Town Hall 6 composition
This Town Hall 6 ground army is built around 2 Healer, 18 Wizard, 8 Wall Breaker, and 36 Barbarian. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 2 Heal; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around No hero required. Their entry should support the main army rather than create a second route that pulls troops away from the intended core path. The expected execution level is easy. Start with the opening move: Before using Healer Wizard Push, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army. Review defensive ranges, choose a deliberate entry and leave a small cleanup plan so a successful core push does not fail because of time.
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Copy army to the gameClash of Clans must be installed on this device.Army units
2 Healer
18 Wizard
8 Wall Breaker
36 Barbarian
Spell loadout
2 Heal
Required heroes
No hero required
How to use this army
- 1
Before using Healer Wizard Push, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army.
- 2
Test the edge with a small group from 2 Healer, 18 Wizard, 8 Wall Breaker, and 36 Barbarian; deploy in short waves so traps or Clan Castle troops do not catch every unit together.
- 3
Use No hero required only when their value is greater than the recovery time, especially if the raid is meant to stay inexpensive.
- 4
Spend 2 Heal on a reachable storage cluster or to protect the escape path, not on buildings that cheap troops can already clear.
- 5
Stop once the loot objective is met, or reserve enough troops to secure the percentage needed before the timer expires.
- Reachable cores
- Compartment bases
- Layouts with a clear ground entry
Open bases that split troops and heavy splash damage without spell support
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