XGC Pottz XD
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Here's were to post any attack strategies you use that work well, or maybe some you've seen that work well. please include your town hall level and division you're in. lets start with the basics:
Lets start with knowing your attack. there are two main types of attacks, trophy attacks and farming/resource attacks. if you're doing a trophy attack usually you shouldn't care about how much resources are spent on troops or spells for the attack, where as in a resource attack you usually want to break even, or close to it, if not exceed what you spent on troops. I'm going to post descriptions of attacks an organize them by division.
Resource attacks:
giants/archers
this attack is cheap. basically to just grab some resources in between shields. usually you want to use 2-6 wall breakers depending on how high level they are, send in a couple giants(2-3) on the same side of the village to draw aggro from defenses and trigger and traps outside the walls, then send them in first to break the first line of defense. you probably want to attack a side that allows you to quickly destroy mortars/wiz towers after breaching the walls. follow this up with the rest of your giants in a couple waves, in between these waves deploy a few(about 10) archers to start cleaning up outside the walls. finally send in the rest of your archers for clean up in waves of 5-10 at a time so they don't all get hit by AoE traps or mortars/wiz towers. usually you should save a little less then half your archers until the giants take care of the majority of the mortars/wiz towers. usually you dont want to waste resources on spells for these attacks, but if you do rage and healing are good.
depending on your town hall level and division some of these variations are good:
replace giants with hog riders if you want to save elixir but can spare dark elixir. this eliminates the need for wall breakers as well.
add some goblins in place of archers(recommended only for bronze and silver as goblins are very weak later on)
add some barbarians in place of archers(recommended more the higher you are, barbarians have a lot more hp)
add a couple healers. usually 2, but probably never more. (recommended for gold+ if your giants are levl 5 or less[gold], or level 6 or less[crystal+])
Trophy attacks:
giants/healers
basically the same as a farming attack, except with a few healers added and more giants. start with giants, throw in wall breakers, add more giants to take out air defense, then throw down healers to heal the giants. use wizards for added damage and clean up. usually you want to lean towards rage spells for the giants to get the important defenses at the start but 1 healing isnt bad. possible variation is to use a jump spell for your main force of giants, eliminating the need for wall breakers,
dragon spam(requires lvl 9 barracks)
you probably shouldn't use this attack unless you have 200 army space, enough for 10 dragons. the attack is simple though, release all the dragons on one side of the village and watch it burn! use all rage spells, maybe 1 healing.
balloon/minion(dark barracks required)
20ish minions and the rest balloons. send in all your minion except a couple in groups of 2-4 to feel for traps, then spam balloons on one side of the village. simple. usually you want to save a couple minions for any structures on the outside edge since balloons are slow. usually you want 1 healing spell for when your balloons start getting hit by air defense and the rest rage.
hogs/wizards(dark barracks lvl 2 required)
about 10-15 wizards or 20-30archers and the rest hogs. send out a couple hogs to test for traps, do this a couple times then send em all, using wizards for clean up. usually you should use one rage spell when you large group of hogs starts hitting the first line of defense and the rest healing to keep hogs alive since they have a lot less HP then giants. even running all healing isn't a bad idea.
Golems (dark barracks lvl 4 required)
5 golems and the rest wizards, maybe a few wall breakers. send in all the golems on the same side, but spread out a little and send in wizards for backup once the golems have aggro. you NEED wizards for this attack since the golems have low damage. rage spells and jump spells recommended. maybe freeze spells if your spell factory is at 5.(freeze spells only necessary to deal with xbows/ infero towers, so if you dont expect to see any they aren't necessary.)
golems/witchs(dark barracks lvl 5 required)
3 golems, 3-4 witches and wizards or a pekka 2 jump spells and a rage, then either more rage, an addtional jump and a rage or freeze spells(if you have them, again only if you expect inferno towers or high lvl xbows). send in your golems with a jump spell on one side of the village to take out first defenses, then put down your witches. add jump spells for the skeletons only when the last one goes away. use your rage spell on the golems to clear the first line of defenses so the skeletons can clean up. if your using pekka wait until at least 2 hidden teslas have been destroyed to send him in. if your using wizards deploy them after the witches.
THIS ATTACK IS NOT EASY, AND IT WILL TAKE TIME TO MASTER, BUT IS VERY SUCCESSFUL AT HIGH LEVELS AND WIH HIGH LEVEL TROOPS/SPELLS.
lava hound/balloon(dark barracks lvl 6 required)
3 lava hounds, the rest balloons and minions. send in the lava hounds to take out air defenses on one side of the map. once the first couple are down send in balloons then minions(save minions for clan castle troops, especially if you arent using a lightning spell). spells can be freezes if you expect inferno towers, or heals for your balloons. rages are always nice for this kind of attack too. maybe 1 lightning spell for clan castle troops, since wizards or a dragon can be bad.
THIS ATTACK IS NOT EASY, AND IT WILL TAKE TIME TO MASTER, BUT IS VERY SUCCESSFUL AT HIGH LEVELS AND WITH HIGH LEVEL TROOPS/SPELLS.
Lets start with knowing your attack. there are two main types of attacks, trophy attacks and farming/resource attacks. if you're doing a trophy attack usually you shouldn't care about how much resources are spent on troops or spells for the attack, where as in a resource attack you usually want to break even, or close to it, if not exceed what you spent on troops. I'm going to post descriptions of attacks an organize them by division.
Resource attacks:
giants/archers
this attack is cheap. basically to just grab some resources in between shields. usually you want to use 2-6 wall breakers depending on how high level they are, send in a couple giants(2-3) on the same side of the village to draw aggro from defenses and trigger and traps outside the walls, then send them in first to break the first line of defense. you probably want to attack a side that allows you to quickly destroy mortars/wiz towers after breaching the walls. follow this up with the rest of your giants in a couple waves, in between these waves deploy a few(about 10) archers to start cleaning up outside the walls. finally send in the rest of your archers for clean up in waves of 5-10 at a time so they don't all get hit by AoE traps or mortars/wiz towers. usually you should save a little less then half your archers until the giants take care of the majority of the mortars/wiz towers. usually you dont want to waste resources on spells for these attacks, but if you do rage and healing are good.
depending on your town hall level and division some of these variations are good:
replace giants with hog riders if you want to save elixir but can spare dark elixir. this eliminates the need for wall breakers as well.
add some goblins in place of archers(recommended only for bronze and silver as goblins are very weak later on)
add some barbarians in place of archers(recommended more the higher you are, barbarians have a lot more hp)
add a couple healers. usually 2, but probably never more. (recommended for gold+ if your giants are levl 5 or less[gold], or level 6 or less[crystal+])
Trophy attacks:
giants/healers
basically the same as a farming attack, except with a few healers added and more giants. start with giants, throw in wall breakers, add more giants to take out air defense, then throw down healers to heal the giants. use wizards for added damage and clean up. usually you want to lean towards rage spells for the giants to get the important defenses at the start but 1 healing isnt bad. possible variation is to use a jump spell for your main force of giants, eliminating the need for wall breakers,
dragon spam(requires lvl 9 barracks)
you probably shouldn't use this attack unless you have 200 army space, enough for 10 dragons. the attack is simple though, release all the dragons on one side of the village and watch it burn! use all rage spells, maybe 1 healing.
balloon/minion(dark barracks required)
20ish minions and the rest balloons. send in all your minion except a couple in groups of 2-4 to feel for traps, then spam balloons on one side of the village. simple. usually you want to save a couple minions for any structures on the outside edge since balloons are slow. usually you want 1 healing spell for when your balloons start getting hit by air defense and the rest rage.
hogs/wizards(dark barracks lvl 2 required)
about 10-15 wizards or 20-30archers and the rest hogs. send out a couple hogs to test for traps, do this a couple times then send em all, using wizards for clean up. usually you should use one rage spell when you large group of hogs starts hitting the first line of defense and the rest healing to keep hogs alive since they have a lot less HP then giants. even running all healing isn't a bad idea.
Golems (dark barracks lvl 4 required)
5 golems and the rest wizards, maybe a few wall breakers. send in all the golems on the same side, but spread out a little and send in wizards for backup once the golems have aggro. you NEED wizards for this attack since the golems have low damage. rage spells and jump spells recommended. maybe freeze spells if your spell factory is at 5.(freeze spells only necessary to deal with xbows/ infero towers, so if you dont expect to see any they aren't necessary.)
golems/witchs(dark barracks lvl 5 required)
3 golems, 3-4 witches and wizards or a pekka 2 jump spells and a rage, then either more rage, an addtional jump and a rage or freeze spells(if you have them, again only if you expect inferno towers or high lvl xbows). send in your golems with a jump spell on one side of the village to take out first defenses, then put down your witches. add jump spells for the skeletons only when the last one goes away. use your rage spell on the golems to clear the first line of defenses so the skeletons can clean up. if your using pekka wait until at least 2 hidden teslas have been destroyed to send him in. if your using wizards deploy them after the witches.
THIS ATTACK IS NOT EASY, AND IT WILL TAKE TIME TO MASTER, BUT IS VERY SUCCESSFUL AT HIGH LEVELS AND WIH HIGH LEVEL TROOPS/SPELLS.
lava hound/balloon(dark barracks lvl 6 required)
3 lava hounds, the rest balloons and minions. send in the lava hounds to take out air defenses on one side of the map. once the first couple are down send in balloons then minions(save minions for clan castle troops, especially if you arent using a lightning spell). spells can be freezes if you expect inferno towers, or heals for your balloons. rages are always nice for this kind of attack too. maybe 1 lightning spell for clan castle troops, since wizards or a dragon can be bad.
THIS ATTACK IS NOT EASY, AND IT WILL TAKE TIME TO MASTER, BUT IS VERY SUCCESSFUL AT HIGH LEVELS AND WITH HIGH LEVEL TROOPS/SPELLS.