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Major attack strategies and army compositions

This topic represents a detailed list of all the major attack strategies and army compositions there are in Clash of Clans. To avoid any further concerns, here are the maximum number of troops and spells you can have at each Town Hall. Town Hall 7: 200 troops, 6 Spells Capacity

Town Hall 8: 200 troops, 7 Spells Capacity

Town Hall 9: 220 troops, 9 Spells Capacity

Town Hall 10: 240 troops, 11 Spells Capacity

Please click on any of the following army compositions to get to attack strategy guide:

Legend:

7 - Suggested for TH7 8 - Suggested for TH8 9 - Suggested for TH9 10 - Suggested for TH10 ✪ - Includes video content

Please note the above suggestions are for either farm or war, they do not aim at one in particular. Some of them may be more useful in a war attack, some in a farm attack. (Example: All archers won't be used in war, while hog riders won't usually be used for farming).

Thanks for reading!

ARCHERS

In this attack strategy you will only use archers! This attack is great for a fast and effective farming strategy.

Key points to take into consideration about the all archers attack strategy:

  • Splash damage is the worst enemy of an all archers attacks.

  • Always check with few archers the possible spots where giant bombs could be placed!

  • This attack strategy is worth to use in any league; there is no league that doesn't benefit the all archers attack strategy.

  • TH10s should avoid bases with infernos set to multi, if they are closer to the edge of the base, because you will use way too many archers there. If the infernos are set to single target then you can deploy archers even if that inferno is close to the edge.

  • This attack strategy is mostly used against the abandoned bases. Don't expect too much of this strategy, the chances that you get the town hall or a 100% overall damage are pretty low

Limits of archers/th level:

Town Hall 7: 200 archers | 20 minutes 50 seconds to fill entire army Town Hall 8: 200 archers | 20 minutes 50 seconds to fill entire army Town Hall 9: 220 archers | 22 minutes 55 seconds to fill entire army Town Hall 10: 240 archers | 25 minutes to fill entire army

Army: 200/220/240 archers Clan Castle: Archers/Wizards/Minions

Spells: Most of the time bring ONLY Lightning spells! Bring them for: Option 1: Mortars, for TH9 and above (below TH9 they are not so bad to use elixir on them). Option 2: Wizard Towers, for TH9 and above (below TH9 they are not so bad to use elixir on them). Option 3: DE Storage, for TH7 and above. NOTE: For the additional space provided by the Dark Spell Factory, bring a Poison Spell. ONLY bring Poison Spell for the All archers attack strategy, since Earthquake and Haste spells are useless.

Notes regarding spells: 1. You may also take one rage spell with this army for your heroes, but the chances that will help you more than a lightning can are very small. It will be quite rare to use a rage spell with the archers. 2. You should never take healing spells for an all archers army, because at most Town Hall levels, the defences will kill your archers in one hit, so a healing spell is useless in this case. Bringing healing spells is often a waste of elixir. 3. You should NEVER take jump spells for an all archers army, if you find the need to break through some layer of walls, just bring few wall breakers, but don't waste the spells by bringing a jump spell. 4. You should not bring any freeze spell with this army, the chances that such a spell would be useful are very rare. A lightning spell on a builder's hut or hero spot is much more useful for a TH10. 5. Always bring for the additional space of 1 spell a Poison Spell from the Dark Spell Factory!

Rules for the attack: 1. Save up troops! You have 3 minutes for an attacks, so don't rush. Take the few outside buildings which are out of range of any defence using limited number of archers. This strategy will most of the time give you up to 10% overall damage.

2. Place few archers (4-8) in the spots where giant bombs could be placed. This will help your attack avoid a painful loss of 30 archers blown by a single trap. Most of the time if you found a giant bomb outside the base, there are more.

3. Try to lure out the CC. If you cannot reach the Clan Castle, then you might want to start your raid from the opposite side of the base and finish in the area where the clan castle is placed. 4. Look for the location of the Archer Queen. She is very dangerous against this attack strategy because she can attack over a wall, which will force your archers to attack the wall in order to get to her. This situation can end up with a lot of archers wasted just to get rid of her. If the Archer Queen is in such unfavourable location, then you might want to wait for her to walk in the opposite side of her spot and place few archers to get rid of the buildings; repeat the process until the building is destroyed.

5. Use relevant number of archers based on the building they are attacking! If you are to attack Hero spots, Builder's Huts, Army Camps, then 5 archers should be enough to take it down.

6. When you start the attack, be fast with placing the archers by surrounding the area slowly but surely. If you will take all the buildings in one time then the defensive units cannot hold up to you. If you will take the buildings one by one, you will find that you need to use more archers than you would normally use if you surround the area.

How to deploy archers. There are 2 general options for how to deploy your archers: 1. Spread your archers in a line starting from a point you decide and slowly make your way around the base. This is my favourite way to deploy the archers in this attack strategy because when you finished to circle the base, you should have about 40-60 archers left, with which you are left to do the cleaning. If you do not have more than 35-38% at this point, you are in trouble. If needed at the end, use the lightning spells to get the extra percentage points which separate you from the 50% overall damage.

Note: When you are left with the last archers, deploy them along with your heroes to guard them, especially the Archer Queen. By doing this, 10-20 archers can take up to 6-8% by also using Queen's ability. 2. Surround the whole base with archers, using two fingers at a time. In this attack style, both fingers will each cover a corner. Deploy your archers around all the base and watch it burn. If needed, deploy the heroes in the danger zones (CC/Heroes) and at the end, use the lightning spells for some extra percentage points if needed. Personally I don't recommend this strategy because you do not have full control over your army, as in some spots may end up with wasted archers, archers which could've been deployed better if you analysed the based instead of jumping into it.

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Giant+Healer

In this attack strategy you will use one of the first notable attack strategies you can use in Clash. The Giant+Healer attack strategy can be used from TH6 up until TH10.

Characterization: The key of this attack strategy is to keep alive the giants as much as possible so that the troops behind them have enough time to clear the base.

The Giant+Healer strategy is perhaps the first powerful attack combination, considering the Healer is unlocked before the Dragons are. This attack strategy is the best option starting from TH6, which does not have any other powerful combination other than Giant+Healer. Starting from TH7, the Dragons come into action and play a more important role in 3 star attack strategies.

Things to consider! Must Read! - CHEAPEST powerful attack strategy for TH7 and TH8. You might find this attack strategy very useful for 3 star attacks and much cheaper than an all dragons attack (TH7+) or a GoWiPe army (TH8+). - Always located the position of the Air Defences within the base you are attacking! - Do not bring Lightning Spells to take care of an Air Defence. Healing Spells+Rage Spells play a much more important role in this attack strategy so don't replace them! - Do not split your pack of giants in 2 intentionally! Given the limited number of Healers and Healing Spells, 2 packs of giants might not survive as much due to less Healing. - Remember! The Rage Spells amplifies the effect of the Healers! Use the Rage spell wisely so that the Giants will first benefit of it and afterwards the Healers will, as the Giants will advance. - Healers can only be killed by the Air Defence building or by the Air Skeleton traps if triggered. Do not fear the Anti Air mines as the Healers are immune to those and will not trigger them. - Always deal with the CC troops! If you face some Wizards in the CC, it can mean the end of all your Giants in couple of seconds!

Army compositions for Giant+Healer attack strategy: TH7: - 4 Healers (Level 2) - 14 Giants (Level 4) - 13 Wizards (Level 4) - 8 Wall Breakers (Level 4) - 6 archers (Level 4) Spells: 1 Healing Spell, 2 Rage Spells. CC: 5 wizards OR 4 Giants. TH8: - 4 Healers (Level 3) - 14 Giants (Level 5) - 13 Wizards (Level 5) - 8 Wall Breakers (Level 5) - 6 archers (Level 5) Spells: 1 Healing Spell, 2 Rage Spells, 1 Poison Spell. CC: 6 wizards + 1 archer OR 5 Giants. Note: Do not take Haste Spells instead of Rage Spells for the Giants. They have low damage and despite the fact that Haste spell provides more speed, the Giants need more Damage than Speed inside the base. Also counting the radius of the Haste Spell, it is more effective to take Rage Spells. TH9 + TH10: I do not suggest using this attack strategy for TH9 and TH10, because of how fragile the Healers are to the anti air defensive structures and because of the multitude of them within a base. Against these TH levels, an attack strategy with Healing+Raging spells is more effective than using the troop Healer.

Attack Strategies:

Case One:

The first situation you might face when you use the the Giant+Healer Strategy is when the base you are attacking has one or multiple Air Defences on the side of the base, either inside or outside of the first layer of walls. 1. First thing you need to do is to drop couple of Giants to check for Spring Traps. Remember, it is always better to lose 1 instead of 3 at a time. Alongside with this step comes another one, as the location you will verify for Spring Traps should also be the location to drag the CC troops out.

2. After you deployed the first 2 giants, you should have the CC troops out of the castle (if there are any inside). Now you need to drag them to the corner and kill them using some wizards and maybe one Giant as a bait. 3. Now is the time to get inside the base. Like I mentioned before, you need to locate the position of the Air Defences and take care of the ones that are on the side of the base as quickly as possible. Deploy the rest of your giants, followed by some Wall Breakers to help them get quickly through the first layer of walls.

4. As the Giants broke through the first layer of walls (with the help from Wall Breakers), deploy the first Rage Spell to speed up killing of the first Air Defence. When you realise the Giants will inevitably kill the Air Defence, deploy all the Healers. 5. Deploy the Barbarian King (if TH7+) and some wizards behind the Giants in an arc shape. The wizards will follow the Giants inside the base. The Giants will act as tanks, while the Wizards will be the main power force, destroying everything in their way. 6. Depending on the raid, you might find it necessary or not to drop any spells. Bases like TH7 only have 2 Air Defences, so 4 Healers might be enough to provide healing during an entire raid if deployed correctly, but bases like TH8 have 3 Air Defences so the spells are mandatory to achieve a 3 star attack against them. Bases like TH6 and TH7 are pretty much done in the moment you took care of the first Air Defence and deployed the Healers, as you just leave the raid carry on by itself.

Case 2:

The second situation you might face when you use the the Giant+Healer Strategy is when the base you are attacking has both Air Defences in the middle of the base; in the case of TH8, all 3 Air defences. In this situation the attack style for this army composition changes slightly. 1. First thing you need to do is to drop couple of Giants to check for Spring Traps. Remember, it is always better to lose 1 instead of 3 at a time. Alongside with this step comes another one, as the location you will verify for Spring Traps should also be the location to drag the CC troops out.

2. After you deployed the first 2 giants, you should have the CC troops out of the castle (if there are any inside). Now you need to drag them to the corner and kill them using some wizards and maybe one Giant as a bait. 3. Now is the time to get inside the base. Now different than the attack style explained above, this type of bases required a different thinking. After you located the Air Defences and their position (central or semi-central), you need to look at the base, for which is the entrance point that is furthest from the Air Defences. This is the side you will start your attack from.

4. Just like in the Case One, deploy the Giants followed by some Wall breakers, the King and some Wizards in behind. The difference in the Case two is that your Healers will provide enough healing power and health for the Giants to only go through the first half of the base. The Giants will get one Healing Spell as the Healers will die and the health of the Giants will get low. Following this step, the Giants will make it to the other half of the base and will either provide enough tanking power for the Wizards to finish the base, or will die at the latest buildings but will still ensure the 3rd star. Congratulations! You achieved TOTAL DAMAGE!

NOTE: This attack strategy is the most powerful for lower Town Hall Levels and provides enough power to achieve quite easily 3 stars on any base you are matched with.

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Mass Dragons

In this attack strategy you will mainly use dragons as main destructive force! This attack is great especially for low-level Town Halls!

KEY POINT: For th7+th8, check the end of this reply for two videos with successful 100% attacks using the given army compositions from below. The two videos are available for you to watch, and also there is a full description of the attacks below the videos.

Characterization: This attack strategy is characterized mainly by brute force and often considered as simple and trivial. However, you need to do more than spamming your dragons in a single spot if you want to achieve the best out of this army composition.

Note (Regarding Dark Spell Factory Spells): The dragons are units which move a lot around the base and barely stay in place. They can easily change target and move from their original spot, therefore I do not suggest using Haste Spells for them. My only suggestion for dark spells is to use the Poison Spell for the CC.

Note2: Depending on the opponent's base, for TH7 and TH8 you may remove one dragon and exchange it for more 4 balloons.

Army Compositions based on Town Hall level:

Th7:

-10 Dragons

-King

CC: 4 Balloons

Spells: 3 Lightning

Th8:

-8 Dragons

-8 Balloons

-King

CC: 5 Balloons

Spells: 3 Lightning + Poison

Th9:

-11 Dragons

-King + Queen

CC: 1 dragon + 2 balloons

Spells: 2 rage + 2 healing + 1 poison

Th10:

-12 Dragons

-King + Queen

CC: 1 dragon+3 balloons

Spells: 3 rage + 2 freeze spells + 1 poison

How to attack Town Hall 7 + Town Hall 8 - Aiming for 100% attacks

1. The first thing you need to take into consideration before deploying your dragons into battle is to decide where you will attack from. Usually in a mass dragon attack, you will need to decide a whole line where you will attack, a line which needs proper preparations for the dragons to achieve their target, the centre of the base. You can do this by deploying your hero+1 dragon/2 dragons. After you decided the side you will attack from, deploy your hero, in one edge of the line, the other edge being covered by a dragon. By doing this, you will leave some buildings in the middle, but will secure the path for the dragons to the central area.

In the example above, two dragons were deployed to form a path for the rest of the army into the central core. If you do this successfully then your second star is assured. 2. After you made a clear path for the dragons to the middle, it is up for your spells and CC to get into action. Case A: If you chose to bring rage+healing spells, then you will deploy your CC troops(balloons) from behind your army of dragons. This will assure that the balloons will get in the centre up until the deepest air defence structure. Using the help of the spells too, you should have no trouble getting to the other side of the base and successfully defeat your opponent. Case B: If you bring lightning spells, then you will use them against the air defence which is the farthest unit from the point you decided to deploy your dragons. After you used your lightning spells, you will deploy the CC troops (balloons) following 2-4 balloons of yours against another air defence unit which is closest to the side. (see the videos at the end for an example) Note: See the end of this reply for two videos using the Case B technique successfully. 3. After you finished step 2, there is nothing else you can do than watch how the attack goes. One thing which could be left here is if you did not deploy your king yet, you can deploy it later in the attack near an Archer Tower to allow the dragons continue without being hurt. By doing this, the King will distract an Archer Tower so that it won't ruin the attack.

Town Hall 9 + Town Hall 10 - Aiming for 50% attacks 1. The first thing you need to take into consideration before deploying your dragons into battle is to decide where you will attack from. Usually in a mass dragon attack, you will need to decide a whole line where you will attack, a line which needs proper preparations for the dragons to achieve their target, the centre of the base. You can do this by deploying your heroes/2 dragons. After you decided the side you will attack from, deploy your heroes, one in each edge of the line. By doing this, you will leave some buildings in the middle, but will secure the path for the dragons to the central area.

In the example above, two dragons were deployed to form a path for the rest of the army into the central core. If you do this successfully then your second star is assured. 2. After you cleared the path for the dragons to the central core, you can start to deploy all your dragons in the middle of the line you picked, followed by the CC troops (dragon+balloon). Once you did this, you can drop one rage spell right at the first set of walls, followed by a healing spell in front of it. 3. After you finished with step 2, all is left is to drop the second rage and the healing spell for the dragons that managed to get into the central core, to assure the destruction of the TH.

How to deal with the CC troops There are two options which you can choose from related to dealing with the CC troops. 1. Ignore them. The dragons, with their splash damage, can deal with the CC troops quite easily. 2. Deal with them by using one of your heroes or 2-3 balloons to drag them out. After you dragged them out of the CC, you can deploy a dragon at the side and then the rest to support the first one. SUGGESTION: If you are using Lightning spells as your main spell composition (th7+th8), then you might want to lure the CC troops in a way so that when you drop your Lightning Spells onto the Air Defence, the spells will destroy both the air defence and the troops. See the VIDEOS at the end of this reply for this technique. 3. BEST: Use the poison spell to kill the CC. Always predict the path of the CC troops and place the Poison spell in front of them, predicting where they will stop!

VIDEOS: Detailed technique for TH7 + TH8 Dragon attacks: The army composition used in both the videos is as follows: -8 dragons(level 3) -8 balloons(level 5) -Barbarian King(level 7) -CC troops - 5 balloons(level 6) -3 lightning spells (level 5)

VIDEO 1

Analysis of the video 1: 1. 3 balloons are deployed to drag the CC troops out of the castle. The Balloons are dropped against an Air Defence to minimize the amount of defences against dragons while also dealing with the CC troops. (minute 00:10) 2. King is deployed in the other corner of the map to make the CC troops walk over an Air Defence. (minute 00:23) Note: you need to pick this Air Defence in time, don't try to decide which to choose when you are already attacking 3. Patiently wait until the troops are close to the Air Defence, then when they reached the target - drop all 3 lightning spells in one time. (minute 00:27) Note: do not wait until the troops are already on the Air defence, because there is a channelling time for the Lightning spell until it starts to zap the area. 4. While the CC troops and the defences are busy with the King, deploy one more Balloon to the Archer Tower which is distracted.(minute 00:32). If you will pay attention to this balloon in this video, it will achieve its goal and will destroy the Archer Tower from the top.

Note: A level 5 balloon will need 2 successful hits to destroy an Archer Tower. 5. With the remaining two air defences, decide which one will be destroyed by dragons and which one by the CC balloons. I picked the bottom one to be destroyed by dragons, so I started to deploy some at the bottom of the map. (minute 00:37) 6. Deploy the CC balloons against the other Air Defence. The maximum amount of buildings they can get past until reaching the air defence is 1! If the balloons need to deal with 2 defences until reaching the Air Defence, then 5 maxed balloons won't be enough to reach the target. (minute 00:46)

7. Finish deploying the rest of the dragons against the air defence which you picked. (minute 01:00) 8. The CC balloons finished clearing their Air Defence. (minute 01:05) 9. The dragons finished clearing their Air Defence. (minute 01:13) 10. Deploy the rest of the balloons nice and slow 1 by 1 or 2 by 2 against the remaining defences against air troops. (minute 01:15) Note: In this step you will ONLY deploy the balloon(s) when the Archer Tower/Tesla started to target a Dragon. By doing this you assure the balloons will reach their target. 11. A tesla popped up near the Air Defence. DANGER for the balloons! Deploy one more balloon against the Tesla. (minute 01:20)

Note: in this step I did a mistake myself by deploying this balloon too far away from the base. This was a wasted balloon which did not reach its target. 12. Dropped the last balloon against the last Air Defence.. TOO SOON. There was no dragon to tank the attacks of the Archer Tower and as a result, the balloon was wasted. DO NOT deploy the balloon unless there is a dragon tanking the attacks. Adrenaline of the attack Aye. 13. Every troop has been deployed so now only watch how the attack goes. With 4 dragons left there were no chances that a single Archer Tower and a Wizard Tower could ruin the attack. Now is the time to breath normally again, the attack is done. WELL DONE!

VIDEO 2

Analysis of the video 2: 1. 3 balloons are deployed to drag the CC troops out of the castle. The Balloons are dropped against an Air Defence to minimize the amount of defences against dragons while also dealing with the CC troops. (minute 00:08) - SAME TECHNIQUE AS IN VIDEO 1 2. King is deployed in the other side of the map to make the CC troops walk over an Air Defence. In this attack the king was deployed ALREADY against an Archer Tower, so no balloons needed on this side (minute 00:22) Note: you need to pick this Air Defence in time, don't try to decide which to choose when you are already attacking 3. Patiently wait until the troops are close to the Air Defence, then when they reached the target - drop all 3 lightning spells in one time. (minute 00:25) Note: do not wait until the troops are already on the Air defence, because there is a channelling time for the Lightning spell until it starts to zap the area. 4. Deploy few dragons against the anti air units close to the king WHILE they are distracted by the king. These dragons NEED to be deployed in the corner where an Air defence is situated. This air defence will be the one destroyed by the dragons. (minute 00:34) 5. Drop 2 balloons FIRST against the cannon from the outside, and the rest of the balloons will be dropped after it is destroyed. If you wouldn't do this, in this video example, the mass of balloons might end up going after the Wizard Tower and so avoid the Air Defence which they are supposed to destroy. (minute 00:38) Note: In this situation, one balloon wouldn't have been enough against the cannon level 10. KNOW YOUR OPPONENTS! 6. Deploy the CC with balloons and few of yours against the Archer Tower. Now since the cannon is gone, by deploying the dragons in the spot they were deployed, there was no doubt they would go for the Archer Tower. After the Archer Tower, you need to bet which target they will go after, since both are close. (minute 01:00) 7. Deploy more dragons against the air defence they are supposed to destroy. (minute 01:03) 8. Dragons finished their Air Defence! Wohoo. (minute 01:14) 9. Balloons finished their Air Defence! x2 Wohoo! (minute 01:17) 10. Deploy the last dragon and last balloon against the farthest Air Defence left. First the dragon to tank the attacks for the balloon. (minute 01:18) 11. All the troops are deployed. Now take your coffee and enjoy the attack! WELL DONE!

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Hog Riders

In this attack strategy you will only use hog riders as main destructive force! This attack is great for pushing or for war attacks.

KEY POINT: I do not recommend using Hog Rider attacks until you have them at level 3 or above. The Hog Rider level 1 and 2 are instantaneously destroyed from a giant bomb, while level 3+ require a second hit for a total destruction. Using Hogs level 1 or 2 is too risky to lose an entire army in a single giant bomb shot. Characterization: What might seem like a random placed troops attack, is in fact really strategical and analytical army composition - Hog Riders!

Essential things you need to know about hog rider attacks:

1. ALWAYS lure out the troops from the clan castle before you start to deploy all your army. NEVER deploy your hog riders in an attack without luring the clan castle, unless it is empty.

Note: Even if there was added the Poison Spell, you still HAVE TO lure the cc out. You never know when a dragon is hiding there, that cannot be killed by the Poison Spell. NEVER only count on the Poison Spell to finish off the opponent's cc troops. 2. Always locate the 2x2 spots from the base. If these are only one by one, then they shouldn't represent a problem for your army. However, if these are at least 2 empty 2x2 spots in the base (possible 2 giant bombs), then you need to think the attack better for how to activate those. Example:

In this case the opponent has 2 empty spots of 2x2 which you don't have any information about. What you can do is to get advantage of the way the hog riders attack: they head to the defensive unit closest to them. Therefore, in this example if the hogs will go on the mortar, then on the X-Bow. Well, in this case the 2 bombs (if there are any) are useless and cannot harm the hogs. The hogs, in the given example, will go on the Mortar - X-bow - air defence, getting far of the giant bombs, if there are any. 3. ONLY use healing spells for your hog riders. NEVER take rage spells because they do not stay for long enough in the same place. A healing spell well placed helps them much more than a rage could. For the last spell slot provided by the Dark Spell Factory, take a Poison Spell for the CC!

4. ALWAYS put your healing spell in front of the hogs, where you anticipate they will head. Hog riders will always attack the defensive unit which is closest to them, so you can use this in your advantage to place the healing spell favourable for your attack. Example:

5. NEVER deploy your Barbarian King or Archer Queen to deal with the Clan Castle UNLESS the archers which you brought with you were not enough to deal with the troops. In this case, you can also deploy a hero to help finish the Clan Castle troops.

Things to consider BEFORE attacking somebody with hogs: 1. When it is possible (case REVENGE or WAR), check the range of the clan castle to identify the spots where you can deploy hogs to drag the CC troops out of the castle. ALWAYS have at least 1 such spare spot, in case the main one is protected by a Hidden Tesla. Personally, I prefer to look for all the possible such spots and attack the base with at least 2 of them in my mind. Example:

2. Check the whole base of the opponent and always have in your mind a place where you can drag the CC troops to kill them, outside the range of any defensive unit whenever it is possible. SUGGESTION: If you have the possibility, set this place to drag the CC troops in a way so the hog riders will also be deployed from the same spot. By doing this, you will assure the archers will be protected and you will keep cleaning the garbage buildings.

Army composition suggestions: TH8: -32 hogs (level 4) -36 archers / 32 archers (level 5) -2 wall breakers / 4 wall breakers (level 4) -3 healing spells + 1 poison spell -5 hog riders in the CC TOTAL: 200 troops in camps + 25 troops in CC Note: The wall breakers are for the king to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king to the TH. TH9: -35 hogs (level 5) -37 archers (level 6) -4 wall breakers (level 5) -4 healing spells + 1 poison spell -6 hog riders in the CC TOTAL: 220 troops in camps + 30 troops in CC Note: The wall breakers are for the king+queen to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king and/or the queen to the TH. TH10: Even if I do not support hog rider attacks against TH10 bases, I will also propose an army composition for this town hall. -37 hogs (level 5) -39 archers (level 7) -8 wall breakers (level 6) -4 healing spells + 1 rage/freeze spell + 1 poison spell OR 5 healing spells + 1 poison spell -7 hog riders in the CC TOTAL: 240 troops in camps + 35 troops in CC

Note: The wall breakers are for the king+queen to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king and/or the queen to the TH. Note2: Inferno Tower BLOCKS the effect of the healing spell. You might want to consider that before starting an attack against a th10 with multi target inferno towers. Note3: You might want to take a rage or freeze spell for the area with the infernos to speed up the destruction or freeze the defences.

Time to attack! 1. After you dealt with the CC troops by dragging them into a corner, you can start to deploy the hog riders. How you deploy them is based on the arrangement of the defences within the opponent's base. The hog riders NEED to be placed in the opposite side from where the defender heroes are, so that when the hogs reach the other side of the base and finish the defences, they will also deal with the heroes. If the hogs are placed where the defender heroes are, then those heroes will chase the hog riders through the whole map, and when/if the hogs reach the other side of the base, the heroes will head back to their original spot, winning nothing from this strategy. By doing this, the defender heroes hurt the hogs but still remain a danger for the 100% attack.

In the image above, the attacker deployed the hog riders in a long line on the right side, so that they will finish the base where the Archer Queen is placed. 2. I will repeat this, healing spells HAVE to be placed in front of the army of hogs, where they will head, based on the closest defensive units.

3. ALWAYS have the plan B. It happens that the hog riders do not survive the entire enemy base. Also, we all know how naive our two heroes can be, so if you don't make a clear path for them to the Town Hall, they will just go on the side of the base and ignore the centre. This is why I take few wall breakers with me, for this situation. Having at least 4 wall breakers should allow you to go through 2 layer of walls, which should be enough at least for the Queen to attack the TH. So by doing this, even if the attack failed and there are small chances for 3 stars, at least you will secure the second start for the attack. After the hog riders cleared the path to the TH, you can start to deploy wall breakers in packs of 2, following the heroes to be placed. 4. Your army should have around 40 archers in it. From these 40 archers, around 30 of them will be used for the CC troops. In case you are left with some archers, DO NOT place them all in the same spot, so you won't risk losing all due to a trap. And finally.. Hoooog Riiiideeeerr!

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In this attack strategy you will use the mighty GoWiWi attack strategy! This attack is great for pushing or for war attacks.

Characterization: The key of this attack strategy are the multitude of tanks represented by the golems and the Skeletons spawned by the witches.

The GoWiWi attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the Witch. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.

Army composition: TH8: TH8 can attack with GoWiWi if they get 2 witches in their CC, but those are usually not enough for a great attack. At this TH level, you aim for 3 stars and it is hard to achieve that with the 2 witches attack, therefore I will not provide any army composition for TH8. TH9: - 2 golems (level 4) - 3 witches (level 2) - 6-8 Wall breakers (level 5) - 4-6 archers (level 6) - 19 wizards (level 5) - 6 balloons (level 6) - CC: 1 Golem (preferably level 5) - 1 Jump Spell, 2 Rage Spells, 1 Healing Spell + 1 Poison Spell TOTAL: 220 troops in camps + 30 troops in CC TH10: - 3 golems (level 5) - 4 witches (level 2) - 6 Wall breakers (level 6) - 8 archers (level 7) - 18 wizards (level 6) - 2 giants/hogs - CC: 2 witches + 2 wizards + 3 archers - 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells + 1 Poison Spell TOTAL: 240 troops in camps + 35 troops in CC

Let's attack! 1. The first thing you need to take care of when you attack with GoWiWi are the defender's Clan Castle troops. During a farming attack with GoWiWi there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find a dragon or witches in the defender's clan castle, however, dealing with them prior to the main attack is not a MUST but sometimes can save an attack. If you chose to drag the CC troops, then dealing with them in this attack strategy is much easier than in the GoWiPe attack. After you dragged the troops out of the base, you can deploy 1 archer, 2 witches 1/2 wizards and they will be more than enough to deal with the CC troops. If the defender has a dragon and you dragged it outside the base, then you will have to do the same as in the GoWiPe attack, to surround it with wizards. CASE A: You are able to lure the CC troops using one or two Giants.

Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out. CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.

Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle. CASE C: You are UNABLE to lure the CC troops out of the base, so you will have the option to bring a Poison Spell with you for them, but this is not a MUST in this attack as the skeletons can deal with the CC troops most of the times without the need of a Poison Spell.

In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, during a GoWiWi attack, you can skip the part of bringing any giants/hog riders and just go into the attack, since such bases usually hold wizards which are not such a trouble for the mass of skeletons.

2. After you finished with the CC troops (either dealing with them or ignoring them), it's time to deploy the army. In the GoWiWi attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line and one golem in the middle of it, followed by a large line of wizards in behind and 2 Wall breakers for each Golem. After you did this, you will deploy all your witches, the cc troops, the heroes behind the golem in the middle!

3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your Jump Spell to connect your troops to the central area where the Town Hall is. Unlike the GoWiPe attack, here you will wait a little more to drop your first rage spell.

4. Once you reached this step, you should already have your troops in the central compartment of the base. Now is the time to drop your first rage spell and your healing spell. If you followed all these steps, you should by the end of this step already have reached the second star of the attack! For Th10s, usually the attack stops here because the chances of 3 stars are very rare. The next step is for Th9s ONLY! 5. As a TH9, in the army compositions provided you should also have some balloons left to deploy. You will deploy these after all the air defences were destroyed. The Balloons will be deployed against the defences which are hiding far away from the central compartment and represent a danger for the 3 star attack. You need to watch the video provided at the next step to see exactly how this is done. (I chose not to include any image for this step because it is easier to understand by looking at an attack.

VIDEO:

I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing the need of balloons in the GoWiWi attacks and how they make the difference between a 2 star and a 3 star attack! 1. The first two balloons were deployed on the top right corner against the Wizard Tower. (Minute 01:14) 2. Another balloon is deployed against the cannon which is outside the base, on the left side. (Minute 01:21) 3. Two balloons are deployed against the two cannons which are 1 outside the base, and one inside, on the bottom side. (Minute 01:23) 4. The last balloon is deployed on the bottom-left side against the last cannon. (Minute 01:25) Congratulations! You achieved TOTAL DAMAGE! Note: There was no certainty that without the balloons, the attack would've still been a 3 star.

NOTE: As a th9 you should usually aim for 3 stars using this attack! As a th10, the chances of getting 3 stars are mostly impossible so your attack will stop about the time of 50-60% overall damage.

This is all the information for the GoWiWi attack! Thanks.

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In this attack strategy you will use the mighty GoWiPe attack strategy! This attack is great for pushing or for war attacks.

Characterization: Despite the fact that this army is considered a Brute Force attack, it actually requires quite a lot of preparation and examination to achieve the best results - GoWiPe! It is oftenly called a "2 star attack" but with the right plan and base, you can achieve 3 stars too!

The GoWiPe attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the P.E.K.K.A. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.

Army composition: TH8: - 2 golems (level 2) - 2 P.E.K.K.A (level 3) - 8-10 Wall Breakers (level 5) - 8 archers (level 5) - 14 wizards (or 13 wizards if you bring 10 Wall Breakers) - 2 giants/hogs - CC: 1 P.E.K.K.A (preferably level 5) - 2 Rage Spell + 1 Healing Spell + 1 Poison Spell TOTAL: 200 troops in camps + 25 troops in CC Note: Considering the high amount of hit points of the troops and low damage of the TH8 defences, you might not need a Healing Spell in this attack strategy.

TH9: - 2 golems (level 4) - 3 P.E.K.K.A (level 3) - 6-8 Wall breakers (level 5) - 7 archers (level 6) - 14 wizards (13 wizards if you bring 8 Wall Breakers). - 2 giants/hogs - CC: 1 P.E.K.K.A (preferably level 5) + 1 Wizard + 1 Archer - 1 Jump Spell, 2 Rage Spells, 1 Healing Spell + 1 Poison Spell (note: here there are rare the chances when you can avoid brining the healing spell). TOTAL: 220 troops in camps + 30 troops in CC

TH10: - 2 golems (level 5) - 3 P.E.K.K.A (level 5) - 10 Wall breakers (level 6) - 11 archers (level 7) - 16 wizards (level 6) - 2 giants/hogs - CC: 1 P.E.K.K.A + 2 wizards + 2 archers - 1 Jump Spell+ 2 Rage Spells+ 2 Freeze Spells + 1 Poison Spell TOTAL: 240 troops in camps + 35 troops in CC

Let's attack! 1. The first thing you need to take care of when you attack with GoWiPe are the defender's Clan Castle troops. During a farming attack with GoWiPe there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find wizard or witches in the defender's clan castle, so you MUST need to deal with them. After you dragged the troops in a corner, you can either surround them with wizards OR you can deploy the first Golem into the battle following by some wizards and the heroes too. The Golem will head to the closest defensive structure and the troops from behind will take care of the defender's CC troops. Note: If you unlocked the Poison Spell, you do not need to drag the cc troops to the corner any more. Just place the Poison Spell onto the troops. If the cc troops of the opponent has a dragon or any other high hitpoints troops inside, then you will have to drag them to the corner CASE A: You are able to lure the CC troops using one or two Giants.

Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out. CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.

Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.

CASE C: You are UNABLE to lure the CC troops out of the base, so you will HAVE to bring a Poison Spell with you for them.

In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, the best thing to do is to bring a Poison Spell with you. 2. After you dealt with the CC troops, it's time to deploy the army. In the GoWiPe attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line following by some wizards in behind and some 2-3 Wall breakers for each side. After just few seconds, deploy your P.E.K.K.As, Heroes, CC troops, rest of wizards and Wall breakers in the middle part of that line. By doing like this, there will be NO distraction for the heroes and the P.E.K.K.As and they will head right in the middle.

3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your first Rage Spell, following the Jump Spell to connect your troops to the central area where the Town Hall is. The final part of this step is to drop your Freezing spell (if you are a th10) or your second Rage Spell (if you are a th9) in the central area to either block the defences or increase your troops power.

4. Once you reached this step, you should already have obtained the star from the Town Hall. Now is the time for you to use the abilities of the heroes, if you didn't already do so, and get the most of that central enclosure. If you did not get the 50% until now, it will be up to your remaining troops to get the extra percentage points.

NOTE: Starting from late TH9 and all TH10 you will mostly aim for 50% and 2 stars using the GoWiPe attack! Do not expect too much of this attack strategy from the well developed bases.

This is all the information for the GoWiPe attack! Thanks.

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In this attack strategy you will use the mighty GoWiVa attack strategy! This attack is great for pushing or for war attacks.

Characterization: Despite the fact that this army is considered a Brute Force attack and spamming of troops, it actually requires quite a lot of preparation and examination to achieve the best results - GoWiVa!

The GoWiVa attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the Valkyrie. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.

Army composition: TH8: - 2 golems (level 2) - 6 Valkyries (level 2) - 8 Wall Breakers (level 5) - 10 archers (level 5) - 14 wizards (level 5) - 2 giants/hogs - CC: 3 Valkyries (level 4) + 1 archer - 2 Rage Spell + 1 Healing Spell + poison spell TOTAL: 200 troops in camps + 25 troops in CC TH9: - 2 golems (level 4) - 9 Valkyries (level 4) - 6 Wall breakers (level 5) - 10 archers (level 6) - 14 wizards (level 5) - 2 giants/hogs - CC: 2 witches + 1 wizard + 2 archers / 3 Valkyries + 1 wizard + 2 archers - 1 Jump Spell, 2 Rage Spells, 1 Healing Spell + poison spell (note: here there are rare the chances when you can avoid brining the healing spell). TOTAL: 220 troops in camps + 30 troops in CC TH10: - 2 golems (level 5) - 13 Valkyries (level 4) - 9 Wall breakers (level 6) - 8 archers (level 7) - 10 wizards (level 6) - 2 giants/hogs - CC: 2 witches + 1 Valkyrie + 3 archers - 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells + poison spell TOTAL: 240 troops in camps + 35 troops in CC

Let's attack! ! The GoWiVa attack is not much different than the GoWiPe attack strategy, in fact you will use the exact same steps as in the GoWiPe attack, just the P.E.K.K.A unit being replaced by Valkyrie. 1. The first thing you need to take care of when you attack with GoWiVa are the defender's Clan Castle troops. During a farming attack with GoWiVa there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find wizard or witches in the defender's clan castle, so you MUST need to deal with them.

After you dragged the troops in a corner, you can either surround them with wizards OR you can deploy the first Golem into the battle following by some wizards and the heroes too. The Golem will head to the closest defensive structure and the troops from behind will take care of the defender's CC troops.

CASE A: You are able to lure the CC troops using one or two Giants.

Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out. CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.

Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle. CASE C: You are UNABLE to lure the CC troops out of the base, so you will HAVE to bring a Poison spell with you for them.

In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, the best thing to do is to bring a Poison Spell with you. DO NOT use the Poison spell too early because you might just miss a witch or some wizards.

2. After you dealt with the CC troops, it's time to deploy the army. In the GoWiVa attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line following by some wizards in behind and some 2-3 Wall breakers for each side. After just few seconds, deploy your Valkyries, Heroes, CC troops, rest of wizards and Wall breakers in the middle part of that line. By doing like this, there will be NO distraction for the heroes and the Valkyries and they will head right in the middle.

3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your first Rage Spell, following the Jump Spell to connect your troops to the central area where the Town Hall is. The final part of this step is to drop your Freezing spell (if you are a th10) or your second Rage Spell (if you are a th9) in the central area to either block the defences or increase your troops power.

4. Once you reached this step, you should already have obtained the star from the Town Hall. Now is the time for you to use the abilities of the heroes, if you didn't already do so, and get the most of that central enclosure. If you did not get the 50% until now, it will be up to your remaining troops to get the extra percentage points.

NOTE: Starting from late TH9 and all TH10 you will mostly aim for 50% and 2 stars using the GoWiVa attack! Do not expect too much of this attack strategy from the well developed bases. This is all the information for the GoWiVa attack! Thanks.

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