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The Best TH13 Attack Strategy: 300 Space, a Fourth Hero and the Scattershot Problem

AttackTown Hall 13

Updated: 18 September 2026 · Goblins Farm

Town Hall 13 is the level where armies stop being lists of troops and start being plans. You get 300 housing space, a fourth hero with an ability that removes a defence outright, and on the other side of the map two Scattershots that punish everything you learned at Town Hall 12.

300 space, and what arrived with it

Four level 11 Army Camps hold 75 housing space each300 total. A level 9 Clan Castle holds 45 troop space plus a siege machine, so a fully requested Town Hall 13 attack is 345 space of army and a vehicle.

Town Hall 13 unlocks the Royal Champion, the Scattershot, the Dragon Rider, the Apprentice Warden, the Recall Spell, the Log Launcher and the Siege Barracks.

The Royal Champion is the headline. Her ability throws a shield that destroys a defence outright, which means Town Hall 13 is the first level where you can remove a specific problem building rather than out-damage it. The Recall Spell is the quieter change: it pulls deployed troops back out, which turns a failed side into a second attempt instead of a wasted 40%.

Armies that fit 300 exactly

The Scattershot is the reason your old army stopped working

Two Scattershots go up at Town Hall 13, at 190 DPS and 5,800 hitpoints each in the files. The DPS number undersells them badly — they fire a wide splash shot at groups, and the group they punish hardest is a pack of air troops flying in formation, which describes every Dragon army ever built.

This is why Dragon Riders replaced Dragons at this Town Hall rather than supplementing them. Dragon Riders spread naturally because they each pick their own defence target; Dragons clump because they follow the nearest building. Against splash, clumping is the whole problem.

If you take one thing. At Town Hall 13 you do not need more damage, you need less overlap. Any change that spreads your army out is worth more than any change that makes it stronger.

Where the Royal Champion's shield should go

Her ability destroys one defence. Spend it on the building that would otherwise end the attack, in this order:

  1. The Scattershot covering your entry. Almost always correct.
  2. An Inferno Tower on single target if your army is Dragon Riders or anything else with large individual hitpoints.
  3. The Eagle Artillery only if your attack takes long enough for it to matter, which for a 12-Dragon-Rider push it usually does not.

Do not save it. A Royal Champion who dies with her ability unused is 45 seconds of your attack spent on nothing, and the files are clear that she is not durable enough to be treated as a tank.

What to research, and the trap at Town Hall 13

Your laboratory reaches level 11 and your Pet House does not exist yet — that is Town Hall 14. So Town Hall 13 is the last level where dark elixir has only two mouths to feed: heroes and the dark laboratory. Spend accordingly, because from Town Hall 14 onwards it has twelve pets to fund as well.

The trap is upgrading to Town Hall 14 on schedule. Town Hall 13's defences are strong relative to its attackers and its offence is well-supported; Town Hall 14 immediately adds a Pet House that will eat every scrap of dark elixir you have for months. Finish your heroes here. Accounts stall at Town Hall 14 and 15 almost entirely because they arrived with nothing banked.

Frequently asked

What is the best attack strategy at TH13?

Twelve Dragon Riders is the highest-floor army and fits Town Hall 13's 300 housing space exactly. A Queen Charge Hybrid has the highest ceiling and makes the best use of the Royal Champion's shield. Both beat Zap Dragons here because Scattershots punish clumped air troops.

How much army space do you get at TH13?

300. Four level 11 Army Camps hold 75 housing space each. A level 9 Clan Castle adds 45 troop space and one siege machine, for 345 total in a fully requested attack.

Should you max heroes before upgrading to TH14?

Largely, yes. Town Hall 14 adds the Pet House, and maxing all twelve pets costs 24.2 million dark elixir on its own. Arriving at Town Hall 14 with unfinished heroes means competing for the same resource on two fronts for months.