Pros of GoWiWi
1)Highly regarded as one of the best attacks in the game
2)Can be executed effectively with only level 1 Witches and Golems
3)Easy to learn
Cons of GoWiWi
1)Witches are vulnerable if they get isolated
2)Long training time
3)Troop space of 220 is Necessary
4)Hard to master
Troop Breakdown
Golems: 2-3
Wizards: 12-20
Witches: 3-6
Wall Breakers: 8-12
Giants/Hogs: 1-2 (for luring)
Archers: 5-15 (for luring)
Barbs: 0-5 (for luring)
Clan Castle: 1 Golem (if possible), 5 Giants, or 6 Wizards
If your opponent has lvl3 X-Bows (Black), consider using 4 golems total, with only 4 witches
Spells
TH9: [3 Rage, 1 Jump, 1 Poison] or [4 Rage, 1 Poison]
TH8: [3 Rage, 1 Poison]
GoWiWi Base Identification
+bases with "hallways"
--->open segments and pathways for golems to traverse through a base easily
+spread out bases are generally good targets
1) Draw out clan troops
+ after you get experienced enough with this attack, you probably don't need to lure
+ use the poison on cc troops
--->remember, new poison mechanics are only useful if the cc troops stay within the poison ring
+if it's un-lureable, try starting your attack as normal and dropping a rage or heal at the point of contact with the CC troops
2) Drop the golems
-golems
+drop golems evenly on the side of a base so that they are targeted by as many defenses as possible
--->the more defenses that target your golems, the easier it is for your wizards and witches to destroy them
+make sure the golems have a pretty direct path of defenses
--->golems are pretty dependable so just drop them in front of the defense you want them to target
--->DO NOT drop both golems at once! drop them one at a time. A hidden tesla might be waiting to draw both your golems together, leaving your wizards and witches vulnerable
+DO NOT drop golems too close together
--->they will clump and you will lose
+DO NOT drop your golems too far apart either
--->town hall 8's and 9's especially don't have the brute force to attack on different fronts
--->pick one side of the base and stick to it
-Wall Breakers
+after you deploy golems, drop a rage spell with about half of it outside the outermost wall
--->this will allow your wall breakers to run into the rage but still be spread out
--->it will also provide an attack boost for your wizards when they take out the outer defenses and the cc troops
+wall breakers should be dropped in pairs or groups of three to be most efficient
+don't drop them all the different groups in the same place
--->this causes only one path to be opened and will make your golems clump
--->IF YOUR GOLEMS CLUMP YOU WILL FAIL THE ATTACK
--->Pro Tip: when deploying your wall breakers, aim from the fringe of your rage spell
->>aim for where the outer ring of the rage meets the wall
+it is generally a good strategy to save about 4 wall breakers until after you deploy wizards
--->this usually allows those last few wall breakers to bust inner core compartments
-Wizards
+the wizards are THE MOST IMPORTANT TROOP in any GoWi based attack.
--->it doesn't matter how many max witches or Pekkas you bring, if all your wizards die you'll lose
+spread your initial wave of wizards pretty evenly behind your golems
--->if the base is very spread, drop a few wizards on the outside to create a targeting funnel in the center of your attack
+after wave 1 of wizards, deploy the rest of your wall breakers
--->still in pairs, still deploy into the rage
+once the outer layer of buildings is destroyed and a funnel is created, drop wave 2 of wizards
--->wave 2 should be dropped very tightly in the center of your attack
--->these wizards should walk directly into the rage you dropped for the wall breakers
--->if done correctly, these wizards should use this rage to kill the cc
Picture (Below): Notice how there are very few wizards wandering to the outside on their own
+witches
+the purpose of using witches is DISTRACTION and TEMPO ADVANTAGE
--->DISTRACTION: skeletons spawn and run in front of wizards and are targeted instead
->>a turret has an equal probability of targeting any troop in its range. Therefore, skeletons lower the chance that wizards, or witches, are ever targeted--effectively increasing the survival rate of wizards aka THE MOST IMPORTANT TROOP
->>skeletons are also great at setting off big bombs, spring traps, and other traps before more important units can be harmed by them
--->TEMPO ADVANTAGE: fresh skeletons replenish your ranks
->>if properly deployed, witches effectively increase your total troop space and protect heroes
+to execute this optimally, deploy witches behind your wizards, concentrated in the middle
--->in doing so, an even amount of skeletons will be swarming around each of your wizards when they reach the outer defenses and will swarm your heroes too
+closely follow up your last wave of witches with your heroes
+make sure to drop your barb king first so he is targeted by defenses first
+wait a second, then drop your archer queen
+try to save their abilities until after your troops take the town hall
--->the longer you can go without using your heroes' abilities, the better
+drop your heroes far back and in the middle. this gives them the best chance to target the core
--->deploy heroes surrounded by witches so they are better protected by skeletons
+your third spell should be a rage used to bust into the core
+if you have a jump, try saving it for getting out of the core or getting through a highly congested area of walls/compartments
+focus rage spells on 1)wizards, 2)heroes, and 3)skeletons (IN THAT ORDER) if possible, not on witches
+notice in the following pictures that I used my spells to guide my golems and heroes
--->keeping the golems moving will also keep your attack-damage carry units out of harms way
+also note that I wait until as long as possible to use the BK's ability
--->and that if you look back through the pictures, the BK is always surrounded by skeletons
Stay spooky, skeletons
-Skeletor