Wednesday, February 17, 2016

3 Star MAX TH 10 / TH 11 strategy!

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Monday, June 29, 2015

GoLaLoon


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GoLaLoon

--Ever wondered how to get 3 stars on maxed th10?--


In this attack strategy you will use the ULTIMATE attack strategy! The GoLaLoon is the most powerful known attack strategy currently in Clash.
REMEMBER: The true power of the clash attack strategies are when troops JOIN FORCES! Air Troops and Ground Troops fighting together in the GoLaLoon strategy!


Characterization: The key of this attack strategy is to take down as many Air Defence buildings as possible with minimum amount of troops, the rest of the base being demolished afterwards.


The GoLaLoon attack strategy is mainly used by high levels players, late TH9s and all along the TH10. The name of this attack strategy comes from the 3 main troops which form this trio, the Golem, the Lava Hound and the Balloon. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.


Things to consider! Must Read!- Always locate the position of the Air Defences! If they are located in the centre of the base, then perhaps the GoLaLoon is not the best option to use, because by the time the Balloons would come and help the Lava Hounds, they would all be killed and so the attack would end with a failure.
Do not struggle to protect your Lava Hounds to the point they won't die! The point of the GoLaLoon attack strategy is that the Lava Hounds provide enough tanking so that the Balloons clear all the defences, BUT you need the Lava Hounds to explode into the Lava Pups if you want to get 3 stars, otherwise you will run out of time!

Army composition:

TH8: 

This attack strategy is NOT available at TH8! The lack of the Lava Hound at TH8 makes it impossible to use GoLaLoon for TH8.

TH9:
- 1 golem (level 5)
- 3 lava hounds (level 3)
- 4 Wall breakers (level 6)
- 3 wizards (level 6)
- 16 Balloons (Level 6)
- CC: 1 Lava Hound (level 3)
- 2 Rage Spells + 2 Healing Spells OR 1 Jump Spell, 2 Rage Spells, 1 Healing Spell
TOTAL: 220 troops in camps + 30 troops in CC
Heroes: As HIGH in level as possible!

TH10:
- 1 golem (level 5)
- 3 lava hounds (level 3)
- 4 Wall breakers (level 6)
- 3 wizards (level 6)
- 20 Balloons (Level 6)
- CC: 1 Lava Hound (level 3) + 1 Balloon (Level 6)
- 3 Rage Spells + 2 Freeze Spells OR 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells
TOTAL: 240 troops in camps + 35 troops in CC
Heroes: As HIGH in level as possible!


Let's attack!
1. The first step in the GoLaLoon attack strategy is analysing the base! There are several things you need to spot and understand about a base before going into the attack.
A. The first thing to consider before going into the GoLaLoon attack, and perhaps the most important one, is to locate the position of all the Air Defences within the opponent's base. 

In the example above, the base was chosen by the attack because of the position of the Air Defences. With just 3 Wall Breakers, the Golem and the Heroes he managed to destroy two Air Defences + the CC troops + The Defender's Queen.
B. The second thing you need to consider is the position of the Archer Queen on the defender's base. If possible, pick a side which will provide you space to destroy 2 Air Defences + the Queen.
C. The first batch of troops (golem+heroes+wb) MUST kill the defender's CC troops. Failing to kill the CC troops will most of the times ruin your second batch, the lavaloonion attack!
D. Always assure that the side you pick for the Air Defences doesn't have too many junk buildings on the outside of the base, or else you will end up with your heroes running on the sides of the base instead of going inside the base.

2. After you took into consideration all the steps from the Point 1, it is time to start the attack! The first step when you start the attack is to drop your Golem! Always drop your Golem first or else you risk losing the wizards/the Wall Breakers before they will do their job. After you dropped the Golem, you drop 2-3 Wall Breakers (depending on defender's wall levels) and then spread the few wizards around to assure a clear path for the heroes to the base.



3. After you assured the path to the base with the Wizards and after the first wall was breached by the Wall Breakers, it is time to drop your Heroes. DO NOT wait too much to drop them or else they will not follow the path you created, but instead will go around the base.


4. Once you reached this step, you should have both your Heroes inside of the opponent's base! Great, now it is time to let the nature follow its course. There is nothing important you need to do for the following 20 seconds, just sit and watch your Heroes demolishing the side you picked, while patiently waiting to activate their abilities when necessary! Refer to the Videos at the end of this attack strategy guide to see two examples of Hero deployment and special abilities usage. It is not necessary to wait until both heroes died! Once they destroyed the 2 Air Defences, or once their death is assured and imminent, it is time to head to step 5!

5. As it was mentioned at the end of step 4, you do not have to wait until both heroes died. Once they did their job and destroyed the 2 Air Defences, it is time to deploy your LavaLoonion batch. DO NOT WASTE ANY TIME looking at the heroes, once you activated both of their abilities, select your Lava Hounds and be ready to deploy them! This step is another of patience, wait for the right moment and deploy the Lava Hounds and the Balloons just like in a normal LavaLoonion attack: Lava Hound First followed by some Balloons behind, the amount of balloons depending on the range of defences you are facing. Please refer to the Lavaloonion attack strategy guide within this topic to see how to deploy the Balloons; the GoLaLoon guide will not explain the deployment again.

6. This point is about the situation when you only destroyed ONE Air Defence with your Golem+Heroes. In the situation when there are 3 Air Defences left after the first batch was destroyed, you MUST keep a spell for the last Air Defence, the most distant one from the other two. For this Air Defence you will keep 2 Balloons+a freezing spell/healing spell. The Lava Hounds which survived the other 2 Air Defences will obviously target the third one, the last remaining. In most bases, it will take a lot for the balloons to reach it, so you need to be prepared for this Air Defence or else it can ruin your attack and make it a 2 star instead of a 3 star attack!
In the situation when you failed to destroy any Air Defences with your golem+ heroes, you need to start the attack just like in an usual LavaLoonion Attack, praying that you will get at most two stars.


VIDEO 1:

I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing all the steps explained above in action and pointing at the most important aspects!

1. The Golem 2 Wall Breakers are deployed on the top side of the base. (Minute 00:08)
2. The wizards are spread a little behind the golem to ensure the path of the heroes. (Minute 00:09)
3. Both the heroes are deployed once the base was opened and the wizards did their job. (Minute 00:12)
4. The other 2 Wall Breakers are deployed to assure a clear and direct path to the Defender's Archer Queen. (Minute 00:18)
5. The King uses the path created at the point above. Without that the king would just be wasted. (Minuted 00:22)
6. The CC troops are out. Attention on Queen and her ability, to activate it on the best moment possible. (Minute 00:44)
7. The faith of the Queen is decided, there is no need to waste any more time. Start deploying the LavaLoonion. (Minute 01:06)
8. Notice the area which the lavaloonion covered; the entire bottom side of the base. (Minute 01:15)
9. The last rage spell is deployed right in the centre of the base to ensure the destruction of the last Inferno Tower. (Minute 01:25)
10. the second and last freeze spell is deployed on the far Inferno Tower. This should give time for balloons to reach it. (Minute 01:30)
11. Notice the Lava Pups and how spread they are around the base. This is the key for 3 stars. A Lava hound alive at this point would be a disaster for the raid. (Minute 01:47)

Congratulations! You achieved TOTAL DAMAGE!



VIDEO 2:


I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing all the steps explained above in action and pointing at the most important aspects!

1. Drop the first Golem followed by the Queen, the wizards. The Queen was already deployed becasue of the layout of the base which cannot direct her anywhere but inside the base. (Minute 00:13)
2. After the Mortar's bomb hit the ground, deploy 2 Wall breakers and open the base for the Queen. (Minute 00:16)
3. Deal with the CC troops and the base as best as you can. (Minute 00:26 - Minute 00:55)
4. Once the Queen's ability was activated, DO NOT waste any more time. Deploy the LavaLoonion. (Minute 00:57)
5. Deploy the spells just like in an usual LavaLoonion attack. (Minute 01:00 - Minute 01:15)
6. Like I suggeted you, keep a freezing spell for the third Air Defence. Deploy it when you consider it's the time. (Minute 01:20)
7. The last Lava Hound is destroyed! This is a good thing in this attack. (Minute 01:45)
8. Up until the end it's only about clean-up and time efficiency.

Congratulations! You achieved TOTAL DAMAGE!


NOTE: This attack strategy is the most powerful I know, that powerful that it can take down a completely maxed TH10. However, it is a very complicated technique and there will always be mistakes with these attacks, it is not the perfect technique so don't expect to always win with it.

This is all the information for the GoLaLoon attack! Thank you!

LavaLoonion

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LavaLoonion
--- Ever wondered which is the attack strategies to achieve fastest victory and 2 stars? Record: 
~ 30 seconds ---




In this attack strategy you will use the feared LavaLoonion attack strategy!
REMEMBER: Most of the times they key of the lavaLoonion attacks are the heroes! Low level heroes don't go well with LavaLoonion attack strategy!


Characterization: The aim for this attack strategy usually are 2 star attacks! However, with the help of two high level heroes, 3 stars are also an option for LavaLoonion attacks!



The LavaLoonion attack strategy is mainly used by high levels players, since it is available only from TH9+. The name of this attack strategy comes from the 2 main troops which form this duo, the Lava Hound and the Balloon. Even if the name of this attack strategy is LavaLoonion, the Minion is an indispensable asset of the strategy!


Things to consider! Must Read!
For the LavaLoonion attack strategy, it is not required to drag the CC troops out! However, if dragging them is fairly easy, dragging them is not excluded. Read the "Let's attack" chapter to see more about dragging the CC troops.
- Spell placement is KEY of this attack! A Rage Spell or a Freeze Spell misplaced can totally make the difference between a 1 star and 3 stars!
- Some people may consider this attack strategy easy, and it is fairly easy for a 2 star attack. However, in order to achieve total damage with this attack strategy you will also need some skill!
- As mentioned before, high level heroes are a key of this attack strategy! You may find yourself stuck to get the 50% if you will use low level heroes.
- Always locate the position of the Air Defence buildings! The LavaLoonion counts on the Lava Hounds to tank for the Balloons and if the Air Defence is on the side of the base, the Lava Hound will only take a small portion of the damage.
- This attack strategy will ONLY work on some type of bases! It is not the perfect attack!
- If the Archer Queen is on the side of the base, deal with her using your Heroes! It is essential to take care of the Queen if this is an easy option, because she can ruin a LavaLoonion attack.
-! Do not take Balloons in the CC! 
They need to be spread out so it is better to have them as normal troops and have full control of how many are deployed and where.


Army composition:
TH8: 

This attack strategy is NOT available at TH8! The lack of the Lava Hound at TH8 makes it impossible to use LavaLoonion for TH8.

TH9:

Option 1

Option 2

TroopsCCSpellsTroopsCCSpells
3 Lava Hounds
17 Balloons
20 Minions
1 Lava Hound3 Rage Spells
1 Lightning Spell
3 Lava Hounds
20 Balloons
15 Minions
1 Lava Hound3 Rage Spells
1 Healing Spell
TOTAL:220 troops
+ 30 in CC
4 spells
220 troops
+ 30 in CC
4 spells

NOTE: The level of the Heroes has to be as HIGH as possible!


TH10:

Option 1

TroopsCCSpells
3 Lava Hounds
20 Balloons
21 Minions
4 Wall Breakers
1 Lava Hound
1 Balloon
3 Rage Spells
2 Freeze Spells
TOTAL:240 troops
+ 35 in CC
5 spells

NOTE: The level of the Heroes has to be as HIGH as possible!


Let's attack!
1. Locate the position of the Air Defence building within the base you are facing.
Case A: DO NOT ATTACK CASE A using LavaLoonion!

The base from the case A is a really not adequate one for a LavaLoonion attack! This base from Case A is meant to bring the Lava Hounds in the centre of the base, thus leaving the Balloons and Minions unprotected and a perfect target of the Wizard Towers and the Archer Towers. Also, the Lava Hound having to travel half the base, it will most certainly grab all the Seeking Air Mines which will totally kill them, thus wasting them instead of offering protection.

Case B:

Only attack this base only if you know what you are doing with the LavaLoonion! If you have any doubts with this attack strategy try to avoid this base! This base is also against your LavaLoonion troops. It makes the Air Defences fairly accessible and easy to reach but once the first two of them are destroyed, the Lava Hounds will travel THE ENTIRE BASEup to the other side of it to reach the remaining Air Defences, thus grabbing all the Air Mines and either dying in the process or getting to very low health. In any case, this situation will also leave your Balloons and Minions unprotected against pretty much the entire base.

Case C:

 
The base shown at Case C is one example of a fairly good base for a LavaLoonion Attack! All you need to think about when picking a base for the LavaLoonion attacks is where the Air Defences are and what would be the path of the Balloons and the Lava Hounds within the base. At the Case C, a LavaLoonion attack coming from the top would bring the remaining Lava Hounds to the bottom of the base and would provide enough tanking for the Balloons to achieve at least 2 stars (50% + TH).

2. If it is fairly possible and easy, drag the CC troops to the corner using 3-4 Minions and then drop a balloon on top of the packed CC troops. The troops that survived the balloon should be dealt with using couple more Minions. This step is meant to help you clear the CC troops by exchanging 6-7 minions to get the job done; if you do not remove them they may ruin an attack e.g. A Dragon in CC. If you do not have the possibility to drag the CC or simply don't want to, then go to the next step.
NOTE: Do not use the heroes to deal with the CC troops. They need to be kept and used in case they will need to break in to destroy the Town hall or if you will need couple more % points for the 50% victory.

3. It is only at this step where we actually start the attack! Start by dropping 2 Lava Hounds on one side of the base you decide to attack from, and another 2 on the other side you are planning to come from. DO NOT drop all 4 Lava Hounds against one Air Defence because that will just make the base kill them quicker because of the splash damage (Wizard Towers+Air Traps).



4. After you dropped all your 4 Lava Hounds, it is time to drop the Balloons. You will drop half of them behind each of the 2 packs of Lava Hounds, BUT will not drop them all in one spot. The Balloons need to be placed in a line on each side of the base you decided to attack from, to ensure an equally distributed damage upon the defences of the base. This will also make the balloons finish faster with the far defences and move quicker to the central core.



5. This step is quite a small one, where you will just drop your Minions behind your Balloons to ensure a total clearing of that side of the base, not only of the defences but also of the junk buildings. The minions should be dropped fairly later than the Balloons so that they won't waste time attacking the defences which will be dealt with by the Balloons, but will also not be destroyed by a splash damage dealing unit.

6. At this point it is the time to drop the first spells, those being the Rage Spells. Drop one Rage spell on each of the sides you decided to attack from, usually in the middle of that side. This is also the step where the Balloons will reach the first Air Defences and kill them, making the Lava Hounds advance further into the base, still providing protection for the Balloons.


7. This step now will be split between the TH9 and TH10.
TH9: At this step, TH9s will drop their last Rage Spell and their one Healing spell in the middle of the base where usually the Teslas are, the Xbows and the Heroes.
TH10: At this step, TH10s will drop both of their Freezing Spells in the central core, to cover the Inferno Towers and whatever they can catch more around the Infernos (preferably the Queen, the CC or Teslas). Finally, they will drop their last Rage spell also in the central core, to help the Balloons have enough speed and damage to finish all the buildings before they get out of the Freeze effect.

8. This step will also be split, this time between four possible situations at this point.
Situation A: The Balloons successfully survived the central core and are now moving to the other half of the base. In this situation, you will appreciate where the Balloons will go, and will drop your heroes on the opposite side so that the balloons will clear their side and will not have to move any more but will start clearing the remaining buildings.
Situation B: The Town Hall did not fall BUT the central defences are cleared and the Minions can deal with the CC. In this situation you will also drop your heroes in hopes they will be enough to get the 3rd star.
Situation C: You achieved 50% and the first star, but the TH did not fall and there are several defences left in the middle, which will make it impossible for the Minions to get the 2nd star. At this point it is very risky to go for 3 stars so the wisest choice will be to try to get your heroes in the central core and grab the 2nd star.
Situation D: You did not achieve 50% and the TH did not fall, having several defences left surrounding it. This is the toughest situation and you will need to appreciate very well your status, your level of heroes and the chances you have to get the TH. In some cases in this situation you can get both the 50% and the TH by going with your heroes straight to the central core, BUT it is very risky and you can end up with NO STARS and a painful 48% or 49% attack.
Congratulations! You achieved TOTAL DAMAGE! or if not .. 2 stars ALSO ROCK!

NOTE: This strategy is known to be the quickest attack possible and may be considered by some fairly easy but it's not! Spell placement is CRUCIAL in this attack strategy so pay attention to your spells and where you place them!

This is all the information for the LavaLoonion attack strategy! Thank you!

GoWiVa

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GOWIVA

In this attack strategy you will use the mighty GoWiVa attack strategy! This attack is great for pushing or for war attacks.


Characterization: Despite the fact that this army is considered a Brute Force attack and spamming of troops, it actually requires quite a lot of preparation and examination to achieve the best results - GoWiVa!

The GoWiVa attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the Valkyrie. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.
Army composition:
TH8: 
- 2 golems (level 2)
- 6 Valkyries (level 2)
- 8 Wall Breakers (level 5)
- 10 archers (level 5)
- 14 wizards (level 5)
- 2 giants/hogs
- CC: 3 Valkyries (level 4) + 1 archer
- 2 Rage Spell + 1 Healing Spell
TOTAL: 200 troops in camps + 25 troops in CC

TH9:
- 2 golems (level 4)
- 9 Valkyries (level 4)
- 6 Wall breakers (level 5)
- 10 archers (level 6)
- 14 wizards (level 5)
- 2 giants/hogs
- CC: 2 witches + 1 wizard + 2 archers / 3 Valkyries + 1 wizard + 2 archers
- 1 Jump Spell, 2 Rage Spells, 1 Healing Spell (note: here there are rare the chances when you can avoid brining the healing spell).
TOTAL: 220 troops in camps + 30 troops in CC

TH10:
- 2 golems (level 5)
- 13 Valkyries (level 4)
- 9 Wall breakers (level 6)
- 8 archers (level 7)
- 10 wizards (level 6)
- 2 giants/hogs
- CC: 2 witches + 1 Valkyrie + 3 archers
- 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells
TOTAL: 240 troops in camps + 35 troops in CC

Let's attack!

The GoWiVa attack is not much different than the 
GoWiPe attack strategy, in fact you will use the exact same steps as in the GoWiPe attack, just the P.E.K.K.A unit being replaced by Valkyrie.

1. The first thing you need to take care of when you attack with GoWiVa are the defender's Clan Castle troops. During a farming attack with GoWiVa there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find wizard or witches in the defender's clan castle, so you MUST need to deal with them.
After you dragged the troops in a corner, you can either surround them with wizards OR you can deploy the first Golem into the battle following by some wizards and the heroes too. The Golem will head to the closest defensive structure and the troops from behind will take care of the defender's CC troops.

CASE A: You are able to lure the CC troops using one or two Giants.

Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out.

CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.


Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.

CASE C: You are UNABLE to lure the CC troops out of the base, so you will HAVE to bring a Lightning Spell with you for them.


In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, the best thing to do is to bring a Lightning Spell with you and use it ONLY when at least half of the CC troops are already out. DO NOT use the Lightning spell too early because you might just miss a witch or some wizards.

2. After you dealt with the CC troops, it's time to deploy the army. In the GoWiVa attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line following by some wizards in behind and some 2-3 Wall breakers for each side. After just few seconds, deploy your Valkyries, Heroes, CC troops, rest of wizards and Wall breakers in the middle part of that line. By doing like this, there will beNO distraction for the heroes and the Valkyries and they will head right in the middle.


3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your first Rage Spell, following the Jump Spell to connect your troops to the central area where the Town Hall is. The final part of this step is to drop your Freezing spell (if you are a th10) or your second Rage Spell (if you are a th9) in the central area to either block the defences or increase your troops power.4. Once you reached this step, you should already have obtained the star from the Town Hall. Now is the time for you to use the abilities of the heroes, if you didn't already do so, and get the most of that central enclosure. If you did not get the 50% until now, it will be up to your remaining troops to get the extra percentage points.


NOTE: Starting from late TH9 and all TH10 you will mostly aim for 50% and 2 stars using the GoWiVa attack! Do not expect too much of this attack strategy from the well developed bases.

This is all the information for the GoWiVa attack! Thanks.

GoWiPe

Don't Forget to share with your friends/Clanmates :)




GOWIPE

In this attack strategy you will use the mighty GoWiPe attack strategy! This attack is great for pushing or for war attacks.


Characterization: Despite the fact that this army is considered a Brute Force attack, it actually requires quite a lot of preparation and examination to achieve the best results - GoWiPe!


The GoWiPe attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the P.E.K.K.A. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.


Army composition:
TH8: 
- 2 golems (level 2)
- 2 P.E.K.K.A (level 3)
- 8-10 Wall Breakers (level 5)
- 8 archers (level 5)
- 14 wizards (or 13 wizards if you bring 10 Wall Breakers)
- 2 giants/hogs
- CC: 1 P.E.K.K.A (preferably level 5)
- 2 Rage Spell + 1 Healing Spell
TOTAL: 200 troops in camps + 25 troops in CC
Note: Considering the high amount of hit points of the troops and low damage of the TH8 defences, you might not need a Healing Spell in this attack strategy.

TH9:
- 2 golems (level 4)
- 3 P.E.K.K.A (level 3)
- 6-8 Wall breakers (level 5)
- 7 archers (level 6)
- 14 wizards (13 wizards if you bring 8 Wall Breakers).
- 2 giants/hogs
- CC: 1 P.E.K.K.A (preferably level 5) + 1 Wizard + 1 Archer
- 1 Jump Spell, 2 Rage Spells, 1 Healing Spell (note: here there are rare the chances when you can avoid brining the healing spell).
TOTAL: 220 troops in camps + 30 troops in CC

TH10:
- 2 golems (level 5)
- 3 P.E.K.K.A (level 5)
- 10 Wall breakers (level 6)
- 11 archers (level 7)
- 16 wizards (level 6)
- 2 giants/hogs
- CC: 1 P.E.K.K.A + 2 wizards + 2 archers
- 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells
TOTAL: 240 troops in camps + 35 troops in CC


Let's attack!
1. The first thing you need to take care of when you attack with GoWiPe are the defender's Clan Castle troops. During a farming attack with GoWiPe there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find wizard or witches in the defender's clan castle, so you MUST need to deal with them.
After you dragged the troops in a corner, you can either surround them with wizards OR you can deploy the first Golem into the battle following by some wizards and the heroes too. The Golem will head to the closest defensive structure and the troops from behind will take care of the defender's CC troops.

CASE A: You are able to lure the CC troops using one or two Giants.

Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out.

CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.


Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.

CASE C: You are UNABLE to lure the CC troops out of the base, so you will HAVE to bring a Lightning Spell with you for them.


In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, the best thing to do is to bring a Lightning Spell with you and use it ONLY when at least half of the CC troops are already out. DO NOT use the Lightning spell too early because you might just miss a witch or some wizards.

2. After you dealt with the CC troops, it's time to deploy the army. In the GoWiPe attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line following by some wizards in behind and some 2-3 Wall breakers for each side. After just few seconds, deploy your P.E.K.K.As, Heroes, CC troops, rest of wizards and Wall breakers in the middle part of that line. By doing like this, there will be NO distraction for the heroes and the P.E.K.K.As and they will head right in the middle.


3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your first Rage Spell, following the Jump Spell to connect your troops to the central area where the Town Hall is. The final part of this step is to drop your Freezing spell (if you are a th10) or your second Rage Spell (if you are a th9) in the central area to either block the defences or increase your troops power.


4. Once you reached this step, you should already have obtained the star from the Town Hall. Now is the time for you to use the abilities of the heroes, if you didn't already do so, and get the most of that central enclosure. If you did not get the50% until now, it will be up to your remaining troops to get the extra percentage points.



NOTE: Starting from late TH9 and all TH10 you will mostly aim for 50% and 2 stars using the GoWiPe attack! Do not expect too much of this attack strategy from the well developed bases.

This is all the information for the GoWiPe attack! Thanks.

GoWiWi

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GOWIWI


In this attack strategy you will use the mighty GoWiWi attack strategy! This attack is great for pushing or for war attacks.

Characterization: The key of this attack strategy are the multitude of tanks represented by the golems and the Skeletons spawned by the witches.

The GoWiWi attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the Witch. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.


Things to consider!
- Never attack Th10s with both infernos set to multi-target! They will totally burn your troops so only attack them if you are really confident in your GoWiWi skills.


Army composition:

TH8: 
TH8 can attack with GoWiWi if they get 2 witches in their CC, but those are usually not enough for a great attack. At this TH level, you aim for 3 stars and it is hard to achieve that with the 2 witches attack, therefore I will not provide any army composition for TH8.

TH9:
- 2 golems (level 4)
- 3 witches (level 2)
- 6-8 Wall breakers (level 5)
- 4-6 archers (level 6)
- 19 wizards (level 5)
- 6 balloons (level 6)
- CC: 1 Golem (preferably level 5)
- 1 Jump Spell, 2 Rage Spells, 1 Healing Spell
TOTAL: 220 troops in camps + 30 troops in CC

TH10:
- 3 golems (level 5)
- 4 witches (level 2)
- 6 Wall breakers (level 6)
- 8 archers (level 7)
- 18 wizards (level 6)
- 2 giants/hogs
- CC: 2 witches + 2 wizards + 3 archers
- 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells
TOTAL: 240 troops in camps + 35 troops in CC


Let's attack!
1. The first thing you need to take care of when you attack with GoWiWi are the defender's Clan Castle troops. During a farming attack with GoWiWi there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find a dragon or witches in the defender's clan castle, however, dealing with them prior to the main attack is not a MUST but sometimes can save an attack.
If you chose to drag the CC troops, then dealing with them in this attack strategy is much easier than in the GoWiPe attack. After you dragged the troops out of the base, you can deploy 1 archer, 2 witches 1/2 wizards and they will be more than enough to deal with the CC troops. If the defender has a dragon and you dragged it outside the base, then you will have to do the same as in the GoWiPe attack, to surround it with wizards.

CASE A: You are able to lure the CC troops using one or two Giants.

Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out.

CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.

Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.

CASE C: You are UNABLE to lure the CC troops out of the base, so you will have the option to bring a Lightning Spell with you for them, but this is not a MUST in this attack as the skeletons can deal with the CC troops most of the times without the need of a Lightning Spell.

In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, during a GoWiWi attack, you can skip the part of bringing any giants/hog riders and just go into the attack, since such bases usually hold wizards which are not such a trouble for the mass of skeletons.

2. After you finished with the CC troops (either dealing with them or ignoring them), 
it's time to deploy the army. In the GoWiWi attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line and one golem in the middle of it, followed by a large line of wizards in behind and 2 Wall breakers for each Golem. After you did this, you will deploy all your witches, the cc troops, the heroes behind the golem in the middle!


3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your Jump Spell to connect your troops to the central area where the Town Hall is. Unlike the GoWiPe attack, here you will wait a little more to drop your first rage spell.


4. Once you reached this step, you should already have your troops in the central compartment of the base. Now is the time to drop your first rage spell and your healing spell. If you followed all these steps, you should by the end of this step already have reached the second star of the attack! For Th10s, usually the attack stops here because the chances of 3 stars are very rare. The next step is for Th9s ONLY!

5. As a TH9, in the army compositions provided you should also have some balloons left to deploy. You will deploy these after all the air defences were destroyed. The Balloons will be deployed against the defences which are hiding far away from the central compartment and represent a danger for the 3 star attack. You need to watch the video provided at the next step to see exactly how this is done. (I chose not to include any image for this step because it is easier to understand by looking at an attack.


VIDEO:
 

I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing the need of balloons in the GoWiWi attacks and how they make the difference between a 2 star and a 3 star attack!

1. The first two balloons were deployed on the top right corner against the Wizard Tower. (Minute 01:14)

2. Another balloon is deployed against the cannon which is outside the base, on the left side. (Minute 01:21)
3. Two balloons are deployed against the two cannons which are 1 outside the base, and one inside, on the bottom side. (Minute 01:23)
4. The last balloon is deployed on the bottom-left side against the last cannon. (Minute 01:25)

Congratulations! You achieved TOTAL DAMAGE!
Note: There was no certainty that without the balloons, the attack would've still been a 3 star.


NOTE: As a th9 you should usually aim for 3 stars using this attack! As a th10, the chances of getting 3 stars are mostly impossible so your attack will stop about the time of 50-60% overall damage.


This is all the information for the GoWiWi attack! Thanks.

HOG RIDERS


Don't Forget to share with your friends/Clanmates :)




Hog Rider


In this attack strategy you will only use hog riders as main destructive force! This attack is great for pushing or for war attacks.





KEY POINT: I do not recommend using Hog Rider attacks until you have them at level 3 or above. The Hog Rider level 1 and 2 are instantaneously destroyed from a giant bomb, while level 3+ require a second hit for a total destruction. Using Hogs level 1 or 2 is too risky to lose an entire army in a single giant bomb shot.
Characterization: What might seem like a random placed troops attack, is in fact really strategical and analytical army composition - Hog Riders!





Essential things you need to know about hog rider attacks:
1. ALWAYS lure out the troops from the clan castle before you start to deploy all your army. NEVER deploy your hog riders in an attack without luring the clan castle, unless it is empty.

2. Always locate the 2x2 spots from the base. If these are only one by one, then they shouldn't represent a problem for your army. However, if these are at least 2 empty 2x2 spots in the base (possible 2 giant bombs), then you need to think the attack better for how to activate those.
Example:
In this case the opponent has 2 empty spots of 2x2 which you don't have any information about. What you can do is to get advantage of the way the hog riders attack: they head to the defensive unit closest to them. Therefore, in this example if the hogs will go on the mortar, then on the X-Bow. Well, in this case the 2 bombs (if there are any) are useless and cannot harm the hogs. The hogs, in the given example, will go on the Mortar - X-bow - air defence, getting far of the giant bombs, if there are any.

3. ONLY use healing spells for your hog riders. NEVER take rage spells because they do not stay for long enough in the same place. A healing spell well placed helps them much more than a rage could.

4. ALWAYS put your healing spell in front of the hogs, where you anticipate they will head. Hog riders will always attack the defensive unit which is closest to them, so you can use this in your advantage to place the healing spell favourable for your attack.
Example

5. NEVER deploy your Barbarian King or Archer Queen to deal with the Clan Castle UNLESS the archers which you brought with you were not enough to deal with the troops. In this case, you can also deploy a hero to help finish the Clan Castle troops.


Things to consider BEFORE attacking somebody with hogs:
1. When it is possible (case REVENGE or WAR), check the range of the clan castle to identify the spots where you can deploy hogs to drag the CC troops out of the castle. ALWAYS have at least 1 such spare spot, in case the main one is protected by a Hidden Tesla. 
Personally, I prefer to look for all the possible such spots and attack the base with at least 2 of them in my mind.
Example: 

2. Check the whole base of the opponent and always have in your mind a place where you can drag the CC troops to kill them, outside the range of any defensive unit whenever it is possible.
SUGGESTION: If you have the possibility, set this place to drag the CC troops in a way so the hog riders will also be deployed from the same spot. By doing this, you will assure the archers will be protected and you will keep cleaning the garbage buildings.


Army composition suggestions:
TH8
-32 hogs (level 4)
-36 archers / 32 archers (level 5)
-2 wall breakers / 4 wall breakers (level 4)
-3 healing spells
-5 hog riders in the CC
TOTAL: 200 troops in camps + 25 troops in CC
Note: The wall breakers are for the king to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king to the TH.


TH9
-35 hogs (level 5)
-37 archers (level 6)
-4 wall breakers (level 5)
-4 healing spells
-6 hog riders in the CC
TOTAL: 220 troops in camps + 30 troops in CC
Note: The wall breakers are for the king+queen to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king and/or the queen to the TH.


TH10
Even if I do not support hog rider attacks against TH10 bases, I will also propose an army composition for this town hall.
-37 hogs (level 5)
-39 archers (level 7)
-8 wall breakers (level 6)
-4 healing spells + 1 rage/freeze spell | 5 healing spells
-7 hog riders in the CC
TOTAL: 240 troops in camps + 35 troops in CC
Note: The wall breakers are for the king+queen to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king and/or the queen to the TH.
Note2: Inferno Tower BLOCKS the effect of the healing spell. You might want to consider that before starting an attack against a th10 with multi target inferno towers.
Note3: You might want to take a rage or freeze spell for the area with the infernos to speed up the destruction or freeze the defences.


Time to attack!
1. After you dealt with the CC troops by dragging them into a corner, you can start to deploy the hog riders. How you deploy them is based on the arrangement of the defences within the opponent's base. The hog riders NEED to be placed in the opposite side from where the defender heroes are, so that when the hogs reach the other side of the base and finish the defences, they will also deal with the heroes.
If the hogs are placed where the defender heroes are, then those heroes will chase the hog riders through the whole map, and when/if the hogs reach the other side of the base, the heroes will head back to their original spot, winning nothing from this strategy. By doing this, the defender heroes hurt the hogs but still remain a danger for the 100% attack.
In the image above, the attacker deployed the hog riders in a long line on the right side, so that they will finish the base where the Archer Queen is placed.

2. I will repeat this, healing spells HAVE to be placed in front of the army of hogs, where they will head, based on the closest defensive units.

3. ALWAYS have the plan B. It happens that the hog riders do not survive the entire enemy base. Also, we all know how naive our two heroes can be, so if you don't make a clear path for them to the Town Hall, they will just go on the side of the base and ignore the centre. This is why I take few wall breakers with me, for this situation. Having at least 4 wall breakers should allow you to go through 2 layer of walls, which should be enough at least for the Queen to attack the TH.
So by doing this, even if the attack failed and there are small chances for 3 stars, at least you will secure the second start for the attack. After the hog riders cleared the path to the TH, you can start to deploy wall breakers in packs of 2, following the heroes to be placed.

4. Your army should have around 40 archers in it. From these 40 archers, around 30 of them will be used for the CC troops. In case you are left with some archers, DO NOT place them all in the same spot, so you won't risk losing all due to a trap.


And finally.. Hoooog Riiiideeeerr!