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the GoWiWi Attack EmptyFri Apr 17, 2015 9:10 pm by Taiga Aisaka

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» the GoWiWi Attack
the GoWiWi Attack EmptyWed Apr 15, 2015 11:34 pm by Taiga Aisaka

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 the GoWiWi Attack

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Taiga Aisaka
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Taiga Aisaka


Posts : 27
Join date : 2015-04-13
Age : 27
Location : Castle in the sky!

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PostSubject: the GoWiWi Attack   the GoWiWi Attack EmptyWed Apr 15, 2015 10:34 pm

GoWiWi (Golem / Wizard / Witch):

There are so many variations on GoWiWi so it’s important to practice with it, and find the ideal troop composition for your attack. I have been using GoWiWi since I became a TH9. I found that my troops at TH8 were not strong enough, but that should not discourage you from using GoWiWi at TH8. For troop mix (not exact) I cook a Level 4 golem and request a max golem for my clan castle (CC). I also cook 5-6 witches, 8-10 wallbreakers, 12-16 wizards, and 3 balloons / 5 archers to help draw the enemy CC troops out and into a far corner away from defenses. I find balloons work best for most bases to draw out the troops now that most people center their CC to make luring difficult. For spells I use 1 Jump, 1 Rage, and 2 Heal.

Execution may vary slightly but this is what I’ve been doing most often. I start by finding a location on the base that’s in range of the enemy CC and drop 3 balloons. This will likely result in them taking out a cannon, archer tower or mortar in the process of drawing out the enemy CC troops. Once I know all the CC troops are out I drop an archer in a far corner near a builders hut or in the open space of a far corner. This lures the CC troops to the corner. I immediately drop 2 witches in that same far corner to start spawning lot of skeletons which head straight to the enemy troops and distract/kill them. It’s very important with the witches to drop them right away and not wait until the enemy troops are in the corner already or they will kill the witches. You want to give them time to spawn skeletons. As the enemy CC troops are distracted by the skeletons I typically drop a few wizards to surround the enemy troops to deliver wicked splash damage while they are being distracted by skeletons. It’s like shooting fish in a barrel at that point.

Once the CC troops are killed, the witches will advance towards the base and I now drop both my cooked golem as well as my CC golem in between the witches and the outer wall so the witches are protected. All the nearby defenses will now target and lock onto the golems as they are huge tanks that can take lots of damage. Once the golems are at the outer wall I drop a Rage spell and make sure I time the release of my wallbreakers (2-3 at a time, not all of them at once) with the mortar blasts. I’ve seen too many people release all their breakers without being aware of the mortars and all the breakers get vaporized. Believe it or not, the wallbreakers can make the difference between a 1-2 star attack and a 3-star. Their mission is to penetrate the outer wall, and if possible, another internal wall. Since the rage spell was dropped, the breakers will boogey quickly and bust up the outside walls, and possibly more inside walls.

Now the golems will penetrate the base and it’s time to drop 5-6 wizards to clear all the nearby buildings and mines that are near the hole the breakers just created. I can’t stress enough how important it is to have the wizards clear out all the nearby buildings before dropping your heros, witches, and remaining wizards. If you neglect this step, all the troops will go around the base rather than funnel through the base. So if you’ve done things right and the wizards have cleared the buildings, they will now head into the base. Now drop your heros, witches, and remaining wizards. All while this is going on, you have to be prepared to drop your Jump spell when the golem has bumped up against the wall that’s between him and the Town Hall (TH). If you delay too much, he will give up and start walking back outside the base. You need to jump him into the center of the base which will again draw all the defenses in the middle.

Now you have to heal near the center section to ensure your wizards and witches survive and continue to deliver death to the base. By now you are nearing a 2-star as the TH falls and your damage it near 50%. Keep an eye on how the troops are pathing in the base and be ready to drop your second heal spell to keep them alive and destroying the base. You are likely on your way to a 3-star. GoWiWi is very powerful and effective but execution is everything. It may seem like this is a long and drawn out process, but like Bonar says, you’re basically dropping all your troops and spells within 30 seconds of the attack in general. It all happens very, very fast and you have to practice your execution.

Epic Fails can happen quickly with GoWiWi. Always try to lure out the CC if you can. You never know what’s in there and it can wreck your attack fast if you panic. Some will not lure and still get 3-stars with GoWiWi…it’s that powerful. I always try to lure. Don’t skimp on the wallbreakers. People seem to want to get away with as few as they can, but when you see their role in a good attack, you’ll see how you should have at least 8 breakers with GoWiWi. If you fail to use the breakers well and time them with the mortar blasts, it can devastate your attack because now your golems get hung up on the walls and you may have to waste your jump to keep them moving and they miss getting to the center of the base. But by far, the single-most epic fail with GoWiWi in my opinion is people not clearing out the buildings that are near the point of entrance the breakers made. They just drop all their troops and watch as they play ring around the rosy and never go inside the base (FLOP).

This is just my take on a strategy that has many variations depending on your troop count, number of spells, etc. I hope others add their bits of
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Taiga Aisaka
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Taiga Aisaka


Posts : 27
Join date : 2015-04-13
Age : 27
Location : Castle in the sky!

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PostSubject: Re: the GoWiWi Attack   the GoWiWi Attack EmptyWed Apr 15, 2015 11:34 pm

Here is a few examples on the attack but try and lure the cc first. Troops and spells may change depending on your style and or town hall level.

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