Alright, guys, let’s talk about smashing it in Clash of Clans at Town Hall 10. I’ve been playing around with different army compositions, and I think I’ve finally found some killer combos that consistently deliver those sweet, sweet three-star victories. I’ve tried a lot, and believe me, not every army works as it described online.
My Go-To Armies at TH10
So, I started by trying to figure out what works best for me. Not every strategy you read online is gonna click, you know? You gotta experiment. Here’s what my journey looked like:

- First Attempts (and Fails!): I started with some basic stuff, like mass dragons. Seemed easy enough, right? Wrong! Got wrecked a few times by well-placed air defenses. Then I tried some ground-heavy armies, but those pesky inferno towers kept roasting my troops. It was frustrating, to say the least.
- Finding My Groove: I realized I needed a balance. I couldn’t just spam one type of troop. So, I started playing around with combinations, adding healers, testing different spells. Slowly, things started to click.
- The “Aha!” Moment: After a bunch of trial and error, I discovered a few army comps that just worked. They weren’t always perfect, but they were consistently getting me two or three stars, even against tough bases. I had my “eureka!” moment with a variation of GoWiPe.
My Favorite Army Composition Breakdowns
Here’s the breakdown of a couple of armies I’ve had great success with. Don’t be afraid to tweak these to your liking, though. It’s all about finding what fits your attack style.
1. GoWiPe Variation (Ground and Pound):
- Golems: Usually 2. These guys are your tanks, soaking up damage.
- Wizards: Around 10-12. They provide the firepower behind the Golems.
- P.E.K.*: 2 or 3. The heavy hitters, dealing massive damage.
- Wall Breakers: 6-8, crucial for getting your troops into the base.
- Archers/Minions: A few for cleanup. Maybe 4-6.
- Spells: Rage, Heal, and maybe a Jump or Earthquake, depending on the base. I am a huge fan of the rage spell to speed things up.
How I Use It:
I usually start by deploying the Golems spread out a bit to draw fire. Then, I send in the Wall Breakers to open up compartments. Next come the Wizards, followed by the P.E.K.*. I use the Rage and Heal spells to keep my troops alive and smashing through defenses. The cleanup crew (Archers/Minions) takes care of any leftover buildings.
2. LavaLoon (Air Superiority):
- Lava Hounds: 2-3. Your air tanks.
- Balloons: The rest of my army space, usually 20+. These guys are your damage dealers.
- Minions: Maybe 5-10, for cleanup.
- Spells: Rage and Haste spells are your friends here. Sometimes a Freeze for those pesky Inferno Towers.
How I Use It:

This one is a bit trickier, but super satisfying. I deploy the Lava Hounds first, targeting air defenses. Then, I send in the Balloons in groups, using Rage and Haste spells to speed them up and maximize their damage. The Minions come in at the end to clean up. Timing and placement are key with this one.
Final Thoughts
These are just a couple of examples, and what works for me might not work exactly the same for you. The key is to practice, experiment, and don’t get discouraged by losses! Watch replays, see what went wrong, and adjust your strategy. Eventually, you’ll find the perfect army compositions that let you dominate at Town Hall 10. And I am still trying more and more combos, don’t stop learning! Good luck, and clash on!