Army composition: 3 lava hounds, 26 balloons
Spells: 3 rages, 2 hastes, 1 poison
CC: max lava hound and max poison
(see image above) Drop CC hound and all lava hounds quickly so they stay together. They should all head towards the nearest air defense. Poison the CC IMMEDIATELY.
After dropping all lava hounds and poisoning the CC, VERY RAPIDLY release all your balloons in a wide arc behind your hounds (see image above).
After that, the rest of the attack is all about spell placement. The enemy CC is the biggest threat, so focus on taking them out. When the hounds pop and release the lava pups, quickly throw a rage on the lava pups. Use your second poison if the CC manages to move out of the first poison. If you manage to kill the CC with just one poison, use the remaining poison on the queen. While all of this is going on, be sure to use hastes on your balloons to speed them around to their targets.
Sunday, February 26, 2017
One Man Clan - Tactic Vs. #9
Army composition: 3 lava hounds, 25 balloons, 5 archers
Spells: 3 rages, 2 hastes, 1 poison
CC: max lava hound and max poison
(see image above) Drop CC hound and all lava hounds quickly in a tight bunch so they stay together. They should all head towards the nearest air defense.
After dropping all lava hounds, IMMEDIATELY follow it up by releasing all your balloons in a wide arc behind your hounds (see image above).
After that, the rest of the attack is all about spell placement. The enemy CC is the biggest threat, so focus on taking them out. Poison them when lock on to your hounds, and when the hounds pop and release the lava pups, quickly throw a rage on the lava pups. Use your second poison if the CC manages to move out of the first poison. If you manage to kill the CC with just one poison, use the remaining poison on the queen. Use hastes on your balloons to speed them around to their targets. And of course, use archers on the corner huts.
Spells: 3 rages, 2 hastes, 1 poison
CC: max lava hound and max poison
(see image above) Drop CC hound and all lava hounds quickly in a tight bunch so they stay together. They should all head towards the nearest air defense.
After dropping all lava hounds, IMMEDIATELY follow it up by releasing all your balloons in a wide arc behind your hounds (see image above).
After that, the rest of the attack is all about spell placement. The enemy CC is the biggest threat, so focus on taking them out. Poison them when lock on to your hounds, and when the hounds pop and release the lava pups, quickly throw a rage on the lava pups. Use your second poison if the CC manages to move out of the first poison. If you manage to kill the CC with just one poison, use the remaining poison on the queen. Use hastes on your balloons to speed them around to their targets. And of course, use archers on the corner huts.
Friday, January 6, 2017
Friday, December 23, 2016
Ballooning Basics
These are just some general tips on attacking with balloons. I will try to expand on these later in more detail.
Level 6 balloons are essential for attacking TH9 and above. The damage and health increase between level 5 and 6 balloons is enormous, so if you want to use balloons in your attacks, I highly suggest upgrading them to level 6 first.
Balloons have two key weaknesses: clan castle troops and the queen. An attack CANNOT get three stars if the clan castle troops or queen is left alive. Clan castle troops will chase balloons all around the map and balloons will not retaliate. The queen will chase balloons in her range and mow them down in seconds. This cannot be said enough: find a way to kill the CC and queen first if you want a three star attack.
Level 6 balloons are essential for attacking TH9 and above. The damage and health increase between level 5 and 6 balloons is enormous, so if you want to use balloons in your attacks, I highly suggest upgrading them to level 6 first.
Balloons have two key weaknesses: clan castle troops and the queen. An attack CANNOT get three stars if the clan castle troops or queen is left alive. Clan castle troops will chase balloons all around the map and balloons will not retaliate. The queen will chase balloons in her range and mow them down in seconds. This cannot be said enough: find a way to kill the CC and queen first if you want a three star attack.
There are two types of balloon attacks I like to use: balloon spam and lavaloon.
Balloon Spam
- Good for raids and looting bases
- Easy to get 2 stars, difficult to get 3
- 20-30 minions, the rest balloons.
- 2 rage, 4 haste, 1 poison (to use on clan castle troops or queen)
- CC: Balloons and haste or skelly (to distract queen)
Drop all of your balloons over two adjacent sides of a base, trying to spread them out liberally (balloons are less effective in clumps). Use hastes to speed balloons into the base, and rages near the core or near air defenses. This will usually eliminate a good 70-80% of the defensive structures, at which point you can let loose your minions and your king and queen to loot the undefended portions of the base, or even try to three star the base if the balloons took out a big enough chunk of the defenses.
Lavaloon
Lavaloon
- War attack, more difficult to use successfully than balloon spam
- Better chance of 3 star, but lower chance of 2 stars (high risk, high reward)
- 3 lavaloons, the rest balloons
- 2 rage, 4 haste, 1 poison (to use on clan castle troops or queen)
- CC: Lava hound and haste or skelly (to distract queen)
The first step in this attack is finding a way to take out the clan castle troops. If there is no way to safely take out the clan castle troops, I would recommend not using this attack, as it will not lead to 3 stars. If the enemy clan castle is close enough to the edge to lure the troops out, I would send out something to lure them (a giant or hog perhaps), and then lure the troops out to the edge and kill them with your queen. You'll most likely have to use your queen's ability to kill the clan castle troops, and you might even sacrifice the queen early, but it's a necessary step.
The next concern is the enemy queen. If the queen is close enough to the edge of the base, sometimes the king can actually close the distance and eliminate the queen. If the queen is nested deep in the base, however, you can use a poison and a skeleton spell to take her out. But the timing of these spell drops is key: you must drop it after the queen has been surrounded by balloons, lava hounds, and lava pups. With all these troops around to distract her (and any nearby defenses), the poison will slow down her rate of fire, and the skeletons will quickly shred her.
So, after the CC has been eliminated (and if you're lucky, the enemy queen too), deploy all of your lava hounds to cover two sides of a base. Deploy them WIDE, so that they can sweep up any air traps in their path, and so they can draw the attention of as many defenses as possible. The primary purpose of the lava hound is to protect your balloons.
Quickly follow up with all of your balloons, also spread wide to maximize destruction (try your best to avoid clumping balloons). Deploy the balloons to cover two sides of a base, don't deploy them over all 4 sides. Use haste spells to speed up the balloons from the outer fringes of the base quickly into the core, and use rage on balloons to take out air defenses or large clusters of defenses. Drop poison and skelly over the enemy queen once your army has swarmed her to take her out.
If your balloons can manage to eliminate all of the defenses, there's a good chance of getting 3 stars. Practice makes perfect, good luck!
Saturday, October 29, 2016
War Vs. 600 Squad (Spy intel courtesy of ricey)
Clan castle troops are listed below their picture, with troop level indicated in brackets.
CC: 1 dragon [5], 2 balloons [max]
CC: baby dragon [3] and 5 wizards [6]
CC: 1 dragon [5], 2 balloons [max]
CC: baby dragon [3] and 5 wizards[6]
CC: dragon [5]
CC: 1 archer [max], 3 minions [6], 1 valk [max]
CC: 1 archer [max], 3 wizards [6], 1 minion [6]
Thanks again double agent ricey ;)
Monday, May 16, 2016
TH8 GoVaHo Video Guide
Here's a video I found that details how to use a GoVaHo attack at TH8, with many examples against TH8s and even a TH9. His style is different from mine in terms of spells and army composition, but of course there is no one "right way" to attack. Experiment and find what works best for you.
https://youtu.be/-i3jlUVD1No
https://youtu.be/-i3jlUVD1No
Sunday, May 8, 2016
War vs. Empire, Battle Plan for Nat vs. #4
Step 1: Use 2 lightning/1 quake combos to kill the 2 air defenses highlighted above
Step 2: Drop both your king and queen at the yellow star highlighted above. It should easily be able to take out the enemy queen, nearby air defense, and the nearby archer tower, along with some other buildings. The king and queen won't last very long, but we just need them to take out those few key defenses for your dragons.
Step 3: Send in your dragons from the upper right and hope for the best. 2 stars is definitely achievable, and with a little luck, 3 stars is possible.
Wednesday, May 4, 2016
Enemy Clan Castle Troops
This post will go over some pointers for how to best deal with the enemy clan castle troops. First, let's review how the enemy clan castle works.
The enemy's clan castle has a very wide trigger range, which you can view for yourself if you click on a clan castle to see the large white ring (see image above for example). The enemy clan castle troops will be deployed once your troop enters this range, and the enemy troops will focus on the first troop that entered the range. After that, it will target your next nearest troop, and so on and so forth.
Enemy troops are always deployed in order of troop size, from smallest to largest. So if the enemy has a dragon, a wizard, and an archer, the archer will come out first (troop size 1), followed by the wizard (troop size 4), and then the dragon (troop size 20).
Enemy troops will only come out if they can attack the troop that entered the range. For example, if the enemy's clan castle was filled with balloons and you dropped a dragon into its range, the enemy balloons would not come out because balloons can't attack air units. If the enemy clan castle had a mix of balloons and wizards, only the wizards would come out to attack the dragon, and the balloons would remain inside until a ground troop entered the range.
Now that we know the basics of how clan castles work, let's review the best way to fight them.
First off, do NOT devote too much troop space and battle time to defeating the enemy clan castle. Yes, the enemy clan castle troops are powerful and can ruin your attack if not dealt with. But if you devote 50 troop space worth of units just to defeat the enemy clan castle, you're wasting valuable offensive power that's needed to deal with the rest of the enemy base. If you're spending more than 30 seconds of your 3 minute time limit to defeat the enemy clan castle troops, you're wasting over 1/6th of your available attack time to overcome a single component of the enemy base. So yes, prioritize defeating the enemy clan castle, but please do not over-do it.
The method I find best for dealing with the enemy clan castle is to use my funneling golem and wizards to take care of them. I try to get my golem to enter the enemy cc's range first so that when they come out, they will all focus on the golem (remember, your golem is not there to attack, he's there to distract). If the golem cannot enter the range to attract the enemy troops, throw down a hog or balloon to lure them out first, and then drop your golem. After the enemy troops have locked onto your golem, drop a poison spell on them, and drop additional wizards behind the golem. I usually find that a minimum of 5 wizards to be sufficient in taking out the enemy troops in a timely manner, and I would say 8 is the absolute maximum number of wizards needed. If you are TH9 or above, you can also drop a queen behind the golem if things go south or if you need/want the enemy troops to go down faster.
Also keep in mind, when funneling with golems and wizards, you always need at least 2 teams of golems and wizards. You cannot make a proper funnel with just one group of troops. You need golems and wizards on one side of your entrance, golems and wizards on the other side, and your kill squad troops deployed inbetween those two golem/wizard teams. I've been seeing a lot of people dropping golems and wizards very close together in one big group, and you cannot properly funnel your kill squad if you do this. Spread those two golem/wizard teams apart so your kill squad has a place to enter from. If you're using valkyries, spread those two golem/wizards teams much wider than normal, because valkyries are harder to funnel.
So use one team of golems and wizards to trigger and kill the enemy troops, and the other golem/wizard team to funnel perimeter buildings as you normally would. The golem/wizard team devoted to fighting the enemy cc should have 1 golem and 5-8 wizards. The other golem/wizard team should have 1 golem and 3 or more wizards.
When fighting the enemy clan castle, a poison spell is a MUST. It not only deals damage to them, it slows down the enemy's attack speed. A lvl 4 poison spell slows down the enemy's attack speed by 50%, which effectively means it cuts down the total damage they can deal by 50%. This means a poison spell will make your golem last much longer, enough time for your wizards to finish them off. Also, when using the poison spell, throw it down as fast (but accurately) as you can. The poison spell works like an inferno tower, starting at very low damage but exponentially ramping the damage up over time. So the sooner you drop that poison, the more damage you can dish out to enemy troops.
Advanced tactic: If you think you can predict where the enemy troops will stop at, try to throw the poison down there early, even before the enemy troops have entered there, to maximize damage when they enter.
Saturday, April 30, 2016
Frozen Redhead Attack (TH9)
Came across an interesting new strategy that has been developed, using a valkyrie horde with healers and all freeze spells:
https://youtu.be/0GNbvxHIGCo
https://youtu.be/0GNbvxHIGCo
Sunday, April 24, 2016
Troop and Spell Glossary
Even though we're all pretty familiar with all the troops and spells in the game, you may find some new or useful information from reading this. The attack and health ratings are based on how they stack up compared to all other troops in the game. They are not "official", but my personal ranking of the troops.
Troops
Barbarians
Attack: ★★☆☆☆
Health: ★★☆☆☆
Barbarians are a cheap, economical unit that's powerful in big numbers but vulnerable to wizard towers and mortars. They are good to use in loot raids, but not recommended for war. Their only good purposes in war are for luring clan castle troops and pulling them into different directions.
Archers
Attack: ★★☆☆☆
Health: ★☆☆☆☆
Dragons
Attack: ★★★★☆
Health: ★★★☆☆
High damage, high health troop. An essential war troop at TH8. The only true weakness a dragon has is to air defense buildings, which can take down dragons very quickly. Most dragon attacks revolve around eliminating as many air defenses as possible, and deploying dragons en masse to sweep the base. Dragons see much less use in TH9 and above, but they make excellent defense troops in the clan castle at all levels.
Troops
Barbarians
Attack: ★★☆☆☆
Health: ★★☆☆☆
Barbarians are a cheap, economical unit that's powerful in big numbers but vulnerable to wizard towers and mortars. They are good to use in loot raids, but not recommended for war. Their only good purposes in war are for luring clan castle troops and pulling them into different directions.
Archers
Attack: ★★☆☆☆
Health: ★☆☆☆☆
Archers are a cheap, economical unit that pairs well with barbarians or giants to help shield them from damage. Like barbarians, they are primarily a raiding troop and not a war troop, but they can be used for troop luring, funneling, or picking off lone builder huts in war. They can be used to kill enemy clan castle troops effectively by luring them out to a safe area, dropping a poison on them, and quickly encircling a large number of archers around the enemy's troops.
Giants
Attack: ★★☆☆☆
Health: ★★★★☆
Low damage, high health troops. Used to draw enemy fire while your stronger troops take down enemy buildings. Primarily used for loot raids, but can also be used in place of golems in war if you need to cut a small funnel and want to dedicate more of your troop space to offense. Giants can pair well with small groups of healers.
Goblins
Attack: ★★★☆☆
Health: ★☆☆☆☆
A raiding troop that targets the nearest collector, storage, or town hall and does double damage to it. Very squishy and easy to kill, but does incredible damage to collectors, storages, and town halls. Strictly a raiding troop. Some pro-Clashers will actually carry a small handful of goblins (less than 5) to help cleanup buildings after defenses have been taken down, because they deal such high damage to their target buildings. But other than that, goblins should not be used in any significant number in war.
Wallbreakers
Attack: ★☆☆☆☆
Health: ★☆☆☆☆
This unit only has one use, and that's to break walls. Most effectively used when dropped in pairs, as 2 wallbreakers can take down most walls. They can be killed in one shot by mortars though, so try to time your wallbreaker drops inbetween mortar fire. Do not carry too many wallbreakers, because they are a dispensable unit and they can take up quite a bit of space that could be better used towards offense. A good number to carry for each war attack is between 2 and 7.
Balloons
Attack: ★★★★★
Health: ★★☆☆☆
This unit can be viable at level 5 for TH8, but when it gets upgraded to level 6, there is an enormous jump in damage and health. Balloons are either used as a third-stage cleanup troop to help eliminate defenses after the core has been invaded and air defenses have been taken down, or they are paired with lava hounds to take down enemy bases. They are very slow but deal very high damage. Using rage or haste spells on balloons is highly recommended to compensate for their lack of speed.
Healers
Attack: ☆☆☆☆☆
Health: ★★★☆☆
Healers work best in groups, and I find a team of about 4 healers to be very effective at keeping a target alive. 1 or 2 healers on their own will have little effect in keeping units alive. Healers work best when they focus on the archer queen, teams of giants (10 or more), or on pekkas and valkyries. The healers main weakness is the air defense, but blowers can also interfere heavily with healers by making them temporarily stop healing their target, or having them change targets altogether. Healers are often used on archer queens in areas of enemy bases that are far from air defenses and blowers, where the archer queen can go on an invincible rampage, and the rest of the army is deployed once the archer queen has destroyed a sizable chunk of the base (this is called a "queen walk" attack). Placing a rage spell on healers will actually increase their healing power, so using rage on healers can help them keep the queen or other units alive during intense firefights.
Wizards
Attack: ★★★★★
Health: ★★☆☆☆
Very high damage but low health troop. Needs the protection of giants, golems, or other high health "tanks" to keep the wizards alive as they rain damage upon buildings. Very commonly used in war attacks to create funnels by destroying sections of the perimeter to guide your other troops into the core. Wizards are weak to splash damage from mortars and wizards towers, and giant bombs will kill them instantly. For this reason, it is very bad to clump up all your wizards together. Don't put all your eggs in one basket, always be sure to give your wizards a little bit of space.
Dragons
Attack: ★★★★☆
Health: ★★★☆☆
High damage, high health troop. An essential war troop at TH8. The only true weakness a dragon has is to air defense buildings, which can take down dragons very quickly. Most dragon attacks revolve around eliminating as many air defenses as possible, and deploying dragons en masse to sweep the base. Dragons see much less use in TH9 and above, but they make excellent defense troops in the clan castle at all levels.
Pekkas:
Attack: ★★★☆☆
Health: ★★★☆☆
A unit with a good balance of high damage and high health, commonly used in wars. They are immune to spring traps and are resistant against wizards towers and mortars. Their primary weakness is their slow movement speed and slow attack speed. Try to compensate for their slow attack speed by spacing out your pekkas, try your best not to have them target the same buildings.
Minions:
Attack: ★★★☆☆
Health: ★★☆☆☆
An air unit with relatively high damage output. Commonly used in loot raids or trophy raids (with balloons), but seldom used in war. Can be used in place of wizards in war to create funnels in areas with no defense against air troops.
Hogs:
Attack: ★★★★☆
Health: ★★★☆☆
A pretty powerful troop that specifically targets only defense buildings until they have all been destroyed. Hogs can be used as a third-stage cleanup troop, as a hit-squad to eliminate an air defense for dragon attacks, or can be used en masse as a war attack. Heals are essential to keeping hogs viable throughout the attack, so never attack without a good stock of heal spells. Hogs can be vaporized by two adjacent giant bombs (dgb: double giant bomb). DGBs will eliminate any hogs caught in the blast, even a heal spell cannot save them from this, so watch out for empty compartments that have enough space to potentially have a DGB.
Valkyries:
Attack: ★★★★★
Health: ★★☆☆☆
Like a deadly tornado, they move swiftly and unpredictably and leave everything in ruin in their wake. The latest update has made these arguably the best unit in the game. Their offense and ability to attack two buildings more than compensate for their moderately low health. Valkyries must be used in groups of at least 6 or more to be effective, 1 or 2 valkyries on their own will not do much at all. Unlike most other troops, you'll want to keep all your valkyries together, do not spread them apart.
Golems:
Attack: ★☆☆☆☆
Health: ★★★★★
The frontline tanks, these units have enormous health that will absorb enemy fire for a very long time so you can deploy your other troops to attack in safety. Golems are immune to spring traps, unlike giants, and will explode into smaller golems once destroyed, making golems superior to giants. The only drawbacks to the golem are its very low attack and very slow speed. They cannot be relied on to take down buildings, their only purpose is to draw enemy fire away from your more offense heavy troops. Golems are usually best deployed spread out rather than grouped together, so they can distract more enemy defenses.
Witches:
Attack: ★☆☆☆☆
Health: ★★☆☆☆
A very fragile troop that deals very low damage, the witch's power comes from summoning hordes of skeleton troops. Swarms of skeletons can deal lots of damage, and can be used to distract enemy defenses by overpowering them in number. Witches usually work best in groups, but don't keep them too close together, or else traps and splash damage from wizard towers and mortars will wipe your witches quickly. The latest update made it so that skeletons no longer trigger traps, and it used to be that the skeletons would run ahead of the witch and trigger giant bombs before the witch would reach them. With this new change, the witch is now much harder to keep alive, so this troop is now seldom used in the war community.
Lava Hound:
Attack: ★☆☆☆☆
Health: ★★★★★
Golems of the skies. These units will fly to the nearest air defense to distract it (and any other defenses along the way) so that your other air troops can be deployed in relative safety. Lava hounds have ridiculously low attack power (they deal less damage than a single archer!). But when they die, they explode into a group of lava pups, which are very similar in attack and health to minions. Lava hounds are usually paired with balloons to make a killer combo.
Spells
Lightning:
Lightning spells drop 6 lightning bolts in a semi-random pattern around the point you drop them, and they are best used when dropped on the very center of a building you are targeting. Lightning spells are usually used to destroy air defenses. You can use 3 lightning spells, or 2 lightning spells and an earthquake to destroy an air defense.
Heal:
A very powerful spell, heals can make your troops almost invincible while they are inside. Heals are best used on units with high attack but low health, like hogs, wizards, and valkyries. Be advised, troops that are being targeted by an inferno tower cannot be healed.
Rage:
This spell boosts the movement speed and damage of any troops inside. It is a very useful spell that can be used to enhance any attack. If your troops are having trouble getting through a wall, a rage spell can temporarily turn them into "wallbreakers" to bust through to where they need to go. Rage works best on valkyries and balloons, which will temporarily make groups of them into wrecking balls.
Jump:
This spell temporarily "erases" a small area of walls, so that your troops can move through a base much faster. Jump spells are best used on walls deep inside a base, wallbreakers are best used on walls around the perimeter. Jump spells can be used tactically to direct troops into the compartments you want, so think best about where you want to place your jump.
Freeze:
This spell is available at TH9, but it should only be used against TH10 bases. The freeze spell is only useful against inferno towers, so if you are up against a base without inferno towers, you're better off using a different spell other than freeze. Inferno towers work by dealing low, continuous damage and then increasing that damage exponentially over time. Using a freeze spell helps disrupt that increasing damage, forcing the inferno to start ramping up its damage again from scratch. It's best to drop freezes about 3-5 seconds after the enemy's inferno towers have started targeting your troops.
Poison:
This spell works much like an inferno tower. It deals very low damage to begin with, but the damage increases exponentially over time. Try to drop these on enemy troops as early as possible, so the poison spell has time to build up to full power. If you can predict where the enemy's clan castle troops will engage your own troops, you can drop your poison spell there early to build up damage faster. Keep in mind, enemy troops in a poison spell will run away if there are no other troops on the battlefield. Also, poison spells do NOT stack on top of each other. Only drop them one at a time if you have 2 poisons.
Earthquake:
This spell reduces the health of all buildings (except storages) in a small area by a certain percentage. This spell is best used against buildings with very high hitpoints, like townhalls, clan castles, xbows, and inferno towers. If those buildings are clumped together, dropping an earthquake on them will help your troops to tear them down faster. 4 earthquakes of any level will destroy any enemy walls caught in the area. Earthquakes cover a larger area than jump spells and will destroy the walls permanently, so sometimes it's better to use 4 earthquakes over a jump spell.
Haste:
This spell increases the movement speed of any troops in it. It's like a rage spell, but it does not increase troop damage, just speed. In my experience, I have found haste spells to only be effective on balloons. So unless you are using balloons, it's not recommended to use this spell for your attacks.
Minions:
Attack: ★★★☆☆
Health: ★★☆☆☆
An air unit with relatively high damage output. Commonly used in loot raids or trophy raids (with balloons), but seldom used in war. Can be used in place of wizards in war to create funnels in areas with no defense against air troops.
Hogs:
Attack: ★★★★☆
Health: ★★★☆☆
A pretty powerful troop that specifically targets only defense buildings until they have all been destroyed. Hogs can be used as a third-stage cleanup troop, as a hit-squad to eliminate an air defense for dragon attacks, or can be used en masse as a war attack. Heals are essential to keeping hogs viable throughout the attack, so never attack without a good stock of heal spells. Hogs can be vaporized by two adjacent giant bombs (dgb: double giant bomb). DGBs will eliminate any hogs caught in the blast, even a heal spell cannot save them from this, so watch out for empty compartments that have enough space to potentially have a DGB.
Valkyries:
Attack: ★★★★★
Health: ★★☆☆☆
Like a deadly tornado, they move swiftly and unpredictably and leave everything in ruin in their wake. The latest update has made these arguably the best unit in the game. Their offense and ability to attack two buildings more than compensate for their moderately low health. Valkyries must be used in groups of at least 6 or more to be effective, 1 or 2 valkyries on their own will not do much at all. Unlike most other troops, you'll want to keep all your valkyries together, do not spread them apart.
Golems:
Attack: ★☆☆☆☆
Health: ★★★★★
The frontline tanks, these units have enormous health that will absorb enemy fire for a very long time so you can deploy your other troops to attack in safety. Golems are immune to spring traps, unlike giants, and will explode into smaller golems once destroyed, making golems superior to giants. The only drawbacks to the golem are its very low attack and very slow speed. They cannot be relied on to take down buildings, their only purpose is to draw enemy fire away from your more offense heavy troops. Golems are usually best deployed spread out rather than grouped together, so they can distract more enemy defenses.
Witches:
Attack: ★☆☆☆☆
Health: ★★☆☆☆
A very fragile troop that deals very low damage, the witch's power comes from summoning hordes of skeleton troops. Swarms of skeletons can deal lots of damage, and can be used to distract enemy defenses by overpowering them in number. Witches usually work best in groups, but don't keep them too close together, or else traps and splash damage from wizard towers and mortars will wipe your witches quickly. The latest update made it so that skeletons no longer trigger traps, and it used to be that the skeletons would run ahead of the witch and trigger giant bombs before the witch would reach them. With this new change, the witch is now much harder to keep alive, so this troop is now seldom used in the war community.
Lava Hound:
Attack: ★☆☆☆☆
Health: ★★★★★
Golems of the skies. These units will fly to the nearest air defense to distract it (and any other defenses along the way) so that your other air troops can be deployed in relative safety. Lava hounds have ridiculously low attack power (they deal less damage than a single archer!). But when they die, they explode into a group of lava pups, which are very similar in attack and health to minions. Lava hounds are usually paired with balloons to make a killer combo.
Spells
Lightning:
Lightning spells drop 6 lightning bolts in a semi-random pattern around the point you drop them, and they are best used when dropped on the very center of a building you are targeting. Lightning spells are usually used to destroy air defenses. You can use 3 lightning spells, or 2 lightning spells and an earthquake to destroy an air defense.
Heal:
A very powerful spell, heals can make your troops almost invincible while they are inside. Heals are best used on units with high attack but low health, like hogs, wizards, and valkyries. Be advised, troops that are being targeted by an inferno tower cannot be healed.
Rage:
This spell boosts the movement speed and damage of any troops inside. It is a very useful spell that can be used to enhance any attack. If your troops are having trouble getting through a wall, a rage spell can temporarily turn them into "wallbreakers" to bust through to where they need to go. Rage works best on valkyries and balloons, which will temporarily make groups of them into wrecking balls.
Jump:
This spell temporarily "erases" a small area of walls, so that your troops can move through a base much faster. Jump spells are best used on walls deep inside a base, wallbreakers are best used on walls around the perimeter. Jump spells can be used tactically to direct troops into the compartments you want, so think best about where you want to place your jump.
Freeze:
This spell is available at TH9, but it should only be used against TH10 bases. The freeze spell is only useful against inferno towers, so if you are up against a base without inferno towers, you're better off using a different spell other than freeze. Inferno towers work by dealing low, continuous damage and then increasing that damage exponentially over time. Using a freeze spell helps disrupt that increasing damage, forcing the inferno to start ramping up its damage again from scratch. It's best to drop freezes about 3-5 seconds after the enemy's inferno towers have started targeting your troops.
Poison:
This spell works much like an inferno tower. It deals very low damage to begin with, but the damage increases exponentially over time. Try to drop these on enemy troops as early as possible, so the poison spell has time to build up to full power. If you can predict where the enemy's clan castle troops will engage your own troops, you can drop your poison spell there early to build up damage faster. Keep in mind, enemy troops in a poison spell will run away if there are no other troops on the battlefield. Also, poison spells do NOT stack on top of each other. Only drop them one at a time if you have 2 poisons.
Earthquake:
This spell reduces the health of all buildings (except storages) in a small area by a certain percentage. This spell is best used against buildings with very high hitpoints, like townhalls, clan castles, xbows, and inferno towers. If those buildings are clumped together, dropping an earthquake on them will help your troops to tear them down faster. 4 earthquakes of any level will destroy any enemy walls caught in the area. Earthquakes cover a larger area than jump spells and will destroy the walls permanently, so sometimes it's better to use 4 earthquakes over a jump spell.
Haste:
This spell increases the movement speed of any troops in it. It's like a rage spell, but it does not increase troop damage, just speed. In my experience, I have found haste spells to only be effective on balloons. So unless you are using balloons, it's not recommended to use this spell for your attacks.
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