Hi all,
reading many posts in related threads leads me to think that super troops are not widely used, probably because we do not yet understand them to their full potential.
It would be nice to read how those happy with certain super troops put them to good use.
Apart from the obvious choice of Super Wallbreakers, I myself have had quite good results with Sneaky Goblins and Super Archers.
On the whole, I understand the super troops as only a small addition to my army set up, whichever troop I add to my army, I never designate more than 20 housing space for them, but that‘s just me, I’d love to hear your troop combos!
Also, in general, I believe that Super Troops are very specific in what situations they are the perfect choice but less valuable than their normal version in all other circumstances.
Here‘s how I have come to implement those troops I do use, maybe it‘ll help some of you a bit or make you see them in a different light:
Sneaky Goblins: (Legend League)
When these are available to me, I have 5 in my combo.
They are best, when I encounter a Clan Castle at the very edge of a base. I send 1 SG to trigger traps, then the remaining to kill the CC bfore the defending troops come out.
They are second best when an outside storage or two need to go for better funneling.
They are very tricky to implement if you want them to take out the TH, I would not rely on them to do the job. You‘d need 9 to take out the TH if it still has full HP
I have seen them as CC troops in a Blimp which is sent to kill the TH, I have no first hand experience here.
The downside: Even in sneaky mode they trigger traps, and they can fall prey to a giant bomb.
EDiT: Many use them in a Blimp as TH-kill sqaud, no rage required, Giga-Defence doesn‘t have to be active.
Super Archer: (Legend League)
When these are available to me, I have only 1 in my combo.
They are best for taking out a corner cluster of outside buildings or for hitting defences which are „hiding“ behind storages, it is funneling I use them for most of all;
my best experiences were:
-) with one archer set down first out of range of an inferno hiding behind 3 storages in a corner of the base, the archer targeted the corner storage diagonally and hit both storgaes adjacent to it and the IT behind them. The high hp of the storage allowed many shots of the Super Archer so that the IT wen‘t down too.
-) in war, I saw a base where each Air Defence was positioned behind a storage and all were close enough to the outside, that a super archer could keep out of range of defences but tareget the storage from such an angle, that the AD was hit too. It worked out great, I killed all 4 ADs with just 4 Super Archers and then creamed the base with E-Drags and Loons.
The downside: Low hp; hitting defences farther in is great, but if those don‘t go down they will kill the Super Archer pretty quickly once her primary target is down and the archer moves on to the next.
Super Witch:
I have not tried them yet, but have thought about them. I imagine that 1 Super Witch when used correctly can replace the Healers in a Queen Walk. The Big Boy has hp equivalent of 2,5 Giants with slightly more than double their dps. The Big Boy can soak up the damage and a new one is created once it is destroyed; a zap or the Queen’s cloak can get defences to shift to the new Big Boy once that has caught up.
Any feedback would be great!
As for housing space: 40 for the Super Witch in exchange for 70 of five Healers sounds good, and in comparison to a normal witch it is added 28 housing space, the suoer witch needs to create at least 2 Big Boys to make up for that.
Super Barbarians: (Chrystal League, by Sudo3266User)
Farming dead bases with all Barbs + 8 quakes and 3 freeze
I haven‘t got any more atm, but maybe you have? Don‘t be shy, share it below!!
Have Fun
Stay Healthy
TS



