Strategy Guide: Giant+Healer / HGHB
The Giant+Healer attack strategy is the best option for TH5 through early TH7 until Dragons are unlocked. The key to this attack strategy is to keep the Giants alive as long as possible so that the troops behind them are able to clear the base. HGHB (Healers/Giants/Hogs/Bowlers) is a higher level strategy for TH8-10 and requires a TH10 to supply the Bowlers. Please keep in mind this is a "guide" and is meant to give you a starting point for the use of these strategies.
- ALWAYS locate the position of the Air Defenses within the base you are attacking.
- Do not bring Lightning spells to take care of Air Defenses. Healing and Rage spells are much more important in these attack strategies.
- Do not split your pack of Giants in 2 intentionally! Given the limited number of Healers and Healing spells, 2 packs of Giants might not survive as long due to less healing.
- The Rage spell amplifies the effect of the Healers! Use the Rage spell wisely so that the Giants will first benefit from it as they push into the defenses and then the healers will take advantage of the rage effect as the Giants advance.
- Healers can only be killed by the air defense buildings or by the Air Skeleton Traps if triggered, so forget about Air Mines.
- In a Giant+Healer ALWAYS deal with the Clan Castle troops first! A Dragon or hand full of Wizards can wipe out your Giants in a few seconds.
Before starting your attack you need to locate the Air Defenses. This will determine where and how you attack the enemy base. If they are near the outside of the base you will want to destroy them first before deploying any Healers. If the Air Defenses are in the center of the base then you want to start your attack as far away from them as possible, so that you can destroy as much of the base as possible before your Healers are killed.
When beginning the attack the first thing you need to do is to drop a few troops to lure the Clan Castle troops out of the Clan Castle. Depending on the location of the Clan Castle you can use a few Barbarians or 1-2 Giants. Once out you should pull them to a corner out of range of the defenses and kill them using some Wizards and Archers.
Side Air Defenses:
Next you need to take care of the Air Defenses that are on the sides of the base as quickly as possible. Deploy the rest of your Giants, followed by some Wall Breakers to help them get through the first layer of walls quickly. As the Giants break through the first layer of walls, you may need to use a Healing Spell keep your Giants alive until the Air Defense is destroyed. After your Giants are deployed in the main attack, Archers, Barbarians, or a few Wizards can be used to clear a few buildings to the left and right of the Giants. Your Barbarian King can then be deployed to support the Giants in taking out the Air Defenses and will also benefit from any healing. Once all the Air Defenses are destroyed, or at least enough to allow your Healers to follow the Giants into the center of the base, deploy your Healers directly behind the Giants.
Centralized Air Defenses:
Start your main attack at a point furthest from the Air Defenses. As before, deploy the Giants followed by some Wall Breakers. The difference this time is that you will deploy yours Healers right away instead of using a Healing spell to keep your Giants alive. Deploy your Barbarian King (if TH7+) and some Wizards behind the Giants in an arc shape. The Wizards will follow the Giants inside the base. The Giants will act as tanks, while the Wizards destroy everything in their path.
Note: Wall Breakers can often be the key to a successful Giant + Healer attack. Try to drop the Wall Breakers in groups of 2 to the immediate left or right of the advancing Giants. This will increase your chance of breaking through multiple wall compartments and will keep dangerous Mortar/Wizard Tower splash damage from taking them out!
The main premiss behind this attack is to create a funnel for your Giants, Bowlers and Heroes into the core of the enemy base. Your troops will be supported by a group of Healers and aided by Healing and Rage spells. Once your main body of troops reach the core, they will distract the bases remaining defenses, allowing the use of surgical hogs to take them out.
When selecting an entry point into the base look for Air Defenses, Clan Castle and Hero locations. You also what a try and use the walls of the enemy base to help guide your troops into the core. If possible take out an Air Defense early to help keep your Healers alive longer. This strategy involves quickly overwhelming enemy heroes and Clan Castle troops, so there is no need to lure them. If you are TH8 or have low level Heroes it is recommended that you lure out and kill the enemy Clan Castle troops before starting the main attack.
Note: If you suspect that the Clan Castle has mostly air troops in it you may want to deploy a few wizards with your Heroes and Bowlers to help destroy them. In this case replace the Baby Dragons with Wizards during your army build.
After selecting your entry point drop all of your giants near the wall of the section you want to break into. Then, if there is no Air Defenses nearby, deploy your Healers, otherwise use a Healing Spell to keep the Giants at full health while they pound on the wall. Next, place funneling troops on either side of the Giants. These can be Baby Dragons, Wizards, etc. and will force your Heroes and Bowlers to follow your Giants through the hole in the wall when they are deployed. After your giants break through the wall and the funnel is set deploy your Bowlers and Heroes directly behind them. Follow this with a Rage spell to help your troops deal with enemy heroes and Clan Castle Troops. Place the spell so that it first aids the Giants, Bowlers and Heroes and then the Healers as they move up, similar to a Queen Walk.
If the enemy base has a more compact design with lots of compartments you will want to use a Jump Spell or Earthquake Spells to help your troops get into the core. Once your main group of troops reaches the core they will start to distract the remaining defenses. At this point you can start deploying your Hog Riders against the outer defenses. If the base has a wide open design you will want to deploy your Hog Riders is small groups, taking out individual defenses as they target your Giants. In a base with a more compact design you will want to deploy 1 or 2 larger groups of Hog Riders against clusters of defenses, aiding them with Healing Spells.
HPHB Option: Swop out your giants for P.E.K.K.A.s. They don't target defenses, but also won't be effected by spring traps.
Suggested Army Compositions:
|TH 6||TH 7||TH 8
6 Wall Breakers
8 Wall Breakers
10 Wall Breakers
|TH 8||TH 9||TH 10
CC: 4 Bowlers + 1 Archer
2 Baby Dragons
CC: 5 Bowlers
2 Baby Dragons
CC: 5 Bowlers + 1 Giant