Complete TH10 Queen Walk LaLoon guide for 2026. Full QW execution, Lava Hound targeting, Balloon deployment, and spell timing for consistent three-star war attacks at Town Hall 10.
Queen Walk LaLoon is the benchmark three-star attack at TH10. A level 30 to 40 Archer Queen walks one side of the base with four Healers, stripping an Air Defense and clearing outer buildings. The main LaLoon wave then deploys from the cleared side with a direct flight path to the remaining two Air Defenses. When executed correctly, Queen Walk LaLoon three-stars most TH10 bases -- including those with both Infernos on single mode.
Standard TH10 QW LaLoon (240 housing): 2 Lava Hounds (60), 4 Healers (28), 24 to 26 Balloons (48 to 52), filler Minions (remaining ~100 housing). Spells: 2 Rage, 2 Freeze, 1 Haste (or 3 Rage, 2 Freeze). Clan Castle: Balloons + Minions. Two Lava Hounds allow the LaLoon wave to target two ADs simultaneously -- one Hound per remaining AD after the Queen Walk strips the first. Freeze Spells counter single-mode Infernos that lock onto Balloons mid-flight.
Step 1 -- Queen Walk: Deploy Queen + 4 Healers on the side with the most exposed Air Defense. Walk the full outer ring, stripping at least one AD, Mortars, and Archer Towers from the entry side. Step 2 -- Inferno check: Identify both Inferno positions before the main deployment. Both should be on single mode -- if one is on multi mode, it will damage Healers and potentially kill them. Have a Freeze Spell ready for each Inferno. Step 3 -- Lava Hound targeting: Deploy both Hounds from the Queen Walk entry point. Each naturally targets the nearest remaining AD. Step 4 -- Balloon wave: After Hounds enter the base and begin absorbing AD fire, deploy all Balloons in a tight line behind both Hounds. Step 5 -- Spell deployment: First Freeze when Inferno locks onto a Balloon cluster. Second Freeze on the other Inferno. Rage Spells when Balloons engage main ring defenses. Step 6 -- Archer Queen Ability: Activate when Queen drops to 40% HP during the walk phase.
Single-mode Infernos at TH10 lock onto one Balloon and ramp to maximum damage. A Balloon hit by a ramped single-mode Inferno dies in three to four seconds. Counter this by deploying Balloons in a loose spread so the Inferno locks onto only one at a time, while Freeze Spells interrupt its ramp cycle when multiple Balloons cluster near it.
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