Guides:

Trophy Pushing and Clan War Attack Strategies For Town Halls 6 and Up

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  • Apr 13, 2015 (29 months ago)

~Introduction~

 

This guide explains how you can achieve almost all 2 and 3 star war and trophy pushing attacks. More specifically, this guide covers a variety of strategies effective for playes at TH6 (Town hall 6) and above so you can gain more gems from achievements for pushing to 1250 trophies and higher leauges. The listed troops and spells for each attack are merely suggestions that have been used in champions leauge and clan wars time and time again to achieve 2 and even 3 stars, but feel free to make minor changes to the compostion of the tier1 and 2 troops as well as the smaller dark troops if you feel it may be more effective for your strategies.

 

~Taking The Path of Most Resistance~

 

Generally, when carrying out attacks you want to start your attack at the side of the base with the most resistance to your attack. This may sound strange, but if you find an unbalanced base and you attack in this way you can take out a lot of defenses while your army is still rampaging strong, making you much more likely to achieve a 2 or 3 star attack. This holds true in most cases of an unbalanced base but there is the occasional base where those better-defended areas are far enough away from the core that you don't have to bother with them.

 

~Cleaning up?~

 

Several times in this guide I refer to using a group of troops to "clean up", now this can mean 1 of 2 things, or both. It can mean assisting what's left of the main force of an attack to take out the remaining buildings for 3 stars or the town hall or some more buildings (or both) for 2 stars.

 

~The Clan Castle Lure~

 

 

Once you've taken a look in-game and familliarized yourself with the range of the clan castle (I'm not saying you have to count out tiles when attacking) you should have a pretty good idea of where the clan castle troops can be lured out from with higher hitpoint troops that go after defenses first such as hog riders or giants and lured outside with barbs or archers, if they can be lured out so that they can be bunched up outside the range of the defenses to be taken out by high damage troops such as wizards, valkaries or witches or even archers or barbarians or lured over a building inside the base if you have a lightning to not only to kill off the clan castle troops but to cause damage to a critical building such as a mortar, wizard tower or air defense.

 

~Your Own Clan Castle Troops~


Other than the Dragon and 5 golem attacks, I'm going to leave this one up to you, beacuse they are a lot of different ways to assist an attack with a full clan castle. If you think about how you can stregthen your attacks, you really can't go wrong with this, more often than not, it's of the same troop type as the main attack itself, such as golems in a gowipe, but it can be sort of a utility or support troop, such as wizards to help clean up or wallbreakers to blast your way into a base.

 

~Town Hall 6~

 

Town hall 6 is the first town hall that you can unlock healers as well as the heal spell. Your also unlock the ability to upgrade all 3 of your camps to level 6, bringing you to a total max capacity of 150 spaces at TH6. This opens up the doors for a few new and different attacking strategies.

 

~Giant-Healer~

 

This is a viable strategy that makes use of the powerful splash healing ability of healers as well as the healing ability provided by the heal spell.

 

If you manage to find a base with the air defense outside, use as  many archers and wizards needed to take it out to pretty much garentee 3 stars, but don't get to confident, you still have the majority of the attack to go.

 

Troops & Spells:

-13 giants

-3 healers

-5 wall breakers

-5 barbarians

-5 wizards

-8 archers

-1 heal

-1 lightning

 

The strategy itself:

Start by deploying your barbarians in the direction your sending your giants in to test for traps. Deploy your archers on snipable structures: buildings out of range of the defenses to make it far less likely you'll run out of time. Now you've made way for the meat of the attack, deploy your giants and a healer behind the giants. Deploy enough wall breakers to get through the first wall, then wait for the giants to take out a few defenses before you deploy the rest of your wallbreakers to get them through to the next compartment. Once they take out the air defense, deploy your other 2 healers now that they won't get shredded. Deploy the lightning whenever the cc (clan castle) troops come out (and make sure it's the WHOLE cc) and the heal over at least a few defenses ahead of the giants so they can get good use out of it.

 

As this strategy is still viable at TH7, here's how you can adapt the composition to work for TH7.

 

Adaptations for TH7:

-19 giants

-4 healers

-6 wall breakers

-5 barbarians

-6 wizards

-7 archers

-2 heal

-1 lightning

 

For this and the next adaptation, deploy 2 healers with the initial main attack instead of 1.

 

~Giant-Healer-Wizard~

 

This is a more damage heavy attack that is debatably more effective than giant-healer at TH7. This attack uses most of the same concepts as giant-healer and is generally an equally viable strategy.

 

Similarly to giant-healer, you want to allocate the neccesary wizards and archers to take out an air defens outside the base if you find a such a lucky base.

 

Troops & Spells:

-10 giants

-12 wizards

-3 healers

-5 wall breakers

-5 barbarians

-5 archers

-1 heal

-1 lightning

 

The Strategy Itself:

As this attack is similar to giant-healer, deploy your barbarians in the direction your sending your giants and wizards and deploy your archers on snipable structures. Now deploy the giants, then the wizards, a healer after that, then enough wall breakers to break into the first compartment. Once the attacking force breaks through a few defenses, throw down the rest of your wall breakers to get through to the next compartment, using your heal spell ahead of the giants over a few defenses and the lightning for the cc troops whenever they come out.

 

Adaptations for TH7:

-15 giants

-14 wizards

-4 healers

-5 wall breakers

-5 barbarians

-8 archers

-2 heal

-1 lightning

 

~Town Hall 7~

 

Town hall 7 is a huge offense boost over TH6 for several reasons. Firstly you unlock the fire-breathing rampaging dragons that happen to synergize amazingly with the rage spells that can be unlocked at this level. Not to mention the dark barracks which maxes at lv2 for TH7 unlocking minions and hogs. In addtion, you  also gain an 50 army camp spaces upon maxing out that fourth camp for TH7. Note that you never want overlapping spells  because if you spread out your spells, you can get the best use out of them.

 

~What about the barbarian King?~

 

The barbarian king is another big eddition to your offense at TH7, he is used in the main force of heavy ground attacks and if he dosen't have an obvious place, send him in with the main attack for any strategy, other than for air strategies and strategies involving mainly giants or hog riders in which case you want to send him in with your archer queen if you have one, to take out the town hall if it hasen't been taken out already in which case they can be used for clean up.

 

~Spell Timing and Placement~

 

Emphasized by the legendary Champion, Galadon, spell timing and placement is essential to any trophy pushing or war attack the second you build that spell factory (Yes, I'm aware you don't unlock jump or freeze spells at TH7 but it's more organized to have all 5 spells in 1 section).

 

Lightning: The lightning spell is the first one you unlock and already has some great uses in attacking. Firstly it can be used to dispose of a clan castle full of archers, wizards and/or witches by deploying the spell over your nicely bunched up and lured cc troops more-closely over the higher hit point troops (as long as they don't have too high HP as you would have wasted your lightning). Lightning can also be used to take out problematic defenses such as air defense, mortars and wizard towers and I have to give credit to Spencer23$ for teaching us that you can take out a wizard tower by dropping 2 lightning where the metal bars are/would be on the lv8 wizard tower and that you can take out 2 diagonal mortars with 1 lightning just off the top left edge of the lip of the right-hand mortar and 1 lighting just off the bottom right edge of the lip of the left-hand mortar.

 

Heal: The heal spell is useful primarily in attacks involving a lot of balloons or giants to keep their HP up throughout most of the attack. Due to the ability granted to inferno towers however, this spell is seldom useful in high level attacks, however it is useful rather often at THs 6-9 in attacks such as loonian and hog rider attacks. With heal, it's very important that you place it slightly ahead of your units so that they get the full use out of it when they really need it.

 

Rage: The rage spell is used primarily in heavy air attacks such as lavaloonian but is also often used in heavy ground attacks such as gowipe and gowiwi. These are the most useful spells in Clash of Clans. They can be used in a wide variety of attacks at THs 7 and above, they accelerate the units and amplify their damage immensely. The rage spell can be used strategicly by being placed where your units are going, which can be figured out by looking at the "Favorite Target" of any given unit so that as many units can get the most time out of the buffs as possible.

 

Jump: Oh you've spent a lot of gold on your level 11 walls, well if you don't mind I'll just hop over them. The jump spell is used pretty much always in heavy ground attacks that usually involve a few golems such as gowipe and govape. This spell can be placed over buildings with adjacent walls on either side to hop of 2 layers of walls with 1 jump spell! This spell can be used strategicly to create a path for your troops to hop through to the core of a base.

 

Freeze: The freeze spell is used to well... freeze multiple defenses at once within the radius of where you drop it. This is most often used in the core of a base to freeze multiple critical defenses at once such as inferno towers and x bows. Freeze can also be used to halt cc troops and heroes in their tracks to give the attacking troops time to pummel them.

 

~The Dragon Attack~

 

This is a very popular strategy at TH7 (as well as TH8) as it is known for reeking havock through out villages due to the high splash damage of dragons often resulting in 3 star attacks, whether this is the best strategy at TH7 depends on how well you use it and what kind of base you're attacking. And what I mean by that is you do not want to poke a base with this strategy that will send your dragons in a circle around the town hall.

 

Troops & Spells:

-10 dragons

-1 cc dragon

-3 lightning

 

The Strategy Itself:

As far as dealing with the clan castle goes, you don't even have to bother as the dragons have high splash damage and will take cc troops out with ease (if your really paranoid about somthing like golems our lava hounds in the cc at higher TH levels then swap 2 dragons with some wizards). Simply drop all your lightning on the highest level air defense, plop your dragons down evenly in an arc if it's a circular base and if its a square base, drop them in a strait line along one of the sides.

 

Adaptations for TH8:

-10 dragons

-1 cc dragon + 5 archers or 1 archer and 1 wizard

-3 rage

 

I'd advise switching to 3 rage at TH8 so your dragons can oblitherate even faster instead of taking out 33% of the air defense.

 

~Loonian(balloon-minion)~

 

This is not as versitile as dragons but is still a viable strategy at TH7. This strategy is useful where dragons are not.

 

Troops & Spells:

-26 balloons

-20 minions

-5 barbarians

-1 giant

-5 wizards

-2 rage

-1 heal

 

The Strategy Itself:

As with most cases, you want to deal with the cc first if possible. Here we do that by pulling them out with a giant, luring them with barbs, then surrounding them in wizards to take 'em out. Then you deploy your balloons in an arc or a line depending on the shape of the base (arc if it's a circle base, line if it's a square base) with the minions in the same formation behind the balloons. Once they make it to the outside compartments, your going to want to rage them in with 2 rage 1 for each half of your formation of loons and minions. As your loons grow weary you want to get a heal down to heal as many of them as possible.

 

For TH8:

There are no adaptations neccessary, this attack is more than viable at TH8.

 

~Town Hall 8~

 

Town hall 8 is similar to TH7 in the way of offense due to having the same army capacity and spell capacity, however you unlock pekka, valkaries and golems, opening the doors for a variety of new attacks.

 

 

~Gowipe(golem-wizard-pekka)~

 

This is a very heavy ground attack that is one of the most versitile ground attack strategies in Clash of Clans all the way through TH10. It makes good use of 2 of the 3 new troop types unlocked at TH8 to almost ignore splash damage and power into the core of any base. This attack strategy is effective even to the extent of having a decent chance of 2 staring TH9s (at TH8 that is) although this attacking strategy can often be topped by hog rider attacks, although the 2 are both exceptional strategies and hogs are usually a lot more risky.

 

Troops & Spells:

-2 golems

-2 pekka

-10 archers

-10 wall breakers

-15 wizards

-2 rage

-1 heal

 

The Strategy Itself:

Drop your archers on any snipable structures you can find and if there are not any, send them in with the main attack. Pick a corner to attack from, and find 2 defenses with a few buildings in between and drop your 2 golems near those defenses. Throw down a line of wizards in an arc around the corner you stuck your golems to, send in 5 wall breakers to ensure you'll get through the first wall (and that could possibly get you through a second), send in your main attack, being your barbarian king and your pekka with a rage ahead of them as well as a heal in roughly the same spot, wait for them to get through a few structures before you drop the rest of your wall breakers and once they get farther into the base, buff them with your second rage spell.

 

This attack strategy can be altered by replacing your wizards with valkaries to create the Govape(golem-valkarie-pekka) strategy

 

Adaptations for THs 9 & 10:

TH9:

-2 golems

-3 pekka

-9 archers

-19 wizards

-2 rage

-2 jump

TH10:

-3 golems

-3 pekka

-11 archers

-10 wizards

-2 witches

-2 rage

-2 jump

-1 freeze

 

~Hog Rider Attack~

 

Warning: This attack is very risky and takes practice and can only be done against certain bases. The hog rider attack or all hogs can be used only against bases with no spaces capable of holding 2 big bombs side-by-side unless you get relatively lucky and/or have maxed troops for TH8 (agianst a TH8) or you use what is called Surgical Hogs, which is where you ease small groups of 3 or 4 hogs onto individual defenses, similar to Surgical Loons, where you ease small groups of 2 or 3 loons onto individual defenses. This attack can be tricky to pull off so before you go using it in clan wars I would suggest praticing it a few times first.

 

Troops & Spells:

-2 giants

-6 wizards

-4 archers

-5 barbarians

-31 hogs

-3 heal

 

The Attack Itself:

You want to start by easing the 2 giants 1 after another to lure the clan castle then use your archers and barbs to lure them outside the range of the defenses before you surrond them with wizards, now... technically you could just send the hogs in right away and use a lightning to deal with the cc troops once they come out by then we'd be down 33% of our healing power, which is absolutely vital to this style of attack. After taking out the cc, deploy you hogs in 2 consecutive lines one near a different defense than the other so that you get 2 big groups of hogs rampaging through the base and you want each heal over as many defenses as possible, placed where it will heal as many hogs as possible. Send your barb king in to help the remaining hogs clean up.

 

Adaptations for TH9:

-2 giants

-6 wizards

-4 archers

-5 barbarians

-35 hogs

-3 heal

 

Now this attack can be used at TH7, but it's even more risky when your limited to base level hogs or 1 above that, but I'm sure it'd be good fun either way. And the reason I really would almost never (if not never) use this attack at TH10 is beacuse the streams that are projected from inferno towers stop the heal spell, it does not work on troops being melted by an inferno making hogs far less than viable at TH10.

 

~Town Hall 9~

 

This town hall is the dawn of a plethora of new possibilites, including the use of jump spells instead of wall breakers, making way for more other troops as well as the lava hould, the utilimate clan castle troop on defense and one great for offense in lavaloonian and hybrid attacks as well. Not to forget the archer queen, the 2nd half of your base-destroying pair of royal heroes.

 

 

~Lavaloonian(lavahound-balloon-minion)~

 

Yes, the almighty destruction, the most feared attack of the skies, the holy grail of air attacks, the lavaloonian. This takes advantage of the outstanding tanking power of the lava hounds, adding it to the standard loonian for one of the 2 strongest attacks at TH9 and TH10 (the other being gowipe), not including the more skill-intensive 5 golems and the dreaded hybrid attack, across the board from 0 trophies all the way to champions leauge.

 

Troops & Spells:

-3 lava hounds

-22 balloons

(4 hounds & 16 loons is fine as well, you could even have up to as much as seven hounds if you're really good)

-20 minions

-3 rage

-1 lightning

 

The Attack Itself:

Start by dropping each lava hound on a seperate defense, followed up by an arc or line of balloons (arc if it's a circle base, line if it's a square base) and your minions in the same formation. Once the loons make it to the outer compartments, use your first 2 rage for them to rage as many loons as possible. Once the cc troops show their faces, deploy your lightning on them. Follow up your 2 rage with a 3rd one in between. And if it's looking like a 2 star, deploy your heroes after your air troops are taken down so that your heroes can take the town hall if your air troops did not already secure 2 stars. And if it's looking like a 3 star, if your loons make it far past the TH destroying several defenses, deploy them so they target the TH if it still stands and deploy them together at one end of the remaining structures if not.

 

Adaptations For TH10:

-3 lava hounds

-22 balloons

(4 hounds & 16 loons is fine as well)

-20 minions

-3 rage

-1 lightning

-1 freeze (use it on mutiple infernos and or xbows if you can or the queen and 1 or more other important sturctures (wizard towers, infernos, xbows or teslas)

 

~Gowiwi~

 

 

This attack is generally not quite as effective as most other attacks commonly used at THs 9 and 10 so I'm not going to go too in-depth, but it's almost like a Gowipe, but with witches instead of pekkas, I would use the same spells listed above for Gowipe as well, but it is a fun attack and it can be effective, it's just generally not as versitile in champions leauge and in high level clan wars.

 

~Town Hall 10~

 

The final stretch of Clash of Clans is certainly the most interesting with the addition of the freeze spell as well as a third xbow and 2 inferno towers on defense. Not to mention the possiblity for super heroes depending on which clans you get paired with in war and/or how high you go in champions leauge.

 

~5 golems~

 

This attack is a massively heavy ground attack as given by the name. It is used a lot up in champions leauge and in high level clan wars as it is one of the most viable attakcs for 2 stars if not 3 at TH10.

 

Troops & Spells:

-4 golems

-1 cc golem, 1 cc wizard and 1 cc archer/barb (take a pekka, a wizard, and a wall breaker out, and add in arch in if you have to make 5 golems yourself and use wizards in the cc in that case)

-2 pekka

-14 wizards

-6 wall breakers

-2 jump

-2 rage

-1 lightning

 

The Attack Itself:

Deploy your golems and your cc right of the bat, followed by your wall breakers to break them in, followed by your other troops including the heroes and once you find a good spot ahead of the troops, drop a rage that will buff as many troops as possible for as long as possible and a rage not overlapping afterwords, in addition to your 2 jump to get the troops into the town hall enclosure. Also use the lightning for the clan castle troops when they come out.

 

Due to have 20 less camp spaces at TH9, this attack is likely not that viable at that level (If you do try it though, detail it in the comments, it would be interesting to see).

 

~The Hybrid Attack~

 

This attack is mainly for very expirenced players as it takes a considerable amount of skill to pull of, but when it is executed properly it has a good chance at earning 3 stars. It uses some ground troops somewhat in the style of a gowipe in attempts to take out some key objectives before sending in the main attack of air troops.

 

Troops & Spells:

-2 golems

-4 wizards

-3 archers

-3 wall breakers

-2 lava hounds

-19 balloons

-1 lightning

-1 heal

-1 rage

-1 jump

-1 freeze

 

The Attack Itself:

Start by sending in your golems with some wall breakers followed by the few wizards you take with you to clear surrounding structures to keep the main ground attack on the right path to a corner compartment holding a path towards 2 air defense in attempts to take them out. And once you have the first compartment open, send in your heroes and your clan castle, use the archers to take out snipable structures if any. This first wave is meant to take out not only 2 of the 4 air defense, but to lure out the clan castle and take them out using lightning with the bonus goal of taking out 1 of the inferno towers and 1 or more xbows. Refer to "Spell Timing and Placement" so you can make good use of the other 4 spells. In the second wave of the attack, start by sending your lava hounds followed by small groups of balloons to take out those remaining defenses that can attack air troops and the lava pups will do the clean up if all goes well.

 

Due to the composition of this attacking strategy, It would likely be unwise to attempt this at TH9 expecting 3 stars, espically against a TH10 (but it would certainly be interesting to see, at TH9 v. TH9 anyway).

 

I hope this helps and if there's anything you want me to add or if you have any suggestions let me know.

 

 

 

 

 

 

 

 

 

 

 

 

    Posted 25 months ago

    Dillie09

    lvl 2: Hog "Rider"
    67
    here
    26/08/15

    Great guide, very detailed.

    Posted 27 months ago

    NewLekz

    lvl 1: Loincloth
    15
    21/06/15

    Posted 27 months ago

    NostalgiaGamer

    lvl 4: Noobsauce Bob
    586
    here
    12/06/15

    The adaptations for TH9 for the hog rider attack should say 4 heal or 3 heal 1 rage if your using the giants and wizards to take out cc troops, if not 3 rage 1 lightning works great as well, in which case you have more room for hogs and or clean up troops.

    Posted 28 months ago

    NostalgiaGamer

    lvl 4: Noobsauce Bob
    586
    here
    10/05/15

    Thanks, it did take a while because I put a lot of deatial into it. Now, I'm going to have to disagree on the too long part because this guide covers trophy and clan war strategies from THs 6+ hence the title, and thats a broad topic, so to make it comprehensive and well-written it has to be somewhat lenghy which is not comprimized by being too lazy to read it. But thankyou for the feed back anyway, just put some thought into it.

    Posted 28 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    10/05/15

    You put amazing effort into this; however 4/5 stars because it was way too long. btw I didn't read it but it seemed good.