Best Defense Clash Royale Clan Wars

Which troops are the best for defense in a Clan Castle? That’s a very common question and at that place are many different opinions. I will show you in this dedicated post
which Troops work best in your Clan Castle for defending your base of operations
during Association War and also for your Dwelling Village.

A ROYAL PAIN – Monster Hunter Rising …

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In the kickoff section of this guide, I will give you some info on how to build your defending Clan Castle setup and
in the second office you notice my favorite setups ranked by effectiveness.


Updated with latest Residue Update (June 2022) + how the meta inverse in the previous weeks. Well-nigh Town Halls got some changes in the defending cc troops recently so my list below reflects them now.

Best Association Castle Troop In Clash of Clans (Ranking)

Hither are some setups that have worked really well and I update them with every balancing update.

Town Hall 14

Lava Hound + Caput Hunter + Archer
is probably the nearly-used but also the strongest defensive cc setup at TH14 now and for a very long time. It’southward used for war and regular defenses as information technology’southward so versatile. The Lava Hound first binds enemy troops with his massive HP and so explodes into the Lava Pups that deal damage and also distract the attacker’south troop. In the meantime, the Head Hunters volition go after the heroes and the Archers volition up pretty well.


Possible variations: utilise only 1x Head Hunter and 9x Archers, most-commonly in farming/trophy bases used as the additional Archers are harder to predict and harder to deal with. Another variation is mixing or substitution of Archers with Goblins as they move faster and bargain more damage, merely non against air forces. Both variations are widely spread and very common defensive Association Castle setups and I recommend trying them at least a few times.

Super Minions + Caput Hunters + Archeris another setup you come across ofttimes, although information technology’s more usually used in Legend League and non that much in war. The Super Minion bargain damage with their long-distance shots and if that comes at a surprise (as the attacker can’t see it), information technology can be very devastating. Anyway, in many war situations the cc setup isn’t that much of a surprise. But run it for your Legend League defenses and you lot will have some adept experiences.


Possible variations: using one Head Hunter instead of two, only that doesn’t make a huge difference.

Lava Hound + Ice Golemis not as popular but also used occasionally, and effective. Especially the element of surprise is abrasive for the attacker and the Ice Golem can ruin an set on with the freeze (e.1000. on healers or vital hero moments). Simply the downside of this setup is that you rely a picayune on RNG with the Water ice Golem and it’south less reliable than the regular combo.


Possible variations: none

also bank check out my oft updated Town Hall 14 bases hither.

Town Hall xiii

Please run across the list for Town Hall 14, this applies 1:1 to Town Hall thirteen.

also cheque out my frequently updated Town Hall 13 bases hither.

Town Hall 12

Dragon + Witch + Archerhas been rising in the past months and has go the most popular and too efficient defensive Association Castle setup you can run right now, for state of war as well as for your domicile village. It pairs swarming with the Archers and the Witches’ skeletons with the HP and splash impairment of the Dragon and requite attackers a difficult time and go along their troops decorated very well.


Possible variations: you see setups switching out the Archers for a Valkyrie. Also feasible but more RNG heavy equally the Valkyrie needs to target and time the strike well for the best effectiveness.

Super Minions + Witch + Archeris the other setup you volition see a lot. It’s besides really effective but for some players non as well easy to go access to (depends on your clan construction if you can get Super Minions donated frequently). Still also a really effective setup.


Baby Dragon +  Witches + Archersis the farming setup for the home village and super spammy. I wouldn’t call it a drinking glass cannon but when the assailant has a Poison Spell information technology can go disrepair quite hands, just is brutal if not. Mostly used for lower players in lower leagues where attackers don’t go attacking fully prepped.

State of war/CWL:

also cheque out my frequently updated Town Hall 12 bases hither.

Town Hall eleven & 10

Those two Town Hall levels share the same setups as they have the same troop admission in terms of defensive Association Castle troops and besides the same size of the Clan Castle in terms of housing space.

Dragon + Witch + Archers
is the best one when it comes to overall performance every bit you lot have the Dragon with the HP and splash damage luring all attention. In the meantime the Witch will be able to cast her skeletons and the Archers deal some confusion. Viable for war as well equally your home village.


Babe Dragon + Witch + Valkyrie + Balloonis a existent rainbow setup and has everything from air splash to the skeletons and give the assailant a hard time dealing with. Probably the second popular setup you will run into (and should run yourself).

State of war/CWL:

Hound + Loon
is yet one of the very popular and, even so, effective defensive Clan Castle setup that many players run successfully. It falls off a little scrap as players have been getting used to deal with information technology and information technology’due south not besides hard to handle as you basically have to but deal with the Lava Hound unless the Balloon deals a sucker punch.

B+Dwelling house:

besides check out my ofttimes updated Town Hall xi bases here and you can find the Town Hall 10 bases here.

Town Hall 9

In that location are only two setups that actually work well at TH9…

Infant Dragon + Witch + Archeris the best in my stance. Well-balanced and keep the pressure high on the attacking troops from start on. The Infant Dragon with splash in rage way, the skeletons, the Archers… that’due south a lot for the assailant to deal with and can be used in all situations considering it’southward simply that effective.


Possible variations: some players switch the Archers out and use a Valkyrie to proceeds more resistance confronting Poison. Worth a attempt and see what works ameliorate for your setup.

Lava Houndis the oldie simply goldie that still works. Tons of HP the aggressor has to deal with and the Lava Pups will put a lot of pressure and there’southward no RNG. You go the results y’all set yourself upwardly with. But easier to deal with than the setup above.

State of war/CWL:

also bank check out my often updated Town Hall 9 bases here.

Difference Of Clan Castle Troops in Association War VS. Home Village

You might be thinking why a dedicated post for defending Troops in Clan War is necessary.
In that location are some circumstances in Association State of war that require variations in gild to have the all-time Troops in the War Castle:

  1. Lack of surprise – your enemy will know later two-iii replays what’south inside your Clan Castle without having to make a first attack
  2. Your enemy is better prepared for the assault in full general (we don’t desire that!)

The sense of taste of surprise in Clan State of war

I personally see a huge difference – and also disadvantage – in Clan War. Your enemy knows what’s coming out of the Association Castle considering he only has to sentinel replays of the base of operations being attacked by his other clanmates.

My advice is to
avert filling all Association Castles with more than or less the same setup. Bring in some surprises by filling the War Castles with different combinations of Troops you lot find below.

Imagine an assailant hitting base #10 and has just seen that base #9 had Wizards in the Clan Castle, but yous have put a Dragon in #ten. I think you get my point, right?

With all the troops available, at that place are endless possibilities to combine them, only the right arroyo is ever combining them right confronting the setup your base will have to defend.

A skillful defensive CC setup will always consist of:

  • A base troop (with much housing space)
  • Variety troops (to make it hard to counter ane troop kind)
  • Fill troops (to utilise all the housing space in your Clan Castle available)

Here are the footing rules you should always keep in mind when requesting troops:

NEVER simply have one single kind of troops in your Clan Castle!

This will make information technology a lot easier to accept them out, specially when the attacker is prepared.

Foreclose having many low-hitpoint troops similar Archers, Minions etc.

– most attackers comport a Poison Spell and wipe them out easily. They are a great back up and fill troop, merely no more.

Information technology’s not all nearly the damage!

Golems & Lava Hounds deal no damage only keep a Queen busy or deal boosted damage when getting destroyed.

Mix air & basis to go far harder for the attacker to bargain with your defending troops 🙂

Best Troops To Choose

Now I want to show you the useful troops that you lot can utilise for the iii categories I showed above.

Base Troop

Expert base troops are

  • Golem
  • Lava Hound
  • Dragon
  • Electrical Dragon!

because they are not actually affected by a Poison Spell and the Pups confuse the Queen during a Queen Accuse and the Golem deals the aforementioned damage every bit a Behemothic Flop when it gets destroyed. Time is always a big enemy of your attacker and they will keep his troops busy for some time 🙂

I don’t recommend using Giants (they volition suffer more harm from a Poison Spell & any splash damage) or PEKKA (the striking speed is so slow, she gets killed before dealing damage three times)

Electro Dragons are a great defending troop, as it can charge its potent lightning attack until attacking troops will target information technology – and the damage tin can take away a lot of hitpoints, even from a maxed Hero! Even after dying, the decease lightning will deal great damage to the attacking troops 🙂

Multifariousness Troop

The best options here are troops that deal ranged damage. I prefer

  • Witches (because the Skeletons continue attacking troops decorated)
  • Bowlers as they also can hit troops behind tanks

You can take multiple of them in your CC with keen results.

Here are troops that you should only accept i single of inside your CC:

  • Babe Dragon with the splash harm and raged when no other air troop is in the CC
  • Valkyrie because when she hits it deals astonishing damage
  • Balloon (so tedious and anticipated that a group of them e’er goes down in Poison Spell)
  • Wizard

Miners or Hog Rider are no good pick in your Association Castle from my experience.

Filling Troops

At present you probably have some housing space left that you lot should fill, I recommend using:

  • Minions (if you do NOT have a Baby Dragon to not remove the raged bonus)
  • Archers

Barbarians are too slow and dice off too fast and Goblins are and then fast they volition accomplish the target first and get killed without dealing any damage at all.

Wrapping it up

Y’all encounter at that place are different combinations to apply and mixing them upward will really help you. You will save yourself some Stars and make your aggressor use more troops than originally planned.