Last Town Hall 18 Challenge: a Fireball and Super Minion route
Break the core first, then open an air route from the top in the November 9–15 challenge.

The Last Town Hall 18 Challenge asks players to coordinate a Fireball opening with heroes and an air push. Supercell’s international season calendar lists it for November 9–15, without an exact closing hour. Check the timer on your own event card when planning a final attempt.

Creator Judo Sloth Gaming demonstrates a route that clears the core before sending Super Minions and Rocket Balloons from the top. The directions below treat the top of his screen as twelve o’clock. They describe this challenge’s fixed layout, so do not assume the same placements will work against a different village.
Set the Grand Warden to ground mode. In the demonstration, four Invisibility Spells cover, respectively: the Wizard and Super Wizard Towers; the Mortar and Archer Tower; the X-Bow, Builder Hut and Air Defense; and the Monolith. Deploy the Warden at six o’clock, use his Fireball, then place two Earthquakes slightly right of the Multi-Archer Tower to catch the nearby Revenge Tower too. Put the Healers on the Warden. The invisibility placements change which buildings the Fireball can target, making timing and placement as important as the order.
The next sequence is quick. Place the Queen to the right of the right-hand Army Camp and activate Giant Arrow immediately; put the Dragon Duke by the left Army Camp and use his ability. Drop three Earthquakes between the Monolith, Clan Castle and Fire Spitter. Judo identifies this fast transition as the hardest part. If the central buildings survive, practise this opening again before committing the rest of the army.
At the top, send one Super Minion at the Bomb Tower and two Balloons at the Mortar. When the Bomb Tower falls, send all five Rocket Balloons at the X-Bow; after it falls, deploy the Flame Flinger and Archers from the top. On the left, send the Ice Golem, Meteor Golem and Barbarian King with Furnaces, the Ruin Witch and Druid; the remaining Super Minions can support from either side at the top. Clearing the forward defenses first gives the Flinger room to work while the ground group moves in.
As the attack reaches the core, the demonstration uses Freeze on the Log Launcher or nearby Multi-Inferno Towers, Totem Spells where useful, and Poison on defending heroes. Activate the King in the middle. Paths and spell placement affect the result, and Judo notes that unfamiliar players may need several attempts. His event screen shows 400 XP, 25 Gems and a Power Potion; check your own event card for the claim conditions and remaining time.

