Set up a comparison you can repeat
Supercell describes Friendly Challenges as practice against a clanmate’s invited base without risking trophies or resources. The defender starts the challenge. For the attacking army, check your normal training screen before pressing Attack; do not assume scouting edits have changed the composition.
Ask a clanmate for a base that tests the problem you are studying. If your question concerns a particular entry, a completely different layout on the next attempt will make comparison difficult. Save the layout name or another identifying note so you can tell which version you attacked.
Agree whether the defender should keep traps and the layout unchanged between attempts. You cannot remove every difference from a live game, but you can record the conditions you control. If Battle Modifiers are enabled, write them down rather than mixing that result with ordinary attempts.
Use a short test record
Edit this worksheet, then select and copy your notes. Changes stay on this page and are lost when you reload. Do not enter account credentials.
Take a specific question such as "Does moving the first deployment one tile left change the initial path?" Then keep the rest of the setup as similar as possible. A test of entry position becomes unclear if you also change the army, equipment and spell timing.
Record the initial plan before watching the outcome. Otherwise, a lucky recovery can turn into a story that the attack went exactly as intended. The plan only needs a sentence about the path or objective you wanted to test.
Look beyond the final stars
| Observation | What it can help you check |
|---|---|
| Entry reached intended target | Whether the first deployment matched the plan |
| Hero path changed | Whether funneling affected the route |
| Spell landed before danger | Whether the timing matched the trigger |
| Cleanup units remained | Whether the end of the attack had enough support |
| Time left or time failure | Whether the plan needed an earlier start elsewhere |
Record stars and destruction, but also record the first event relevant to your question. Two attacks with the same final result may have very different failure points. One may lose its main force early; another may reach the intended route and run out of cleanup time.
Use a replay timestamp or the in-game clock value to locate that moment. A clanmate can give more useful feedback on "watch the entry at this time" than on an unexplained screenshot of the final result. Keep the observation factual: what moved, what survived, and what happened next.
Decide what to practice next
Repeat the change if the result is ambiguous. A small set of attempts does not prove that a strategy works against every base or Town Hall. It can tell you whether you understand a deployment well enough to try it again under similar conditions.
When a change seems useful, test it on another relevant layout and start a fresh record. Keep that result separate from the original comparison. This helps distinguish a repeatable skill from a trick that depended on one exposed building or one favorable path.
End the session with one next action: practice the timing, revise the entry, or ask a clanmate to explain the path. If you need to diagnose an actual battle, use the replay review worksheet. Avoid turning practice into a requirement to win every attempt; a failed comparison can still answer the question you came to test.
Quick questions
How many attempts prove a strategy works?
There is no fixed number in this worksheet. A few attempts help inspect a specific mechanic but cannot establish a universal success rate.
Should I change several things after a failed attempt?
If you want to learn which change mattered, test one deliberate change at a time and record other differences.
Sources and game versions
Rules checked against the sources below on October 15, 2026. For sign-up windows, current league formats and account eligibility, follow the information shown in your game.



