Fill the roles before you pick the troops
Every working army answers entry, core damage, funnel and spells, within the slot rules the game sets.
- 01LimitsCheck the slot and troop rules
Four Hero slots, separate Siege slots, and no temporary troops in Ranked or war.
- 02RolesAnswer the four questions
Plan the entry, core damage, funnel and the spell that counters this base.
- 03PracticeRehearse without risk
Use Single Player levels and Friendly Challenges before taking an army to war.
ClashVault editorial visual. Use the reviewed guide below for exact mechanics, dates, and limitations.
Last checked: October 11, 2026. Rules about Hero slots, Siege Machines, temporary troops, saved armies, Ranked trophies and practice modes come from Supercell's support articles. October dates come from Supercell's October calendar. All are linked where they appear. The four-question framework, the role table, the expected-trophy example and the practice routine are ClashVault editorial analysis, not Supercell guidance.
Search "best army for Town Hall 16" and you'll find a dozen answers, each right on a different patch day. The meta changes with every balance update, new troop and equipment change. What changes far less is how a working army is built, and which game rules limit what you can bring. Learn those and you can read any meta army, adapt it to what you have, and fix your own failures without waiting for a new list.
This guide is a framework, not a list of armies.
Current season: October 2026
| Dates | What | What it means for your army |
|---|---|---|
| October 1–31 | Cosmic Curse temporary troops, including Totem Thrower | Usable in regular Battles; not in Ranked, Clan Wars or Clan War League |
| October 6–13 | Portal Challenge | A practice level featuring Portal Pendant and the season's temporary troops |
| October 17–21 | Battle Options: The Second Curse (Town Hall 6+) | Pick temporary troops or Sour Elixir during attacks |
| October 20–25 | Portal Pendant Equipment Boost (Town Hall 9+) | Test the Minion Prince's new equipment at max level |
Dates come from Supercell's October announcement and our events calendar. The temporary-troop exclusions are in Supercell's Ranked Leagues, Intro to Clan Wars and About Clan War Leagues articles. This is the only section we update each month.
The rules that shape every army
Before any strategy, know the hard limits Supercell sets:
- Up to four Heroes. Supercell's Heroes article says you have up to four Hero slots in your army, chosen from the Hero Hall or the Army menu. Heroes are never lost: defeated Heroes are ready for the next battle. Pets unlock with the Pet House at Town Hall 14.
- Siege Machines use their own slots. Supercell's Siege Machines article says they take no housing space, have unique slots like spells, and are immune to spells. You build the Workshop at Town Hall 12, but you can receive donated Siege Machines from Town Hall 10 with Clan Castle level 6. You can't use your own and a donated Siege Machine in the same attack.
- Temporary troops have limits. They work in regular Battles but are excluded from Ranked, Clan Wars and Clan War League. Supercell lets you keep separate saved army recipes, so build one Ranked-safe army and one for regular Battles.
These rules matter more than any meta list. An army that depends on a temporary troop or a donated Siege Machine you won't get is not an army you can rely on in war.
Every successful attack answers four questions
This is the editorial core of the guide. When an attack fails, one of these usually had no answer:
- How do I get in? Most defenses sit behind walls. You need an entry: Wall Breakers, a Siege Machine, a Hero, or a troop that ignores walls.
- What is my core damage? These are the troops that actually destroy the base. Everything else exists to keep them alive and pointed the right way.
- How do I funnel? Without cleared edges, your core walks around the outside of the base instead of through it. A strong army with a bad funnel is the most common one-star.
- What do my spells answer? Each spell should counter a specific threat on this base, such as splash damage, a dense core or one deadly defense. They are not general damage filler.
Answer all four before you deploy, and you're already planning better than most attackers.
The roles inside any army
Map the four questions to roles and every army, past or future, shares the same skeleton:
| Role | Answers | Typical sources |
|---|---|---|
| Entry | How do I get in? | Wall Breakers, Siege Machines, Heroes |
| Funnel | How do I funnel? | A few strong units or a Hero on each side |
| Core damage | What destroys the base? | Most of your housing space |
| Support | Who keeps the core alive? | Healers, tanks, Pets |
| Spells | What threat does this base pose? | Chosen per base |
| Force multipliers | Where is the hardest part? | Heroes with equipment, Siege Machines |
When you copy a meta army, you are seeing one way to fill these roles. If you understand the roles, you can swap a troop you don't have for one that plays the same role, and the plan still works. Hero Equipment choices follow the same logic. Our Hero Equipment decision guide applies it to equipment and ore.
Reliability vs ceiling: the Ranked arithmetic
Different modes reward different armies. In Ranked, Supercell's trophy calculation article pays 40 Trophies for three stars, 16–32 for two stars and 5–15 for one star, both scaled by destruction. That makes reliability valuable.
A worked example with hypothetical success rates, not measured data. Compare two armies on bases you didn't plan for:
| Army | Hypothetical outcome | Expected Trophies per attack |
|---|---|---|
| Reliable | Always a high two-star (about 28 Trophies) | about 28 |
| High-ceiling | Half the time three stars (40), half the time a low one-star (about 10) | about 25 |
The arithmetic is (0.5 × 40) + (0.5 × 10) = 25. Under these assumptions, the steadier army wins, even though it never three-stars. Change the assumptions and the answer changes: a high-ceiling army that three-stars 70% of the time and otherwise two-stars clearly wins. The point is to estimate your real hit rate before chasing the flashiest army. With a limited number of Ranked battles each week, every attack counts.
In war, the trade-off flips toward ceiling. Supercell's Intro to Clan Wars says you can scout enemy War Bases during Preparation Day. The Clan War Results article says only the best attack on each base counts. Planned, base-specific armies pay off most there. Our CWL guide for small clans covers how one attack per war changes that choice.
For farming in regular Battles, value fast, cheap, repeatable armies over three-star power. Temporary troops are allowed there, so seasonal troops can earn their place.
Practice without risk
Supercell offers several low-stakes places to learn a new army:
- Single Player campaign. Supercell's Single Player Attacks article describes 90 Goblin Villages with no time limit, unlimited attempts at three stars, and no effect on your Shield or Trophies.
- Friendly Challenges. Supercell's Friendly Challenges article says your army comes from your training screen, so load an army recipe first. A clanmate's challenge can also apply Battle Modifiers, such as Legend League presets that strengthen defenses and weaken attacking Heroes. That makes a useful stress test.
- Monthly Challenge levels. October's Portal Challenge is an example: a fixed scenario for trying new equipment and temporary troops.
A practice routine (editorial):
- Copy the plan, not just the roster. Watch where the funnel units go in, where the core enters and when spells land.
- Do five practice attacks before war. The first attempts with any army are learning, not proof the army is bad.
- Diagnose by question. Did the core walk around the outside? That's a funnel problem. Did it stall in the middle? That's a spell or core-damage problem.
- Log what changed. The Equipment Testing Journal keeps notes separate for boosted and normal conditions, which helps when you test equipment alongside a new army.
The habit that outranks any meta army
Research the troops you actually use. A meta army several levels behind loses to a plainer army at your Town Hall's maximum. Pick a core you enjoy, then make its troops your Laboratory priority. The Left to Max planner shows which of your troops and spells are behind for your Town Hall. The Upgrade Planner and Hero Catch-Up help you schedule Heroes so they are ready for war weeks. For exact maximum levels, see the reference database.
Quick answers
How many Heroes can I bring? Up to four, per Supercell's Heroes article.
Do Siege Machines take housing space? No. Supercell says they use their own slots, like spells.
Can I use temporary troops in Ranked or war? No. Supercell excludes them from Ranked Battles, Clan Wars and Clan War League. Keep a separate saved army for those modes.
Can I use my own Siege Machine and a donated one together? No. Supercell says you choose one or the other in each attack.
Where can I practice an army without losing Trophies? Single Player levels and Friendly Challenges, which Supercell says don't affect your Trophies. Monthly Challenge levels are another low-stakes way to try new troops and equipment.
Is the best army the one that three-stars most often? Not always. In Ranked, a steady high two-star can earn more Trophies than an army that sometimes three-stars and sometimes collapses.





