Town Hall 18 flips the Clash meta with new mechanics and higher defensive ceilings, demanding cleaner pathing, tighter timing, and more adaptable army choices. With tools like Totem Spell boosts and heavy frontline options around Meteor Golem, TH18 attacks reward precision from funneling to hero sequencing more than ever before. This guide distills the strategies that consistently earn triples at war and stabilize farming gains.
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( Clash of Clans screenshot highlighting the new Town Hall 18 Design )
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Strategy 1: Dragons + Totem for fast air domination
( Game screen showing army setup layout used for Dragon + Totem strategy planning before battle.)
Air at TH18 is back in force thanks to Totem Spell synergy with Dragon Riders and classic Dragons. The Totem’s damage and survivability window lets your air pack blast through core compartments while your heroes carve safe paths and pick key anti air. Use this when bases have exposed Eagle/Scatter or weak air trap clusters in the first two rings.
Step by step plan
Step 1: Scout traps and pathing
Identify likely Seeking Air Mine lines and plan Hound or early Rider triggers. Mark the Eagle, air sweepers, and the Town Hall compartment to time your Totem later.
Step 2: Funnel for line-of-flight
Use Baby Dragons or a Flame Flinger to cut a side; drop a couple Balloons to snipe storages/defenses that bend air pathing away from the core.
Step 3: Hero trim
Deploy King + Royal Champion to remove a flank with air targeting defenses, keep Queen for a utility snipe or Town Hall fallback.
Step 4: Launch the air pack
Send Dragons with Riders in a concave, Warden on air with ability timed at the first high damage splash or Town Hall Giga ability.
Step 5: Totem Spell timing
Drop Totem as Riders enter double splash or the Town Hall lane to keep DPS afloat and maintain momentum through the core.
Step 6: Back end cleanup
Use Minions and remaining hero abilities to clear corner collectors and builder huts, save a Freeze for a clutch single target or air sweeper.
( Clash of Clans attack gameplay showing troops deployed and loot available, using dragon + Totem strategy )
Strategy 2: Meteor Golem smash with Super Yeti
( Showing army setup for Meteor Golem smash with super yeti strategy )
Ground smash thrives at TH18 with Meteor Golem soaking fire and unlocking safe Warden walks and Super Yeti punch throughs. This lineup wins on bases where core splash is stacked and compartments allow jump or short wall breaks, letting your main force grind straight lines with sustained tanking. Dominate every clash by recharging fast at LootBar !
Step by step plan
Step 1: Warden walk setup
Start a Warden walk on a side with 1–2 key splash targets, Rage if needed to speed the pick-off and protect Healers.
Step 2: Create the lane
Flame Flinger or Giant + Wizard funnel on the opposite edge to form a clear, wide path into the base.
Step 3: Send the smash
Deploy Meteor Golem first, then Super Yetis + Bowlers; Healers swap onto your tank line, King anchors the opposite edge to prevent drifting.
Step 4: Spells and entry
Use Jump or Wall Breakers to open the core; Rage + Freeze over stacked splash and the Town Hall compartment to keep Yetis alive.
Step 5: Totem/Heal window
If the base has layered splash, drop Totem or a Heal as your pack enters double damage zones or the Giga ability fires.
Step 6: Royal Champion sweep
RC targets back end multi targets and builder huts, Invisibility can protect her during key snipes.
( Illustrates Meteor Golem + Super Yeti Attack Gameplay )
Strategy 3: Hydra hybrid (Dragon Riders and Blimp)
( Showing army setup layout used for Hydra hybrid game Strategy )
Hydra blends Dragons for tanking, Riders for targeted DPS, and a Battle Blimp to remove critical core defenses. It’s flexible, forgiving, and punishes bases with poor core protection or offset Town Hall compartments. Great mid tier war option and reliable for farming through high storage rings without running out of gas.
Step by step plan
Step 1: Pre-funnel
Baby Dragon or Flame Flinger trims one edge, a few Balloons remove distracting outside defenses to keep Hydra straight.
Step 2: Main deploy
Dragons first in a line, Riders staggered behind, Warden on air. Keep Queen for utility or a late Town Hall secure.
Step 3: Blimp mission
Send Blimp to the Town Hall or a stacked scatter/Eagle core, time Warden ability to protect its flight.
Step 4: Spell cadence
Rage where Dragons and Riders overlap, Freeze high impact towers, Totem when the pack hits core splash or Giga activation.
Step 5: Hero follow-through
King and RC clear side compartments, Queen snipes late targets with ability saved for emergencies.
Step 6: Cleanup discipline
Drop Minions and Archers to corners early so time doesn’t beat you on spread out bases.
( Clash of Clans battle screenshot illustrating how to attack using Hydra hybrid strategy
Strategy 4: Queen Charge with Warden and Meteor Golems
( Showing army setup layout used for Queen Charge with Warden and Meteor golems game Strategy )
The precision route: Queen Charge cracks anchor compartments and sets clean angles for the main push, while Meteor Golem brings durability to the follow up. Use this when you can isolate key air defenses, Infernos, or Scattershots and then roll a compact core shove. It’s high skill, but the reward is consistency in war.
Step by step plan
Step 1: Charge entry
Cocoballoons to test mines, Queen + Healers at a safe corner, Rage early if she faces double-target focus.
Step 2: Break and secure
Wall Breakers or a Jump to reach the target compartment; Freeze high pressure (e.g., Scatter + X-Bow) to stabilize.
Step 3: Trim for push
King clears the opposite edge, a couple Wizards prevent pathing leaks that would pull the core push sideways.
Step 4: Main force deploy
Meteor Golem up front, Yetis or hybrid troops behind, Warden follows the pack for aura and timed ability through the core.
Step 5: Totem and timing
Drop Totem at the first stacked splash or Town Hall trigger, keep one Freeze for late stage single target or Monolith.
Step 6: Royal Champion finish
RC targets isolated defenses, use Invisibility to secure high value pickups if traps spring.
( Clash of Clans battle screenshot illustrating how to attack Queen Charge with Warden and Meteor golems strategy )
War vs. farming distinctions at TH18
War focus: Strategies prioritize triple consistence tight spell timing, safer Blimp lanes, and hero pathing that guarantees Town Hall takedowns even on trap heavy cores. Hydra and Queen Charge are particularly reliable on modern war bases when you can map sweeper angles and compartment breaks.
Farming focus: Lean toward faster, lower risk clears, Dragons + Totem and Hydra excel at rolling storage rings with fewer precision requirements. Keep spells light to maintain repeat runs, and use heroes to secure Town Hall while protecting resource pack lanes.
Conclusion
TH18 raises the ceiling on both offense and defense: Totem windows reward timing, Meteor Golem amplifies grounded pushes, and precision charges matter more. Air is revitalized, hybrids stay versatile, and well sequenced heroes are the real win condition. Keep practicing funnels, core spell sequencing, and safe paths to lock in consistent 3 stars and stable farming sessions.
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