OP you sound completely clueless and seem to digging yourself further in the hole with your absurd responses.
A hound with ground troops? A hound with a healer? Seriously! :facepalm:
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OP you sound completely clueless and seem to digging yourself further in the hole with your absurd responses.
A hound with ground troops? A hound with a healer? Seriously! :facepalm:
XD
There is endeless possibilities, what I've brought is just two of those.
Healers greatly benefit with Hounds tanking air defenses just like a 10k a health Hound would easily tank Queen and many defenses.
Just be creative, Hounds at the momment only are good matched if together with Balloons, which is really boring.
I remember watching an attack which used one hound and a couple of healers to support a group of hogs. It helped free up some spells which were used in another part of the attack.
I don't think it's strictly necessary to buff/change hound to make it usable together with other air troops. It's probably already quite usable with troops other than balloons, but someone needs to try doing so first.
Unluckily most clash players would rather copy an attack which is already demonstrated to work than to go out an try out something they come up with on their own. There's no lack of "what army comp do I use?" threads in these forums.
They still pop most/all air bombs, which enables using minions.
For a while I was trying to use Healers+minions+ground troops, but air bombs spoils it. Hound tanking ADs for a while and defusing air bombs once it pops could useful in that case. Maybe with a couple of back end loons (heh, loons always find their way into armies anyway XD).
I vote drop hounds all together.
Add jump to golem, when they jump an AD will target them and point defenses lose them.
The higher level the golem the longer it stays airborne.
Let me elaborate further, the higher the golem jumps the more damage dealt on the landing.