This is the second page of Attack Strategies. Before you post your Attack Strategy check if it already exists in the first page. You can check the first page clicking here.
We all want to reach the top 200 players/clans in the world. However, this is only possible with an effective attack strategy and a good layout! This page is meant to collect good and effective battle-tested attack strategies. Feel free to help and share your favorite attack strategy!
You can also check this website to you know what is the most efficient barracks and dark barracks distribution to get your army ready to raid!
To add your own strategy, use "Source" mode and just COPY the first template-–because it's an empty template-–and place it BELOW the other strategies and you can fill it in. If the instructions are not followed the strategy will be deleted.
Please pick a unique (but descriptive) name for your strategy as well.
Send out 1 giant to attract defences then send wallbreaker/s close to giant to break wall. *Note: Target Air defences first, if in middle, don't hold back with the healing spell*Note 2: This does not work with Wizards as they are AOE, same with mortars, don't keep them too close, and be quick!
Send in Giants to take out Air Defence first, if Air defence is left outside, use archers or wizards, take out the defences. *Note don't put your troops in big clumps, (Giants are an exception) There have been many occasion where a spring trap sends out half my archers, or they get blown up by a giant bomb, not to mention a hit from a mortar, this applies to ALL raids!!
If the Giants look like they're losing, send out healers -Only do this if you've destroyed all the air defence, or the other one is a significant distance away, if not use healing spell- Don't leave them till they're only half life, because the healer can't do much then. *IMPORTANT* Giants are the most Crucial part of this attack strategy, Take Care of Them!!
I usually send out a barbarian king if things are looking a bit bad, if you don't have one, (get one!) use clan troops, wizards and archers are very helpful attacking, and defending.
Once all defences are done, it's pretty common to have nothing left but your Giants, sometimes the healer, so send out the Goblins! The Giants aren't very good at storages and other stuff, they're only good at defences!
As you upgrade your army camps add giants or wall breakers or anything that you think will help. You should at least have gotten 1 Star from that strategy, use it, from Bronze 1 I made it to Silver 1, changing it as I go!!
Player ID: Alphared9
"Men cry not for themselves, But for their comrades"
Life Time Supply of Resources!
Life Time Supply of Resources! (TH: 4-7, Trophies: 800+)
This defence is handy if you want to take out all of their defences, so that you can get to elixir and gold storages and collectors without getting harmed. It is pretty expensive, but it works like a charm.
Ever wanted to make it to Crystal League? The most efficient (and easiest) way is by sniping (destroying) exposed town halls. Many people do this to get up to Crystal, and I will show you the most efficient way to do so. I got to 2500 trophies using this strategy. Just remember that this is a trophy hunting strategy, not a farming strategy. Using this strategy for farming will result in a huge loss of resources.
Try to look for a person that is leaving their town hall outside or near the edge of their village.
If the town hall is completely exposed, use 6-12 archers to snipe it down. If it left at the edge near some defenses, deploy enough to destroy it without the defenses killing all your archers. If you are town hall 5 or lower though, and there is a mortar guarding the town hall, it is best that you skip it. This should be enough to finish off your strategy and run off with a win.
2A: However, if there is a mortar near guarding the town hall you are sniping, this is where the lightning spells come in. (Th5 people and lower should skip the person)
Double lightning spell the mortar with your lightning spells.
A very easy way to gain trophies, but be prepared for the revenges that come your way!
If you can, replace the healing spells with rage spells, and the wallbreakers and giants with similar level hogriders. If you can, add onto the troops with more giants and wizards. And the healing spell actually costs about 33000 elixir. Sorry for the miscalculation.
Find where the air defense is and deploy a giant to check for traps and send in your wallbreakers. If you have hogriders, send in one to check for traps then the rest. If there is more than one air defense, try to find an area with many resource buildings with only one air defense.
Once the air defense has been taken out, deploy your Healers. Try to place them around the giants because they tend to wander off if the giants split.
Deploy your wizards right behind the giants/hogriders. Wizards have the highest attack per housing space, so they act as good support.
If you have healing spells, deploy them whenever the wizards or healers are in trouble. If you have rage spells, place them right in front of your troops and enjoy the havoc. Do not deploy all rage spells at once, because, unlike healing spells, the effects won't add on to the troops.
A bit pricey, but very effective. Should be able to suck up resources if used right, and get some trophies along the way.
Find a village with non-centralized mortars (mortars that are not in the center).
Drop a lightning spell on the mortar. This will help out the giants later in the battle.
Drop 1-2 giants near the first mortar (that you dropped the lightning spell on) to distract all fire away from weaker units. Then send in around 3 wall breakers to break open the walls near the giants. Drop 2-3 more giants to help out the original giants. They should make very easy work on the first mortar. The giants will then make their way to the next defense.
Spam archers around the side that your giants are attacking. They should help clear out some of the extra buildings and defenses. Drop in all 15 of your barbarians once most of the splash buildings are destroyed.
Drop wizards on an adjacent side of the archers with around 10-15 archers to support. Wizards and archers will easily wipe out most buildings do to the wizards' immense damage--70 at lvl 2.
Drop any extra archers where needed on the battlefield to support. This should get you at least 2 stars and win you many resources.
This strategy is very effective and good for players who need that BAM in their attacks!
123-ABC Farming (TH: 3, I suggest at least 5, Trophies: I suggest at least 800)
This strategy uses Archers to pick off full or near full collectors. Using this strategy you can gain up to 400k of EACHresource . Lower levels can expect to gain smaller, but no-less impacting, amounts. This strategy will be focusing on Gold League I, with a Town Hall 8.
Think about the splash defenses as you deploy your archers, try your best to stay out of range of defenses but sometimes it can't be helped.
Keep placing archers always monitoring how many you have left.
Once you have cleared all the collectors its time to think about whether you want to go for trophies. If yes place archers to pick off individual buildings until you reach 50%. You will not get more than this unless you are raiding a farmer.
This will keep your army cheap and will be quick(ish) to re-train. It may take time to find a base that qualifies for this but you will find one eventually, in any league up to Crystal and the low Masters, from here onwards these base will dramatically drop in frequency. (Please correct me if I'm wrong.)
Find a base where air defenses are put on the outer layer or outside of the base, and are not placed too close.(It's best if the base has lots of resources, as this army costs a lot.)Deploy your Giants with 1 or 2 Wall Breakers, then Healers after the Air Defense is destroyed. Use a Healing Spell if the process is too slow.
Deploy the Wizards behind the Giants to take out non-defense buildings. Avoid making them split up. The Wizards can also be used to kill Clan Castle troops and Heroes.
Use Archers to attack buildings out of the range of defenses to get extra percentage. Then use Goblins to attack collectors and mines outside the base, or storages if you like.
If the situation doesn't look good, deploy your Dragons as soon as possible.
The remaining Rage Spell and Healing Spell can be used for emergencies.
The most important part is to be careful of Air Defenses! Troops cost about 90000, and spells cost 60000, so make sure you deploy as few troops and spells as possible. For high level players, I suggest swapping some Wizards for Dark Troops. Happy winning!
Search for a base with the Town Hall exposed and not highly protected, with lots of Gold/Elixir in their storages/collectors. If the collectors are empty and the storages are not it the first layer in the base, skip the base.
Place 5 or more Archers to destroy the Town Hall. Use a few Giants to delay any defenses in range and use more Archers. Use Archers to deal with Heroes.
If all the resources are in the collectors, use Goblins to destroy the exposed ones. If they are in any storages in the first layer of the base, use 1 or 2 Giants as a shield and use Wall Breakers to make way for the Goblins.
NOTE: Watch out for Mortars, Wizard Towers, Multiple Target Mode Inferno Towers and Lv12 Archer Towers as they can do splash damage to the Goblins and Archers and make a HUGE cut in your resources or even stop you from destroying the Town Hall. I suggest staying online for some time and doing at least 5 raids with this strategy to get to your target faster.
All Hail the Healer!!
All Hail the Healer!! (TH: 6, Trophies: 1000-1200)
This strategy works very well, but wizards and healing spells are optional. Also this is an all-around raid. Nice for getting loot and trophies could be included in the background once the battle has been won. However using this to get trophies directly may not work very nice.
Find your base. Look for a large amount of elixir even if you are raiding for gold, since this attack is super expensive. Also try to avoid bases with funnels (open areas of wall), as there may be a giant bomb or spring trap, which is highly dangerous to your giants. Clan castle troops are also a big danger if the trophy level is very high, such as 20-33. The base design will also make a large impact. Try to find an easy base and avoid those bases with "packets", as they are not good for your giants. Packets are sort of a base with many little rectangles of walls filled with defenses and things. Finally, splash buildings (mortar and wizard tower) must be at high threat, such as they are close to the edge, or that one is upgrading, or packed together. Have at least 4 of all these met.
Send in all your giants at the fastest area you can get to the mortar and wizard tower, and watching out for mortar and wizard tower timing, deploy wall breakers and watch the havoc of the two splash towers. You could also mix in a few healing spells, rage isn't needed much. Substituting 15 archers for one healer would also work if no air defenses are in sight by your attack spot.
After that, send in 10-15 archers, to attack the splash towers just in case.
After both of those towers are demolished, just send your archers in groups to take out defenses by the edge. After most of the defenses are taken out, send in your ARCHERS EVERYWHERE! Let your unthreatened firepower wreck havoc.
If your giants are dead, and archer towers or cannons remain (most commonly two are left), let your wizards handle them.
Find your base. This strategy requires a non-centralized air defense that is easy to take down.
Spam all 18 of your giants on one spot very close to the first air defense that you wish to take out. When the defenses are distracted, send in a few wall breakers to break through the walls. Your giants should move to eliminate the air defense.
Right when the air defense goes down, deploy your Healer right on top of the mob of giants. Deploy a heal spell if needed.
Spread a few of your archers around the map to get rid of any extra defenses.
Once your Healer starts moving towards the other air defenses, spam several archers to get rid of the air defense. Pile on the balloons if needed. The balloons are not key to the attack.
Your giants will simply go around the base and wreck every defense in their path. The healer will keep the giants in the game. If the giants meet a road bump, drop a rage spell to madden your giants and make them go beast mode. Heal your giants with a healing spell if they are less than half health.
Spam balloons on cannons and mortars to help out the giants.
This strategy can be used for increasing trophies and resources. I loved the Flying Gods strategy by anonymous but it did not work as well once I had more than 1000 trophies so I slightly modified it. Depending on your goal your primary targets should either be high in resources or high in trophies.
Use a barbarian to check for clan castle troops and/or alert their Barbarian King.
Keep dropping barbarians at the edge of the map to lure out clan castle troops and/or Barbarian King, then destroy him/them with a small group of wizards.
Drop Golem next to desired section to attack (make sure it has a defence in it), then drop the required number of wall breakers to penetrate the first layer.
Drop all giants behind it, then drop a few more wall breakers to penetrate the next layer. Rage spell the group.
Steadily deploy wall breakers in groups of 2 or 3 to break a path through the base. Keep an eye on the golem and giants, drop the heal spell and another rage spell if they need it.
Deploy wizards in the area where there should now be an absence of defences. Deploy Barbarian King and clan castle troops if need be, and they should eventually get to the centre of the base/town hall.
Overall great strategy which guarantees 1 or 2 stars if all goes well.
Strategy using balloons, barbarians and healing spells (note: you can also give up a healing spell and turn it into a lightning spell to kill clan castle troops). Good for getting trophies, but not as much for farming. Recommendation - don't use if more than 1 enemy air defense or more than 2 wizard towers unless you have higher level healing spell or higher level balloons. Also - watch out for air mines. Works better if balloons split into multiple groups (air mines). This strategy is sort of risky because of air mines.
Check for corner buildings (buildings on edges of map)
Eliminate corner buildings (if any) with barbarians
Check for wizard tower and air defense
If there is ONE wizard tower and ONE air defense, deploy half of your balloons near the wizard tower and the other half by the air defense (use healing spells to heal them while attacking, save 1 healing spell in case of air mines)or spawn all of them near the air defense.
If ONE wizard tower and NO air defense - deploy all balloons by wizard tower (use healing spells during attack, save 1 healing spell in case of air mines)
If ONE air defense and NO wizard tower - deploy all balloons by air defense (use healing spells during attack, save 1 healing spell in case of air mines)
If NO wizard towers and NO air defenses - deploy balloons as close as possible to any defense building (use healing spells during attack, save 1 healing spell in case of air mines)
If TWO wizard towers and NO air defense - deploy half balloons close to each wizard tower (use healing spells during attack, save 1 healing spell in case of air mines)
If TWO wizard towers and ONE air defense - split balloons between the three building (around 6 each) (use healing spells during attack, save 1 healing spell in case of air mines)or spawn all of them near the air defense.
If the wizard tower or the air defense is in the middle of the city, try to eliminate them first.
only if you included a lightning spell, then send a barbarian or a balloon to check for clan castle troops, then lightning spell the troops.
Gets 3 stars most of the time. Other times it gets 2 stars.
Town Hall 7 Own
Town Hall 7 Own (TH: 6, 7 or 8, Trophies: 1100 - 1200)