Updated for Town Hall 18 (October 2026).
The strongest Town Hall 16 armies in 2026 are RC Walk Dragons, Jetpack Dragon Riders, Fireball Ruin Witches and Fireball Super Yetis. This guide gives the complete army for each one (troops, spells, siege machines, Clan Castle, heroes, equipment and pets), when to bring it, how to run it step by step and the mistakes to avoid.
All four fit a TH16 army exactly: 320 housing space, 11 spell slots, and a Clan Castle with 50 troop spaces, 3 spell slots and 2 siege machines.
What changes for attackers at Town Hall 16
Army size doesn’t grow at Town Hall 16: the Army Camps stay at 320 and spells stay at 11. The upgrade you feel is the level 12 Clan Castle, which holds a second siege machine. Your own new tools are the Thrower, the Ruin Witch, the Totem Spell, the Troop Launcher and two pets: the Spirit Fox, which turns itself and its hero invisible in bursts, and the Angry Jelly, which sends its hero straight at defenses for a while.
The bases fight back harder too. TH16 players merge their Cannons into Ricochet Cannons and their Archer Towers into Multi-Archer Towers, and the TH16 Giga Inferno wakes up once the Town Hall is damaged or the attack hits 51%, then drops a poison cloud when it is destroyed. Plan for that poison: three of the four armies below save the Grand Warden’s ability for the Town Hall section.
The four armies at a glance
| Army | Best use | Main damage | Spells you bring |
|---|---|---|---|
| RC Walk Dragons | Any base; the most consistent | 11 Dragons | 10 Invisibility, 1 Earthquake |
| Jetpack Dragon Riders | Bases that are weak to air | Dragon Riders and Inferno Dragons | 3 Lightning, 3 Totem, 2 Freeze, Overgrowth, Skeleton |
| Fireball Ruin Witches | War and Ranked | Ruin Knights and the Queen | 4 Invisibility, 2 Earthquake, 2 Rage, Poison |
| Fireball Super Yetis | Compact, stacked cores | Super Yetis | 4 Invisibility, 2 Earthquake, Jump, Rage, Poison |
Ranked Battles limit how many attacks you get each week, so use your most reliable army there. Regular Battles have no trophy risk, which makes them the cheapest place to practice a new army while you farm.
1. RC Walk Dragons
The Royal Champion walks into the base, removes the defenses that would hurt Dragons and leaves an L-shaped funnel behind her. The Dragons only have to follow it. That simple second half is why it is the most forgiving TH16 army.
Army composition
- Troops (320): 11 Dragons, 2 Baby Dragons, 5 Rocket Balloons, 1 Super Wall Breaker, 1 Ice Golem, 1 Headhunter, 1 Wizard, 3 Minions, 1 Archer
- Spells (11): 10 Invisibility, 1 Earthquake
- Workshop: Log Launcher and Flame Flinger
- Clan Castle: 2 Dragon Riders; 2 Totem and 1 Freeze spells; Sky Wagon
- Royal Champion: Haste Vial, Electro Boots; Spirit Fox
- Archer Queen: Action Figure, Giant Arrow; Frosty
- Grand Warden: Eternal Tome, Healing Tome; Electro Owl
- Minion Prince: Meteor Staff, Dark Orb; Phoenix
When to use it
Your default war, CWL and Ranked army when nothing about the base screams for something else. It needs one side where a walk takes the Champion into the base rather than along its edge.
How to run it
- Pick the side that pushes the Royal Champion inward. Send a Baby Dragon ahead to clear outer buildings and shape the funnel while she walks.
- The Spirit Fox hides her in bursts, so early on an Invisibility Spell about every 10 seconds covers the gaps.
- When she reaches the big defenses, cast the Earthquake and use her ability to speed through. Once she is deep inside, keep covering her with Invisibility instead of relying on the Fox.
- When the walk ends, send the Archer Queen to one side with the Ice Golem and use her Giant Arrow early. It deals double damage to Air Defenses.
- Deploy every Dragon with the Grand Warden, Minion Prince and Sky Wagon.
- Use the Minion Prince’s ability early if core defenses need slowing, and hold the Warden’s Eternal Tome for the Town Hall so it covers the Giga Inferno’s poison.
- Send Rocket Balloons at outside defenses and the second Baby Dragon to keep the funnel clean. Throw Totems wherever the Dragons take the most fire.
Common mistakes
- Walking the Champion around the outside. The funnel she leaves decides the whole attack.
- Using the Warden’s ability on the first wave of damage. The Town Hall blast and poison come later.
- Forgetting outer buildings. Dragons drift toward anything left standing on the edge.
2. Jetpack Dragon Riders
The Dragon Duke opens this attack with his Rocket Backpack, which rockets him through the base breathing fire while he can’t be targeted. Lightning and Earthquake Spells then clear a second section. By the time the Dragon Riders arrive, two parts of the base are gone and the funnel is set.
Army composition
- Troops (320): 8 Dragon Riders, 4 Inferno Dragons, 5 Rocket Balloons, 1 Baby Dragon, 1 Wizard, 2 Minions, 2 Archers
- Spells (11): 3 Lightning, 3 Totem, 2 Freeze, 1 Overgrowth, 1 Skeleton
- Workshop: Log Launcher and Flame Flinger
- Clan Castle: 2 Dragon Riders; 3 Earthquake Spells; Sky Wagon
- Dragon Duke: Flame Blower, Rocket Backpack; Angry Jelly
- Royal Champion: Rocket Spear, Seeking Shield; Spirit Fox
- Grand Warden: Eternal Tome, Healing Tome; Electro Owl
- Minion Prince: Meteor Staff, Dark Orb; Phoenix
Inferno Dragons and Rocket Balloons are both Super Troops, so boost them first.
When to use it
Bases where two groups of defenses sit close enough for the Duke and the Lightning-plus-Earthquake combo to take out both. Air-friendly layouts with reachable Air Defenses are the best fit.
How to run it
- Drop the Dragon Duke on one side. The Angry Jelly pushes him straight at defenses.
- When he gets close to a packed group of defenses, cast one Earthquake and use his ability: the Flame Blower and Rocket Backpack wipe that section.
- Use the other two Earthquakes with the three Lightning Spells on the next line of defenses.
- Send the Royal Champion to the opposite side to stretch the funnel and clear a compartment.
- Deploy the Dragon Riders and Inferno Dragons with the Warden, Minion Prince and Sky Wagon. Freeze the Eagle Artillery and other big threats as the army reaches them.
- Delay the Warden’s ability so it covers the Town Hall section. If the Town Hall is hard to reach, cast Overgrowth on it and come back later: wrapped buildings can’t attack.
- Snipe outside defenses with Rocket Balloons, cycle Totems and the Skeleton Spell, and save the Minion Prince’s ability for the back end or core.
The August 30, 2026 update fixed a bug that sometimes started the Rocket Backpack dash without its flames or ended it early, so the opener is more reliable than it was over the summer.
Common mistakes
- Popping the Duke’s ability too early. Wait until he and the Angry Jelly are right next to the packed defenses.
- Spreading the Lightning Spells over buildings the Rocket Backpack didn’t weaken.
- Using the Warden’s ability early instead of saving it for the Town Hall.
3. Fireball Ruin Witches
The Grand Warden’s Fireball clears a section of the base before a single troop lands. Ruin Witches follow the push and turn the rubble of every destroyed building into a Ruin Knight, a tough melee fighter that tanks for the army. The deeper the attack goes, the more Knights it has. Since August 31, 2026 each Ruin Witch can summon 10 Knights instead of 8.
Army composition
- Troops (320): 6 Ruin Witches, 5 Healers, 3 Super Wall Breakers, 1 Ice Golem, 3 Balloons, 1 Baby Dragon, 1 Valkyrie, 2 Wizards, 2 Archers, 2 Headhunters
- Spells (11): 4 Invisibility, 2 Earthquake, 2 Rage, 1 Poison
- Workshop: Log Launcher and Flame Flinger
- Clan Castle: 1 Ice Golem, 1 Super Yeti; 2 Totem and 1 Freeze spells; Troop Launcher
- Grand Warden: Rage Gem, Fireball; Electro Owl
- Archer Queen: Action Figure, Magic Mirror; Frosty
- Royal Champion: Rocket Spear, Seeking Shield; Phoenix
- Barbarian King: Spiky Ball, Earthquake Boots; Spirit Fox
When to use it
War and Ranked bases where one side has a cluster of defenses the Fireball can reach. It is a ground smash, so it also handles bases built to stop air.
How to run it
- Pick the side where the Fireball opens a clean path. The Fireball flies at the closest defense, so cover any nearer defense you don’t want hit with Invisibility (hidden buildings can’t be targeted). Use the Warden’s ability, then finish the section with both Earthquakes.
- Give the Warden his own funnel so he works one side alone, with a single Ruin Witch next to him to keep him on course.
- Open the base with the Ice Golem, the Archer Queen and a Super Wall Breaker, then send all the Ruin Witches and Healers behind them. Drop the Troop Launcher near the push.
- Use the Royal Champion’s ability to snipe defenses and drive the funnel deeper.
- Use the King’s ability to open more pathing, then cast Rage and use the Queen’s ability through the core. Cycle the Totems on whatever is hitting the army hardest.
- Spend your last Invisibility Spells on the army in the final push while the Knights keep tanking.
Common mistakes
- Deploying Ruin Witches in front of defenses. Every Witch that dies early takes all her future Knights with her, so keep them behind the tanks.
- Firing the Fireball at a section that leaves no path inward. The Knights only spawn where buildings fall.
- Letting the Warden wander into the main push. He is there to clear his own side.
4. Fireball Super Yetis
The same Warden Fireball opener feeds a smash of five Super Yetis with the Barbarian King. It is one of the safest TH16 ground attacks, and even a Fireball that doesn’t land perfectly usually leaves enough of an opening.
Army composition
- Troops (320): 5 Super Yetis, 4 Healers, 1 Ice Golem, 2 Super Wall Breakers, 2 Headhunters, 4 Balloons, 2 Wizards, 4 Minions, 1 Baby Dragon
- Spells (11): 4 Invisibility, 2 Earthquake, 1 Jump, 1 Rage, 1 Poison
- Workshop: Log Launcher and Flame Flinger
- Clan Castle: 4 Super Minions, 1 Minion; 3 Totem Spells; Siege Barracks
- Grand Warden: Rage Gem, Fireball; Electro Owl
- Barbarian King: Spiky Ball, Earthquake Boots; Phoenix
- Archer Queen: Action Figure, Giant Arrow; Unicorn
- Royal Champion: Rocket Spear, Electro Boots; Spirit Fox
When to use it
Compact war bases with stacked cores, and Legend League attacks where you want a plan that survives small errors.
How to run it
- Walk the Grand Warden to the stacked defenses, lock the Fireball’s target with Invisibility on nearer defenses, use his ability and finish with the Earthquakes.
- Funnel one side with the Baby Dragon and the other with the Archer Queen.
- Send the Ice Golem, Super Yetis, Healers and the Barbarian King into the gap, with the Siege Barracks from the Clan Castle.
- Cast Jump to guide the Yetis into the core and Rage when they meet the heaviest defenses. Cycle Totems to pull fire off them.
- Send the Royal Champion once the army reaches the middle, so she cleans up the back end.
Common mistakes
- Sending the Yetis before both funnels are finished, which lets them peel off to the sides.
- Casting Jump too early. Save it for the wall that would stop the push at the core.
- Dropping the Champion with the main army. She is worth more cleaning up the far side.
Videos: TH16 attacks in 2026
Three TH16 armies for war, CWL and Ranked from the YouTube channel Sir Moose Gaming (July 2026).
Five TH16 armies after the June 2026 update, from the YouTube channel Dibyo.
FAQ
What is the best TH16 attack strategy in 2026?
RC Walk Dragons is the most consistent across different bases. Switch to Fireball Super Yetis or Fireball Ruin Witches when the base has a stacked core, and to Jetpack Dragon Riders when it is weak to air.
What is the best TH16 army for war?
Any of the four. Fireball Ruin Witches is built for war and Ranked bases, and RC Walk Dragons covers the bases the others don’t suit.
How many spells do you get at TH16?
Eleven of your own, the same as TH15, plus 3 in the level 12 Clan Castle. Lightning, Freeze, Invisibility, Totem, Earthquake, Poison and Skeleton take 1 slot each; Rage, Jump and Overgrowth take 2.
Is the Ruin Witch worth using at TH16?
Yes, in a ground army that is already destroying buildings. She doesn’t attack, so she only pays off behind tanks and a strong opener like the Fireball.
More guides: the TH15 attack strategies, the TH17 attack strategies, Hero Equipment, pets and the full attack strategies hub.
Sources: Supercell release notes and posts (Town Hall 16 update, Battle and Ranked modes, February 2026 update, Sound of Clash update, Anime Fury update, August 2026 update), in-game data.