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Thread: Full TH10 GoWiPe Guide

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    Super Member MoustacheMike's Avatar
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    Full TH10 GoWiPe Guide

    Hello fellow forumers. I've recently made this guide for my fellow clannies and I've decided to share it on here. Through out this guide, everything written is under the assumption that you have 240 AC spaces, 5 spells and a 35 space CC.

    I have thought about the way I want to approach this, I found it would be simplest by breaking down all the units that compose a GoWiPe and explaining what and how they are best used for. If there is anything unclear or any question, feel free to ask bellow. So don't want to drag this out for too long, lets just get started.
    There are two popular GoWiPe strategies. One consists of 2 Golems and 3 Pekkas, usually used by those with lower heroes and trying for the 2 star. The other one is 3 Golems and 2 Pekkas (also known as GoWiWiPe), usually used for higher heroes and higher percentages. I will be explaning what each unit does for both of these strategies.

    Golems :
    Golems are used purely as tanking units. Since they have very little DPS and a very high amount of health they are perfect for this. I've seen people use rages on them, which is one of the biggest waste of a spell, since you have so many high DPS units that could use it way more effectivly. One of the biggest mistakes I've seen with golems, is that people tend to deploy them together. That achieves nothing but makes the tanking area alot smaller and makes them succeptable to splash damage while they're together.
    2 Golems: They should be deployed at two corners, Pekkas can be used in the middle as a semi- tank if needed, to protect wizards/witches/wbs. This way you have a good spread, your wiz can take out alot more buildings before the die out, which helps with the second star. I've seen many struggle with this, so remember! Golems are better wider than closer together. One of the reasons why I always suggest attacking from side flat, rather than a corner.
    3 Golems: Similar to above, they should be deployed one at each corner, with the exception of one being in the middle. This provides more tanking for your raid, but since less pekkas, DPS is smaller. So I recommend having at least level 20 heroes for this strat, depending on the base of course.

    Wizards :
    Wizards are a big part of GoWiPe. They are used for cleaning up the outsides at the beggining, so your pekkas/heroes have easier entry into the base. They are used for cleaning up at the end, basically through out the whole battle. They have massive DPS but very low health. So in combination with Golems, they are very effective. One thing you need to watch out for is giant bombs. If they are inside the base, there is not much you can do to get rid of them. But be sure to check some of the 2x2 spaces before you deploy all your wiz. A nice trick is to try getting your golem to walk over it, if that doesnt work, a WB should do the trick. There is no difference in use for wizards between the two comps, so I'll skip that part here.


    Pekkas :
    Pekkas are one of the most crucial parts of this composition. There a few ways they are used, but most of the time pekkas are sent down the middle of your attacking force, so the go towards the core of the base. Most of the time a jump is used to get in, altough WBs can do that aswell. If you using WBs, it is crucial that you use WBs quickly, otherwise you risk pekkas wandering off. A pekkas biggest nightmare is a tesla. With the highest DPS in game, a tesla is already annoying. With it having x2 damage against pekkas, thats a whopping 198 DPS. They will go through pekkas quickly, so freeze + rage is your best option to get rid of them asap. A single inferno can also cause trouble, but since it takes a while to warm up, you have more time to get rid of it than a tesla. One of the most important things with pekkas was told to me by doonta from ITD. While very strong, they are veeery slow. If you can keep your pekkas raged at all, or at least most, times, it will pretty much double its effectiveness.
    2 Golems: With three pekkas, that is alot of firepower in one place. One of the important things is to make them go inside. So after deploying golems and wiz, its best to wait a few secs for some of the outside buildings to go down (again, depending on base), then release them. Without third golem, if pekkas go around, even if heroes do go in, its unlikely they will get to th, with all that firepower on them.
    3 Golems: With a third golem, it is easier to save if pekkas go around. But it is still the plan to get both pekkas in, RIGHT BEHIND THIRD GOLEM. Getting that middle golem in is crucial, esp if you're trying for that third star.

    WBs :
    WBs are a very interesting part of GoWiPe. While they are often neglected, the correct use of WBs will make or break your raid. One of the biggest changes in GoWiPe for me, happened when I first saw WBs used before the deployment of any other troops on the map. The reason behind this is very simple, but very crucial. It makes it easier for you to direct your golems to where you need to. While it may sound like not much, golems are the units that intercept most of the damage. If you have two golems together, it means there is one side of the base that is completely open to fire on your wiz/witch/pekkas/heroes. Again, the use of wbs doesnt really change for the two comps, so I will skip that part aswell. It is hard to open walls with little to no distraction, so I always bring 4 more than are needed. Bring more if you are having trouble. For mortars and WTs, best way is to distract with one WB/barb and release wbs from other side. This way, they dont have time to kill them before the explode. For point defences, just release 2-3 more depending on where the spawn zone is.


    Barch/Giants/Hogs/Loons :
    The purpose of these troops is simple. To lure out cc troops, lure them to a corner and help you kill them. I've seen people add valks here, which works very well aswell. Balloons are special, they can be use to pull cc AND kill a corner mortar off thats making your kill hard. But there is always a risk that the opponent has ground only troops or even loons. So they are best used on unattacked bases, or bases with ccs that are very easy to lure. Otherwise, giants are used for cc radiuses that are outside walls. If cc radius is inside walls, hogs are used. Don't let teslas suprise you, if you have giants and hogs. Just drop a wiz behind them and take care of it. I've seen the not lure GoWiPe been used, and I would strongly advise everyone to lure if there is any small possibitity of it. Again, no difference between comps, so not needed here.

    That basically covers all of the units involved in a GoWiPe. With that info and a few raids, most of you should be 2 staring TH10s with relative ease. Now for a few words about spells and CC use.

    Spells :
    Spells are what make a raid from a 1 star to a 2 star. And a 2 star to a 3 star. Im not gonna do a chapter on each spell, rather I'll try explaining what triggers me to drop a spell. Cause spells are always dependant on units and there is no way of telling where a unit will go 100%. Trying to find out how the troops will act is key. Regarding the rage spell, I see people deploying it way to much on the outside. Dont be afraid to push that rage inside the base, if you see a hero that might lure your pekkas in, be sure to place rage on the way to the hero and on it. Usually the first rage covers the path to the core, the second one covers the core and the way out if the raid is set up well enough. Freeze spells are important just as much. As mentioned earlier, with GoWiPe its much better to freeze teslas than multi targeted Fernos. Multis do very little damage, compared to the tesla. If you have the chance, freeze them both together, if not stick with teslas. In the case of singles, wait for it to warm up to second level, right before it turns up to the third. Then drop the freeze.
    Jumps are the crucial spell, that leads the strong units inside the base and, if all goes to plan, the core. I've seen alot of pekkas turn around cause of a late jump spell. I usually deploy jump right after my first rage. That way the pekkas will clean out the path inside and jump will let them continue further inside. Since it lasts a long time, there is no worry that it will fade out before units use it. For the second jump spell, its always important to try covering as many compartments with defences in it as possible. But at the same time, you have to try and deploy it on the side where most of your units end up inside the core, otherwise they will just bash on a wall. I still need some more experience for the second jump, so I can't really explain it much yet. I'd advise people to use the standard two rage, two freeze one jump until they start clearing out the core and getting to 60%+.

    CC :
    My usually CC constists of a 223, simply to take care of the opposing clan castle. Feel free to drop an extra wiz or valk, if you see the defending troops are overpowering your cc. What I like to do, is lure out the troop to a corner. Then try isolating the witch. Three barbs will kill at least one witch if dropped directly on her. Maybe two if you're lucky. A good trick is also luring out witches and wiz with a minion, since skellies will stay behind. That way so you can kill of withces before the skellies even get out of the base. They can be killed of with a wiz shot.

    I think that about covers most of the stuff. It is a very long guide, hope you guys dont mind it. It is alot of information to share. Hopefully it will be worth the read. Like said earlier, in case of any questions of confusion, ask bellow. I will gladly explain and answer anything. This is kind of the point of this guide, to share the things I've learned from experince/other players. Anyways, hope you guys enjoyed it.

    Cheers, Rock.
    Last edited by MoustacheMike; November 3rd, 2014 at 11:01 AM.

    Proudly maxed TH10 as of January 14th 2015

  2. #2
    Super Member MoustacheMike's Avatar
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    And a few of my raids from recent CWs, too see some of it in action

    https://www.youtube.com/watch?v=uUN5fOllVIA

    And a max TH10 3 star :

    https://www.youtube.com/watch?v=CefF...ature=youtu.be
    Last edited by MoustacheMike; November 3rd, 2014 at 11:02 AM.

    Proudly maxed TH10 as of January 14th 2015

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    Forum Superstar DarkHero's Avatar
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    Gowipe is a very weak strategy without the witches combine, i think you should a guide on Gowiwipe.

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    Pro Member Nez01's Avatar
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    I like it, keep up the good work buddy


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    Super Member MoustacheMike's Avatar
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    Quote Originally Posted by DarkHero View Post
    Gowipe is a very weak strategy without the witches combine, i think you should a guide on Gowiwipe.
    If you'd read some of the guide, you'd see it was mentioned aswell. I call it GoWiPe, since there are only CC witches.

    Proudly maxed TH10 as of January 14th 2015

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    Super Member MoustacheMike's Avatar
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    Quote Originally Posted by Nez01 View Post
    I like it, keep up the good work buddy
    Ty mate, very much appreciated

    Proudly maxed TH10 as of January 14th 2015

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    I dissagree...

    Quote Originally Posted by DarkHero View Post
    Gowipe is a very weak strategy without the witches combine, i think you should a guide on Gowiwipe.
    Witches are most efficient at killing CC troops and heroes. The OP uses 2 in his CC. Wizards are much better for destroying the base, especially on heavily compartmentalized bases where you need to shoot over walls.

    Good post OP.

    -T1Girr

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    Super Member MoustacheMike's Avatar
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    Quote Originally Posted by T1Girr View Post
    Witches are most efficient at killing CC troops and heroes. The OP uses 2 in his CC. Wizards are much better for destroying the base, especially on heavily compartmentalized bases where you need to shoot over walls.

    Good post OP.

    -T1Girr
    Exactly my point Tyvm mate, will try adding more content to it as I progress.

    Cheers.

    Proudly maxed TH10 as of January 14th 2015

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    Once again nice guide!
    Th10 Lvl 128 highest cups 3293 Barch👊 as th9

  10. #10
    Senior Member fatlace's Avatar
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    Nice guide, very clear information on how to use those troops.

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