Okay, so 2024 kicked off, and I found myself diving back into Clash of Clans, like properly getting into it again.

Things felt… well, different. The armies I used to swear by just weren’t hitting the mark anymore. Especially with all the new defenses and layouts people are running now.
I spent a fair bit of time just watching replays, trying to figure out what the heck everyone else was doing that worked. It seemed like every other attack involved those new Root Riders. Looked straightforward enough on the surface, you know? Just chuck ’em down and let ’em bulldoze through.
Trying Out the New Toys
Naturally, I had to give those Root Riders a go. Poured my resources into upgrading them sharpish. My first few attempts? Absolute train wrecks. Seriously, just awful one-star failures. They’d bunch up like idiots and get vaporized by monoliths or melted by scattershots. Clearly, I was doing it wrong.
So, back to watching replays. It clicked that you actually need to clear the sides, create a proper path, funnel them in. It wasn’t just mindless spamming; there was a bit more finesse needed than I first thought. Took me maybe a solid week of practice, messing around with siege machines like the Log Launcher, adding some wizards or electro titans behind. Eventually, I started seeing those three stars pop up. Felt pretty damn good, not gonna lie.
What Else is on the Menu?
But you know how it is, sticking to one thing gets boring fast. I kept seeing folks pull off that crazy Super Archer blimp attack. Looked powerful, but also fiddly as hell.
Gave it a whirl. Failed. Failed some more. Trying to guide that blimp perfectly to the Town Hall, dodging seeking air mines and hoping the sweepers don’t blow it off course? Mate, that requires some serious precision. And don’t get me started on timing the invisibility spells just right. My fingers just aren’t nimble enough for that level of micro-management.
- Needed pinpoint troop deployment.
- Spell timing is absolutely critical.
- One tiny mistake and your archers are toast before they do anything.
When it works, it’s beautiful, clears out a huge chunk of the base. But for me? Too much pressure, too many things that can go wrong.

Going Back to Old Habits?
I even flirted with using Electro Dragons again for a spell.
Yeah, I know what you’re thinking, E-Drag spam, the lowest form of wit. But sometimes you just want an easy life, right? It’s still decent for farming resources, and you can usually snag two stars in war without thinking too hard. But against well-designed anti-air bases? Forget it. They get shredded. Still got a place maybe, but definitely not my go-to army anymore.
My Current Takeaway
So where am I at now? Mostly, I’m leaning heavily on variations of the Root Rider attack.
Feels like the most reliable strategy for me at Town Hall 16 right now. It’s powerful, and it’s reasonably forgiving once you nail the funneling part. It might not have the surgical precision of a SArch blimp or the complexity of Queen Charge Hybrid, but it consistently gets results for me.
Still messing around, though. Part of the fun is experimenting. Maybe I’ll actually commit to learning that darn blimp attack properly next month. Or maybe I’ll just fall back on spamming something easy when I can’t be bothered. We’ll see. Keeps the game interesting, doesn’t it? Always a new way to attack, or a new way to fail spectacularly.