If you’ve played Clash of Clans long enough, you’ve probably had that moment where you stare at a base, squint a little, and wonder, “Should I fly over this thing… or stomp straight through it?”
It’s the classic debate: air attacks vs. ground attacks – and honestly, it’s been fueling arguments in clans since the days when Dragons were the most intimidating things in the game.
The truth is, both styles have had their glory days and their heartbreaks. Some updates tip the balance, new troops show up, defenses shift, and suddenly your once-reliable army feels like it’s made of wet noodles. But if you read the room (or the meta) correctly, you can often tell which type of strategy will win more reliably. However, something that becomes evident when you first boot up the game is that it doesn’t matter if you know the best units to use if you haven’t unlocked them yet! Buy Clash of Clans accounts to skip the grind entirely and focus on the parts of the game that are a delight to engage with!
Let’s break it down without sugarcoating it.
Why Air Attacks Feel So Good (When They Work)
There’s something weirdly satisfying about sending a sky full of Balloons drifting toward a base like they own the place. Air attacks have this graceful, floaty chaos that makes them fun – and when they hit right, oof, they really hit.
One of the biggest reasons players lean toward air attacks is how quickly they can dismantle the “wrong” base. If you catch a layout with badly placed Air Sweepers, exposed Air Defenses, or Queen that can be taken out early, the whole attack feels like a cheat code. You blink, and half the base is dust.
The Strengths That Make Air Armies Shine:
- Fewer traps to worry about.
Outside of Seeking Air Mines and the occasional red mine bomb, air troops don’t get dragged down by Skeleton Traps or spring traps.
- They bypass walls.
No need to fight your way through a maze – they just glide over it all. This alone saves seconds that often decide a 2-star from a 3-star.
- Queen Charge + Air is ridiculously forgiving.
Take out key defenses, punch a hole for pathing, and suddenly your Dragons or Lalo have a freeway through the base.
- Air troops scale well at higher Town Halls.
From TH10 all the way to TH15, armies like Hydra, Lalo, and Electro Dragons have been meta staples.
But for all the beauty in the skies, air isn’t always the king. Sometimes… it straight-up collapses.
Where Air Attacks Fall Apart
If you’ve ever watched your Balloon parade evaporate into confetti because you forgot the Air Sweeper angle, you know the pain.
Air depends heavily on spell timing and pathing. Miss one haste. Predict one wrong sweeper push. Let the Queen lock onto your Healers for two seconds too long. Suddenly the whole raid feels like someone pulled the plug on your Wi-Fi.
The Big Air Weaknesses:
- Air Sweepers are basically giant hairdryers of disappointment.
Get pushed back once, and the chain reaction can ruin your funnel.
- If the Queen stays alive… your attack might not.
She eats Loons, Dragons, and Healers like snacks.
- X-Bows set to air and ground hit harder than people think.
- Scattershots can nuke whole clumps of air troops.
The thing about air attacks is they’re spectacular when everything lines up – and messy when even one piece goes wrong.

Ground Attacks: The Reliable Workhorses of Clash
Now ground attacks? They’re a different vibe entirely. More… gritty. Less glamorous than watching bright blue Electro Dragons zap everything into charcoal, but man, they can be consistent when you need them to be.
If air is fireworks, ground is a bulldozer – slow, steady, and brutally effective.
Players often say ground attacks give them more control. You can shape the funnel better. You can predict where troops will walk (well, unless you’re using Bowlers – they’ve got a mind of their own). And most of all, ground strategies adapt well to weird, compact bases.
Ground Strengths That Keep Them Competitive:
- Access to Wall Breakers, Super Wall Breakers, and Siege Machines lets you carve paths exactly where you want.
- Ground troops hit hard and survive longer, especially with Healers or spells supporting them.
- More predictable troop movement.
Pathing is clearer, so you’re rarely surprised.
- They perform better against anti-air bases, which are everywhere at higher Town Halls.
- Some ground armies never fall out of the meta – like Hybrid, Super Bowlers, and Pekka Smash.
But ground attacks aren’t perfect either. They’ve got their quirks… and sometimes those quirks are called “Giant Bombs.”
Where Ground Attacks Crash and Burn
Ground strategies face every trap in the game, and defenders use that to their full advantage. A base designed properly can funnel your army into a blender.
Common Ground Struggles:
- Spring traps can yeet half your frontline into the stratosphere.
- Skeleton traps are alive and well – and annoying.
- A single Giant Bomb can wipe your entire Hog Rider squad.
- Ground troops get distracted easily, especially with outside buildings.
- Multi-Infernos are devastating, especially when your Healers are trying to keep up.
Still, despite the pain, ground attacks consistently pull off two-stars in war – even across weird layouts.
Which Strategy Actually Wins More?
Alright, the part you came for.
This isn’t one of those “both are good, it depends” cop-outs. Sure, everything depends on base layout, skill level, and troop levels… but patterns in the meta don’t lie.
In Wars at TH12–TH15:
- Air attacks score higher 3-star rates on bases with open cores or poorly protected Air Defenses.
- Ground attacks deliver more consistent 2-star and safe 3-star attempts, especially on anti-air setups.
Tournament-Level Stats (Including ESL And Community Leagues) Show:
- Air attacks dominate when Lalo or Hydra is strong.
- Ground dominates when defenses get buffed or air troops get nerfed.
Right now, across most Town Halls:
Air Attacks Win More When Fully Mastered, But Ground Attacks Win More On Average For Most Players
And honestly? That makes sense.
Air requires more finesse – spell timing, sweeper angles, funneling, and hero value must line up in a pretty precise way. When someone gets good at it, they absolutely steamroll bases.
Ground, on the other hand, gives you a bigger margin for error. Mess up a Rage spell? Eh, troops still walk forward. Miss a funnel? You can salvage a path with a Wall Breaker. Ground lets you correct mistakes mid-raid. Air rarely does.
Air Strategies Worth Learning
Here are the air attacks that dominate at different TH levels:
- Lavaloon (Lalo) – the highest-skill, highest-reward strategy.
- Hydra (Dragons + Dragon Riders) – beginner-friendly and powerful.
- Electro Dragon Spam – still wrecks certain bases.
- Dragon + Loon hybrid variants – reliable and flexible.
If you want the biggest payoff, Lalo is the king… but it comes with a learning curve that feels like climbing a cliff with flip-flops.
Ground Strategies That Stay Meta
These strategies are the backbone of reliable war attacks:
- Queen Charge Hybrid – a classic for a reason.
- Super Bowler Smash – devastating on tight bases.
- Pekka Smash / Pekka Bobat – simple and brutally effective.
- Hog Rider/Miners (Hog-Miner hybrid) – strong on spread-out bases.
Ground attacks reward Clash of Clans accounts that plan well and aren’t afraid to get their hands dirty with funnels and pathing.
So… Which Should You Use?
Pick air if you like fast, explosive attacks, and you’re comfortable with precise spell timing.
You’ll rack up more 3-stars once you get the hang of it.
Pick ground if you prefer control, predictability, and consistent results.
You’ll rarely walk away with a zero-star disaster.
And if you’re somewhere in the middle?
Hybrid (Hogs + Miners) is the perfect bridge between air and ground.
It mixes speed, safety, and flexibility – the best of both worlds.
FAQs
Are Air Attacks Better Than Ground Attacks For Beginners?
Not really. Ground attacks are usually easier to learn because troop movement is more predictable and timing isn’t as strict.
Which Attack Style Gets More 3-Stars?
Air attacks often do – especially strategies like Lalo or Hydra – it’s because most Clash of Clans accounts are used to a more ground-based approach to war, so anything other than that is completely new territory.
Do Base Layouts Decide Whether I Should Use Air Or Ground?
Pretty much. Anti-air bases favor ground strategies, while compact or open-core bases can be easier to crack with air.

Wrapping Up
Clash of Clans has been around long enough that no single strategy stays king forever. Air and ground attacks trade dominance like siblings fighting over the TV remote.
But here’s the real secret to success. The best strategy in this game is whichever you practice the most. The one you tinker with after every match to see what can or can’t be improved.
So whether you’re team air or ground, make sure to grind your strategy into its perfect form so you never lose!
