Unthreatened Firepower (TH: 5-7, Trophies: 900-1099)(Instructions)
Town Hall Level:5-7
Trophy Level:900-1099
Introduction: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.
Army Composition:
Minimum Troop Housing Space Required: 120-135
Troop and Spell TypeQuantityMin LvlHousingCost
Archers552554,400 Elixir
Giants1035012,500 Elixir
Wall Breakers52107,500 Elixir
Wizards5Any207,500 Elixir
31,900 Elixir
  1. 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.
  2. 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.
  3. After that, send in 10-15 archers, to attack the splash towers just in case.
  4. 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.
  5. If your giants are dead, and archer towers or cannons remain (most commonly two are left), let your wizards handle them.

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