Have you thought about adding a balloon or two? It may be good if for nothing else but to soak up traps and air damage for the healers?
I have not used healers in a really long time, but I figure they will eventually come back into style
Have you thought about adding a balloon or two? It may be good if for nothing else but to soak up traps and air damage for the healers?
I have not used healers in a really long time, but I figure they will eventually come back into style
This seems like a good strategy, but it is much too expensive. Even at level 1 PEKKAs, which I believe cost 35000 each (I don't use them), that is about 140000 elixir for the PEKKAs alone. Throw in the other troops and spells, and that is almost 200000 per attack. Kinda hard to make that much reliably.
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Soviet tank stronk!
This was one of the first things I tried. Used drags at first, then tried balloons. Problem is that neither could contribute that much in terms of attack (they die too fast) and only provided a few seconds worth of distraction. But the big issue is that they took up valuable housing space that could be used for the ground attacks troops instead.
Healer's defense is their 5 tile range which lets them hang way back. Other than that, killing the ADs as fast as possible helps a lot too.
Ten level 3 drags plus 3x lightning costs 420000 per attack , doesn't stop people from using it frequently on wars. The above army comp costs 311500 elixir, so in fact it is cheaper than drag attacks.
It is not meant to be a farming comp (do barch or something for farming). But it is loads of fun, also a potentially useful war attack. Anyway, I'm doing my DE upgrades now, so elixir cost is not an issue.![]()
Weird base design threw off most of my wall breakers. But the base design was so open that PEKKAs just swept around the base killing everything. Wizes stayed alive for a change which helped a ton.
This is very interesting. I just got my healers to level 3 the other day. I think I will try this, maybe remove one of my golems in GoWiPe and replace it with 3 healers. See how that goes in war. I always liked healers and hope to find a strategy where I can use them again.
Interesting idea. Probably won't try it though.
Steve
2Victory&Beyond
#8J0RC8JR
Before I would bring a golem as well. But I noticed that having one near full HP golem at the end of the match is not that useful.PEKKAs on the other hand can really help cleaning up after the dust settles. That's just the way I see it, though.
As you can imagine, the position of ADs is key. The first AD needs to go down ASAP. Which means you don't want CC troops distracting before the first AD goes down.
Once the first AD is down the army has plenty of time to handle CC troops, due to healers support. A CC of mostly archers with just 2 or 3 wizes at the end shouldn't be a problem as long as two healers are still alive. Two raged lv3 healers heal 300 HP/s which is a lot. Six wizards on CC is an issue due to their massive damage, probably best to lure and kill them on the side in that case.
This army comp works best when it can push straight thru the base. As the front troops advance past the rage spell, the healers catch it on the rear, keeping the tanking units healthy.
Last edited by Yoyobuae; February 18th, 2015 at 08:55 PM.
Your going to love doing this attack with the archer queen.
Ps use minions to direct her path
I haven't got the time to try this yet
I'm TH9, but I think this comp could still work
I'll try it at war once I'm done with my queen (consecutive upgrades)
maxed out TH9, minus the heroes
kinda quit, Lurker mode: on