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th15attackJune 28, 2026

Best TH15 Attack Strategies 2026 — Top 5 as Root Rider Becomes the Dominant Attack

The five strongest TH15 attacks in 2026: Root Rider + Super Witch hybrid, Super Witch Blizzard, Dragon Rider + EDrag, Queen Charge + ground hybrid, and Controlled Super Witch push. Root Riders are now the dominant ground attack — here is how to use them.

TH15 is where Root Riders fully take over as the dominant ground attack. The Monolith on defense deals percentage-of-HP damage — meaning high-HP Root Riders take meaningful damage as they surface near the Monolith. Understanding how to route Root Riders around or through the Monolith determines whether your attack succeeds or stalls at the core.

What Are the Top 5 Attacks at Town Hall 15?

  • Root Rider + Super Witch hybrid — Root Riders bypass walls to clear Infernos and Scattershots, Super Witches follow with Skeleton swarms to overwhelm remaining defenses
  • Super Witch Blizzard — Super Witches, Bat Spells, and Blizzard Spell; most consistent for bases where Root Riders would surface into Monolith + trap clusters
  • Dragon Rider + EDrag — burst air damage combination; effective against bases with weak air coverage or poorly placed Scattershots
  • Queen Charge + Root Rider hybrid — Queen Charge with Electro Owl strips one side, Root Riders push through the cleared zone with the main army following
  • Controlled Super Witch push — precise Super Witch deployment timed with Bat Spells in waves; requires more skill but handles tight defensive cores

How Do Root Riders Work Against a Base with a Monolith?

The Monolith deals a percentage of a troop's maximum HP when it fires. A Root Rider has very high HP — it takes a significant hit from the Monolith but does not die instantly. The key is to route Root Riders past the Monolith quickly rather than letting them sit in its range. Deploy Root Riders to surface on the side of the Monolith furthest from its targeting direction, and have your main army (Super Witches or Miners) enter immediately behind the Root Riders to overwhelm defenses before the Monolith cycles to the next target.

What Makes Super Witch Blizzard Still Competitive at TH15?

Against bases designed specifically to counter Root Riders — with Giant Bomb clusters on surface paths and Scattershots covering approach corridors — Super Witch Blizzard bypasses the ground-attack counter entirely. The Blizzard Spell summons Skeletons directly inside the base core, and the Skeleton swarm is too numerous for the Monolith's percentage-HP damage to eliminate quickly. The Monolith fires on high-HP troops; Skeletons have very low HP and are not efficiently handled by it.

Which TH15 Attack Should I Prioritize Learning?

Root Rider + Super Witch hybrid — it works against the widest range of TH15 base designs and the skills it requires (wall-bypass deployment, sequential timing of Root Riders then main army) carry directly into TH16, TH17, and TH18 where the same attack remains dominant. Browse TH15 bases to study the base types you will face with this attack.

Frequently Asked Questions

How many Root Riders should I bring for Root Rider + Super Witch at TH15?

Typically 8–12 Root Riders depending on your camp capacity and what other troops you are running. Enough Root Riders to surface on and eliminate 4–6 key defenses (Infernos, Scattershots, Eagle Artillery) before the main army arrives. Super Witches fill the remaining space — usually 3–5 Super Witches depending on the deployment plan.

Does the Monolith stop Root Rider attacks?

The Monolith deals significant damage to Root Riders when they surface in its range (percentage of max HP), but does not stop the attack on its own. Route Root Riders to surface away from the Monolith first, clear surrounding defenses, then push the Monolith directly with remaining Root Riders and the main army behind them. The Monolith handles one troop at a time — overwhelming it simultaneously with multiple troops and spells bypasses it.

What spells work best for Root Rider hybrid at TH15?

2 Earthquake (open walls for funnel), 2 Healing (for the Miners or Hogs following Root Riders), 1 Rage (core push), 1 Freeze (for Monolith or Eagle Artillery at the peak damage moment). The exact spell load varies by base — some have layouts where a second Rage is better than Healing Spells if the core is accessible quickly.

Is Dragon Rider + EDrag viable at TH15 or do ground attacks dominate?

Dragon Rider + EDrag is viable against TH15 bases that have Scattershots not covering air approach corridors, or bases where both Scattershots are on the same side (leaving the opposite approach open). Against well-designed TH15 bases with Scattershots on opposite sides, ground attacks (Root Rider hybrid) generally perform better.

What hero pet assignment works best for Root Rider hybrid at TH15?

LASSI on the Barbarian King (wall jumps help him access the core alongside Root Riders), Unicorn on the Grand Warden (healing sustains the main army behind Root Riders), Mighty Yak on the Royal Champion (wall bashing for her ability activation path). The Electro Owl is less critical for pure ground attacks — assign it to the Queen if she is part of the attack, otherwise reassign based on preference.

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