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The Haste Spell has become quite popular recently. It’s function is quite simple, it increases the movement speed of your Troops. In this post I want to show you when to use it, what it’s good for and compare it to the Rage Spell.

How the Haste Spell Works

The Haste Spell has one real benefit – making Troops go faster. Typically, that’s what you have the Rage Spell for, right? The Rage Spell primary makes your Troops deal more damage and also hit faster.

The Haste Spell only makes them move faster, but it does this significantly better than the Rage Spell. A Level 1 Haste Spell speeds up your Troops the same amount as a maxed Rage Spell.  In the end, a maxed Haste Spell increases movement speed twice as much as a Rage Spell:
Before you jump ship completely from using the Rage Spells, I have some good reasons to still use them in the next chapter of this post. Here are some key differences:
  • The Rage Spell has a bigger radius than the Haste Spell
  • The Haste Spell makes your Troops move much faster than the Rage Spell does (compared same Level)
  • The Haste Spell has only half the Housing Space, but doesn’t give extra damage boost
Sounds like a good balance.

Haste Spell Deployment Tip

If you watch very carefully, you’ll recognize that the Haste Spell effect is not only happening within the Haste Spell radius. It will speed up a unit and this boost will last for a short time. Look a this picture:
One of the Balloons touched the area of the Haste Spell and you can see how far the effect pushed it. Maybe 1 additional second of boost after leaving the radius.

What you should take from this is that you don’t need to place the Haste Spells directly next to each other. The effect will last long enough to allow the Balloons to enter the next Haste Spell that is located a short distance away. This will give your troops a larger area of effect.

What to use the Haste Spell for

Now that we have taken a look at how the Haste Spell works, let us clarify the situations for which it is perfect suited. You want to use it to make very slow Troops go faster, but you don’t need them to deal extra damage. Here are the situations use Haste Spells.

Make Balloons faster (also against Air Sweeper)

Balloons are very powerful right now, but their biggest weakness is they are very slow. The time on the clock and the Air Sweepers are the worst enemies of Balloons, so they perfectly fit the Haste Spell. Their damage is already very high and they overkill defenses most of the time when they are grouped up, so no need for Rage effect.

The Haste Spell is perfect to be use with Balloons because:
  1. Extra speed, which is their biggest weakness
  2. Balloons deal a massive amount of damage when grouped (which always happens because they focus on Defenses), so the extra damage from the Rage Spell is not necessary
The last point is a very important. Balloons take out buildings very fast, without having to use all of their shots, when they group up to a pack of 5-6.

Use the Haste Spell with Dragons

I personally won’t use the Haste Spell with Dragons for a simple reason. Dragons don’t group up like Balloons because they don’t attack Defenses first. You simply don’t use a large number of Dragons in one attack. You want them to fully use the radius.

My recommendation is to continue using the Rage Spell with mass Dragon attacks.

Conclusion

To be honest, the Haste Spell works the best along with Balloons and right now is the perfect time to use it – even if you only have it at a very low level.
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Ever since the December 2015 Clash update, many attack combinations have been changed and improved with the extra Dark Spell donation at CC level 4. The greatest improvement in my opinion is the 4 Earthquake Spell combos. In the early stages of earthquake destruction, attacks would suffer greatly when the amount of regular spells carried along decreased by 2. That is no longer the case. Now with the update, earthquake has become a prominent contender for being one of the best spell usage in ground attacks. Here are some tips on how to use and improve your EQ-attack strategies.

How to use the Earthquake Spell (The Basics):

The most useful way is in a set of 4 EQ spells. This serves a good use for destroying walls of ANY level. The spells work best all being placed on the same or close to the same spot. Other tactics such as the “2 lighting and 1 EQ” work great for taking out one air defense.

Why Earthquake over Jump Spell?

Recently, I have heard a lot of commotion in the clash community about whether EQ is better than the Jump Spell. The best answer I have is that they both offer different pros and cons. The one reason I would recommend EQ over Jump is because of its easy for use fashion. There is no need to plan your attack perfectly around a time constrained Jump Spell.

When is Earthquake a good idea?

The biggest problem that has been seen with EQ usage is when it’s utilised for the wrong kind of base. Something you should be looking for is a compact base, and the higher level the walls, the better. Look for a base that when the spells are used, 4 or more compartments of the base are opened.


This attack demonstrates a 5 compartment opening. This is great for any GoWiWi or GoWiPe combo going against high-level TH 9s and 10s.

Conclusion:

Making the proper use of the Earthquake Spell combo may be tricky, and maybe not the best at all times. But for a GoWiWi or GoWiPe enthusiast or trainee, I strongly recommend you attempt to learn the art of Earthquake madness!

This is a guest post from Maximus, who contributed his thoughts on the Earthquake Spell with all positive and negative aspects. You can also submit your guide or article here (here is the form to do that)
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The second Spell of the Dark Spell Factory is the Earthquake Spell. In this post I want to show you how it can best be used and how it works. Some people claim the Earthquake Spell is only for people who aren’t able to use a Jump Spell, but it has a lot more to offer!

How the Earthquake Spell works

The Earthquake Spell works on buildings (except Storages of course) and takes away, depending on the Level, 14% to 25% of the remaining (NOT original) Hitpoints.

This means the effective damage caused decreases more and more when the building loses Hitpoints and when the Earthquake Spell was used to damage this specific building before. For this reason it’s perfect to use against buildings that have less than 25% of their full Hitpoints left.

A very effective method is using 2 Lightning Spells on an Air Defense and then completely destroy it with an Earthquake Spell (instead of using a 3rd Lightning Spell considering the Earthquake Spell only takes 1 Housing Space).


Also, the Earthquake Spell does 4 times the damage on Walls and it will destroy buildings if they’re near to destruction.

Earthquake Spell vs. Jump Spell

The Earthquake Spell and the Jump Spell aren’t competing against each other – it always depends on which base you will attack.

Compact Villages like this require Earthquake Spells:


Wide spread Bases require Jump Spells (as you can have 2 of them instead of the 4 Earthquake Spells):

Deployment of the Earthquake Spell

When I first read that the Earthquake Spell damage will be calculated on the remaining Hitpoints of a structure I wondered if it makes a difference to drop all of them directly together and they get affected to a higher Hitpoints Base taking away more Hitpoints.

In theory, this has to be the case, but hard to tell if it works that way in the game. Long story short, I invested some trophies to check this out myself. :)

Here’s the result of dropping 2 Earthquake Spells one by one (the second one was dropped after the first stopped shaking):


Here I dropped them almost together at the very same moment:


You can see it makes absolutely no difference whatsoever. My guess is that the final Hitpoints are calculated at the very moment the Spell is dropped and everything you see is just animation.

What to use the Earthquake Spell for?

What do you need an Earthquake Spell for when you have a Lightning Spell? Well, the Earthquake Spell:
  • deals more damage on higher Hitpoint buildings because it uses percentages.
  • it needs only half the Housing Space.
  • it deals equal damage within the area unlike the Lightning Spell.
  • it’s very effective against Walls.
Here’s what you can use the Earthquake Spell for.

Destroy Walls with the Earthquake Spell

This is the most obvious use of the Earthquake Spell. You need 4 Earthquake Spells of any level to destroy any level of Wall you want (Yes, 4, Level 1 Earthquake Spells can destroy Level 11 Walls!).

The nice thing is that you can open a big part of the base, especially when the defender has a 6×6 tile compartment in a central position like this:


If you see a layout of Walls like this, you can even destroy both layers at once with the Earthquake Spells:

Destroy Air Defenses

The Earthquake Spell is able to take out a maxed Air Defense together with 2 Lightning Spells.

Never use more than 1 Earthquake Spell on the same building! The damage decreases each time! If you dropped 7 Earthquake Spells on an Air Defense, this would be the result:


So, if you’re looking to destroy a specific defense, always combine it with Lightning Spells.

When you use it, don’t place the Earthquake Spell in the middle of the Air Defense. You should take a look around which other buildings and Walls you can damage:

Core Support

A common thing to do is dropping a single Earthquake Spell on the core with the Town Hall and other high Hitpoint buildings – setups like this:

You will take away 25% of the Hitpoints of all of these buildings, which can be a lot. This can easily add up to a couple thousand Hitpoints that your troops won’t need to destroy later during your attack.

Destroy a Town Hall with Spells (Lightning Spells and Earthquake Spells) is not possible

I know some of you have been doing the math for quite a while now in order to find out if there’s a combination to destroy a Town Hall only with Spells. Long story short, it’s not possible. Here is my math on this:

On a Town Hall 10 (5,500 Hitpoints) with Level 4 Earthquake Spells (25% of remaining Hitpoints) and Level 6 Lightning Spells (450 damage):
  • Earthquake Spell takes 1,375 Hitpoints, 4,125 left.
  • – 11. takes fewer Hitpoints (not calculatable because the damage decrease is not know exactly)
In the end, the Town Hall was still standing in quite a good condition (about 30%).

You think smaller Town Halls make it better? Not really because the Earthquake Spell does less damage (percentage). To be honest, this would be very stupid if it was possible – imagine Supercell removes the possibility that Storages can get zapped, but adds the feature that Town Halls could… :)

You can, however, destroy a Town Hall with less than 25% Hitpoints with a single Earthquake Spell. That happened to me quite a few times lately, so I always have an Earthquake Spell in my Clan Castle that I drop in the core on the Town Hall before my troops get there. 
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I’ve written a lot about Spells – how they work, when they work best, when you should use them, how to combine Spells and where to drop them. I was sure I wouldn’t need to write another guide about Spells unless there was a big change or a new Spell. So why am I writing this guide?

Recently, I came up with the idea for this guide when I tried to figure out the exact range of a Spell while scouting a war base. I found out that it can be difficult to drop a spell perfectly, so I thought a guide on the range of Spells could be useful. The main purpose is to find out if you can use a Spell on more than one thing.

Spell Ranges

Spells can be very effective if used correctly – but some are even more effective if you can double their power:
  • Use a Jump Spell on multiple layers of Walls
  • Break open a big part of a base with Earthquake Spells
  • Freeze 2 Inferno Towers instead of one
These 3 Spells will be the focus of this guide, and I will show you how you can see exactly if your Spell will be able to be extra effective or not.

I hear a lot that people are not sure if they just dropped their Spell wrong (let’s face it, the displays are small and fingers aren’t surgical tools) or if they tried something that’s not possible.

Freeze Spell Power

The Freeze Spell has a radius of 3.5 tiles (means it can freeze defenses 7 tiles in a row). When you plan your Freeze Spell you should keep that in mind, especially if the base you’re attacking has the Inferno Towers directly next to the Town Hall:


This means you can freeze both of them at the same time. This will only work when all sides of the Inferno Tower are touching the Town Hall completely!

Jump Spell

The Jump Spell has a radius of 3.5 tiles, which means you’re able to go over two layers of Walls when there are max 6 tiles in between.


I also heard that it’s possible to do it with 6 tiles in between, but then you have to place it on the very pixel which makes it too complicated to be sure to make it – the risk is too high to ruin your attack because you can’t be that accurate all the time.

Earthquake Spell

The Earthquake Spell has a radius of 4 tiles so that you can destroy 8 tiles in total.


You can see that from the point where I dropped – but be careful and keep in mind that the 8 tiles in a row only work in a straight line where you place it. The next lines get less and less.

Also, you can just totally destroy a compartment that we often see in Clash of Clans – the 2×2 regular buildings compartment:


But be careful and drop the spell right in the center.

I also recommend dropping all spells directly one after the other – this lowers the risk that you offset one of the Earthquake Spells a little bit.

Jump Spell vs Earthquake Spell

The Jump Spell and the Earthquake Spell have different ranges and the battle in the community still goes on which one is better.

The Jump Spell needs less housing space, but is only temporary.

Most argue that the Earthquake Spell does not only offer a permanent effect on walls (it destroys them instead of making troops jump over it), it also offers a larger range and is, therefore, the better solution.

Ok, it’s true that the Earthquake Spell has the larger range with 4 tiles being larger than the 3.5 tiles of the Jump Spell – but here’s the thing, both spells offer the exact same effect in reality!

No, it’s not witchcraft. It’s actually math (some might call that the same 😉 )

I’m going to prove to you that it doesn’t matter if you use an Earthquake Spell or a Jump Spell when it comes to the area of effect during your attack.

I have built a scenario with 3 common setups. These are the most common of their kind you can take down with the EQ and the JS:


Now, take a look at the same compartments and what the Jump Spell can do:


That’s the same compartment sizes, but the Jump Spell has 1 tile less diameter than the Earthquake Spell.

Again, the Jump Spell can affect a wall when it’s only touching it and the Earthquake Spell can take it down by only touching it.

The solution is classic geometry.

You might remember the school lesson that a square tile has a different diameter than it’s sides – well, let me just show you the result:


On the left-hand side, you see the Earthquake Spell and the right-hand side is the Jump Spell.

You can see that they are touching the same amount of tiles, vertically and diagonally, despite their different ranges.

That’s the reason.

With 4 and 4.5 tiles radius, this wouldn’t be the same so it’s simply a coincidence (but I’m not sure if that wasn’t intended by Supercell).

So, bottom line it doesn’t make a difference in range which one you use.

Either use the Jump Spell for a temporary effect and save housing space (or bring a second Jump Spell) or use the Earthquake Spell to deal additional damage against buildings.

CAUTION! This is what you can do, but you have to be very accurate when placing the spell!

Conclusion

I hope this helps you to plan your Clan War attacks a little more precisely. The point about the Inferno Towers and the Freeze Spell gave me headaches for quite some time until I learned about the layout.
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The Healing Spell is used by almost all players from when it is first available through Town Hall 11. This dedicated guide will show you how you can use the Healing Spell and what you should always keep in mind.

What the Healing Spell is Used For

Well, the name already tells you that this spell is used for restoring health within an attack in Clash of Clans.

The Healing Spell is the only spell with supportive effect that will stack. There is a myth that spells don’t stack in general, but the Healing Spell does stack on your troops!

Troops that love the Healing Spell

In general, all the troops that group up in bigger packs and have medium to high hitpoints are perfect to use along with the Healing Spell. Specifically, that’s:
  • Giants
  • Balloons (not so well but that has other reasons)
  • Miners
  • Hog Riders
  • Valkyries
  • Bowlers
The Balloons actually perform better with a Rage Spell than a Healing Spell. I wanted to have them on the list above because based on the definition they are also working with it.

I think it’s very obvious why the Healing Spell is wasted on Barbarians and Archers, but maybe you ask why I don’t name Dragons or P.E.K.K.A. If you compare their total health with the amount of healing the Healing Spell provides you will see that this is only a limited percentage. Those two kinds of troops (three if you also consider the Lava Hound) are getting massive damage because they are normally attacked from a lot of buildings at once and the Healing Spell has it’s biggest benefit in healing groups. Let’s make a short example with actual numbers…

The Healing Spell Level 6 provides 1.600 health, and a Dragon Level 4 has 2.500 hit points. Let’s say you manage to have a pack of 4 Dragons together in the range of the Healing Spell, which is quite optimistic if you look how fast they spread out.

This would mean in the perfect situation that you will give them altogether 6.400 additional health. The max healing would be 64% of the Dragon, but if you watch you see how fast they die when they are under heavy fire. If we now take a group of 20 Hog Riders we see that the additional healing would be 32.000 hit points.

You see the difference here and the Healing Spell is the most powerful when you can use it on groups of troops. The best groups of troops are made by troops that target Defenses first because they don’t split up into lots of smaller groups very quickly.

Normally you see Giants, Hog Riders, Bowlers, Valkyries split up in not more than two groups, so you can keep them alive with Healing Spells easily. This is the reason I don’t recommend the Healing Spell for Dragons, etc.

Placing the Healing Spell Correctly

There are two things you can do wrong here and completely blow it up.

One is the place where you use it and the other is the timing when you use it.

You can either give your troops a second or third life or just waste two housing space in your spell factory. Here are some things you will need to keep in mind.

1) Look into the future

I always see people deploying their Healing Spell right on their troops, even Town Hall 11 players at 4000 trophies. I understand that it seems to be a good idea, but it’s also a huge waste.

The Healing Spell is active 12 seconds, and the Healing effect is the same all the time. Some think it gets less because the visuals become less strong when the spell is about to end.

In 12 seconds, troops move over a big part of the base, so always deploy the spell ahead of them!


If you don’t do that and your troops leave the area before the spell is over, you simply wasted healing, which makes the spell less effective than it could be.

2) First Aid Healing

Many troops that work great along a Healing Spell have a nemesis called Giant Bombs or Bomb Tower (the damage that is dealt when it goes down).

This damage won’t kill them, but take away so many of their hitpoints that they are under a big threat of dying soon – especially when there is a lot of damage around them.

Dropping a preventive Healing Spell will help in these cases. However, it only helps if you do it fast enough.

In the case of a Bomb Tower, it’s preventive. Simply drop the Healing Spell right on the Tower when your troops reach the area.


Giant Bombs, or even worst double Giant Bombs, are more tricky. The trigger time is 1 second, that’s the time you have to get your Healing Spell deployed.

3) Healing through the Inferno Tower

When the Inferno Tower was introduced, the Healing Spell was not used anymore at Town Hall 10+. That’s very interesting, because nothing has changed in the stats of the Healing Spell ever since that happened, but today you still see TH11 attacks with a Healing Spell.

The reason is that you need to combine the Healing Spell either with a Rage Spell (in case of Valkyries, Bowlers) or a Freeze Spell.

The additional hitpoints are still needed and welcome. A lot of defensive power was introduced since the Inferno Tower was released, but the max housing space for our army is still the same.

Simply don’t drop the Healing Spell next to a Multi-Mode Inferno Tower – either heal your troops up before they encounter it or use it along with another spell to get the Inferno Tower destroyed as fast as possible.

The only situation when you can heal through the Inferno Tower is when it is on Single-Mode or you have more than 20 units attacking in that area.

Conclusion

To be honest, I was doing a few Healing Spell attacks when I was refactoring this guide with my Town Hall 11 account, and I really liked the results.


I had a bad feeling at the beginning because I haven’t used this spell for almost two years now, but the results in the end game are quite good.

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All Clashmas Presents from the big Christmas 2016 Event in Clash of Clans are available – Santa’s Strike, the Freeze Trap and the Ice Wizard. They all will be available until January 5th, 2017 and although they are only available for a limited time I felt like putting up some strategy how to use them best would suit here.

Best Strategy for Santa’s Surprise

Santa’s Surprise is a spell that deals 900 damage, which is almost double what a maxed Lightning Spell can do. It also has somehow a similar behaviour to the Lightning Spell and does it’s damage in  more or less random places around the spot where you deploy it.

There’s a nice gimmick that will leave behind some presents that will give the defender some extra Elixir, but bottom line this spell is nothing more than a fun thing to use.

The damage is so infrequent and impossible to foresee, that there is no real solid tactic that makes it useable during regular raids or Clan War attacks.

Conclusion to Santa’s Surprise: Just a nice thing to play around in Friendly Challenges, but keep it out of your queue for regular attacks.

How to defend with the Freeze Trap

The Freeze Trap is a nice addition and I love having it in my base – and hate attacking into this trap. It’s not suddenly freezing troops when they enter the radius, but the Freeze Spell that is dropped can freeze quite a big part of an army and make an attack fail.

I would love to keep this one or at least see something like a “spell trap” in the future – maybe where you can set a mode and switch different spells in, like the Freeze Spell, a Poison Spell, a Skeleton Spell etc.


Back to tactics. I have seen the best results to have it closer to the core of your base where it has a better chance to freeze a big part of troops for 5 seconds.

Conclusion to the Freeze Trap: It’s a nice trap and I hope to see something similar in the future being implented in the game. There’s always been rumors about a trap that will slow down enemies and I always liked the idea. Seing it now for a real hands-on just hardened my opinion that Supercell should use this idea in the future!

Best Ice Wizard Strategies

The Ice Wizard is basically a regular Wizard that goes after defenses and can not only deal massive damage but also make them attack slower.


This mechanic will end up that your Ice Wizard will, due to their movement speed, overtake your tanks (Golems, Giants) after some time and die in the first line of fire.

But that doesn’t mean that they are useless! I think Supercell designed them that way to not have a troop that is too much overpowered.

I switched 3 of them in within my current raids and saw some nice results – you can’t switch them in for all your Wizards because you can’t build a good funnel with them (as they will only target defenses).

Conclusion to the Ice Wizard: I think we might see something like this in the future – it takes a lot of effort for graphics and AI to implement and just having it for 7 days seems a little less for this. maybe Supercell wants to try it out first and used this event for it.

If this will become a new troop in Clash of Clans, I hope they will adjust some small things like movement speed to make it really useful.

Conclusion

I know that many here are disappointed and hoped for something else inside the Clashmas Presents. To be honest I liked this event and it was huge with, not only with the Hog Rider events and the time-limited troop, spell and trap but also with the Gem Boosts.

Hopefully, Supercell will make events like this frequently in 2017 and the future as it keeps the game more active.

For those of you who would like to see more stuff, I want you to remind that Anoushka already implied on December 10th that there will be another update following in January 2017.
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Although we have discussed a lot about Spells in Clash of Clans but I have been receiving some questions from new Town Hall 8 and 9 players lately about the spell radius and when they should be used. Today, I am going to show you the exact range of 3 spells in Clash of Clans: Freeze, Earthquake and Jump Spell (obviously most players don’t care about the radius of the others). By knowing exactly the radius of them, you can easily find out there you should drop your spells in the battle to create the sweet funnel,…

Spell Radius and Tips

Why I should remember the spell radius?


  • To access into multiple compartments.
  • To Freeze multiple key defensive buildings at the same time.

Freeze Spell

In Clash of Clans, because the Freeze Spell has a radius of 3.5 tiles, you can freeze all defensive buildings 7 tiles in a row. This is extremely important and you should keep this in your mind all the time. I have seen couples of raids when attackers could freeze both Inferno Tower but they just didn’t.

Jump Spell

Like Freeze Spell, Jump Spell has a radius of 3.5 tiles. Keep this in your mind and you can jump into multiple layouts at a time, as long as they are max 5 tiles in between (or 7 tiles in total). As you can see in the screenshot below, you can easily bypass the center compartment by dropping the Jump Spell at the very center of it.

Earhtquake Spell has a radius of 4 tiles. That means you can destroy 8 tiles in total. Always keep in mind this “8 tiles” because you will use it a lot while playing:

I know this is very basic but I hope it can somehow help you in Clan Wars!

Do you have any tip for using these spells? Please comment guys and help us improve tec-clashzz! You rock!

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Okay guys, today I am going to give you a quick guide on choosing the right spells for your Clash of Clans army.

How to choose the right spells for your Army

As we all know, most attacks we use from late Town Hall 8 to Town Hall 11 have 2-stage attack plans. For example, Killsquad -> Hog or Lava Hound -> Balloon.
And, I have seen tons of attacks failing because of the wrong spell selection/usage. I am pretty sure that lots of you guys probably were thinking about this one but just didn’t say out loud.
I usually see Kill Squads with 160+ troop housing spaces and about 2 spells devoted to them, or 20+ backend Hog Riders with no more than 1 spell devoted to them. These attacks often end with no more than 2 stars.

First, when build your army composition, think about the objectives and the size of it. Is there any defensive Bowler? Is there any Tesla farm hitting your Balloons? Account all of those specific scenarios and bring the right spells. Sometimes, using the wrong spell on the important subset of your attack is a very terrible mistake.

Below, I am going to show you some specific examples I usually see. Just look at them as the pure examples, no more. I just want to show you some examples I personally use to choose the right spells for my army composition.

Town Hall 9

When using GoVaHo, I usually can’t decide on spells, truly. But this is my logic that goes into choosing the right spells for the army.

At first, I start with Hog Rider.


  1. If I use less than 10 Hogs, no Healing spell needed.
  2. If I use 10-14 Hogs, I will go with 1 Healing Spell.
  3. If I use 15-22 Hogs, I will go with 2 Healing Spells.

Then, I look at the Kill Squad and see what they really need to get the job done. If the Kill Squad job is to trigger the the Double Giant Bomb and kill the Clan troops (the most common objective), I usually give them 1 Healing Spell and 1 Jump Spell. If they are not going to trigger the Double Giant Bomb but have to take down the Town Hall, Clan Castle, Air Defenses and a X-Bow, I may bring the Rage spell to help them take out those high HP buildings faster.

Once I have the basic blueprint, I will reevaluate the whole strategy. Maybe I need 3 spells for the Kill Squad, but I have 19 Hog Riders for the backend stage. I should beef up the Kill Squad by using 3 Valkyries instead of 5 Hog Riders. Etc.

So, I will have 2 army compositions:


  • 1 Golem + 14 Valkyries + 6 Wizards + 15 Hog Riders + 1 Archer + Jump/Healing Spell for the Kill Squad + 2 Healing Spells for Hogs/
  • 1 Golem + 17 Valkyries + 4 Wizards + 6 Witches + 10 Hog Riders + Jump/Healing/Rage Spell for Kill Squad + 1 Healing Spell for Hog Rider.

Town Hall 10


My goal is to take out the Clan troops, 2 Wizard Towers and the Inferno Tower, in order to make my Miner strategy much more effective. First, I would like to start with my Kill Squad:

Golem + 5 Wizards + Baby Dragon + 8 Bowlers + 4 Wizards

I leave rooms for Miners and 7 more in the Clan Castle. And this is my personal Miner Scale:


  • <10 Miners = 0 Spells
  • 11-15 Miners = 1 Spell
  • 16-23 Miners = 2 Spells
  • 24-31 Miners = 3 Spells
  • 32-39 Miners = 4 Spells
  • 40-48 Miners = 5 Spells

So because of the Kill Squad, I will go with 31 Miners. I would want to spend 3 Healing Spells for the Miners. But can the Kill Squad get the job done with only 2 spells? Now let’s make some adjustments for our original plan.

2 Golems + 7 Wizards + Baby Dragon + 9 Bowlers + Wall Breakers

That leaves room for 23 Miners in total including Clan troops and 2 Healing spells to devote to them. Now I will compare the plans to see which one would be more effective.

2 Golems + 7 Wizards + Baby Dragon + 8 Bowlers + 4 Wall Breakers + 23 Miners + Rage/Jump/Freeze for Kill Squad + 2 Heals for Miners. Goal: Kill Squad takes out both Inferno Towers.

1 Golem + 6 Wizards + Baby Dragon + 8 Bowlers + 4 Wall Breakers + 31 Miners + Rage/Jump for the Kill Squad + 3 Healers for Miners. Goal: Kill Squad takes out Inferno Tower.

Conclusion

Okay guys hopefully you have found this small guide helpful. Don’t hesitate to comment If you need any help!

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GoVaHo (Golems, Valkyries and Hog Rider) has become a very solid attacking composition after the March 2016 Update that buffed the Valkyries. It can be used at Town Hall 9 and is there very effective and also now on Town Hall 10. It’s a fast and very easy to learn attacking strategy that can 3 Star many different Town Hall 10 bases – even without scouting that much, so you can also use it in regular multiplayer battles.

How GoVaHo works

This strategy is a real fast attacking strategy and it overruns bases. The Golems open the base, the Valkyries destroy the core and the Hog Rider will clean up the rest – when I sum it up fast.

Especially at Town Hall 10, you’re not able to do Hog Rider attacks that effectively, because the Inferno Tower will prevent any healing on your Hog Rider. Using GoHo does work, but needs a lot of in-depth scouting which makes it a solid Clan War attack but not that useful in regular multiplayer attacks. That’s where GoVaHo comes up, because you can overrun the core and the Inferno Tower with the Valkyries and after that your Hogs are good to go.

Which Town Halls Levels does GoVaHo work?

Town Hall 9 & Town Hall 10

Main Purpose Of This Attacking Strategy

Regular Attacks for Trophy Pushing, Clan War and even Farming (Elixir or Gold)

Pros of GoVaHo:

+ A quite simple and good working strategy with a high 3 Star success rate

+ No need for long scouting

Cons of GoVaHo:

– Extremely Expensive in Dark Elixir and long training time (because you train most troops in the 2 Dark Barracks)

GoVaHo Step by Step

I will give more detailed instructions for TH9 & TH10 later in this post.  Before we get to that, I want to explain the basic mechanics of GoVaHo attacking.

If I break it down to the very basics, this attacking strategy has 3 Steps:

  1. Open the outside layer with Golem & Wall Breaker and create the funnel to the inside
  2. Bring your Valkyries into the core and then make them wipe it out in seconds with Rage & Jump Spell
  3. Deploy the Hog Rider that will clean up the other half of the base
Sounds too easy? Well, it’s easy as long as you manage to create your funnel to the inside. If your Valkyries fail to go for the core, the attack fails.

The good thing is you don’t need to worry about double Giant Bombs on the way, because they can’t take your Valks out like they can do with Hog Rider (remember, Hog Rider get 50% more damage from Giant Bombs).

The downside of this strategy is that you need to upgrade your Valkyries to at least Level 3. Not many have done that so far because Valkyries have been a pretty useless troop so far.

Here’s the troop setup you should go with:

  • 2 Golems (1 of them inside your Clan Castle)
  • 12 Valkyries
  • 14 Hog Rider
  • 4 Wall Breaker
  • Fill up with Wizards (probably 6, but you can play around)
  • 1-2 Jump Spells
  • 1 Freeze Spell (mandatory on TH10)
  • Fill with Rage Spells (or 1 Heal Spell against TH9)

Step 1: Setting the Funnel

The first Step of your attack is opening the first layer of Walls – this is also the crucial part of the attack you shouldn’t mess up.

Make sure that after the first layer of Walls you can get your Valkyries into the core with a single Jump Spell! Otherwise, the risk of seeing them go wild to the sides is very high.


You can see here how the setup should look like. The funneling is the 101 way – Deploy Golems, deploy Wall Breaker and deploy the Wizards. You can read a more in-depth guide on troop funneling here:

Step 2: Crazy Valkyrie Destruction

You can see in the upper screenshot that the Valkyries are forced to go for the core. The Jump Spell only leaves them this direction and that’s what they will go for. Since the last update they will hit faster, that means they will go through the line of defenses like a hot knife through a piece of butter.

You only need to watch and drop your Spells at the right time now:

  • Freeze Spell at the very moment the Multi Target Inferno Tower starts targeting them (maybe a second before)
  • Rage Spell in the middle of the core
This will take down the core in seconds!

Step 3: Clean It Up!

At the moment the second Inferno Tower goes down you can start deploying your Hog Rider at the sides where buildings and defenses are left


Now enjoy your 2 or 3 Star victory :)

Conclusion

GoVaHo is a very solid attacking strategy, but be aware that you need to upgrade your Valks and Hog Rider first. Don’t do the mistake giving up after some tryout attacks with low-level Valks.