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Thread: Army build specifics

  1. #1
    Pro Member Ragequitter's Avatar
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    Nov 2013
    Posts
    564

    Army build specifics

    I'd like this thread to serve as a reference for basic army building. I understand there are many other variables that go into it, so this should just act as a good starting point.

    Please describe these three aspects of each army build:


    1. Amount of each troop and spells (for simplicity, assume 200 troops and 3 optional spells)
    2. Order of deployment
    3. Vulnerable base type (describe the best type of base to attack)


    For example (not sure if this is correct):

    Balloonions (Balloons, Minions)
    1. 24 Balloons, 40 Minions, 2 rage, 1 heal
    2. Balloons, Rage the balloons, Minions, Heal the balloons
    3. Exposed air defenses or air defenses being upgraded


    Example army builds (feel free to add to this list)
    • GoWiPe (Golem, Wizards, Pekka)
    • BAM (Barbs, Archers, Minions)
    • Barch (Barbs, Archers)
    • BAG (Barbs, Archers, Giants)
    • Balloonions (Balloons, Minions)
    • GoWiWi (Golems, Wizards, and Witches)
    • BAGM (Barbarians, Archers, Goblins, Minions)
    • GAG (Goblin, Archers, Gaints)


    Please share your expertise with any/all of these builds. Thanks a lot for your responses!!
    Last edited by Ragequitter; December 15th, 2013 at 08:23 PM.

  2. #2
    Senior Member
    Join Date
    Nov 2013
    Posts
    254
    I'm on TH7 and I enjoy the following strategies (giant-healer not so much, but it works)

    Farming:
    I use 96 barbs and 96 archers along with 4 wallbreakers for "just in case".
    Trying to go for collectors only and either 50% or TH snipe. I always have 2 rages and 1 heal spell in my pocket, but I only use them in "emergencies" where I either want the win or an dark elixir drill/storage.

    Giant-Healer:
    15 Giants
    2 Healers
    1-2 healing spells, 1-2 rage spells. I'd do 2 heal and 1 rage.
    Fill up the rest with what you want. Wizards are good choices, but barbs and archers or goblins are too. Look for exposed air defenses. Check if there are traps by sending 1 giant first. Don't forget to lure clan castle and get them with your barbs/archers. Place the giants after everything's safe - let them destroy 1 or 2 air defenses depending on how far they're spread out and then drop your healers. Cover the time to kill the air defense with a healing spell if needed, or a rage spell to speed it up. When defenses are down, place your other troops to clear up what the giants left behind.

    Fancy dragon raid I do when I got spare time/elixir:
    6 dragons
    20 minions
    10 wizards
    1 healing spell, 2 rage spells
    Looking for exposed air defenses and sending dragons in. Basically, they do all the work. Help them with a rage spell. Let them get hit by the red air mines (or clear through a lot) and then send in the minions. Check for CC toops - use spell to help your army if needed. I deploy wizards and barb king at a different corner (that already is mostly clear of defenses) and let them clear stuff up. Usually I got 1 more spell to spend if needed.

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