Best Armies for Clan Games Challenges in COC 2026
Clan Games punish army swapping more than bad attacking. I counted the retrain cost and picked three armies that clear most challenge types without a rebuild.

The Three Armies, and When Each One Goes In
Quick answer: Run one farming army, one war army and one cheap sniping army across the whole week, and pick challenges that fit them. A hybrid ground army clears building and loot challenges. Your normal war composition clears every war challenge. A handful of Barbarians and a Minion clears the cheap count based ones. Swapping armies to chase a challenge costs more than the challenge pays.
That's the discipline the whole event rewards. Not attacking skill.
I checked the reward tiers and the personal cap against the official figures before writing any of this. A rebuild eats the reward twice over.
Why Army Swapping Is the Real Cost
A challenge looks like it costs you one attack. It does not.
It costs you the training time for the new army, the attack itself, then the training time to get back to what you were running. Three costs for one reward.
At Town Hall 15 and above a full army takes long enough that two swaps will eat an evening. You'll clear two challenges in the time somebody disciplined clears five.
So the right question is never which army clears this challenge. It's which challenges my current army already clears. Pick from the board to fit your camp, not the other way round.
Army One, the Hybrid Farmer
This is your bread and butter for the loot and destruction challenges.
Ground heavy, cheap, and good at clearing outer buildings fast. Giants or Golems in front, Wizards or Witches behind, a couple of Wall Breakers, and whatever hero you're comfortable flying.
It clears destroy X buildings without thinking, because outer buildings are what it eats. It clears loot gold and loot elixir because it gets deep enough to open storages.
And it's cheap enough that a failed attack does not hurt. That matters when the board gives you a challenge needing five attempts.
Army Two, Whatever You Take to War
Do not build a special clan games war army. Take whatever you normally war with.
War challenges pay the most points in the whole event, and you were going to make those attacks anyway. The challenge just attaches a reward to a swing you already planned.
The only rule is to take the challenge before you attack. Points do not backdate, and every month somebody in every clan loses a three star's worth of points to that mistake.
If your war attacks are the weak link rather than your army, the clan war league strategy guide covers the planning side.
Army Three, the Cheap Counter
Some challenges just want a number. Destroy twenty buildings. Win one multiplayer battle. Use a specific troop once.
For those you want the cheapest army that satisfies the condition. Ten Barbarians and one of whatever the challenge names. Train time close to nothing, loss close to nothing.
This army is the reason disciplined players clear the board faster. They are not attacking better, they are refusing to spend a full army on a challenge worth 250 points.
Keep a saved army slot for this. Naming it something obvious saves you rebuilding it every day.
Matching Challenges to the Three Armies
Loot gold, loot elixir, loot dark elixir and destroy buildings all go to the hybrid farmer.
Two star in war, three star in war, destroy an enemy town hall in war, all go to the war army. So does anything that says clan war league.
Use troop X, win a battle, destroy X of a specific building all go to the cheap counter, as long as the count is small.
Anything asking for a super troop, a siege machine you do not own, or a hero that is currently upgrading, you drop. That's not defeatism. It's the slot cooldown being worth more than the points.
The Troop Specific Challenges
These are where people lose the most time, so here's the rule.
If the named troop is already in your army, take it immediately. Free points.
If the named troop is cheap and you can add two of them without changing the army's shape, take it. Two Minions tacked onto a farming army costs nothing.
If the named troop would change the army, skip it. A Lava Hound challenge when you run ground is not a challenge, it's an evening.
And super troop challenges are almost always a no. The boost costs dark elixir or a potion, and the payout rarely covers it.
Builder Base Challenges and Which Army They Need
Builder base challenges do not use your main village army at all, which is exactly why they're useful late in the week.
They cost you nothing from your main camp. No training time, no army swap, no interference with war.
The catch is they're slow in a different way. You're limited by attack availability rather than by training, and on day one everybody is racing so the good main village challenges go fast.
So leave them to days six and seven. The board will still have them, and by then your main village challenges are gone anyway.
Where Clans Usually Fall Short
The usual story is a clan missing tier six by a few hundred points with a dozen challenges still sitting unclaimed.
Nobody is lazy when that happens. Half the clan spends the week swapping armies for high value challenges and clears two a day instead of five.
The other half takes a challenge and then goes to bed, letting it expire.
I read back through how the slot cooldown works because that combination is what turns a busy clan into a short one.
Both failures come from the same place. Treating clan games like a separate game rather than a reward attached to the game you were already playing. Play normally. Pick from the board to suit what you're doing.
Spell Choices That Stretch Further
For farming challenges, bring Haste or Rage rather than Freeze. You want speed through outer buildings, not survivability against defenses you are ignoring.
For war challenges, bring whatever you always bring. Do not experiment during a scored week.
For the cheap counter army, bring nothing. Spells cost elixir and training time and the attack is over in forty seconds.
And keep a couple of Poison spells for clan castle troops if your farming targets are defended. A failed farming attack because of a castle Ice Golem is the most annoying way to lose fifteen minutes.
Siege Machines and the Slot You Forget
Your siege machine slot is free points most weeks and people leave it empty.
Some challenges ask you to use a siege machine, or to deploy clan castle troops from one. If you already bring a Log Launcher or a Battle Drill, those clear themselves.
The cheap trick is the Wall Wrecker. It's the least fussy siege in the game, it walks in a straight line, and it satisfies most siege conditions without needing you to fly it well.
So keep one queued during games week even on farming attacks. It costs elixir you have spare, and it turns a category of challenge from awkward into automatic.
Where the Bases You Attack Matter
Half of clan games farming is target selection, not army building.
For destroy building challenges, look for bases with lots of outer structures rather than tight compact ones. More buildings outside the walls means a faster clear.
For loot challenges, look for full storages and skip anything relying on collectors.
And if you're getting three starred yourself all week while you farm, that's a different problem. Browse current war layouts and put something solid up before the games start, because a shield keeps your loot where you left it.
A Week That Actually Reaches 4,000
Day one and two, hybrid farmer, take every loot and destruction challenge on the board.
Day three and four, war army, take war challenges as your attacks come up. Highest points per minute in the event.
Day five, cheap counter, clear the small count based ones that everybody else skipped.
Day six and seven, builder base and whatever is left.
That's four thousand points without a single army rebuilt for a challenge. The rules and reward tiers are on the official Clash of Clans site if you want the exact thresholds in front of you.
Frequently Asked Questions
What is the best army for Clan Games in Clash of Clans?
There is no single best army, and chasing one is the mistake. Run a cheap hybrid ground army for loot and destruction challenges, your normal war composition for war challenges, and a throwaway army of Barbarians for small count based ones. Pick challenges that suit those three rather than rebuilding to suit the board.
Should I change my army to complete a Clan Games challenge?
Almost never. A swap costs the training time for the new army, the attack, and the training time to get back. That is three costs for one reward, and at high town halls two swaps will eat an evening. Only swap for a high value war challenge that matches an attack you already planned.
Which Clan Games challenges give the most points?
War challenges, by a wide margin, because the attack was happening anyway so the points come attached to nothing extra. Take the challenge before you attack, since points never backdate. After war challenges, loot and destruction challenges clear while you farm normally.
Are super troop Clan Games challenges worth it?
Usually not. Boosting a super troop costs dark elixir or a boost potion, and most super troop challenges do not pay enough to cover that. The exception is when the super troop is already boosted for another reason, in which case take the challenge immediately.
When should I do builder base Clan Games challenges?
On the last two days. They use no main village training time at all, so they never interfere with war or farming, and almost nobody takes them early. By day six the good main village challenges are gone and the builder base list is still sitting there untouched.
How do I pick good bases to attack during Clan Games?
For destruction challenges look for bases with many buildings outside the walls, since those clear fastest. For loot challenges look for full storages rather than collectors. If you are losing loot to attacks while you farm, check the tournament layouts and put up something that holds.