
The Troop AI Rule That Explains 80% of Splits
Most “splits” happen because troops see two similar paths with similar target distance.
Think of it like this:
- If there are targets on both sides of your entry, your army tries to “helpfully” clear both.
- If one side has fewer buildings removed, troops will drift there because it still has close targets.
- If the inside path is not clearly better than outside targets, troops leak out.
The practical takeaway:
Your troops don’t need a perfect funnel. They need a clear best choice.
A “clear best choice” usually means:
- Outside buildings on both sides are removed (or at least reduced).
- The entry point is open and leads to a dense line of targets.
- Your main group is placed so it naturally faces inward.
The 3 Funneling Goals
Every funnel is built for one of these goals. Decide which one you’re doing, or you’ll funnel “randomly.”
Goal 1: Entry Funnel
This is the classic funnel: clear left and right, then send the army in the middle.
Use when:
- You want your main army to go into the core.
- Your strategy needs central value (Town Hall, core defenses, major compartments).
Goal 2: Side Funnel
This funnel pushes your army along one side of the base in a controlled lane (often for air and certain ground styles).
Use when:
- You want a “sweep” path that circles toward the core.
- The base is awkward for a straight entry, but has a clean side lane.
Goal 3: Separation Funnel
This funnel intentionally splits your plan into phases (example: heroes create one funnel side; siege creates the other; main army enters later).
Use when:
- You’re using a hero walk/charge, Flame Flinger, or Siege Barracks.
- You want to delete a section first, then send the main force when the path is guaranteed.
The Funneling Toolkit
Funneling is not “drop troops and hope.” It’s a toolbox. The best funnelers use cheap tools first and save expensive tools for the real fight.
Here are your funnel tools (from simplest to strongest):
- Cheap funnel troops: Barbarians, Archers, Minions, Wizards, Baby Dragons, a few Balloons (depends on your TH).
- Heroes as funnel engines: King for tanking an edge, Queen for long-range removal, Warden for controlled value, Champion for snipes, and newer heroes for lane pressure.
- Siege as funnel: Siege Barracks (built-in funnel), Flame Flinger (slow but huge), Log Launcher (opens corridor), Battle Drill (opens compartments), Troop Launcher (reinforcement lane), Sky Wagon (air reinforcement lane).
- Spells as funnel control: Jump, Earthquake, Invisibility, Freeze (situational), and sometimes Rage (to finish a funnel faster).
- Time management: starting cleanup early is part of funneling because it prevents late wandering and time fails.
A strong funnel usually uses:
- one cheap tool for one side,
- one hero or siege for the other side,
- then the main army.
The Funneling Checklist Before You Deploy Anything
Use this 10-second checklist before you place your first troop:
- What is my win condition troop group?
- Where do I want the win condition to go for the first 60 seconds?
- Which two “edges” must be cleared to guide it?
- What buildings will pull my troops outside if I don’t clear them?
- What is my entry point (exact tile line), and does it lead to targets inside?
- What is my anti-split plan if something goes wrong?
If you can’t answer those, you’re not funneling—you’re reacting.
The 30-Second Funneling Method
This is the most reliable funneling routine for almost any strategy.
Step 1: Mark your entry
Pick a spot where your main army should enter. Not “a side,” but a specific section.
Step 2: Clear the left edge
Use the cheapest tool that gets the job done:
- 1–2 Baby Dragons
- a few Wizards
- a hero
- small troop drops
Your goal is not “100% clean.” Your goal is “remove the buildings that would pull troops left.”
Step 3: Clear the right edge
Same logic.
Step 4: Test the path
Before dropping the whole army, ask:
- If I drop the main army now, what is the closest target line?
- Does it lead inside?
If the answer is “maybe,” you are about to split.
Step 5: Commit the main army
Drop your main force in a tight line or a controlled arc so it enters the corridor you built.
Step 6: Lock it in
Use the tool that “locks” pathing:
- a siege lane opener
- a Jump
- a hero ability moment
- a spell that protects the push through the corridor
Locking it in is what turns a funnel into a triple.
Ground Funneling Masterclass
Ground funnels are usually easier than air funnels because walls create predictable lanes. The main ground funnel mistakes are:
- not clearing enough edge buildings
- opening walls in the wrong place
- letting the army split into two compartments
Ground Funnel Rule 1: Walls don’t guide troops—targets do
Walls only matter because they change which targets are reachable. If outside buildings are still closer, your troops will walk around the wall opening instead of through it.
Ground Funnel Rule 2: Your “opening” must be aligned with target density
If you open a wall and behind it are only two buildings, troops may still drift toward a thicker target cluster elsewhere.
A great entry usually points toward:
- storages,
- core defenses,
- a dense compartment,
- or a chain of targets that keeps the army moving inward.
Ground Funnel Rule 3: Heroes are your best ground funnelers
If you’re struggling with ground splits, your heroes are usually the fix:
- King tanks and clears edge junk.
- Queen deletes key buildings from range.
- Warden adds safe value and keeps the push alive.
- Champion snipes key defenses that would pull the push sideways.
When in doubt: use one hero to remove one side of the funnel so you don’t waste too many main troops on funnel duty.
Air Funneling Masterclass
Air funnels are harder because air troops ignore walls and can drift toward the nearest defense cluster in a way that feels unpredictable.
The biggest air funnel truth:
Air troops funnel by “edge control,” not by walls.
You are shaping where the air army starts, so the next closest targets pull them inward rather than sideways.
Air Funnel Rule 1: Build a “V”
For most air armies, you want a V-shaped funnel:
- clear one side edge,
- clear the other side edge,
- drop the main air pack in the middle point of the V.
If you only clear one side, air troops curve around and you lose control.
Air Funnel Rule 2: “First defense line” matters
Air troops often target defenses first (depending on troop type). That means your funnel must consider:
- which defenses are closest,
- which defenses are on the edges,
- and whether your air pack will split toward two different defense groups.
If two defenses are equally close in opposite directions, you’ll split.
Air Funnel Rule 3: Use small air groups for “micro-funnels”
Instead of clearing entire sides with heavy troops, use:
- a couple of Balloons,
- one Baby Dragon,
- a handful of Minions,
- a hero on the ground to clear edge buildings
Small micro-funnels are the best way to keep the main pack strong.
Air Funnel Rule 4: Funnel for where the army will be in 30 seconds
Air drift is real. Don’t only funnel for the first drop. Funnel for the direction your air pack will naturally curve after the first defense line falls.
A good air funnel anticipates:
- where the pack will turn,
- which corner buildings remain,
- and how to prevent the late “U-turn” that causes time fails.
Hybrid Funneling Masterclass
Hybrid attacks (mixed troop types) fail when:
- heroes don’t create a clean lane,
- the main group splits,
- or the backline (healers/support) loses alignment.
Hybrid funneling is about lane discipline.
Hybrid Rule 1: The heroes decide the lane
Most hybrid styles require:
- heroes to clear one side,
- a small troop group to clear the other side,
- then the hybrid wave enters.
If the heroes fail to remove the correct buildings, the hybrid wave will drift.
Hybrid Rule 2: Don’t “over-funnel”
Over-funneling means using too many troops on side clearing, so your main wave is weak.
A great hybrid funnel uses:
- minimal troops on the edges,
- maximum troops for the wave,
- and uses spells/abilities to keep the wave alive through the core.
If you’re always running out of power, you likely over-funneled.
How to Funnel With Heroes
Heroes are your most flexible funneling tool because they can remove buildings without consuming your main army.
Here are the most common hero funnel roles:
King Funnel
Use King to:
- clear one side edge,
- tank a defense cluster,
- and keep the main army from walking outside.
King funnel works best when:
- the King can walk forward along a line of buildings,
- and doesn’t get stuck punching a wall forever.
If King gets stuck, you lose tempo and time.
Queen Funnel
Queen funnel is the cleanest because she deletes buildings from range.
Use Queen to:
- remove the edge buildings that cause drift,
- remove key defenses that threaten your funnel troop group,
- and set a predictable lane.
Queen funnel works best when:
- she can reach multiple buildings safely,
- and you don’t place her where she can be pulled sideways into a long walk.
Warden Funnel
Warden funnel is a “support funnel”:
- he doesn’t always delete a side quickly,
- but he helps a push stay alive and maintain direction.
Use Warden funnel when:
- you need controlled value on one edge,
- and you want your main army to enter while Warden stabilizes the fight.
Champion Funnel
Champion funnel is surgical:
- delete one key defense,
- remove one edge anchor,
- or secure the path for the main wave.
Use Champion funnel when:
- one defense is pulling your troops to the wrong side,
- or when a defense threatens your funnel units.
Newer Hero Funnel Roles
Newer heroes often serve as lane specialists:
- either they clear a side faster,
- or they secure a specific kind of value that makes the main push easier.
The funneling principle stays the same: heroes remove the distractions that steal your army’s direction.
How to Funnel With Siege Machines
Siege Machines can funnel without you spending many troops.
Siege Barracks Funnel
This is the easiest funnel tool in the game because it:
- clears a side,
- spawns troops,
- and creates a lane automatically.
Use Siege Barracks when:
- you want a clean side removed,
- you want reliable percent,
- and you want your main army to enter a defined corridor.
Flame Flinger Funnel
Flame Flinger is a slow funnel tool that can delete an entire side if the base gives a safe spot.
Use Flame Flinger when:
- you can place it safely outside,
- it can reach defenses/buildings consistently,
- and it will remove a side so your main push gets a perfect lane.
Flame Flinger funnels are often “separation funnels”: you let the Flinger do work, then commit the main army after the lane is built.
Log Launcher Funnel
Log Launcher creates a corridor by breaking walls.
Use it when:
- you need the funnel to be a straight lane into the core,
- and the base has multiple wall layers that would otherwise stall your push.
Battle Drill Funnel
Battle Drill is an entry funnel: it opens compartments in a different pattern than logs.
Use it when:
- you want to keep a ground army moving forward through walls,
- and you need a deep lane that doesn’t rely on one straight line.
Troop Launcher and Sky Wagon Funnels
These create reinforcement funnels:
- they don’t always “open the base,”
- but they add pressure and bodies along your chosen lane.
Use them when:
- your main army can maintain direction,
- but needs extra momentum to prevent stalling and drifting.
Spells That Help Funneling
Spells don’t “funnel” by themselves, but they enable funnel tools to succeed.
Jump Spell
Jump is the cleanest funnel spell because it creates guaranteed access into compartments, turning “maybe” pathing into “yes” pathing.
Use Jump to:
- fix a funnel that would otherwise split around walls,
- force troops into the compartment you planned,
- and keep momentum so the push doesn’t walk sideways.
Earthquake
Quakes are funnel-friendly when they:
- open compartments early,
- prevent wall-break failure,
- and allow troops to see targets inside sooner.
Invisibility
Invisibility can act like funnel control by:
- keeping a fragile funnel unit alive,
- creating a safe window for a hero to remove key buildings,
- or forcing defenses to ignore troops while they move into your corridor.
Freeze
Freeze is not a funnel spell, but it protects your funnel tools. If your funnel troops die early, the army path collapses.
Use Freeze to:
- protect funnel troops from a key defense,
- preserve your funnel long enough to commit the main wave.
Rage
Rage helps funneling by speeding the funnel completion.
If your funnel is too slow, your main push starts before the lane is built.
The #1 Time-Fail Secret: Cleanup Is Part of Funneling
Many players think funneling is only the first 30 seconds. That’s half the truth.
A full funnel includes cleanup planning because:
- troops that finish the core can still drift to corners,
- and late walking creates time fails.
Cleanup rule
Start cleanup while the core fight is still happening.
Examples:
- drop a few cleanup units on corners at 2:00–1:45 remaining, not at 0:45.
- assign a hero to a side that would otherwise remain untouched.
- don’t leave a ring of trash buildings that forces a long walk late.
If you consistently time-fail at 90–99%, your funnel might be good early but bad late.
The 12 Most Common Funneling Mistakes and Fast Fixes
Mistake 1: Only clearing one side
Fix: clear both edges or accept that you will split.
Mistake 2: Starting the main army too early
Fix: finish the funnel first, or at least ensure one side is locked.
Mistake 3: Over-funneling
Fix: funnel with fewer troops, use heroes or siege instead.
Mistake 4: Opening walls in the wrong place
Fix: open walls aligned with target density and your win condition.
Mistake 5: Ignoring “magnet buildings”
Some buildings pull troops because they’re closer or because they sit on the outside line.
Fix: remove the magnets first or your army will drift.
Mistake 6: Dropping troops too spread
Fix: deploy the main army in a controlled line or tight group so it enters the corridor together.
Mistake 7: Forgetting the second phase
Funnel isn’t finished when the army enters. You still must keep direction as compartments fall.
Fix: plan the next 30 seconds, not only the first 10.
Mistake 8: Hero wander
Fix: assign heroes clear lanes and remove outside buildings so heroes don’t walk into nonsense.
Mistake 9: Air drift surprise
Fix: funnel for the first defense line and the second defense line. Anticipate the curve.
Mistake 10: Late cleanup
Fix: start cleanup earlier and preserve some units for corners.
Mistake 11: Using spells to “fix” pathing instead of building pathing
Fix: spells should protect the win condition, not compensate for a missing funnel.
Mistake 12: Panic funnel changes mid-attack
Fix: decide your lane before you start, and don’t change the plan because one building survived. Adjust calmly.
Practice Drills That Make Funneling Automatic
You don’t improve funneling by reading 20 guides. You improve by repeating simple drills.
Drill 1: The 3-Replay Funnel Review
After three attacks (war, ranked, or friendly):
- Pause at 2:45, 2:15, 1:45.
- Ask: “Where did troops first drift?”
- Identify the one building cluster that caused it.
Then fix that specific funnel weakness in the next attack.
Drill 2: The “Two Edges Only” Challenge
In friendly challenges:
- Only allow yourself to use two funnel tools (example: King on one side, 2 Baby Dragons on the other).
- No extra funneling.
This forces you to learn efficient funnels rather than wasting troops.
Drill 3: The “Entry Tile” Drill
Pick a base and decide the exact tile line where the main army will go in.
Then practice clearing the two edges so that entry tile becomes the obvious best path.
This makes you stop thinking in vague directions like “top side” and start thinking in real paths.
Drill 4: Early Cleanup Drill
In practice hits, place cleanup at 2:00 remaining no matter what.
This builds the habit that prevents time fails.
Funneling by Town Hall Level
Funneling fundamentals are the same across TH levels, but your tools change.
TH7–TH9 funneling
You often rely on:
- cheap troops,
- basic heroes (if unlocked),
- simple spells.
Goal: learn the habit of clearing both edges before committing the main wave.
TH10–TH12 funneling
You gain:
- stronger spells,
- more troop options,
- siege access through donations and later workshop.
Goal: build funnel using heroes and siege so your main force stays strong.
TH13–TH15 funneling
You now have:
- stronger heroes,
- more advanced siege control,
- better spell variety.
Goal: funnel becomes a two-phase system:
- setup phase (hero value, side removal),
- then main push.
TH16–TH18 funneling
Endgame funneling is about:
- forcing predictable lanes against strong defenses,
- protecting hero funnel value,
- and preventing late drift and time fails.
Goal: build funnels that work even when the defender base is designed to break funnels. That means using:
- stronger hero roles,
- cleaner siege selection,
- and disciplined cleanup timing.
Funneling Recipes for Popular Army Styles
Use these as “default blueprints” when you don’t want to overthink.
Recipe 1: Ground Smash Funnel
- Hero or cheap troops clear left edge.
- Hero or siege clears right edge.
- Main push enters middle with wall access.
- Cleanup starts early on far corners.
Recipe 2: Air Pack Funnel
- Baby Dragons or small troop groups clear two edges to form a V.
- Main air group drops between cleared edges.
- A hero on the ground removes leftover side magnets.
- Early cleanup prevents late drift.
Recipe 3: Hybrid Funnel
- Heroes create one strong side funnel.
- Small troop group clears the other side.
- Hybrid wave enters lane behind heroes.
- Cleanup units start early on opposite side corners.
Recipe 4: Siege Barracks Funnel
- Siege Barracks clears one side.
- A hero or cheap troops clears the other.
- Main army enters the corridor.
- Siege Barracks troops also help cleanup percent.
Practical Rules to Make Any Army Look Stronger
If you only want the “rules that work,” here they are:
- Rule 1: Decide your lane before you drop the army.
- Rule 2: Clear both edges of the entry.
- Rule 3: Use heroes to funnel so your main army stays strong.
- Rule 4: Open walls aligned with target density.
- Rule 5: Deploy the main army in a controlled group, not scattered.
- Rule 6: Plan where your troops will be in 30 seconds, not just now.
- Rule 7: Start cleanup early to avoid time fails.
- Rule 8: Fix the first drift point in replays; that’s the real problem.
- Rule 9: Don’t use spells to compensate for missing funneling.
- Rule 10: Repeat one strategy until funneling is automatic.
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FAQ
What is funneling in Clash of Clans?
Funneling is shaping troop pathing by clearing buildings so your troops have a clear best path into the base instead of splitting or walking around.
Why do my troops always split?
Most splits happen because both sides of your entry still have attractive targets at similar distance, so troops choose different paths. Fix the edges first.
Is funneling more important than troop levels?
Often, yes. A clean funnel can make a “weaker” army succeed, while a bad funnel can ruin a max army.
How do I funnel for air attacks?
Air funneling is about clearing two edges into a V shape so your air pack enters between them and doesn’t drift sideways toward edge defenses.
What is the easiest funnel tool?
Siege Barracks is one of the easiest because it clears a side and creates a funnel automatically. Heroes are the next best funnel tools because they remove buildings without consuming your main army.
How do I stop time fails?
Start cleanup earlier, don’t delay your main push too long, and avoid leaving corner buildings untouched until late.