Complete TH18 Super Witch Blizzard guide for 2026. Maximum Super Witch count, max Grand Warden ability, Blizzard zone selection across all TH18 defenses, and three-star execution.
TH18 Super Witch Blizzard is the highest-ceiling war attack in Clash of Clans. At 380 housing with 12 to 13 Super Witches and max Grand Warden ability, the Skeleton swarm generated per Witch spawn cycle overwhelms even the Ricochet Cannon chain damage without Freezing -- the swarm replenishes faster than the Ricochet Cannon can destroy it at peak Witch count. This is the key threshold at TH18: enough Super Witches that the Skeleton regeneration outpaces all defensive clearing except Freeze-suspended engagement. Combined with max-level Pets, four-hero pre-distraction, and three Freeze Spell management, TH18 Super Witch Blizzard three-stars bases that resist every other attack strategy.
Standard TH18 Super Witch Blizzard (380 housing): 12 to 13 Super Witches (96 to 104 housing), 2 Golems (60), Wall Breakers (6), filler. Spells: 1 Blizzard, 2 Rage, 3 Freeze, 1 Skeleton Spell. Clan Castle: Super Witch. All four Pets at TH18 maximum. At 12 to 13 Super Witches, the Skeleton spawn rate exceeds the Ricochet Cannon single-fire damage capacity per second at full chain bounces -- this is the self-sustaining swarm threshold where individual Freeze spells become opportunistic rather than mandatory for survival.
Step 1 -- Four-hero max Pet pre-distraction: Deploy all four heroes with max Pets around the Blizzard target zone. Max-level heroes at TH18 provide 25 to 35 seconds of pre-Blizzard distraction -- the longest possible distraction window. Step 2 -- Blizzard placement: Target the highest-density inner ring zone avoiding Ricochet Cannon immediate chain range and Monolith initial beam radius. At TH18, the correct Blizzard placement is almost always the zone directly surrounding the Town Hall but offset by one compartment. Step 3 -- Rage immediately on Super Witch landing. Step 4 -- Max Frosty Warden: Max-level Frosty slow covers the entire Super Witch cluster and Town Hall compartment simultaneously, slowing every defense in the central zone. Step 5 -- Freeze assessment: With 12+ Super Witches, Ricochet Cannon does not require immediate Freeze -- the swarm self-sustains. Save first Freeze for Monolith (HP reduction remains dangerous at max level on surviving Super Witches). Second Freeze for Eagle Artillery or Multi-Archer Tower. Third Freeze for remaining high-priority burst. Step 6 -- Warden max ability: On the highest multi-defense convergence moment. Step 7 -- Skeleton Spell on Town Hall. Second Rage on inner ring push.
At 12 to 13 Super Witches, the Skeleton generation rate from simultaneous Witch spawn cycles exceeds the Ricochet Cannon chain damage capacity. New Skeletons spawn before the previous wave is fully destroyed, maintaining a constant swarm presence that surrounds every defense in the Blizzard zone. This self-sustaining mechanic at TH18 peak Witch count is what makes the three-Freeze Spell budget more flexible -- instead of immediately spending Freeze on Ricochet Cannon, you can assess which remaining defense poses the highest threat to the surviving Super Witches and Freeze that target instead.
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