): 58.3, 60.0Yeti smash, build 4 (Ground): 60.8, 56.5Root Rider, build 2 (Ground): 38.3, 48.5Root Rider, build 3 (Ground): 41.7, 41.3Root Rider, build 4 (Ground): 50.8, 36.7Thrower + 4 Ruin Witch (Ground): 74.2, 44.8Witches, build 2 (Ground): 59.2, 65.2Meteor Golem, build 2 (Ground): 37.5, 38.1Meteor Golem, build 3 (Ground): 20.8, 27.6Super Dragons, build 2 (Air): 50.0, 55.1Super Dragons, build 4 (Air): 22.5, 34.8Thrower, Healer, Ruin Witch (Ground): 61.7, 73.1Perfect agreementThrower, Healer, Ruin Witch
Data for the chart: Simulated 3-star rates track the real ones
ItemSeriesSimulated 3-star rate (%)Measured 3-star rate (%)Weight
Dragons, build 1Air62.560.52,066
Dragons, build 2Air43.355.92,030
Dragons, build 3Air59.261.01,089
Dragons, build 4Air48.360.0919
Thrower, build 1Ground58.370.5237
15 Thrower + 8 HealerGround20.031.2218
Thrower, Healer, Ruin WitchGround61.773.1193
Thrower, build 4Ground81.771.3192
Super Bowler, build 1Ground47.565.5722
Super Bowler, build 2Ground50.063.3360
Super Bowler, build 4Ground64.265.8222
Electro Dragons, build 1 (zap)Air32.533.9555
Electro Dragons, build 4Air47.533.1493
Dragon Riders, build 3Air52.559.381
Super Yeti, build 3Ground58.361.9105
Super Yeti, build 4Ground41.742.594
Yeti smash, build 1Ground79.270.1164
Yeti smash, build 2Ground35.856.6113
Yeti smash, build 3Ground58.360.0105
Yeti smash, build 4Ground60.856.585
Root Rider, build 2Ground38.348.566
Root Rider, build 3Ground41.741.363
Root Rider, build 4Ground50.836.760
Super Archer + Ruin WitchGround72.566.5215
Thrower + 4 Ruin WitchGround74.244.867
Ruin Witch massGround71.761.3212
Witches, build 2Ground59.265.269
Meteor Golem, build 2Ground37.538.184
Meteor Golem, build 3Ground20.827.676
Super Dragons, build 2Air50.055.1107
Super Dragons, build 4Air22.534.869

Each army result in this report averages 100 to 600 simulated attacks on max TH18 bases. The ranges under each chart are the uncertainty from that sample size.

Limits

  • Everything maxed. Troops, spells, heroes, equipment and pets are at max TH18 level. Lower levels shift the ranking.
  • Generated bases, not real ones. The test bases are procedurally built max TH18 layouts with the real building, wall and trap counts. Real anti-meta base design isn’t captured.
  • A simple attacker. The simulated player deploys in a line or a ball, drops spells by rule and never does hero charges. Skill armies such as Duke Charge Hydra (61 to 82% in real data) score 13 to 37% here, so they are excluded, not disproved. Timing-heavy spells (Angry, Haste, Ice Block, Overgrowth) are probably underrated for the same reason.
  • Not modelled: Clone and Recall spells. A few sub-unit and pet effects are estimates (Super Barbarian rage, Rocket Balloon boost, Frosty’s slow).
  • Two results overruled. The air search first picked Electro Dragon spam at 81%, which the ladder ranks last (27 to 41%); generated bases pack buildings closer than real anti-chain layouts, so Electro Dragons were excluded. Ruin Witches are capped at four because the simulator overrates armies with more by 10 to 20 points.
  • Ties are ties. With 150 to 300 simulated attacks per army, differences under about 5 points are noise. The top dozen candidates are all within that band.
  • One correction so far. The first version let a troop keep the Life Gem bonus for the rest of the battle after touching the Warden’s ring; in the game it ends one second after the troop leaves. Fixing it made Life Gem + Heroic Torch the best Warden pair (88%) and added the Apprentice Warden to the army. On 23 October every chart and table on this page, the hero and spell figures in the text and the calibration were re-run with the fix and the live October numbers. The hero substitutes were re-run with the fix on 24 October. Not re-run: the October estimate tests (18 Oct) and the pet assignment, which still use the older rule.

Related questions

How many Healers should a TH18 army use?

Three. The first three or four Healers do most of the healing, and three and five score the same within noise (89% against 86%). From eight on, the healing stops growing.

What is the best siege machine at TH18?

The Troop Launcher. It scores 89%, against 84% for the Siege Barracks or Sky Wagon and 80% for the Log Launcher or Wall Wrecker.

Which hero can you least afford to lose at TH18?

The Grand Warden. Every line-up without him scores 50% or less, and dropping him costs 51 points, more than any other hero.

Is the air army better than the ground army at TH18?

Since the October changes, yes. On 600 fresh bases the best air army 3-stars 98% against 91% for this ground army, and 80% against 45% when every base is fully maxed.

What should you bring when a hero is upgrading?

The Minion Prince, for any hero: 87 to 88% with the King or Queen out and 82.5% with the Duke out, against 90.6% with all four. Nothing replaces the Warden: with the Prince in his place the army falls to 74.5%.

Sources

  1. Army meta, Town Hall 18 (30-day window) TrophyCoach. Accessed Oct 6, 2026.
  2. Balance Changes Incoming: October 2026 Supercell. Accessed Oct 18, 2026.
  3. Ruin Knight Clash of Clans Wiki (Fandom). Accessed Oct 23, 2026.
  4. Town Hall 18 Crash Lands update notes Supercell. Accessed Oct 6, 2026.
  5. July balance update Supercell. Accessed Oct 6, 2026.
  6. August update notes Supercell. Accessed Oct 6, 2026.
  7. The Anime Fury update notes Supercell. Accessed Oct 6, 2026.
  8. Static game data (buildings, troops, spells, heroes) ClashKing. Accessed Sep 27, 2026.
  9. Decoded client tables 18.400.21 and wiki snapshot web-coc (GitHub). Accessed Sep 27, 2026.
  10. TH18 meta report 2026: what's working, what's failing Clash Champs. Accessed Oct 6, 2026.

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