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 😀👍
Yea I agree. I'd much rather see a whole new set of brand new troops available to th10-11 that are only good in combination with the existing troops and some of these theoretical new troops. My hope would be a much larger variety of viable 3 star and high % destruction 2 star attacks. It's become pretty clear that buffing existing troops to attempt to make them viable just isn't gonna work because their utility isn't useful vs infernos, eagle and the insanely powerful point defenses at th10-11.
I have used bowitch all the time in war for a long time now. To me and others in my clan it seems like bowlers are dying off much quicker. Th10s I'd 3* are now about 80% 2*s. Against other 11s, squeaking out 2*s. Anyone else notice anything? Wondering if they secretly changed bowlers like they did the loons
Personally I've been doing better and better. Then when I got lvl 5 healers it gave me a much higher % dmg and even some 3 star attacks on serious th11s. So no I haven't noticed any difference in bowlers except I'm having the opposite results you are. Have you unlocked lvl 5 healers yet? They're gonna give you quite a bit more room for error and overall attack strength.
Also it's likely you and your clan mates are advancing your offense and defensive war weight over that period of time which would mean your going up against increasingly stronger opponents.
Aha. Well, 11v10 is in a great place.
No arguments with that, loads of options.
Golaloon, QW-laloon, suicide hero laloon
Same for hogs
Bowler-witch spam
QW drag and suicide hero drags.
Done most of those at some point in recent months on dips. They just don't come close to measuring up to max th11s, barring the boring spam middle option.
Run various bowitch combos, with and without qws, just depends. Agreed finch, don't think th11 war can get much more boring. Never get to dip on 10s, so trade 2s with the other 11s, except for the rare occasion when they show up with a ring. Never thought I'd actually miss ring bases.
Thanks for the replies I'll try a few healer s to see if I get better results. 70% 2 star is about the average if energy thing goes where I'm aiming for.
Loons are fine but for the same basic % I find bowlers to be more reliable.
Be happy with 70% if it goes on target.
That tends to be roughly the norm for a solid spam on a good route through the base.
Just hit a pre-update max 11 d with 30's hero levels. 68% 2 star decent tough layout had the bowlers walk a little more then I would have liked.
What's the best shot at clearing a 11? Or am I just wishful thinking. It's it some sort of lava loon or bowler hog?
Ring base qw, bowler/ valk gets it done with a little luck.
Non ring what's the best comp. I know base specific no cookie cutter responses are there. General war comps is all I'm requestiin I'll YouTube and practice to refine for base design...
unless you've gotten to see a couple clanmates already hit the base in question, and know the CC troops, trap locations, maybe saw a clannie try a QW from the same spot you were thinking to see the pathing, etc., you're "best shot at clearing a 11" is basically what you're already doing. Bowler/witch/healer spam.
superfinch basically got it right when he said "be happy with 70% 2* if it goes in target," that's about the best one can hope for. With all the new point defense buffs, lvl5 infernoes, etc., 3*s in th11s with good layouts and on first hits aren't really an option without beaucoup luck or divine intervention.
Ive actually started using miners again, but only on certain bases. They are really good at funneling bowlers to the center. 15 -18 miners on each corner with a heal. And jumps or quakes to the center.
But yes th11 is still a bowling alley. I don't think SC cares about this ♥♥♥♥ at all.
Ive noticed more loon spam than anything right now in wars. 25-30 looons spread out. Then send in king, queen or baby drags to the th.
I swear I think more new troops for th10-11 that can be used in combination with existing troops to give us a real shot at 3 stars or even strong 2 star attacks would really liven up the th11 war game. Because as it is now the bowitch is really your best shot. Only 1-2 other viable attack strategies including the one you specified (miners to funnel bowlers or valks). Imagine how much more interesting the game would be with 6-8 viable attack strategies at th10-11 that could yield similar or even better results than bowitch.
Last war I went with 3 golems (1 from cc), 3 witches, 2 healers, and the rest bowlers. I had been having trouble with large numbers of bowlers getting killed by giant bombs in the core. The extra golem seemed to help because in nearly 3*d a mid-level 11.
I use 6 wall breakers 10 witches 18 bowlers (something like that) 2 rage 2 freeze jump and a poison, CC bring golem/giant or giants and rage
I can very high 2 star most bases with this, and 3 a lot of layouts
Heavy on witches... I love it! A few wars back one of our best th9s landed a beautiful 8 eq gowiwi on a max th9 for a 3 star. Was absolutely beautiful to see since that was my old favorite attack strategy when I was a th9 before the witches were first nerfed. He used 9 witches and 2 golems with a few wizs to funnel and of course the 8 eqs. It was really cool to see again and also proves witches are finally relevant again.