Alright, let’s talk about Town Hall 12 attacks. Man, moving up to TH12 felt like hitting a brick wall at first. That Giga Tesla popping out of the Town Hall and the Eagle Artillery just raining down trouble really changed the game for me.
I remember when I first got there, I tried sticking to my old TH11 ways. You know, some GoWiPe variations, maybe some Queen Charge LaLo. Honestly? It was rough. Bases just felt tougher, defenses hit harder, and my attacks were fizzling out way too often. Especially that Eagle, man, if you didn’t get it down fast, it just wrecked everything. Lots of frustrating 1-star or low 2-star attacks back then.

Trying to Figure Things Out
So, I knew I had to change things up. I started watching replays, seeing what clanmates were using, just trying to soak up information. Two strategies kept popping up that seemed really strong: Hybrid (Hogs and Miners) and Zap Dragons.
First up, I decided to give Hybrid a serious shot.
- The core idea, sending in Miners and Hogs together under heal spells, made sense. They cover ground differently and overwhelm defenses.
- But the key, and the hardest part for me, was the Queen Charge. Oh boy, did I mess this up a lot initially. Getting the funnel right so she goes where you want her to… keeping her alive against single infernos or the enemy CC… figuring out when to rage her or use her ability. It took a LOT of practice. Seriously, tons of friendly challenges.
- Using the Siege Barracks helped loads. Getting those extra Pekkas and wizards out really helped set the funnel for the Queen or support the main push.
- Eventually, I started getting the hang of the pathing, the spell placement (especially those heal spells!), and timing the Warden ability to protect the main group through the Town Hall explosion or Eagle shots. It felt good when it finally clicked.
Switching Gears: Zap Dragons
While I was getting better at Hybrid, I also wanted something maybe a bit more straightforward sometimes, especially for certain base layouts. That’s when I really dug into Zap Dragons.
The appeal was obvious: use Lightning Spells to take out key Air Defenses, maybe even an Inferno Tower or the enemy Queen if you could line it up. This creates a much clearer path for the Dragons and Balloons.
- Learning the zap counts was the first step. How many zaps for an AD? How many for an Inferno? I kept messing this up, sometimes leaving a defense with a sliver of health. Super annoying. Had to write it down for a bit.
- Then it was about choosing the right targets. Which ADs to zap to create the best path? Do I zap the Sweepers too? Took some trial and error.
- Funneling the Dragons is still important. You can’t just spam them all in one spot. I usually use my King and Queen to clear buildings on the edges to make sure the dragons go into the core.
- Using a Stone Slammer filled with Balloons became my go-to Siege Machine for this. Send it in towards the back-end defenses.
- Timing the Rage spells and the Grand Warden’s ability, again, crucial. Especially protecting the balloons and dragons as they approach the Town Hall or heavy damage areas.
What I Use Now
So, after all that practice and lots of failed attacks (let’s be honest!), I feel pretty comfortable with both Hybrid and Zap Dragons at TH12.
Which one do I prefer? It honestly depends on the base.

- If the base has tightly packed core defenses and good spots for a Queen Charge entry, I lean towards Hybrid. It feels powerful and can gut a base really effectively if the Queen Charge goes well.
- If the Air Defenses are reachable with zaps, or if the base layout looks vulnerable to air pathing, I go for Zap Dragons. Sometimes it feels a bit safer or simpler to execute, especially if the Queen Charge looks tricky.
I did mess around with some Pekka Smash and Yeti Smash attacks too, and they can work, for sure. But for me, personally, I found I got more consistent results focusing on mastering Hybrid and Zap Dragons. They just fit my style better, I guess.
The biggest thing I learned? TH12 requires practice. You can’t just copy an army and expect 3 stars right away. You gotta put in the reps, learn the timings, understand the pathing, and figure out what works for you. But yeah, for anyone struggling at TH12, I’d definitely recommend putting time into learning Queen Charge Hybrid and Zap Dragons. They were game-changers for me.