Best TH15 Attack Strategies That Actually Triple (2026)
The 4 best TH15 attack strategies dominating war and CWL right now. RC Charge Dragons, Super Yetis, Root Riders — tested in Legend League.

Photo by AI Generated
Your TH15 Attack Is Probably Wrong
I'm going to be blunt. If you're still running mass dragons with no plan at TH15, you're the reason your clan loses CWL. I was that guy six months ago. Spamming drags, rage spells everywhere, praying for a triple. It worked maybe 30% of the time.
Then I actually started learning how the meta works. And yeah — TH15 has some of the most powerful attack strategies in the game right now. You just have to use the right one for the right base.
The thing about Town Hall 15 is it sits in this sweet spot. You've got access to the Dragon Duke, which changes everything if you know how to deploy him. The Royal Champion is fully unlocked and devastating with the right equipment. Your spell factory gives you enough room to run those disgusting 12-invis combos that make defenders quit the app.
I've spent the last couple months grinding TH15 in Legend League and testing different army comps in CWL with my clan. Here are the four strategies that consistently triple — not in theory, but in actual war attacks where I had to put my stars where my mouth is.
But first — before you attack any base, actually scout it properly. I started using Base Drop's Find My Base tool to reverse-search enemy war bases, and honestly it changed my entire approach. When you can see the base layout beforehand and check if other players have already cracked it, your hit rate jumps dramatically.
RC Charge Mass Dragons — Yeah, This One's Broken
This is the single most reliable TH15 attack strategy in the game right now. Period. I've tripled max TH15s and even some rushed TH16s with this comp.
Here's the army: - 12 Dragons - 2 Baby Dragons (for funnel) - 1 Siege Barracks - Royal Champion + 12 Invisibility Spells + 1 Freeze
The idea is dead simple. You invis-walk your Royal Champion deep into the base. She takes out 3-4 key defenses — Eagle Artillery, Inferno Towers, whatever's threatening your dragons. Then you deploy your dragons in a line on the opposite side and let them steamroll through what's left.
Why does this work so well? Because at TH15, the RC with proper equipment (I'm running Electro Boots + Seeking Shield) can survive long enough to gut the base's core. And 12 dragons is just... a lot of dragons. Even mediocre funneling gets the job done.
The trick most people mess up is the RC's starting position. You don't want her walking into the first building she sees. Use a baby dragon to create a funnel on one side, drop the RC, and send her toward the highest-value targets. I like to aim for the Eagle first — once that's down, your dragons barely take splash damage.
My CWL stats with this comp last season: 6 attacks, 5 triples, 1 high two-star. And that two-star was because I fat-fingered a freeze spell on nothing. Totally my fault.
If you want to practice this on specific base layouts, check out the TH15 base library on cocbasedrop.com — you can filter by town hall level and find war bases to test against in friendly challenges.

Photo by AI Generated
Fireball Super Yeti Smash — Ground Meta King
OK so this isn't technically a TH15-exclusive strategy — it works at TH16 too (I wrote about it in the TH16 attack guide). But at TH15? It's absolutely disgusting.
The comp: - 7 Super Yetis - 3 Witches - 2 Wall Breakers - 1 Golem - Siege Machine: Log Launcher - Spells: 3 Fireball, 1 Rage, 2 Freeze, 1 Heal
Fireball zap out a cluster of defenses (ideally Inferno Towers and the Eagle area). Send the log launcher into the base with your golem tanking. Once the walls are breached, dump your Super Yetis and witches behind. Rage them through the core.
What I love about this strategy is how FORGIVING it is. Even if your fireballs don't hit perfectly, 7 Super Yetis just walk through everything. The Yetimites that spawn when they die clean up buildings your main army misses. And witches behind them create this endless wall of skeletons that tank point defenses.
Since the March 2026 balance update nerfed Sneezy's damage, Super Yetis survive longer in the core. That was a huge indirect buff to this strategy. Before the nerf, Sneezy could delete a Super Yeti in seconds. Now your boys actually make it through.
One pro tip that made a big difference for me — don't rush your deployment. Send the golem first, wait 2-3 seconds for defenses to lock on, THEN send the log launcher. I used to send everything at once and the log would get destroyed before breaking through the second wall layer.
Root Rider Charge — Raw Power, Zero Thinking Required
Root Riders got a reputation as the "braindead" strategy, and honestly... yeah, kinda. But braindead doesn't mean bad. It means consistent.
Army: - 7 Root Riders - 2 Healers - 5 Bowlers - 1 Baby Dragon - Spells: 4 Earthquake, 3 Rage, 1 Freeze, 1 Poison
The earthquake spells open a massive chunk of the base. Root Riders walk through walls anyway (that's their whole thing), but the quakes let your bowlers follow without getting stuck. Deploy Root Riders in a line, healers behind your heroes, bowlers behind the Root Riders. Rage through the core.
This strategy works best against compact bases with clustered defenses. Island bases or spread-out designs give Root Riders pathing issues — they start wandering toward random buildings instead of pushing through the core.
My honest opinion? RC Charge Dragons is more reliable against a wider range of bases. But Root Riders absolutely demolish tight war bases. If you're scouting a base on cocbasedrop.com and it's got a compact core with Infernos stacked near the Eagle, Root Riders will walk through it like it doesn't exist.
Something to watch out for at TH15 specifically — you don't have the Multi-Gear Tower yet (that's TH16), so one fewer air defense threatening your healers. That actually makes healer-based Root Rider comps STRONGER at TH15 than at TH16. Which is kinda funny when you think about it.
Dragon Duke Split Push — The Big Brain Play
This is the strategy I'm most excited about right now, but it's also the hardest to execute. If you haven't unlocked the Dragon Duke yet (he comes with TH15's Hero Hall upgrade to level 9), skip this and stick with RC Charge Dragons.
The concept: you send the Dragon Duke solo on one side of the base to activate Royal Rampage — his passive that triples his DPS when no other air units are nearby. Meanwhile, your main army attacks from the opposite side. The base has to split its defenses between two threats and usually can't handle both.
The comp varies based on the base, but here's my go-to: - 8 Dragons - 2 Baby Dragons - Dragon Duke (with Fire Heart + Flame Blower) - All other heroes on main push - Spells: 4 Rage, 3 Freeze, 1 Poison
Deploy Dragon Duke alone on one side. Wait for Royal Rampage to trigger (you'll see the visual effect). Then deploy your dragon army on the other side with your heroes. Time your freezes on the biggest threats to the Duke — Inferno Towers and the Eagle.
When it works, it's beautiful. The Duke shreds 4-5 buildings before going down, and your dragons clean up what's left without taking full defensive fire. When it doesn't work... the Duke flies into a seeking air mine and dies in 2 seconds. That's happened to me more times than I'd like to admit.
This is where scouting really matters. I'll check Base Drop's base library to see if anyone's posted a similar layout. If I can find the exact base — or close enough — I can plan my Duke's deployment path and dodge air traps. That's genuinely the difference between a triple and a failed attack.

Photo by AI Generated
How to Pick the Right Strategy for Each Base
Here's something nobody talks about: the best TH15 attackers don't use one strategy. They use all four and pick based on the base they're hitting.
Quick decision tree I use in war:
**Spread-out base with exposed Eagle?** RC Charge Mass Dragons. The RC can reach the Eagle without burning too many invis spells, and dragons love spread-out bases because they don't get stacked by splash.
**Compact base with clustered core?** Fireball Super Yeti or Root Riders. Either one punches straight through the center. Pick Yetis if the core has Infernos you can Fireball, pick Root Riders if the base has thick walls and segmented compartments.
**Ring base with air defenses on the outside?** Dragon Duke Split Push. The Duke picks off outer defenses while your dragons come from the opposite side. Ring bases are the Duke's favorite because he can circle the ring solo.
**Anti-air base with sweepers aimed inward?** Go ground. Root Riders or Super Yetis. Don't fight the base design — if they built for air, bring ground.
And here's the thing that took me way too long to learn — your heroes' equipment matters as much as the army comp. I covered this in the hero equipment tier list, but the short version for TH15:
- RC: Electro Boots + Seeking Shield for invis walks - AQ: Action Figure for value, Giant Arrow for sniping - BK: Spiky Ball. It's broken. Just use it. - GW: Eternal Tome. Always. - Dragon Duke: Fire Heart is mandatory. Second slot depends on your strat.
Don't sleep on equipment upgrades. A level 18 Electro Boots RC walks through bases like they're not there. A level 9 Electro Boots RC dies to the first Inferno she meets. The Blueprint CoC TH15 strategy guide goes deep on equipment breakpoints if you want the exact numbers.
As of April 2026, the meta's in a pretty healthy spot for TH15. Ground and air are both viable, the Dragon Duke adds a genuinely new dimension to attacks, and there's enough variety that no single base design shuts everything down. Which honestly makes this one of the more fun town hall levels to play — even if TH16 and TH17 get all the YouTube attention.
Frequently Asked Questions
What is the best TH15 attack strategy in Clash of Clans 2026?
RC Charge Mass Dragons is the most consistent TH15 strategy right now. You invis-walk the Royal Champion to take out key defenses like the Eagle and Infernos, then deploy 12 dragons on the opposite side. It's simple to learn and triples max TH15s regularly. Fireball Super Yeti Smash and Root Rider Charge are strong alternatives for ground-focused attacks.
Does RC Charge Mass Dragons work against TH16 bases at TH15?
It can work against rushed TH16s, yeah. I've pulled it off a couple times in CWL when dipping. The key is that the RC needs to take out the Multi-Gear Tower and Eagle before your dragons arrive, because TH16 splash damage is brutal. Don't expect consistent triples though — it's more of a high two-star or lucky triple situation when hitting up a town hall level.
What hero equipment should I use for TH15 war attacks?
For the Royal Champion, Electro Boots and Seeking Shield are best for invis-walk strategies. Barbarian King with Spiky Ball is a no-brainer — the extra damage is massive. Archer Queen with Action Figure gives the most value in most comps. Grand Warden should always run Eternal Tome. And if you've got the Dragon Duke, Fire Heart is mandatory for the self-healing since Healers can't target air units.
Is the Dragon Duke worth upgrading at TH15?
Yes, but don't prioritize him over your other heroes. Get your Archer Queen and Royal Champion to max first since they're used in every attack. The Dragon Duke shines in split-push strategies, but he's a luxury pick — your RC and AQ carry the weight. Upgrade him when your other heroes are sleeping or when you've got spare dark elixir and ores.
What's the best siege machine for TH15 attack strategies?
It depends on the strategy. Siege Barracks is best for RC Charge Dragons because it adds extra funnel pressure. Log Launcher is the go-to for ground strategies like Super Yetis because it breaks through wall layers and paths your troops into the core. Battle Blimp works well for Dragon Duke split pushes if you want to snipe the Town Hall early.
How do I practice TH15 attack strategies before using them in war?
Friendly challenges are the best way to practice. Ask your clanmates to set up TH15 war bases and run your attacks against them. You can also browse base layouts on sites like cocbasedrop.com to find specific base designs to practice against — filter by TH15 and copy the layout to your clan's friendly challenge. Practicing on 5-6 different base designs gives you a good feel for each army comp.