pretty much as the title says, make sure to state what spells you use and the barracks training order
thanks![]()
pretty much as the title says, make sure to state what spells you use and the barracks training order
thanks![]()
Heal spells work better. 4 air defences, especially level 7, in a well placed base, you healer(s) will just get shot down very quickly. Of course, you can take an AD down first, then send in the healer, but there are still 3 other ADs with a good range around the base, she might stay alive for 1 minute, but she won't last too long so I'd go for heal spells once the giants get low.
But if you're not attacking TH9s and going for TH8s or weaker TH9s then I'd say 1 healer/2 healers to 12-16 giants with barch or wizards.
Giant healer is very much doable at th 9, I use it all the time. I usually go with 14 giants, 2 healers, 6 wb, and... 14 wiz 2 pekka (nothing to do with my elixir). If elixir matters for you, swap out the pekkas for barbs, if build time matters for you then swap the wiz for archers too.
Spells, the minimum is 1 heal 1 rage 1 jump, a 2nd rage is better if you can keep the healers alive and healing the giants. But since this is a farming raid and sometimes the healers trail off or get hit by AD, I bring 2 heals to either heal giants if the healers trail off or to heal the healers so they live long enough for the giants to kill the AD.
Since you asked about the training order I assume you will be swapping out the pekka/wiz for barch, so 2 barracks with 1 healer, 2 barracks with 7 giants 3 wb, split the barch more or less evenly.
Last edited by TheUnseenz; October 10th, 2015 at 01:59 PM.
I like heal spells most with the giants
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8wb,
16 giants,
0-8 wiz (depending how long you have until you can raid again)
1 healer,
Rest 70% archer 30% goblin.
I'd train in each barrack:
2 wb, 4 giant, healer, archer
2 wb, 4 giant, 2 wiz, archer
2 wb, 4 giant, 2 wiz, archer
2 wb, 4 giant, 2 wiz, goblins
Current HH of 3.5m
Edit: 1 jump 2 heals 1 rage
Last edited by Dante01; October 10th, 2015 at 02:07 PM.
1st barrack gets 1 max healer then filled with archers.
2nd barrack gets 8 giants then filled with archers.
3rd barrack gets 8 wallbreakers then filled with goblins.
4th barrack gets filled with goblins.
Don't usually use dark barracks, sometimes throw a couple of Valks in the mix to speed things up.
Set spell factory to heal,rage,heal, rage. Have one poison spell.
Kill CC.
Take out an outer AD before deploying healer.
Use heal spell if you got it to heal healer when she is getting hit by 2nd AD to give time for giants to get the AD. Use rage spell if you got it on giants to more quickly take out that 2nd AD. 4-6 Hogs can be a real help to take out that 2nd AD. May end up with too many goblins and not enough archers, so do some all goblin DE drill snipes in between big raids.
Usually I only use this for attacking bases with no xbows, three ADs, and no or an easy to kill AQ. If just doing a collector raid then don't have to use the WBs or healer, just use a couple of giants as distractions and release the goblins. Having the Queen helps a bunch on storage raids, but not necessary.
Last edited by drich2015; October 10th, 2015 at 03:50 PM.
18 giants, 78 archers, 19 minions and one healer ( can be done without your heroes but they help a lot especially archer queen). Keep 2 healing spells, 1 rage and 1 jump spell 1 poison but only use if absolutely necessary (goal being to be as cheap as possible with the attack). Search for bases with only 1 air defense (or 2 very close together) between your point of entry and your opponents dark storage/full drills. Focus your Giants on taking out the air defense (using a healing spell only if necessary). Use minions and about 15-20 archers to clear junk buildings from around your point of entry (when using minions always use 2 or 3 to probe for air bombs before launching the majority of them). Minions can also be used to distract air defenses from your healer if you need to get your healer doing her job before the air defense goes down just make sure minions stay in front of the healer. Once the air defense goes down its safe to drop your healer in and let your giants tear away at your opponents base. Sprinkle in archers as needed to assist Giants and help funnel them towards the dark storage saving at least about 25 archers preferably about half of them. Once Giants have cleared the path to the dark storage and begin taking fire from nearby mortars and wiz towers just pour in your archers through the point of entry and onto dark storage. I always place one archer first and watch for the target icon on dark storage to make sure the rest of the archers are going to target the dark storage. This strategy is very effective for getting to your opponents dark storage or any 1 specific target inside his/her base. It is not good for gaining trophies. More than half of these attacks are less than 50% total destruction. This is a very basic explanation of this strategy and I'm assuming if your a th9 you know that there are many other factors that will come into play here such as cc troops, spring traps, inferno towers etc. and it takes practice but if you've made it to th9 you will catch on fast. I love this strategy bcuz it only takes about 20 mins to build the army and is relatively cheap. NOTE: I am using lvl 6 giants/archers lvl 4 healer, lvl 4 minions and max lvl spells for th9. Hope this is helpful to you and anyone else reading this bcuz it's been extremely useful for me. My average attack using this strategy yields about 1400 de (not settling for less than a potential 1000). Just hit a th10 earlier this week using this strat and landed a personal best 3600 de 👍 notice I use no wall breakers bcuz 18 lvl 6 giants do more than enough damage to break through walls less than lvl 10. I skip bases with lvl 10 or higher walls but if you subtract a few archers or minions and add a few wall breakers or use earthquake to break walls you will get the same results. Easier to just search for th9s with lvl 7-9 walls though
Last edited by loubaby; October 11th, 2015 at 01:33 AM.
Hello,
When I use the Giant-Healer strategy, I use:
- 16 Giants
- 4 Healers
- Rest Archers/Wizards
- 2 Heal Spells
- 2 Rage Spells
- 1 Poison Spell
Clash on!
1 barrack giants, 1 barbs 2 archers 4-6 wbs. Im a th10 but who cares![]()