Quick answer

At Town Hall 10, a level 6 Clan Castle can receive a donated Siege Machine. Try a Wall Wrecker with a ground army you already know: plan its route toward the enemy Town Hall, clear the entry edges, and time spells for the defenses your troops actually meet. A machine helps open a route; it does not guarantee the rest of your army will follow.

At Town Hall 10, a level 6 Clan Castle can receive a donated Siege Machine. Try a Wall Wrecker with a ground army you already know: plan its route toward the enemy Town Hall, clear the entry edges, and time spells for the defenses your troops actually meet. A machine helps open a route; it does not guarantee the rest of your army will follow.

Check the donation first

Ask for a Wall Wrecker and suitable Clan Castle troops, then confirm both are available on the army screen. At TH10 the machine described here is a donation; check your Clan Castle level before requesting it. If you cannot obtain one, practise the same ground entry with your available wall-opening tools rather than assuming a siege is mandatory.

Army and spell choices depend on your unlocks and capacity. Bring your familiar ground troops, plus the spells you have unlocked to support them. A Rage can help a group pushing through dense defenses; a Freeze, if available, can temporarily interrupt a threatening defense. Confirm their effects and capacity in your own game.

In battle, use the up/down arrows on the unit icon to choose the donated siege machine when options are available. After deploying it, tap its icon at the bottom of the battle screen to release the Clan Castle troops early; doing so destroys the machine. Without a donation, a TH10 cannot craft its own: Supercell says building a Workshop requires TH12.

Read the straight line

The Wall Wrecker heads toward the enemy Town Hall and breaks walls along its path. Before the attack, trace a straight line from the chosen deployment edge to the Town Hall: which wall compartments and defenses are along that line? If the route misses the section your army needs or exposes the machine to concentrated fire too early, choose another entry or reconsider the machine.

Look for Inferno Towers, splash defenses and defending Clan Castle troops. Identify outside buildings on both sides that might pull your army away. Unknown traps and unit pathing can still change the result.

Open, enter, support

  1. Clear outer buildings on both sides of the entry with a small portion of your army. Watch where those units go.
  2. Deploy the Wall Wrecker on the planned line, then send your main ground group through the opening as it develops. If the machine is destroyed early, adjust with remaining wall-opening tools rather than assuming the route is open.
  3. The machine carries Clan Castle troops and releases them when it reaches its target, is destroyed, or is manually opened. Decide where those troops should fight before deploying; release location is not guaranteed.
  4. Support the advancing group as it meets concentrated defenses: put Rage where troops will move through it, or Freeze a key defense at the moment it threatens them. Save a few troops for outside cleanup if capacity allows.

Practise in a friendly challenge or regular attack and watch the replay: did the machine make the intended opening, did troops go inside, and did spells cover the right fight? Against a layout that punishes the straight approach, a different entry or army may be safer. Three stars are not guaranteed.

Sources: Supercell: Siege Machines · Supercell: Wall Wrecker and Battle Blimp · Supercell: Clan Castle donations

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