Title. I normally attack using sarch yeti smash, super yeti blimp or rc charge...what do you guys think will work on this base?

  • There’s really nothing to overthink here. Use the Archer Queen’s Giant Arrow to take out two Air Defenses, then run Dragons. It’s very simple. Use Lightning Spells to destroy the remaining Air Defenses and the Air Sweeper, then use a Battle Blimp to take down the Town Hall. If you don’t want to use Lightning Spells, you can instead use a Battle Blimp with 3 Clone Spells and Super Yetis to secure the Town Hall. main account is in Legend League, and my second account is currently at TH14. That said, I consistently triple using the method I mentioned. For TH14: All Dragons, Giant Arrow, and a Battle Blimp with a Rage Spell, Super Yeti, and Clone Spells. Easy.

    You might feel short on margin when going for a 3-star. But in that case, just request a Totem Spell from your clan. Then you’ll secure the triple for sure

  • I’d imagine you would’ve finished it already but I would’ve flame flinger from 9:10 after destroying the bomb tower at 9 with a balloon. That takes care of the left inferno and the upper left AD/AT. Then 2 extra healers plus AQ GA+HP bottom two ADs from the wizard tower. Baby dragon on the top right wizard tower. Once that’s destroyed RC charge from eagle side (with electro owl), once you get the eagle down and then hopefully the scatters plus TH you can recall and then start your main attack at the monolith side. Dragons plus a few balloons whatever you had housing space for.

  • 9:00 inferno and monolith are placed too close. Rc charge value there is very good. If you don't have E-boots and there are teslas, it might prove troublesome. I would recall her.

    Then, considering the cluttered builder huts, eagle artillery and invisibility tower in the same line, I would do my attack from 3:00 with queen's giant arrow and a log launcher. You might want to use an earthquake on invi-poi-eagle trio and place log launcher from slightly lower like 3:10 to snipe all three.

    You will want to have healers. A queen walk seems easy, but I think directly sending her with all the army and log launcher is a better play here. An ice golem could tank it, but I think it would be a waste of army space and using a golem would be better since here I will suggest a hero-reliant strategy.

    So, start with 2+2=4 super balloons on wizard towers(to make sure our troops go inside), 3:00 giant arrow, 5 healers, 3:00 golem, 3:05 log launcher one earthquake on the trio, and then follow up with two electro titan, 5 valks and 6 hog riders. You are left with 84 army space. I suggest having 9-10 more hog riders. You can send 4-5 more of them when you think would be nice to support the push, and the latter 5 when you are re-deploying you RC, they pair very well, especially if you've got your own hog rider puppet ability(though haste vial is also cool on her with hogs, she can use it just when hogs die). You are left with 34 army space. I would use 4 super barbarians and fill the rest with minions for clearing the trash buildings to avoid a time fail.

    Use warden ability to avoid town hall's explosion. Use rage + giant gauntlet combo when king is in the middle of the base, that makes him so tanky with very good aoe. Or you can also go for earthquake boots + giant gauntlet.

    Use one poison for enemy CC troops. Have three bat spells since this base has no multiple infernos. When you take down the town hall and your troops pivot to one of the infernos, cast all three bat spells on it, that will make your push after mid-game much faster while also countering inferno for free(even though we already have hogs).

    Have one meteor golem and fill the rest of the space with super barbarians in your CC troops, that thing just doesn't die.

    Get 3 totem spells for your CC troops, they literally have 10k HP and you can cast them one by one as you push into the base. They basically reset all the defenses in a big circle and take all the damage themselves. It is like having a free golem, but without the hardship of having to make sure all the defenses target him. I would use on of them at like 2:40(time wise) as you begin getting intp the base, the second at right after you take down town hall and your troops pivot to somewhere, and save the last one for your redeployed RC + hogs last push. That will surprisingly be the strongest part your attack. Just cast a totem on one compartment, send rc and a few hogs, they'll clear it before the totem dies. Just try to be patient with RC's ability, use it when hogs are dying(which I don't even think will happen, to be honest, considering the lack of multi target inferno towers).

    Having action figure on queen would be excellent. That giant giant is so tanky and would help a lot with the main push(BK + Golem + Titans) by becoming another tanky figure for healers to support along with others.

    Rage gem is a must on warden. Healing tome would only keep valks alive, which is much less important than having enchanced healers and boosted heroes.

    damn!! thanks for taking your time to type this much. However....i fumbled hard and got a two star XD. But still, thank you for this writeup, i will be using this for my future battles. Also how do I build up this sense to read the base and choose an army to attack? i always go with any of the template meta armies but it's become so boring.

    Try to read my comment again and again, the blueprint you are looking for is quite literally there.

    How to read the base: TH14 has multiple things to consider. 1- Town hall. Not because of the star, getting one star is child's toy. We aim for three star always, so we take ANYTHING into account with EQUAL value. Town hall is the most important because it has both giga inferno, explosion damage, and an almost unavoidable poison(poisons are HELL). 2- Eagle artillery. Arguably more important than town hall. Or rather, should be taken down before it. 3- Monolith. This one is a tough nut to crack, but far easier than town hall. It is the nightmare of drags and edrags AND MOST IMPORTANTLY HEROES. Heroes are TOO important, so make sure you either use a spell like bat, skelly, freeze or take this down before your heroes get taken down by it. 4-Spell towers. Ignore if rage towers or simply take down with 2 earthquake + giant arrow or have something or someone crush them like a log launcher or as a byproduct of your rc charge. Activate with giant arrow if set to invisibility. BE CAREFUL if set to poison. Poisons are hell. Do keep in mind that the only spell tower still equally effective when taken down is poison one. Because as the spell tower is taken down, it drops its spell if it already didn't(can't throw it if the target is outside of its range, such as log launcher chipping away at it from afar). Invisibility would already have used it(gets triggered fairly easily). Rage is useless when your troops already crushing defenses. But poison? It slows down the exact troop(s) that just took it down and damages them. Why is it hell? Because it kills our angels(see:healers) and the slow effect lasts too long. 5- Inferno towers. Same with monolith regarding heroes if they are single targeting. However, if multiple targeting, beware that those will melt your low hp troops such as any one hp(skelly, minion, bat), or minitanks(hog, valk, barb, bowler). Giants, balloons, archers, wizard, even dragons. Multiple infernos are a threat to them all. 0- Funneling/Pathing. This is much more important than simply taking defenses down. You can take air defenses down, but as your troops scatter and wander aimlessly, they'll get no diffed by infernos and scattershots. This is why drag and edrag spams mostly fail at 2 stars. Bonus: Timer.

    What I did: 1- Town hall in middle. Noted. Use warden ability. Resolved. 2- Eagle Artillery bad placement(too far from the core of the base, easy to take down). Observation: on a line with town hall. Takeaway: use giant arrow or log launcher for free value. Test the strategy: does log launcher and/or giant arrow work? Yes, surprisingly well thanks to the bad spell tower placement and the symmetrical nature of the base. Log launcher takes it down quite easily. How about extra value? Log launcher is not very likely to take the furthest spell tower down. To guarantee it, we can cast one earthquake. Resolved with extra value. 3- Monolith. Observation: too close to inferno and rc placed from air defense will directly walk towards it, so our pathing is provided by the design of the base itself. Solution: a simple rc charge using invisibility spells and a recall should work better than sniping with hogs or skelly or bat spells because I am sure the inferno islands are stacked with aoe traps and teslas. Rc with electro boots can annihilate them all with 3 to 4 invisibility fairly easily. This is a known, meta and honestly, OP strategy for th13-14-15. Resolved with extra value(inferno and a few defenses nearby). 4- We already got rid of spell towers. 5- Note that the infernos are in seperate islands, far from the core. Therefore, we can wait until our push pivots to them. Use what? I suggest bat spells because they amplify the speed of the raid. Wasting army space itself is not recommended, though our hogs are literally for that lol. Why not skeleton spells? Because the poison from th explosion will already slow us down mid push and log launcher has low lifetime and meteor golem is slow. We need more speed than durability here. Durability is already covered by totems, giant giant and barb king already, we have it more than needed. 3 bat spells should be more than enough to take it down and speed us up. Resolved with extra value(bats amplify entire army after taking inferno down). 0- General pathing. I note two wizard towers that hogs and golem might get distracted by. 2 rocket balloons. Why 2? Because one would only take wiz tower. But 2? They would take wiz tower, go to archer tower, and even clear the cannons. THIS IS WHAT ensures our troops go to the core of the base. It is much, MUCH important than what army or strategy we use. Bonus: To avoid a time fail, I suggest super barbarians and minions here. Would go for all minions, but since this base has defenses left on the outside, sending one super barb to clean that defense would provide immense value.


    As for how to become like this and stop doing the "boring" way. Always watch attack strategy videos and e sports. Analyze, try it for yourself, and ask for improvements.

    I myself am always open for discussions and/or help.

    You're a legend! Thanks a lot for this buddy, i would've given you an award if i could❤️.

    You are welcome 😁

    Also forgot to state it directly, but "always utilize your assets". We are not using giant arrow just because it activates invisibility tower, we are assigning an asset to solve a problem. Solve all the problems(th, ea, cc, pathing itself), and your the victory becomes a byproduct of a successful execution.

    Feel free to ask me anything whenever you want to. You can also DM me.

  • Snipe both sweeper from right side w/qween and give her 4 healers. Log luncher from right corner with ice golem and king. Spam drag/warden from buttom. Rc on monolith. Get 3 totems from clan and rest is up to you (i like rage invis spells) and pray for rng god that u win

  • Top left corner :- kill archer and bomb tower with 3 -3 balloons and after that use hog rider to destroy the inferno tower.

  • RC charge monolith, bottom right flame flinger. For the rest army use what you are better at. BUT make sure you create pathing by destroying outside buildings with baby dragons/yetis since you do not want to miss the infernos. For the rest spells just freezes seems fine or you can use skeleton spell if you know how to time it. Also if you will recall spell the rc champ depends on the value you try to get with her.

    Don't have rocket spear..so rc charging the monolith using invis? also use skeleton spells where? on inferno? i have never used skeleton spell before XD

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