What are some different bowler witch armies you guys use?
I usually do 21 bowlers 7 witches golem + golem in cc 2 jump 2 rage 1 heal 1 freeze 1 poison
I want to experiment with some new comps.
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What are some different bowler witch armies you guys use?
I usually do 21 bowlers 7 witches golem + golem in cc 2 jump 2 rage 1 heal 1 freeze 1 poison
I want to experiment with some new comps.
I'm a big fan of Aqwalk into bowler healer plus witches...
i run 9 WBs, 6 healers, 5 witches, 13 bowlers, plus cc of bowlers... 3 rage 1 jump, 1 freeze, plus another rage in cc... I can 3 star any th10 and stomp any th11 for 70% to 100% .
How do you set the funnel on the side that the queen is not coming in on? You just using the cc bowlers and giant?
I run 2 Golems, 8 Witchs, 11-13 Bowlers, rest is Wiz and Wall Breakers as needed. 2 Jump, 3 Rage, 1 Heal (switch out 1 Rage for a Freeze as needed).
How do y'all use your armies? Interested in trying it out.
That depends on the base, sometimes I like to use the bk with 2 healers on him if AD is not in picture, I just wing it depending on base really... I like to keep it simple, yes, you could bring baby dragons or whatever but that to me is just more troops on your bar to mess up with, keep it simple and it works. 4 rages lets you be pretty aggressive, this requires the warden by the way to be most effective of course.
Usually my comp is close to 12 witches 16 bowlers and request Giants for cc. 2 jump, 2 rage and a freeze. Place 2 witches at each corner followed by 3 bowlers once skellys attract nearby defenses to create a funnel
Haha, refreshingly honest.
Sadly, there isn't much extra strategy, and there is no point whatsoever in trying to use any other troop comp.
Th11 war is in a disgusting state following all the extra def. Bowler-witch spam and its variants stand so far ahead of any other comp it's untrue.
So annoying. If SC actually wanted to balance th11 at a low 2* level, then bowlers need nuke nerfing.
Since I've gotten my lvl 5 healers I've found that 6 witches is enough for a good bowitch.
Troop comp is 2 healers, 6 witches, 7 Giants (in cc) 2-4 wizs (to help kill enemy cc troops in combination with queen, poison and sometimes freeze), 3-4 wallbreakers (only if necessary) and as many bowlers as I can hold. Spell comp 2 heal, 2 rage, 2 jump or 1 jump 1 freeze (depends on the base).
I'll start by dropping 3 bowlers and 3 witches with 1 healer left and right of where I want to enter the base I'm attacking. I'll drop those troops differently depending on inferno mode, for single target infernos I like to have atleast some witches going up the middle with my bowlers and heroes but with multi target infernos I want witches going around both sides of my main attack force outside of the bases walls and this will draw perimeter point defenses attention away from my main attack force. After witches are deployed left and right I'll pre drop my jump spells to core then drop Giants, heroes and wallbreakers followed quickly by bowlers with warden at the back. Hit the core with rage and freeze if necessary and the moment infernos are destroyed start healing the bulk of your army.
This attack sounds fairly simple on paper but to pull off 3 star attacks it takes quite a lot of practice. Do your practice runs in friendly battles with full ccs on multiple styles of bases before trying this in an actual war. With practice this bowitch style army is unbelievably powerful and will be good for 3 star attacks and 75%+ 2 star attacks. Currently it's the most powerful ground attack I know of.
Hope this is helpful and good luck 😀👍