Video Breakdown (Flashback)
Here's what I wrote about this video when I first made this guide in October 2014:
"Here's a better video of what a war attack with giants would look like. Notice how he attacks the area with the most air defending turrets, predicting where the teslas were. It's important to note that it might not be an actual air defense turret that is the best point of attack, but rather a grouping of archer towers, teslas, wizard towers, and x-bows when you get that far. Something to keep in mind. Also, it's totally normal for your healers to die when you reach the far away air defenses. It's natural that your healer gets too close to your giants by then so don't worry about that." |
Giant Healer
Hello everyone,
Lately there have been a lot of questions about how to best attack using giants, so I thought it'd be a good first entry. This strategy can be used as a great raiding tactic for trophy pushing, but for war this works best if you're Town Hall lvl 6 or 7. Personally I have always loved this attack and used it all the way up to high Town Hall 9. When nearing max TH9, and onwards, the attack is usually less favorable than HGH or a Queen Walk GoGiWi.
Here's the breakdown:
+Giants: 16-24
+Healers: 2-4
+Wizards: 8-16
+Wall Breakers: 5-12
+Spells:
1) 3 Heal, CC Poison
2) 2 Heal, 1 Rage, CC Poison
-->After at higher town hall levels, try implementing earthquakes or Jump Spells. The more time your Giants spend attacking turrets and not walls means you'll have that much higher chance of winning the attack.
*Notice: There is a lot of variability, so give it some practice and see what breakdown suits your play style best
The Attack Strategy
Goal: Protect your giants while they rampage defenses and let your wizards clean up!
1) Drop Earthquakes and/or Draw out Clan Troops
-use your earthquakes to open up the base
-make sure to open up the core as your primary target
-use wall breakers on the outside if you need to
-if possible, quake open from the core to the outer walls of the base
-Clan castle troops really mess up this attack so be sure to lure with a Giant or a couple Hog Riders
2) Drop the Giants
-Drop all giants as close as you can to the most exposed air defense
-Pick a spot with the most direct route to an air defense.
-->this means any air defenses outside walls or any in the outermost layer of walls
-You want to target any Air Defenses quickly so that your Healers can stay alive for most of the attack
-DO NOT split giants into multiple attack points as this drastically reduces attack success
-Deploy all Giants in one big stream
-->this way your Healers will stay locked on to them since the big grouping of high health units attracts the Healer AI to always redirect to them
3) Clear the path
-deploy wall breakers
-make sure to drop them in pairs! never hold down your finger
-->dropping wall breakers after giants greatly increases their chances of reaching the wall
-->it is important that you drop each wall breaker in slightly different spots to reduce the effectiveness of splash damage and traps
-->deploying wall breakers like this allows you to bring in less of them while having a higher rate of wall destruction
-be cautious of mortars! wait until the mortar shell hits and then quickly drop 2-3
-if your initial wall breakers don't bust open the outer wall, drop more IMMEDIATELY!
-Your attack is paramount to Giants breaking through the outer wall
-as a general rule of thumb for all attacks using giants--the better they move through a base, the higher the success rate of your attack will be
-try to save as many wall breakers as possible for inner walls, if at all possible
4) Call a Medic!
-Deploy Healers
-If using 4 Healers, which I highly recommend, only deploy 2 at first
-->usually these will die to air traps or stray Archer Tower fire
-If done correctly, your Healers won't be targeted by anything
-->however, even with the best execution these first 2 Healers will die at about 35%-50% of the way through the attack
-->this is when you should deploy the remaining 2 Healers
-Your Healers should lock onto the Giants automatically because they're the only troop on the board right now
-If you want to drop all 4 Healers at once, try staggering their deployment similar to wall breakers as to mitigate any unforeseen air traps
-->this way, if there are a bunch of air mines on the outskirts of the base, only your first Healer will take the brunt of the trap damage and your remaining Healers will be safer for it
-Remember: your Healers are not really meant to survive the whole attack, so don't be discouraged if they die on the backside of the core with about 60%-80% base destruction
5) Send in the cavalry
-wizards should be deployed in two waves
--->wave #1: drop about 1/3 of your wizards (behind Giants) to destroy outer buildings.
-these are funneling wizards to direct your valkyries
-if there are a lot of outside buildings, drop a pair of wizards on each side of your point of attack so the rest of your army hits the core
-they will will spread out and destroy other nearby outer buildings
--->wave #2: drop the rest of your wizards in the same place as wave #1.
-if done correctly, these wizards will now target inner layer buildings and quickly catch up to and follow the Giants
-drop any remaining wizards with your heroes
6) Drop your first Heal Spell on the Giants.
-The spell should be dropped in such a way that it heals the Giants while they attack the first defense (presumably an Air Defense or Cannon) and will also Heal them while they attack the next closest group of defenses
-->this requires a decent amount of pre-attack planning so try to figure out what your giants' second target will be and if possible cover it with the heal spell
-->remember, try to keep your giants in the Heal Spell as long as possible so none of the spell is wasted
-Don't forget to always lead your Giants with your spells
-->don't just drop spells where they are, drop the spells where they WILL BE when the spell ends
7) Second Heal Spell and Healer Second Wave
-this can change depending on a lot of factors, so if you need to do this sooner definitely do so!
-at this point you should be about 45 seconds into the attack
-->the point of waiting so long for the remaining Healers is that if the Air Defenses and any nearby Archer Towers are taken out that the Healers will most likely remain out of range of further defenses
-Your Giants should be in, or very close to the core by now
-If you are using Earthquake Spells, your Giants should be walking through the quaked opening into the core with the help of fresh Healers
-If you are using a Rage Spell, not very recommended, use it in the core or against compartments with heavy splash damage present--especially Wizard Towers
8) Heroes
-Using Heroes can be tricky since you don't want your Healers to redirect and target your Heroes until the end of the attack
-Your Heroes should join the attack after all your Healers have locked onto the primary Giant group
-This will vary greatly
-->you could drop your Heroes where the attack started and funnel them into the core
-->you could drop them outside when the nearby compartments are attacking your Giants
-->you could drop them as a strike team to take out a backside Air Defense with some wizards
9) Cleanup
-By now you should have one or two Heal spells left, maybe even a Jump spell
-Save these for leaving the core
-If attacking multi-targeting Inferno Towers, remember that dropping a Heal spell on a group of 20 Giants will still heal the 10 or 15 that aren't being targeted
-If attacking single-targeting Infernos, then congratulations--your attack is great against them!
-->you definitely could bring one Freeze spell to guarantee the two star against Inferno Towers
-Most likely your Healers will die by about 75% destruction (TH6-9), but your remaining Heal spell should be enough to carry your Giants to victory
Hope that clears up giant attacks for you guys! Be sure to comment any questions or things you think should be added. Giant Healer is one of the most classic attacks in the game, and makes a great, low cost, no dark elixir pushing strategy.
- Skeletor
Here's a video that should make you feel pretty nostalgic. Of course, the attack is all different now but take a little trip down memory lane and remember what Clash used to look like.
Lately there have been a lot of questions about how to best attack using giants, so I thought it'd be a good first entry. This strategy can be used as a great raiding tactic for trophy pushing, but for war this works best if you're Town Hall lvl 6 or 7. Personally I have always loved this attack and used it all the way up to high Town Hall 9. When nearing max TH9, and onwards, the attack is usually less favorable than HGH or a Queen Walk GoGiWi.
Here's the breakdown:
+Giants: 16-24
+Healers: 2-4
+Wizards: 8-16
+Wall Breakers: 5-12
+Spells:
1) 3 Heal, CC Poison
2) 2 Heal, 1 Rage, CC Poison
-->After at higher town hall levels, try implementing earthquakes or Jump Spells. The more time your Giants spend attacking turrets and not walls means you'll have that much higher chance of winning the attack.
*Notice: There is a lot of variability, so give it some practice and see what breakdown suits your play style best
The Attack Strategy
Goal: Protect your giants while they rampage defenses and let your wizards clean up!
1) Drop Earthquakes and/or Draw out Clan Troops
-use your earthquakes to open up the base
-make sure to open up the core as your primary target
-use wall breakers on the outside if you need to
-if possible, quake open from the core to the outer walls of the base
-Clan castle troops really mess up this attack so be sure to lure with a Giant or a couple Hog Riders
2) Drop the Giants
-Drop all giants as close as you can to the most exposed air defense
-Pick a spot with the most direct route to an air defense.
-->this means any air defenses outside walls or any in the outermost layer of walls
-You want to target any Air Defenses quickly so that your Healers can stay alive for most of the attack
-DO NOT split giants into multiple attack points as this drastically reduces attack success
-Deploy all Giants in one big stream
-->this way your Healers will stay locked on to them since the big grouping of high health units attracts the Healer AI to always redirect to them
3) Clear the path
-deploy wall breakers
-make sure to drop them in pairs! never hold down your finger
-->dropping wall breakers after giants greatly increases their chances of reaching the wall
-->it is important that you drop each wall breaker in slightly different spots to reduce the effectiveness of splash damage and traps
-->deploying wall breakers like this allows you to bring in less of them while having a higher rate of wall destruction
-be cautious of mortars! wait until the mortar shell hits and then quickly drop 2-3
-if your initial wall breakers don't bust open the outer wall, drop more IMMEDIATELY!
-Your attack is paramount to Giants breaking through the outer wall
-as a general rule of thumb for all attacks using giants--the better they move through a base, the higher the success rate of your attack will be
-try to save as many wall breakers as possible for inner walls, if at all possible
4) Call a Medic!
-Deploy Healers
-If using 4 Healers, which I highly recommend, only deploy 2 at first
-->usually these will die to air traps or stray Archer Tower fire
-If done correctly, your Healers won't be targeted by anything
-->however, even with the best execution these first 2 Healers will die at about 35%-50% of the way through the attack
-->this is when you should deploy the remaining 2 Healers
-Your Healers should lock onto the Giants automatically because they're the only troop on the board right now
-If you want to drop all 4 Healers at once, try staggering their deployment similar to wall breakers as to mitigate any unforeseen air traps
-->this way, if there are a bunch of air mines on the outskirts of the base, only your first Healer will take the brunt of the trap damage and your remaining Healers will be safer for it
-Remember: your Healers are not really meant to survive the whole attack, so don't be discouraged if they die on the backside of the core with about 60%-80% base destruction
5) Send in the cavalry
-wizards should be deployed in two waves
--->wave #1: drop about 1/3 of your wizards (behind Giants) to destroy outer buildings.
-these are funneling wizards to direct your valkyries
-if there are a lot of outside buildings, drop a pair of wizards on each side of your point of attack so the rest of your army hits the core
-they will will spread out and destroy other nearby outer buildings
--->wave #2: drop the rest of your wizards in the same place as wave #1.
-if done correctly, these wizards will now target inner layer buildings and quickly catch up to and follow the Giants
-drop any remaining wizards with your heroes
6) Drop your first Heal Spell on the Giants.
-The spell should be dropped in such a way that it heals the Giants while they attack the first defense (presumably an Air Defense or Cannon) and will also Heal them while they attack the next closest group of defenses
-->this requires a decent amount of pre-attack planning so try to figure out what your giants' second target will be and if possible cover it with the heal spell
-->remember, try to keep your giants in the Heal Spell as long as possible so none of the spell is wasted
-Don't forget to always lead your Giants with your spells
-->don't just drop spells where they are, drop the spells where they WILL BE when the spell ends
7) Second Heal Spell and Healer Second Wave
-this can change depending on a lot of factors, so if you need to do this sooner definitely do so!
-at this point you should be about 45 seconds into the attack
-->the point of waiting so long for the remaining Healers is that if the Air Defenses and any nearby Archer Towers are taken out that the Healers will most likely remain out of range of further defenses
-Your Giants should be in, or very close to the core by now
-If you are using Earthquake Spells, your Giants should be walking through the quaked opening into the core with the help of fresh Healers
-If you are using a Rage Spell, not very recommended, use it in the core or against compartments with heavy splash damage present--especially Wizard Towers
8) Heroes
-Using Heroes can be tricky since you don't want your Healers to redirect and target your Heroes until the end of the attack
-Your Heroes should join the attack after all your Healers have locked onto the primary Giant group
-This will vary greatly
-->you could drop your Heroes where the attack started and funnel them into the core
-->you could drop them outside when the nearby compartments are attacking your Giants
-->you could drop them as a strike team to take out a backside Air Defense with some wizards
9) Cleanup
-By now you should have one or two Heal spells left, maybe even a Jump spell
-Save these for leaving the core
-If attacking multi-targeting Inferno Towers, remember that dropping a Heal spell on a group of 20 Giants will still heal the 10 or 15 that aren't being targeted
-If attacking single-targeting Infernos, then congratulations--your attack is great against them!
-->you definitely could bring one Freeze spell to guarantee the two star against Inferno Towers
-Most likely your Healers will die by about 75% destruction (TH6-9), but your remaining Heal spell should be enough to carry your Giants to victory
Hope that clears up giant attacks for you guys! Be sure to comment any questions or things you think should be added. Giant Healer is one of the most classic attacks in the game, and makes a great, low cost, no dark elixir pushing strategy.
- Skeletor
Here's a video that should make you feel pretty nostalgic. Of course, the attack is all different now but take a little trip down memory lane and remember what Clash used to look like.