Characterization:
The key of this attack strategy is to keep alive the giants as much as possible so that the troops behind them have enough time to clear the base.
The Giant+Healer strategy is perhaps the first powerful attack combination, considering the Healer is unlocked before the Dragons are. This attack strategy is the best option starting from TH6, which does not have any other powerful combination other than Giant+Healer. Starting from TH7, the Dragons come into action and play a more important role in 3 star attack strategies.
Things to consider! Must Read!
- CHEAPEST powerful attack strategy for TH7 and TH8. You might find this attack strategy very useful for 3 star attacks and much cheaper than an all dragons attack (TH7+) or a GoWiPe army (TH8+).
- Always located the position of the Air Defences within the base you are attacking!
- Do not bring Lightning Spells to take care of an Air Defence. Healing Spells+Rage Spells play a much more important role in this attack strategy so don't replace them!
- 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 much due to less Healing.
- Remember! The Rage Spells amplifies the effect of the Healers! Use the Rage spell wisely so that the Giants will first benefit of it and afterwards the Healers will, as the Giants will advance.
- Healers can only be killed by the Air Defence building or by the Air Skeleton traps if triggered. Do not fear the Anti Air mines as the Healers are immune to those and will not trigger them.
- Always deal with the CC troops! If you face some Wizards in the CC, it can mean the end of all your Giants in couple of seconds!
Comparison between costs of armies:
Town Hall 7 | Town Hall 8 | |||||
Spells Cost | Troops Cost | Total Cost | Spells Cost | Troops Cost | Total Cost | |
Giant+Archer Army | 80.000 elixir | 108.460 elixir | 188.460 elixir | 88.000 elixir | 134.200 elixir | 222.200 elixir |
GoWiPe Army | - | - | - | 88.000 elixir | 157.000 elixir | 245.000 elixir |
All Dragons Army | 80.000 elixir | 300.000 elixir | 380.000 elixir | 88.000 elixir | 360.000 elixir | 448.000 elixir |
Army compositions for Giant+Healer attack strategy:
TH7:
- 4 Healers (Level 2)
- 14 Giants (Level 4)
- 13 Wizards (Level 4)
- 8 Wall Breakers (Level 4)
- 6 archers (Level 4) Spells: 1 Healing Spell, 2 Rage Spells. CC: 5 wizards OR 4 Giants.
TH8:
- 4 Healers (Level 3)
- 14 Giants (Level 5)
- 13 Wizards (Level 5)
- 8 Wall Breakers (Level 5)
- 6 archers (Level 5) Spells: 1 Healing Spell, 2 Rage Spells, 1 Poison Spell. CC: 6 wizards + 1 archer OR 5 Giants. Note: Do not take Haste Spells instead of Rage Spells for the Giants. They have low damage and despite the fact that Haste spell provides more speed, the Giants need more Damage than Speed inside the base. Also counting the radius of the Haste Spell, it is more effective to take Rage Spells.
TH9 + TH10:
I do not suggest using this attack strategy for TH9 and TH10, because of how fragile the Healers are to the anti air defensive structures and because of the multitude of them within a base. Against these TH levels, an attack strategy with Healing+Raging spells is more effective than using the troop Healer.
Attack Strategies:
Case One:
The first situation you might face when you use the the Giant+Healer Strategy is when the base you are attacking has one or multiple Air Defences on the side of the base, either inside or outside of the first layer of walls.
First thing you need to do is to drop couple of Giants to check for Spring Traps. Remember, it is always better to lose 1 instead of 3 at a time. Alongside with this step comes another one, as the location you will verify for Spring Traps should also be the location to drag the CC troops out.
After you deployed the first 2 giants, you should have the CC troops out of the castle (if there are any inside). Now you need to drag them to the corner and kill them using some wizards and maybe one Giant as a bait.
Now is the time to get inside the base. Like I mentioned before, you need to locate the position of the Air Defences and take care of the ones that are on the side of the base as quickly as possible. Deploy the rest of your giants, followed by some Wall Breakers to help them get quickly through the first layer of walls.
As the Giants broke through the first layer of walls (with the help from Wall Breakers), deploy the first Rage Spell to speed up killing of the first Air Defence. When you realise the Giants will inevitably kill the Air Defence, deploy all the Healers.
Deploy the 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 will be the main power force, destroying everything in their way.
Depending on the raid, you might find it necessary or not to drop any spells. Bases like TH7 only have 2 Air Defences, so 4 Healers might be enough to provide healing during an entire raid if deployed correctly, but bases like TH8 have 3 Air Defences so the spells are mandatory to achieve a 3 star attack against them. Bases like TH6 and TH7 are pretty much done in the moment you took care of the first Air Defence and deployed the Healers, as you just leave the raid carry on by itself.
Case Two:
The second situation you might face when you use the the Giant+Healer Strategy is when the base you are attacking has both Air Defences in the middle of the base; in the case of TH8, all 3 Air defences. In this situation the attack style for this army composition changes slightly.
First thing you need to do is to drop couple of Giants to check for Spring Traps. Remember, it is always better to lose 1 instead of 3 at a time. Alongside with this step comes another one, as the location you will verify for Spring Traps should also be the location to drag the CC troops out.
After you deployed the first 2 giants, you should have the CC troops out of the castle (if there are any inside). Now you need to drag them to the corner and kill them using some wizards and maybe one Giant as a bait.
Now is the time to get inside the base. Now different than the attack style explained above, this type of bases required a different thinking. After you located the Air Defences and their position (central or semi-central), you need to look at the base, for which is the entrance point that is furthest from the Air Defences. This is the side you will start your attack from.
Just like in the Case One, deploy the Giants followed by some Wall breakers, the King and some Wizards in behind. The difference in the Case two is that your Healers will provide enough healing power and health for the Giants to only go through the first half of the base. The Giants will get one Healing Spell as the Healers will die and the health of the Giants will get low. Following this step, the Giants will make it to the other half of the base and will either provide enough tanking power for the Wizards to finish the base, or will die at the latest buildings but will still ensure the 3rd star.
Congratulations! You achieved TOTAL DAMAGE!
**NOTE: **This attack strategy is the most powerful for lower Town Hall Levels and provides enough power to achieve quite easily 3 stars on any base you are matched with. This is all the information for the Giant+Healer attack strategy! Thank you!