Tactics eSport

Clash of Clans · Tools & Knowledge

Root Rider + RC Walk

Strategy TH15—TH17 Hybrid timing & pathing: RC open → Riders push
What it is

Use a short RC Walk to remove key core defenses or the Spell-Tower pair, then push Root Riders through the exposed lane. Riders target defenses, crack walls fast, and keep momentum while the RC’s value opens the map.

Delete the stopper → send the bus
Troops & spells (templates)
  • Riders core: 6–8 Root Riders · 1–2 Ice Golems · 4–6 Wizards
  • Support: 4–6 Headhunters · small cleanup
  • Siege: Log Launcher (preferred) or Wall Wrecker
  • Spells: 2× Rage · 2–3× Freeze · 1× Heal (flex) + RC’s Invis/Freeze budget
Keep the RC walk short and cheap. Spend spells where they unlock the lane for Riders.

When to choose it

  • Two+ priority defenses (e.g., Monolith → Eagle → Scatter) are reachable in line from an edge.
  • Rider path to Town Hall or core isn’t a maze once one stopper falls.
  • Spell Tower setup can be managed (Freeze/EQ vs. Inviz/Rage/Poison Towers).

Quick setup

  • Funnel first: clip side buildings so RC doesn’t walk the ring.
  • RC + Spirit Fox: hit the first core target; invis rhythm short (don’t overspend).
  • Swap to Riders: Launch the siege on the opened lane while RC exits or forces one more pick.

Pathing & timing (playbook)

  • RC window: 20–30s to delete 1–2 core defenses or a Spell-Tower pair.
  • Rider timing: Enter while RC still holds aggro windows or just after a Freeze—keeps DPS off Riders.
  • Spell priority: Rage on first Rider pack entry; Freeze on the biggest single-target (Monolith/SI); Heal for splash corridors if needed.
  • Headhunters: Sync with King/RC engages and Freezes; don’t feed them early.
Riders go for defenses and hop/chew walls quickly—if the lane isn’t funneled, they’ll peel into side defenses and split.

Heroes & Pets

HeroPrimary PetWhyAlternatives
Royal ChampionSpirit FoxFree invis pulses help the short walk window.
Barbarian KingPhoenixHolds a flank while Riders dive; Phoenix buys time.Frosty for anti-Skellies.
Archer QueenUnicornStabilizes light queen steps or follow-up picks.L.A.S.S.I. / Frosty
Grand WardenElectro OwlTome on Rider entry or siege path; Owl adds chip.

Army variants

VariantTroopsSiegeSpellsUse when…
Heavy Riders 7–9 Riders · 2 Ice Golems · 4–5 Wizards · 4–6 HH Log Launcher 2× Rage · 2–3× Freeze · 1× Heal Core is linear after 1 stopper dies.
Mixed Ground 5–6 Riders · 2 Yetis · 2 Bowlers · cleanup Log Launcher 2× Rage · 2× Freeze Need HP to soak splash corridors.
Air follow-up Light Lalo after RC + Riders Stone Slammer 2–3× Haste · 1–2× Freeze RC removed Eagle/Scatter; air DPS is neutered.

Common mistakes

  • Over-long RC walk. You burn spells/time and the push loses steam.
  • No lane funnel. Riders chase side defenses and split.
  • Poor Freeze timing. Late vs. Monolith/Inferno kills the first Rider wave.

Practice drill (5 minutes)

  1. Friendly challenge. Mark a straight lane to TH: delete one stopper with RC.
  2. Run 3 entries: no Heal, with Heal, with extra Freeze. Track Rider splits.
  3. Adjust funnels until Riders stay stacked through the core.