Quick answer: A Queen Charge pairs your Archer Queen with 4 to 6 Healers and a small funnel of Baby Dragons or Wizards to clear one flank of a war base before your main army lands. Master it by protecting her from single-target Inferno Towers and stacked point defenses, reading her pathing before you deploy, and using a Recall Spell to reposition her or save her from death. It is the highest-skill opener in Clash of Clans and pairs with almost any follow-up.
A Queen Charge is the Archer Queen supported by 4 to 6 Healers, deployed to clear one side of a war base and create a path for the main army — and it is the single highest-skill technique in Clash of Clans. The Queen's high damage and ranged attack let her chip through defenses while the Healers keep her alive, but she dies fast to single-target Inferno Towers, stacked Archer Towers, and hero pets if you misread her path. This guide covers healer counts, two-sided funneling, when to fire the Recall Spell, how to read her pathing, and which follow-up armies pair with a charge. The Archer Queen unlocks at TH9, so the charge is a viable opener the moment you have her and becomes the defining war technique at TH10 and above.
What Is a Queen Charge and Why Is It So Powerful?
A Queen Charge is the process of placing your Archer Queen with Healers so she survives long enough to solo a chunk of the base before your main army arrives. It is powerful because the Queen is a ranged hero with very high sustained damage — she shoots over walls, targets air and ground, and with Healers behind her she becomes a mobile wrecking ball that clears the defenses that would otherwise stop your main push. Done right, a charge removes an Inferno Tower, an Air Defense, or an Eagle Artillery before the real attack even starts.
The technique is also the most versatile opener in the game. The same Queen Charge sets up a Hybrid (Hogs and Miners), a LavaLoon, or a ground smash — you learn one skill and unlock several armies. That versatility is why serious war players invest the practice hours to master it.
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A Queen Charge needs 4 to 6 Healers, with 4 to 5 the standard for most war bases and 6 reserved for heavily defended entries. Too few Healers and the Queen dies to concentrated fire; too many and you waste camp space the main army needs. The right number depends on how much defensive fire the entry side throws at her.
| Healer count | Use when… | Trade-off |
|---|---|---|
| 4 Healers | Standard entry, moderate defenses | Leaves maximum camp space for the follow-up army. |
| 5 Healers | Tougher entry or slower Queen level | Balanced; the common war default. |
| 6 Healers | Heavy point-defense entry side | Safest for the Queen, but costs main-army space. |
The Healers must be deployed together, a beat after the Queen, so they lock onto her as a group. If you scatter them or deploy them too early, a stray Air Defense or Air Sweeper can pick them off and the whole charge collapses.
How Do You Decide Your Exact Healer Count?
Decide your exact Healer count by weighing three factors together: your Town Hall and Queen level, how much defensive fire the entry side throws at her, and whether you are running a Healer Puppet on the Archer Queen. The table above gives the baseline; this decision matrix turns it into a specific number for the base in front of you.
| Situation | Start from | Adjust | Final count |
|---|---|---|---|
| TH10-TH11, moderate entry, no puppet | 4 | +1 if two point defenses cover the entry | 4-5 |
| TH12-TH13, standard war entry | 5 | -1 if you run a Healer Puppet | 4-5 |
| TH14-TH16, single-target Inferno on entry side | 5 | +1 if a second Inferno or Monolith is near | 5-6 |
| TH17-TH18, heavy centralized anti-Queen entry | 6 | -1 only if you have a Freeze reserved for the Inferno | 5-6 |
| Any TH with a strong Healer Puppet build | 4 | The puppet effectively adds sustain mid-charge | 3-5 |
Three rules make the count decision reliable:
- Count the point defenses on the entry side, not the whole base. Two or more single-target Inferno Towers or Monoliths in the Queen's likely path is the trigger to add a Healer.
- A Healer Puppet lets you drop one manual Healer. It spawns Healers on demand, so a strong puppet build frees a camp slot for the follow-up army.
- Never trade below survivability for army space. A Queen who dies at 60% base cleared costs you far more than the two housing slots you saved. When in doubt, bring the extra Healer.
The Healers must still be deployed together, a beat after the Queen, regardless of count — three scattered Healers protect worse than three grouped ones.
How Do You Funnel for a Queen Charge?
Funnel a Queen Charge by clearing the buildings on both sides of her entry so she walks into the base rather than around it. The Queen paths to the nearest building like any troop, so an uncleared corner drags her outward and wastes the charge. Two funneling methods dominate in 2026:
- Baby Dragon and Wizard funnel: drop a Baby Dragon and a few Wizards on each flank to erase the outer buildings before the Queen commits. This is the standard, camp-efficient funnel.
- Recall funnel: send the Queen and Healers up one flank, then use a Recall Spell to pull them back and redeploy up the opposite flank. This funnels both sides with the same units and is the most space-efficient technique at high Town Halls.
The goal either way is the same as any attack: two clean flanks so the Queen's shortest path is straight into the core. If she arcs around the outside, the funnel failed — the fix is always more funnel, not less. The three-star system guide covers the general two-sided funnel in depth.
How Does the Recall Spell Work With a Queen Charge?
The Recall Spell teleports your Queen and Healers back to your side of the map so you can redeploy them somewhere better. It occupies 2 housing spaces, has a 5-tile radius, and at level 3 has a Recall Capacity of 84 — enough to recall the Archer Queen and 4 Healers together in one cast. It works on air and ground units, heroes, pets, and troops.
Use Recall in three situations:
- To funnel both sides. Charge up one flank, recall, and redeploy up the other flank — one Queen, two funnels.
- To save the Queen from death. If she wanders toward a single-target Inferno or a Giant Bomb cluster and her health is dropping fast, recall her before she dies rather than losing her for the rest of the attack.
- To reposition after clearing an objective. Once she has removed the target defense, recall her to relaunch into the core with your main army instead of leaving her stranded on the edge.
The mistake to avoid is casting Recall too late. If you wait until the Queen is already at 10% health inside the core, the recall may pull her out of danger but she contributes nothing afterward. Recall is a repositioning tool, not just a panic button — plan the second deployment before you cast it.
How Do You Read the Queen's Pathing?
Read the Queen's pathing by watching which building is nearest to her at every step, because she always attacks the closest structure. Before you deploy, trace her likely route with your eyes: from your entry point, which building does she target first, then next, then next? If that chain of nearest buildings leads her into the core, the funnel is good. If it leads her along the outer ring, you need more funnel or a different entry.
Two pathing traps ruin charges:
- The wall hug. The Queen shoots over walls but paths around them, so a wall segment can send her the long way around a compartment. Watch for walls that will redirect her away from your target.
- The pull-out. A single building left standing on the wrong flank pulls her out of the core at the worst moment. This is why two-sided funneling matters — one uncleared corner is enough to derail the whole charge.
Practice pathing reads in Friendly Challenges against clanmate bases before you spend a war attack. Watching one charge go wrong in a Friendly Challenge teaches the read faster than losing a real war hit.
How Does a Queen Charge Path Around Different Base Shapes?
A Queen Charge paths differently around each base shape, and reading the shape before you deploy is what separates a clean charge from a wall-hug disaster. In Clash of Clans, most war bases fall into four shape families — ring, compartment, island, and open — and each demands a different entry and Healer plan.
| Base shape | How the Queen tends to path | Best entry approach |
|---|---|---|
| Ring base | She circles the outer ring instead of cutting inward, pulled building-to-building around the core | Enter where a ring is broken or thin; use Recall to reposition if she starts orbiting. |
| Compartment base | She stalls at walls, taking the long way around sectioned rooms | Funnel hard on one flank so her nearest path is a single compartment line into the core. |
| Island base | Isolated Inferno or Eagle compartments with 2-tile gaps loop her around and pelt her with fire | Avoid charging directly at the isolated defense; clear the surrounding buildings first or pick a different flank. |
| Open base | She walks straight inward with little redirection | Straightforward charge; you can often run one fewer Healer here. |
Why do ring and island bases give Queen Charges the most trouble?
Ring and island bases give Queen Charges the most trouble because both are built to control troop pathing. A ring base uses concentric building chains to keep attackers orbiting the outside, so an unfunneled Queen circles the ring and never reaches the core. An island base isolates the Inferno Tower or Eagle Artillery inside its own walled compartment with a 2-tile gap, forcing troops to walk around it while it burns them down — a design created specifically to wreck Super Bowler and Hybrid pathing, and it punishes a Queen that walks into the isolated defense too.
Against both shapes, the fix is the same: funnel more aggressively so the Queen's shortest path is inward, and keep a Recall Spell ready to pull her out if she starts orbiting or gets pinned on an island defense. On a ring or island base, a Recall is not a luxury — it is often the difference between a completed charge and a dead Queen.
How does an anti-3-star layout change your charge?
An anti-3-star layout changes your charge by deliberately scattering high-value defenses so no single charge can clear them all. Against these bases, use the Queen Charge to remove the one or two defenses that most threaten your follow-up army — usually the Inferno or Air Defense in your main army's lane — rather than trying to solo the whole side. The charge sets up the three-star; it does not have to be the three-star by itself.
What Defenses Kill the Archer Queen During a Charge?
The defenses that kill the Archer Queen are single-target Inferno Towers, stacked Archer Towers, and concentrated point defenses that out-damage her Healers' healing. A single-target Inferno ramps up damage the longer it locks onto one target, and once it saturates, no reasonable number of Healers can out-heal it — the Queen melts. This is the number-one Queen killer at TH13 and above.
| Threat to the Queen | Why it is dangerous | Counter |
|---|---|---|
| Single-target Inferno Tower | Ramping damage saturates and outpaces healing | Freeze it, or Recall her before saturation. |
| Stacked Archer Towers | Multiple sources overwhelm the Healers | Enter from a side with fewer, or bring 6 Healers. |
| Air Defenses / Air Sweeper | They shred the Healers, not the Queen | Note their range; keep Healers out of the sweep. |
| Giant Bombs and hero pets | Burst damage spikes past healing | Poison the pet cluster; watch open tiles for bombs. |
The practical rule: a Freeze spell on the single-target Inferno at the moment it saturates is what keeps a high-TH Queen Charge alive. If you have no Freeze available and the Queen is pinned by an Inferno, Recall is your escape.
Which Follow-Up Armies Pair With a Queen Charge?
A Queen Charge pairs with almost any follow-up, but the two best partners are Hybrid and LavaLoon. The charge opens one flank and removes a key defense; the follow-up floods the path she cleared.
- Queen Charge Hybrid: after the charge, send Hog Riders and Miners into the opened lane. This is the most versatile mid-to-high-TH war army because the Queen adapts to nearly any base and the ground swarm cleans up efficiently. It is a mainstay in the best war attack strategies for TH10 to TH14.
- Queen Charge LavaLoon: after the charge removes an Air Defense, send Lava Hounds and Balloons through the gap, backed by the Grand Warden's air ability and Freeze spells. This remains one of the most rewarding high-skill air attacks at TH13 and up.
- Queen Charge into ground smash: at TH15 to TH18, a charge can set up a Root Rider or Super Yeti smash by clearing a flank and softening the core before the tanks land.
The charge is the skill; the follow-up is the finish. Learn the charge once and you can flex between Hybrid, LavaLoon, and smash depending on the base.
How Do You Practice a Queen Charge?
Practice a Queen Charge in Friendly Challenges, because they cost no war attacks and let you repeat the exact base type you struggle against. Ask a clanmate to post a base, run your charge, and watch three things: did the Healers lock on together, did the funnel keep her in the core, and did any single-target Inferno saturate before you could Freeze or Recall? Two or three repetitions against the same base build the pathing instinct that no written guide can.
Also verify your Archer Queen level supports a charge. An under-leveled Queen dies before she clears the target, no matter how many Healers you bring. Prioritize her upgrades if the charge is your main war technique — the hero upgrade order guide shows where she fits. When you are ready to test in real wars, the War Coaching tool reads your clan's live war with a public log so you can see whether your charge attacks are landing three stars or stalling out.
Which Archer Queen Equipment Is Best for a Queen Charge?
The best Archer Queen equipment for a charge is the combination that keeps her alive longer and clears more before your main army lands, and the standout pieces in 2026 are the Giant Arrow, the Healer Puppet, and the Frozen Arrow. Hero Equipment changed the Queen Charge fundamentally: a well-geared Queen can open a base with fewer Healers, freeing camp space for the follow-up army.
| Equipment | What it does for the charge |
|---|---|
| Healer Puppet | Spawns Healers on command, adding sustain and reducing how many you must bring in the army. |
| Giant Arrow | Fires a piercing arrow that snipes a line of buildings — often an Air Defense or Inferno — before she walks in. |
| Frozen Arrow | Slows the defenses she attacks, letting her out-trade point defenses she would otherwise lose to. |
| Magic Mirror | Spawns Archer copies for extra burst damage and funnel clearing. |
The practical impact: with a Healer Puppet, you might run a charge with fewer manually-placed Healers because the puppet tops her up on demand, and the Giant Arrow can remove the exact defense that would have killed her. Build the equipment that matches how you use the Queen — sustain-focused for long charges, or reach-focused for sniping a key defense. Equipment pieces and levels shift with updates, so verify the current options in-game each season.
What Is the Difference Between a Queen Walk and a Queen Charge?
A Queen Walk and a Queen Charge are the same core technique with different intent: a Queen Walk uses the Archer Queen and Healers primarily to clear a path or take out a specific target, while a Queen Charge implies she is doing heavier lifting — often removing multiple key defenses to set up the main army. In everyday use, players use the terms interchangeably, and both rely on the same skills: Healer placement, two-sided funneling, pathing reads, and Recall timing.
The distinction that matters is scope. A short Queen Walk might just clear one flank and one Air Defense before a LavaLoon; a full Queen Charge might carve halfway through the base and delete two Inferno Towers before a Hybrid finishes the job. Decide before you deploy how much you are asking the Queen to do, and bring the Healer count and spells to match — a bigger ask needs more Healers and a Freeze in reserve for the single-target Inferno.
Which Spells Support a Queen Charge?
The spells that support a Queen Charge are a Rage to accelerate her through a tough stretch, a Heal to top up her Healers through a damage zone, and a Freeze held in reserve for the single-target Inferno that would otherwise kill her. You rarely commit all your spells to the charge — the goal is to spend the minimum that keeps her alive and productive, saving the rest for the main army.
| Spell | Use on the charge when… |
|---|---|
| Rage | The Queen needs to burn through a defensive cluster before her Healers fall behind. |
| Heal | The Healers cross an Air Sweeper or Multi-Mortar arc and start losing altitude on healing. |
| Freeze | A single-target Inferno Tower saturates on the Queen — freeze the Inferno, not the ground. |
| Poison | Enemy Clan Castle troops or a hero pet threaten the Queen's flank during the charge. |
The discipline is the same as any war attack: tie each spell to a trigger, not to the timer. A Freeze held for the Inferno is worth far more than a Freeze burned early "to be safe." If you find yourself out of Freeze when the Inferno saturates, that is your signal to Recall the Queen rather than watch her die.
What Are the Most Common Queen Charge Mistakes?
Mistake 1 — too few Healers on a heavy entry. Bringing 4 Healers into a stacked-defense side gets the Queen killed early. Impact: massive. Match healer count to the entry's defensive fire; use 5 or 6 on tough sides.
Mistake 2 — a one-sided funnel. One uncleared corner pulls the Queen out of the core at the worst moment. Impact: massive. Funnel both flanks before she commits.
Mistake 3 — casting Recall too late. Recalling a Queen already at 10% health saves her body but wastes her contribution. Impact: significant. Plan the second deployment and recall before saturation, not after.
Mistake 4 — ignoring the single-target Inferno. Letting an Inferno saturate on the Queen with no Freeze ready is the top high-TH charge killer. Impact: significant. Keep a Freeze for the Inferno, or Recall her out.
Mistake 5 — running a charge with an under-leveled Queen. No number of Healers fixes a Queen who dies before clearing the target. Impact: significant. Upgrade her first if the charge is your main war army.
Frequently Asked Questions
How many Healers do you need for a Queen Charge?
You need 4 to 6 Healers for a Queen Charge, with 4 to 5 the standard for most war bases and 6 for heavily defended entry sides. Deploy them together a beat after the Queen so they lock onto her as a group.
What is the Recall Spell used for in a Queen Charge?
The Recall Spell pulls your Queen and Healers back to redeploy them elsewhere. It occupies 2 housing spaces, has a 5-tile radius, and at level 3 recalls up to 84 housing space — enough for the Queen and 4 Healers. Use it to funnel both flanks, to save the Queen from death, or to reposition her into the core after clearing a target.
What kills the Archer Queen during a charge?
Single-target Inferno Towers kill the Archer Queen most often, because their ramping damage saturates and outpaces any reasonable number of Healers. Stacked Archer Towers, Air Defenses hitting the Healers, and burst from Giant Bombs or hero pets are the other main threats. Freeze the Inferno or Recall her before she dies.
At what Town Hall should I start using a Queen Charge?
Start using a Queen Charge around TH9, once the Archer Queen (unlocked at TH9) has enough levels to survive with Healers. It becomes the defining war technique at TH10 and above, where Inferno Towers and Eagle Artillery demand a proper opener to clear a path.
What army follows a Queen Charge best?
Queen Charge Hybrid (Hog Riders and Miners) and Queen Charge LavaLoon (Lava Hounds and Balloons) are the best follow-ups. The charge clears one flank and removes a key defense; the follow-up floods the lane she opened. At TH15 and up, a charge can also set up a Root Rider or Super Yeti smash.
How do I practice a Queen Charge without wasting war attacks?
Practice in Friendly Challenges, which cost no war attacks. Ask a clanmate to post a base, run the charge, and check whether the Healers locked on together, the funnel held her in the core, and you Froze or Recalled before any Inferno saturated. Two or three repeats build the pathing read faster than blind war attempts.
How much housing space does a Recall Spell need to pull back a Queen Charge?
A Recall Spell occupies 2 spell housing spaces and, at level 3, has a Recall Capacity of 84 housing space — exactly enough to pull back the Archer Queen and 4 Healers in a single cast. If you run 5 or 6 Healers, some may fall outside the 5-tile radius, so position the cast on the Queen and her closest Healers rather than the trailing ones.
How many practice attacks does it take to learn a Queen Charge?
Learning a Queen Charge to reliable competence takes roughly 20 to 30 Friendly Challenge attempts, far more than the 3 to 5 a mass Dragon attack needs. The charge is the highest-skill opener in Clash of Clans because it stacks four skills at once — Healer placement, two-sided funneling, pathing reads, and Recall timing — so treat the first month as skill-building and expect your three-star rate to climb steadily as the pathing read becomes instinct.

