In a Clan War, two clans face off: a preparation day to set your war base and scout, then a battle day where each member gets two attacks. Attacks earn 1–3 stars (50% destruction = 1, Town Hall destroyed = 1, 100% = all 3), and total stars decide the winner.
Before you tap 'attack'
Scout first
- 1
Find the defenses
Locate the Inferno Towers, X-Bows, the Eagle Artillery (at TH17+ it merges into the Town Hall itself), and the Town Hall weapon — these decide where you enter.
- 2
Guess the Clan Castle
Assume there are defending troops in the CC. Plan a Poison Spell + a lure to pull and kill them before your main army arrives.
- 3
Pick an entry side
Choose the side where your army does the most work with the least resistance, and where your heroes won't wander off.
The fundamentals
What separates a 1-star from a 3-star
- Funneling: clear the buildings on the outside corners of your entry so your core troops are guided *inward* instead of wrapping around the base.
- Spell timing: a Rage or Heal dropped one second too early or in the wrong tile is a wasted spell — place them where your troops actually are.
- Kill the Clan Castle troops: lure them out with a single unit, ball them up, and Poison + hit them before they shred your army.
- Hero management: heroes are most of your damage — don't let them peel off to the edge chasing a lone collector.
- Freeze the scary defenses: save a Freeze for the Inferno Tower, Eagle Artillery, or a Multi-target line at the moment it would delete your push.
Bring the army the base is weak to
There's no single best attack — pick the army (see our army compositions) that punishes this particular base's weakness, whether that's exposed air defense for LavaLoon, an open core for Root Riders, or a long spine for a Dragon Duke Rocket Backpack opening at high halls.
CWL is wars with stakes
Clan War Leagues (CWL) run once a month: an 8-clan group, seven rounds, one attack each, with promotion and relegation between league tiers. The attacking fundamentals are identical — the pressure is higher.