The 30-Second War Planning Checklist
Before you drop the first troop, answer these questions:
- Where is the Town Hall? (easy 2-star plan is your safety net)
- Where is the enemy Clan Castle? (can it ruin your push?)
- What is the main damage threat to my army? (splash, single-target, air-heavy, core traps)
- What is my entry point? (the side that gives the cleanest path)
- What is my funnel plan? (left edge cleared + right edge cleared)
- Where will I spend my first big spell? (Rage/Heal/Freeze moment)
- What is my cleanup plan? (what clears corners at the end?)
If you can’t answer these, don’t attack yet—because you’re about to improvise, and improvisation is where 2-stars are born.
Funneling: The One Skill That Instantly Adds 1 Star
Most failed triples aren’t “bad armies.” They are bad funnels.
Easy funnel rule (works for ground and air):
- Clear one side of the entry.
- Clear the other side of the entry.
- Send your main force in the middle so it has only one good path: into the base.
Two funnel mistakes that ruin attacks:
- Half-funnel: you clear one side but not the other → troops split.
- Over-funnel: you use too many troops funneling → your main push is weak.
Quick fix: If you always split, you need more funnel, not more spells. If you always run out of power, you need less funnel, not more troops.
Spell Timing Cues (Simple, Repeatable Triggers)
Spells should be dropped when something happens—not when you “feel like it.”
Use these triggers:
- Rage: when your main group stacks and enters a high DPS zone (core, multi-defense cluster).
- Heal: when your hogs/miners take splash damage or step into bombs (not when they’re full HP).
- Freeze: when a key defense locks on and will delete your win condition (or when a hero is about to die).
- Poison: as soon as enemy Clan Castle troops and heroes start fighting your main units (earlier is usually better).
- Invisibility: when you need a short window to protect a fragile group or force pathing value.
A great spell at the wrong time is still a bad spell.
Clan Castle and Siege Basics (How to Get “Free Power”)
War is about stacking advantages. Clan Castle troops and siege machines are advantages you shouldn’t waste.
Simple rules:
- If your strategy needs a safe entry, bring a siege that opens walls or delivers troops into the core.
- If your strategy is air-heavy, bring support that protects your pathing and helps you remove key defenses.
- If you don’t know what to request, request something that helps your main plan:
- Air plan: a strong air support donation or a defensive removal unit.
- Ground plan: something that helps you control the core and survive heavy defense clusters.
If you’re hitting without strong Clan Castle support, you’re voluntarily playing weaker than your opponent.
TH4 Easy 3-Star Attacks
At TH4, war bases are simple and defenses are limited. Triples come from clean tanking and not splitting.
Strategy A: GiBARCH (Giants + Barbarians + Archers)
- Why it’s easy: Giants tank, Archers do damage, Barbarians clean.
- How to triple:Drop Giants at the entry nearest the densest defenses.
- Place Barbarians to clear outside buildings on one side (funnel).
- Place Archers behind Giants in a line.
- Add remaining Barbarians/Archers to keep buildings falling fast.
- Common fail + fix: Troops walk around → you didn’t clear one side of the entry first.
Strategy B: Balloon Support
- Why it’s easy: Balloons delete defenses fast so your ground troops survive longer.
- How to triple:Use a few Balloons to remove the defenses closest to your entry.
- Send Giants + Archers after defenses are softened.
- Common fail + fix: Balloons die instantly → don’t send them into the strongest air-targeting zone.
TH5 Easy 3-Star Attacks
You start getting real spell value, which makes triples more consistent.
Strategy A: GiBARCH + Lightning
- Plan:Lightning the defense that threatens your Giants most (or the one that blocks your entry).
- Giants first, Wall Breakers, Archers behind.
- Common fail + fix: Wall Breakers fail → send one test troop first to trigger traps, then Wall Break.
Strategy B: Mass Wizards (with tanking)
- Plan:Giants tank; Wizards delete buildings quickly.
- Keep Wizards protected; don’t drop them first.
- Common fail + fix: Wizards die to splash → spread them slightly, don’t stack all in one tile line.
TH6 Easy 3-Star Attacks
Healing Spell makes pushes survive, so triples get easier.
Strategy A: Giant-Heal Push
- Plan:Giants + Wall Breakers for entry.
- Wizards for damage.
- Heal when Giants enter multiple defenses at once.
- Common fail + fix: Heal wasted early → wait until multiple Giants are under heavy fire.
Strategy B: Balloon Entry + Ground Cleanup
- Plan:Remove key defenses with Balloons.
- Use ground troops to finish compartments.
- Common fail + fix: Time fails → add more fast cleanup troops (Archers) instead of more tanks.
TH7 Easy 3-Star Attacks
TH7 is famous for “easy triples” because Dragons are strong and bases are still compact.
Strategy A: Mass Dragons (Most beginner-friendly)
- Goal: crush through with sheer air power.
- Plan:Funnel: drop 1–2 Dragons on each edge to force the main pack inward.
- Drop the main Dragons in a tight line into the core.
- Use Rage when Dragons stack under heavy fire.
- Common fail + fix: Dragons drift sideways → your funnel wasn’t symmetrical. Clear both edges.
Strategy B: DragLoon (Dragons + Balloons)
- Goal: Balloons remove defenses faster, Dragons tank and carry.
- Plan:Funnel with Dragons.
- Send Balloons behind so they target defenses safely.
- Rage where Balloons clump near defenses.
- Common fail + fix: Balloons path weird → you didn’t clear a defense line; fix funnel.
Strategy C: Hogs (if you want a ground triple style)
- Goal: hog wave deletes defenses while troops clean.
- Plan:Remove enemy Clan Castle if needed.
- Send Hogs in a line through defenses.
- Common fail + fix: Hogs get wiped by splash → heal timing is everything; heal where splash is concentrated.
TH8 Easy 3-Star Attacks
TH8 is where simple “one-wave” strategies still work well, but you must respect Clan Castle and splash damage.
Strategy A: GoHo (Golem + Hogs)
- Why it’s easy: Golem tanks; Hogs clear defenses.
- Plan:Use Golem + Wizards to create a funnel and pull Clan Castle if possible.
- Send Hogs once key threats are handled.
- Heal over splash zones (Wizard Towers / Bomb Tower areas).
- Common fail + fix: Hogs die fast → you sent them into a high-splash area without heal coverage.
Strategy B: DragLoon (safe, consistent)
- Plan:Funnel with Dragons.
- Balloons behind.
- Rage on big defense clusters.
- Common fail + fix: Time fail → add a couple more Balloons (faster defense removal) and don’t over-funnel.
Strategy C: Mass Hogs (straightforward triple tool)
- Plan:Kill squad to remove Clan Castle + one key defense group.
- Hogs to sweep the rest with heals.
- Common fail + fix: Path breaks → deploy hogs in sections (2 waves) instead of all at once.
TH9 Easy 3-Star Attacks
TH9 is the first Town Hall where war can feel “hard” because bases spread and heroes matter more. The good news: TH9 also has some of the most repeatable triple strategies in the game.
Strategy A: GoHo (classic TH9 triple)
- Plan:Golem + heroes + Wizards create entry and remove enemy Clan Castle.
- Wall Break into the core for high-value defenses.
- Send Hogs in a wave to clean remaining defenses.
- Heal over splash zones and giant bomb paths.
- Common fail + fix: Hogs hit double bombs → plan heal where hogs cross likely bomb lanes (between defenses).
Strategy B: Witch Slap (very forgiving)
- Why it’s easy: Witches create endless skeletons that overwhelm defenses.
- Plan:Witches spread in a line, with tanking troops in front.
- Use Jump (or wall breaks) to keep the group moving inward.
- Rage/Heal to keep the mass alive through splash.
- Common fail + fix: Witches die early → you didn’t tank; add stronger front line and protect them from splash.
Strategy C: LavaLoon (high ceiling, still “easy” with the right plan)
- Plan:Lava Hounds tank air defenses.
- Balloons sweep defenses behind.
- Rage balloons when they clump.
- Use cleanup troops early on edges so you don’t time fail.
- Common fail + fix: Balloons go to wrong side → you didn’t remove one key defense first. Shape pathing.
TH10 Easy 3-Star Attacks
TH10 adds stronger defensive power and more base variety, so “spam everything” becomes less reliable. But easy triples still exist if your plan is structured.
Strategy A: Mass Miners (simple, consistent)
- Why it’s easy: Miners ignore walls and stay together.
- Plan:Funnel with heroes or a small group on each edge.
- Drop Miners in a line so they path inward.
- Heal when Miners cross splash zones or bombs.
- Rage through the core if damage spikes.
- Common fail + fix: Miners split → funnel wasn’t set; clear both edges before the line drop.
Strategy B: Bowler Smash (strong and forgiving)
- Plan:Create a funnel.
- Use Jump or a wall-opening siege method if available.
- Bowlers fire from behind tanks and delete compartments.
- Rage/Freeze through the core defenses.
- Common fail + fix: Bowlers walk outside → funnel wasn’t done; commit more to shaping entry.
Strategy C: GoBoHo (Golem + Bowlers + Hogs)
- Plan:Bowlers clear compartments with tanks.
- Hogs finish remaining defenses under heals.
- Common fail + fix: Too much complexity → if you’re learning, run Miners first.
TH11 Easy 3-Star Attacks
TH11 adds the Grand Warden and stronger anti-3 defense setups. Easy triples come from simple win conditions that survive long enough.
Strategy A: Electro Dragons (low stress)
- Plan:Funnel edges with a couple of units.
- Drop E-Drags so chains get value (avoid extreme spread).
- Rage when multiple E-Drags stack.
- Freeze the biggest threats as they lock on.
- Warden ability when your pack hits the highest damage zone.
- Common fail + fix: Chains don’t hit value → you attacked a spread base with E-Drags. Choose tighter bases or swap strategy.
Strategy B: Hybrid (Miners + Hogs)
- Why it’s easy: two fast units + heals = strong defense clear.
- Plan:Heroes create funnel and remove key defenses.
- Send Hybrid wave behind.
- Heal across splash zones.
- Use Warden ability when the wave is under maximum pressure.
- Common fail + fix: Hybrid dies in core → ability too late or too early. Use it when the core locks on.
Strategy C: Witch Smash
- Plan:Tanks + Witches + Jump into core.
- Rage through splash zones.
- Warden ability at peak damage.
- Common fail + fix: Witches get erased by splash → freeze key splash defenses at the moment they start deleting skeleton waves.
TH12 Easy 3-Star Attacks
TH12 introduces stronger siege play and more “entry engineering.” If you want easy triples, use strategies that don’t rely on perfect micro.
Strategy A: Yeti Smash (one of the easiest endgame-style attacks)
- Plan:Funnel edges with heroes/units.
- Send Yetis + support into core.
- Rage in the core.
- Freeze the biggest threats.
- Warden ability when your group crosses the most dangerous defense cluster.
- Common fail + fix: Group stalls → you didn’t open walls cleanly. Bring a better entry tool (Jump or siege).
Strategy B: Electro Dragons (still effective)
- Plan: same fundamentals as TH11, but be more selective with base choice and funnel.
- Common fail + fix: Time fail → start cleanup earlier. Don’t wait until the last 30 seconds to deploy cleanup.
Strategy C: Hybrid (fast triple option)
- Plan: hero funnel + hybrid wave + heals + Warden ability at peak.
- Common fail + fix: Heals placed too late → heal before the wave drops into a heavy splash zone, not after.
TH13 Easy 3-Star Attacks
TH13 expands air options and makes “safe triple play” more common. If you want consistent results, pick a main style and stick to it for multiple wars.
Strategy A: Hydra (Dragons + Dragon Riders)
- Why it’s easy: strong air core, reliable damage, simple spell plan.
- Plan:Funnel with a small edge clear.
- Send Hydra pack through the best lane to the core.
- Rage the pack when it stacks.
- Freeze the defenses that melt Riders fast.
- Warden ability at maximum threat.
- Common fail + fix: Path breaks → you didn’t funnel; shape the lane more aggressively.
Strategy B: Hybrid (still top tier and consistent)
- Plan: hero funnel + hybrid wave + heal/rage timing.
- Common fail + fix: Queen dies early → protect her with smarter funnel and don’t let her walk into a high-damage compartment unsupported.
Strategy C: Yeti Smash
- Plan: same as TH12, but treat it as a “control the core” strategy. Freeze big threats and ability at peak.
TH14 Easy 3-Star Attacks
Pets increase consistency. “Easy triple” at TH14 is about giving heroes the right job and letting your main army do what it does best.
Strategy A: Hydra (very consistent)
- Plan: same Hydra fundamentals, with pets supporting survivability and funnel control.
- Common fail + fix: You lose too much on the edges → start cleanup earlier and don’t over-commit funnel troops.
Strategy B: Super Archer Blimp style (high impact, still manageable)
- Goal: delete a high-value section early.
- Plan:Build a safe blimp path (don’t send it through guaranteed traps).
- Use the drop to remove the “stopper” section.
- Follow with a simple main army (Hydra or smash) to finish.
- Common fail + fix: Blimp dies early → you didn’t protect the path. Choose a safer lane or add protection spells.
Strategy C: Hybrid
- Plan: hero value + hybrid wave.
- Common fail + fix: Time fail → hybrid is fast, but only if you don’t delay deployment; start the wave once funnel is ready.
TH15 Easy 3-Star Attacks
At TH15, “easy triples” come from strategies that can survive high defensive power while still keeping pathing predictable.
Strategy A: Root Rider Smash (forgiving and strong)
- Plan:Funnel edges.
- Send Root Riders + support into the core.
- Rage when the group stacks.
- Freeze the defenses that shred your core.
- Warden ability at peak danger.
- Common fail + fix: Group splits → your funnel was too light. Clear both edges harder.
Strategy B: Electro Titan Smash
- Plan:Strong core push with tanks and Titans.
- Rage through core, Freeze the highest threats.
- Ability when core damage peaks.
- Common fail + fix: Titans stall on edges → entry wasn’t clean; adjust funnel and wall access.
Strategy C: Hydra
- Plan: still works—especially when you want a simpler execution.
- Common fail + fix: Riders die too fast → you froze the wrong defense. Freeze what’s actually killing your win condition.
TH16 Easy 3-Star Attacks
TH16 pushes you toward consistent fundamentals: funnel, entry, spell timing, and cleanup. The best “easy” strategies are the ones that keep troops together.
Strategy A: Root Rider Smash (stable and repeatable)
- Plan: same as TH15, but be stricter on funnel and ability timing.
- Common fail + fix: You get a safe 2-star but not triple → your cleanup plan was late. Start corner cleanup earlier.
Strategy B: Super Bowler style Smash (strong in the right base types)
- Plan:Funnel edges.
- Open a lane into core.
- Bowlers behind tanks.
- Rage/Freeze for control.
- Common fail + fix: Bowlers walk outside → funnel wasn’t set. Make the lane unavoidable.
Strategy C: Hydra (base-choice dependent)
- Plan: pick bases where air pathing is clear and value is clustered enough for efficient spell usage.
- Common fail + fix: “It works sometimes” → that’s base selection. Be pickier.
TH17 Easy 3-Star Playbook
TH17 is where tiny mistakes get punished. The easiest way to keep triples consistent is to run strategies that:
- Keep your main force together
- Have a clear plan to remove the stopper section
- Include a cleanup plan that starts early
Recommended easy approach at TH17
- Pick one main style (smash or Hydra) and master it.
- Build a consistent entry (same type of setup each war).
- Don’t chase fancy variations until your base reading is strong.
Three TH17 rules that stop most fails
- Always have a “stopper target” you plan to remove early (a core cluster or key defense area).
- Always pre-place your cleanup plan (corner units early, not late).
- Always time your ability for the peak damage zone (not when you panic).
TH18 Easy 3-Star Playbook
TH18 rewards planning more than ever. Easy triples at TH18 come from doing fewer things, better:
- A clean funnel
- A powerful, protected main push
- Correct spell timing
- Early cleanup deployment
Recommended easy approach at TH18
- Use a stable main army you can execute under pressure (smash or Hydra-style).
- Remove one high-value section early (either via a planned entry or a controlled “delete the stopper” play).
- Keep the rest of your attack simple: protect the main pack, then let it roll.
Two TH18 mistakes to avoid
- Overcomplicated openers that consume half your army.
- Delaying cleanup until the last minute (TH18 bases punish time fails).
The “Easy Triple” Practice Routine (Improve Faster Without Overthinking)
If you want consistent triples, don’t learn 10 strategies. Learn 1–2 strategies deeply.
Best routine (works for any Town Hall):
- Pick one main war strategy for 7 days.
- Do friendly challenges and focus on one skill per day:
- Day 1: funnel
- Day 2: entry and wall access
- Day 3: spell timing
- Day 4: Clan Castle handling
- Day 5: ability timing
- Day 6: cleanup timing
- Day 7: full execution under “war pressure”
- Rewatch every fail and identify the first mistake, not the last mistake.
This routine makes you improve fast because it builds repeatable habits, not random ideas.
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- Your best 2 easy triple strategies based on your troop levels, heroes, and comfort level
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- Clan Castle request recommendations that match your strategy
- Replay review notes that show exactly where your funnel or timing breaks
BoostRoom is for players who want fewer 2-stars, more triples, and a war routine they can trust.
FAQ
What’s the easiest way to get more 3-stars in war?
Master funneling. Clean funnels make every strategy stronger and prevent troops from splitting into useless paths.
Should spells be used early or saved?
Use spells when danger spikes. Spells are best when your main group is under maximum pressure—not when everything is safe.
Why do I keep getting 2-stars with good armies?
Usually one of three reasons: bad funnel (troops split), wrong spell timing (no protection at peak damage), or late cleanup (time fail).
Do I need “meta” strategies to triple?
Not necessarily. You need one or two strategies that you execute consistently. Comfort and repeatability beat hype.
How many strategies should I learn at my Town Hall?
Two is ideal: one safe “default” triple strategy and one backup for bases your default doesn’t like.