Post by Luke on Oct 31, 2015 13:08:09 GMT -5
Giants+Healers
(Sorry, no cleaver portmanteau for this one)
This strategy focuses on maximizing the distracting power of Giants by giving them the ability to absorb pretty much all damage within a certain radius of the map. Healers will focus on troops that are clumped together and are taking damage, so when Giants move towards defensive structures and become their primary target, Healers enable them to persist for much longer and act as an offensive force.
A typical army composition contains anywhere from 8-16 Giants and 1-4 healers, depending on what other troops fill the rest of the space. There is a lot of flexibility when it comes to the remaining troops, so working out a composition that works best for you makes the Giant+Healer combo another attractive aspect.
The main pitfall is the Air Defense. While the Healer sports some impressive bulk of her own, the Air Defense will generally dish out 4-6 times as much DPS than a comparable Archer Tower and 3 times as much as the Hidden Tesla, the next two most powerful single targeting structures that can hit Air Troops. When directed at Healers in range, this structure can put an immediate stop to a Giant+Healer team and leave the rest of your troops vulnerable to attack.
While this Achilles Heel is of great concern to an attack’s success, there are several benefits that make this strategy viable. First, it enables other troops to reach much farther into the base, allowing access to the storages. Second, with the group of Giants targeting defensive structure first, there will often be a “path” that Giants will follow when manveuvering through a base (dependent on next closest building and wall layout), which provides you with some predictability to where the Giants will head next, and you can place supporting troops accordingly. Third, the total army composition cost is still low enough that medium to high loot-containing bases are accessible, whether the loot is in the storages or mines and collectors.
Post Note:
While not unique to Giant+Healer, another problem is the use of springtraps in trap bases. Giants (and all ground troops) will follow the path of lease resistance and go through open wall sections towards another close target. By leaving an intentional one-tile opening in walls and placing a springtrap there (see below), up to 3 Giants can be sent flying, dramatically reducing the overall DPS of the cluster. Watch for bases with intentional “funnels” when planning an attack. Placing a single Giant (or Tier 1 troop if possible) to set off the trap can save up to 2 Giants from soaring away.
Additional References:
clashofclans.wikia.com/wiki/Attack_Strategies/Healer_%2B_Giant_Army
cocland.com/strategies/giant-healer-attacking-strategy
clashofclans-guide.org/ultimate-giant-healer-strategy-for-effective-attack/
Videos:
www.youtube.com/watch?v=hip7p6o0YA0
www.youtube.com/watch?v=k7ZUS3zlrPE
(Sorry, no cleaver portmanteau for this one)
This strategy focuses on maximizing the distracting power of Giants by giving them the ability to absorb pretty much all damage within a certain radius of the map. Healers will focus on troops that are clumped together and are taking damage, so when Giants move towards defensive structures and become their primary target, Healers enable them to persist for much longer and act as an offensive force.
A typical army composition contains anywhere from 8-16 Giants and 1-4 healers, depending on what other troops fill the rest of the space. There is a lot of flexibility when it comes to the remaining troops, so working out a composition that works best for you makes the Giant+Healer combo another attractive aspect.
The main pitfall is the Air Defense. While the Healer sports some impressive bulk of her own, the Air Defense will generally dish out 4-6 times as much DPS than a comparable Archer Tower and 3 times as much as the Hidden Tesla, the next two most powerful single targeting structures that can hit Air Troops. When directed at Healers in range, this structure can put an immediate stop to a Giant+Healer team and leave the rest of your troops vulnerable to attack.
While this Achilles Heel is of great concern to an attack’s success, there are several benefits that make this strategy viable. First, it enables other troops to reach much farther into the base, allowing access to the storages. Second, with the group of Giants targeting defensive structure first, there will often be a “path” that Giants will follow when manveuvering through a base (dependent on next closest building and wall layout), which provides you with some predictability to where the Giants will head next, and you can place supporting troops accordingly. Third, the total army composition cost is still low enough that medium to high loot-containing bases are accessible, whether the loot is in the storages or mines and collectors.
Post Note:
While not unique to Giant+Healer, another problem is the use of springtraps in trap bases. Giants (and all ground troops) will follow the path of lease resistance and go through open wall sections towards another close target. By leaving an intentional one-tile opening in walls and placing a springtrap there (see below), up to 3 Giants can be sent flying, dramatically reducing the overall DPS of the cluster. Watch for bases with intentional “funnels” when planning an attack. Placing a single Giant (or Tier 1 troop if possible) to set off the trap can save up to 2 Giants from soaring away.
Additional References:
clashofclans.wikia.com/wiki/Attack_Strategies/Healer_%2B_Giant_Army
cocland.com/strategies/giant-healer-attacking-strategy
clashofclans-guide.org/ultimate-giant-healer-strategy-for-effective-attack/
Videos:
www.youtube.com/watch?v=hip7p6o0YA0
www.youtube.com/watch?v=k7ZUS3zlrPE