Complete TH17 Queen Charge Super Witch guide for 2026. Maximum Pet-level Queen Charge, deep interior defense clearing, Super Witch deployment sequence, and three-star execution at Town Hall 17.
At TH17, Queen Charge Super Witch reaches its highest effectiveness. Max-level Archer Queen with max L.A.S.S.I. can penetrate 3 to 4 compartments deep into the base interior within 10 to 12 seconds of deployment, removing Monolith, Ricochet Cannon, and potentially one Scattershot or Eagle Artillery before Super Witches deploy. This level of interior clearing -- three to four high-priority defenses removed by the Queen Charge alone -- makes the subsequent Super Witch push against a significantly weakened interior. TH17 QC Super Witch is the most powerful single-attack strategy in the game when hero levels are at or near maximum.
Standard TH17 QC Super Witch (360 housing): 4 Healers (28), 10 to 11 Super Witches (80 to 88 housing), 2 Golems (60), Wall Breakers (4), filler. Spells: 1 Rage (Queen Charge), 2 Rage (Super Witch push), 3 Freeze, 1 Skeleton Spell. Pet assignments: L.A.S.S.I. on AQ (max wall-jump), Electro Owl on RC (max chain count), Frosty on Warden (max slow radius), Mighty Yak on King (max charge damage).
Step 1 -- Choose Queen Charge entry: The entry with the best path toward Monolith + Ricochet Cannon sector in the interior. With max L.A.S.S.I., the Queen can reach 3 to 4 compartments deep, so even centrally located targets become viable Queen Charge objectives. Step 2 -- AQ max L.A.S.S.I. entry: Deploy AQ + 4 Healers. L.A.S.S.I. jumps the Queen into the interior immediately. Primary target: Monolith. Secondary: Ricochet Cannon. Tertiary: Scattershot or Eagle Artillery if reachable. Step 3 -- Rage on AQ: When engaging Monolith. Max AQ with Rage and L.A.S.S.I. destroys the Monolith in 3 to 4 seconds. Step 4 -- RC max Electro Owl: Deploy RC simultaneously with Queen Charge. RC targets Ricochet Cannon or wall-adjacent defenses. Max Electro Owl chains to maximum targets including Ricochet Cannon components. Step 5 -- Super Witch deployment: After Queen has engaged and destroyed Monolith (and ideally Ricochet Cannon via RC), deploy all Super Witches from the Queen Charge entry. Step 6 -- Golem tank line behind Super Witches. Max Frosty Warden follows at the center. Step 7 -- Three Freeze Spells: First on any remaining Ricochet Cannon. Second on remaining new TH17 defense burst. Third on Eagle Artillery or Multi-Archer Tower. Step 8 -- Skeleton Spell on Town Hall. Warden ability on highest remaining multi-defense convergence.
Max L.A.S.S.I. at TH17 allows the Queen Charge to penetrate deeper than at any previous TH level. A deep Queen Charge at TH17 that removes Monolith + Ricochet Cannon before Super Witches deploy creates a push scenario where the primary new TH16-17 defense counters are already gone when Super Witches enter the base. This effectively converts a TH17 base into a TH15 defensive state for the Super Witch push phase.
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How deep can the Queen Charge penetrate at TH17?
Three to four compartments deep with max L.A.S.S.I. This allows the Queen to reach Monolith, Ricochet Cannon, and potentially a Scattershot or Eagle Artillery before Super Witches deploy -- removing three to four high-priority defenses via the Queen Charge alone.
How fast does max AQ destroy the Monolith at TH17?
Three to four seconds with Rage. Max Archer Queen at TH17 with Rage and L.A.S.S.I. destroys the Monolith in 3 to 4 seconds -- faster than any lower TH level. This leaves the Queen with time remaining to engage Ricochet Cannon before Healer support drops.
Why is QC Super Witch the strongest attack at TH17?
Max hero levels, max Pets, and deep interior clearing combine to remove the most dangerous defenses before Super Witches enter the base. The resulting Super Witch push faces a significantly weakened interior compared to any Blizzard or Rage-only approach.
What Freeze Spell priorities remain after the Queen Charge clears Monolith and Ricochet Cannon?
Multi-Archer Tower concentrated burst on Super Witches, Eagle Artillery burst, and any TH17 new defense that directly threatens the Skeleton swarm during the inner ring push.
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