Hey, I just got golems and pekkas (both lvl 1 will be upping soon) and was wondering what composition of spells and troops you think is effective for TH 9 GoWiPe. Thanks :)
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Hey, I just got golems and pekkas (both lvl 1 will be upping soon) and was wondering what composition of spells and troops you think is effective for TH 9 GoWiPe. Thanks :)
Hey there new wiper,
My best advice is to watch some videos and read some guides on the forums as there are some good ones.
The spells will vary on the base and some have different preferences for their combos.
Some good solid ones are:
2 golems 3 pekkas rest wizards and wallbreakers CC=2 witches or more wizards or high lvl pekka
3 golems 2 pekkas rest wizards and wallbreakers CC=High lvl pekka
Spell combos depend on base but:
1 rage 1 light 1 heal 1 jump
2 rage 2 heal
3 rage 1 light
It all depends on if you are skilled at taking out cc wizards with your troops what spells to take. As you are beginning I would recommend luring CC before starting main attack. If not then use a lightning spell to help take out CC troops. Once you get the strat down you can replace light with a rage heal or jump depending on base.
Thanks I'll start off drawing the cc until I get my bearings
If you have an upgraded CC I really like having a max rock in there over pekkas and witches honestly. Depends on your lvl of golems but if yours are only lvl 1-2 you will definitely appreciate the max rock.
Typically I go with:
2 golem, 22-24 wiz, 2 pekka, 7-8 wbs, 1 max CC golem, 2 rage 2 heal (can also sub a jump in there for a heal if needed). You could also drop one of your golems for another pekka if you like depending so you can either roll with 3 golems 2 pekkas, or 2 golems 3 pekkas. Each have their own merits and you can tweak as you like.
Also a big fan of GoWiWipe. It's basically the same comp but with 5 witches and 1 golem (plus CC golem) and 1 pekka over 2. Regardless of comp I always tend to have 22 or so wiz as they are your primary damage dealers.
Adjust wallbreakers as needed depending on how many layers/how deep you need to break into the base (never usually more than 12).
Light can be useful to take out CC if you can get them clustered together, but from my experience 20+ wiz under a rage will pretty much clear anything quickly so it's not needed and kind of a waste of a spell slot. Pop a heal while they are under a rage if you know your troops will be sustaining significant damage. Light is also a waste if say they have a max drag in their CC over archers/wiz.
I also never draw CC on any GO-style attack unless it is just extremely easy to do so. Again, with proper deployment and troops under a rage and heal you don't really have any issues clearing anything.