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Giant/Healer for War

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Giant/Healer for War Empty Giant/Healer for War

Post by Blazinguardian Tue Jun 17, 2014 11:38 am

The strategy with a giant/healer combination is similar to that of farming, except you are focusing on destroying them rather than taking their resources.  The real differences here from farming are the troop build and the spells you carry into battle.

My personal War build for giant/healer: 2 healers, 20 giants, 30 archers, 4 wall breakers, 3 wizards, 10 minions, 2 barbarians, Barbarian King, and a clan castle full of offensive troops (200 troops TH8). I carry 2 healing spells and 1 rage spell. Your combination can vary slightly depending on the base you are attacking.

Like farming, you will want to target air defenses. I always carry the 2 barbarians since they tend to be very useful in helping pull clan castles and barbarian kings that are harder to pull. An archer or 2 can be used as well. It really just depends on placement of the clan castle and barbarian king. Once pulled, use your 30 archers to take down the clan castle and barbarian king. If able, place a barbarian to clear the path for your giants before unleashing them. Once giants are targeted by defenses, place your wall breakers. Once giants get through first wall is a great time to use the rage spell. At this point, all 20 of your giants are still clustered together taking out that first defense. So having a rage spell on 20 giants is far more effective than using it later in the battle on only half of your giants. Use healing spells as needed to keep your giants alive. Once air defense(s) are down, drop your healers. As your giants begin to move through the base and become targeted by defenses, unleash the rest of your troops behind the giants to start clearing the base. Try to spread out your minions, so they aren't all wiped out by an Air Bomb.

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Giant/Healer for War Empty Re: Giant/Healer for War

Post by Leebob Fri Jun 20, 2014 10:37 am

Time to update this for TH9/color][/u]

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