The guy who asked this question must have decided months ago plz don't keep on replying
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The guy who asked this question must have decided months ago plz don't keep on replying
This is probably the best reply in the whole 7 pages of this thread.
I must add, a valkyrie + archers in TH6 or lower bases works wonders. People in TH6 or lower will most likely be attacked with ground troops only, and a valkyrie goes through bunched up barbs and archers like hot knife through butter. Works especially well for defence against people that have never gone up against a valkyrie before.
True.. but the idea of a forum is for other people to search it and read up on thoughts/suggestions
Either wizards or witches
Wizards do devastating splash damage
Witches spawn troops and are a major distraction
I suppose they should take down warning signs after a day or two since everyone should have read it already. Tough luck for those that didn't take the time to read it.
Warning bridge out. Turn back. Remove sign watch the chaos begin.
Forums are a resource for information. Learn to internet.
I'd say...
35 space CC: 1 dragon, 1 healer, 1 archer
30 space CC: 1 dragon, 2 wizards, 1 minion
25 space CC: 1 dragon, 1 wizard, 1 archer
20 space CC: 1 dragon
15 space CC: 1 healer, 1 archer
10 space CC: 2 wizards, 1 minion
Although the comments advocating for witches are quite strong. Technically speaking, summoning a maximum 90-120 skeletons is ridiculously valuable, but the average of obviously much lower than that.
Also, someone was ragging on lava hounds for defense, but those things waste so much of the attacker's time that in my experience they usually lead to more difficulty getting stars. But space for space, maxed dragons are the best troop in the game. Ranged attack, flying troop, high damage (splash to boot), high health, slow movement speed (desirable for a defensive troop = waste more time).
Healers are great since they hang back and don't get lured out and also have super range, splash healing, high healing powers, and high health. They don't work that well against pekkas or balloons packs because those tend to one-shot buildings, but everything else.
I used to love having maxed loons in my cc, then lavaloonian came along...
The best in my opinion is:
2 witches
1 wizard
2 archers or 1 minion
Witch + Valkyrie
Wizards..Put in work Level 6 Wizards are pretty tight.. Witches also but gotta have two level 2 witches..
wrecked a gowipe attacker with 2 loons 7 arch 2 wiz.. just put a mishmash of loons arch wiz witches
For th9 I have found 1 witch (force the Lightning spell) 1 valk (to force the pull or a hero ability/rage spell after zap) 4 minion (dps) and 2 barbs (meat shields for witches). To be most effective. I used to use 1-2 loons but they are really only good against valks.
defending against ground troops is key in every single th9+ attack. All 3 star attacks require a ground team to kill AQ/CC/both so if you take out or slow down the KS then you will defend against the air strike later.
At th10 I might play with a dragon/witch combo
3 wiz plus rest archers is great for cheap wars, point farmers, or war farmers but in a serious war it's not great, way to easy to pull and kill.
Clan castles should never survive the fight...if they do then your opponent either messed up his kill or is just bad. The point of the CC is to eat up time and resources. If you can force the opponent to waste a spell (or even two!), some troop slots and or the royals abilities then you are doing well (again the reason why I like witch/valk/min/Barb combos...forces a lightning and usually an ability)