Back to Town Hall 8 armiesTOWN HALL 8 · Ground ATTACK

Hog Heal Circuit

Hog Heal Circuit army
COMPLETE ARMY PLAN

Town Hall 8 composition

This Town Hall 8 ground army is built around 32 Hog Rider, 12 Wizard, and 10 Archer. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 3 Heal and 1 Poison; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around Barbarian King. 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 medium. Start with the opening move: Before using Hog Heal Circuit, 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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Troops

Army units

  • 32 Hog Rider
  • 12 Wizard
  • 10 Archer
Spells

Spell loadout

  • 3 Heal
  • 1 Poison
Heroes

Required heroes

  • Barbarian King
ATTACK ORDER

How to use this army

  1. 1

    Before using Hog Heal Circuit, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army.

  2. 2

    Test the edge with a small group from 32 Hog Rider, 12 Wizard, and 10 Archer; deploy in short waves so traps or Clan Castle troops do not catch every unit together.

  3. 3

    Use Barbarian King only when their value is greater than the recovery time, especially if the raid is meant to stay inexpensive.

  4. 4

    Spend 3 Heal and 1 Poison on a reachable storage cluster or to protect the escape path, not on buildings that cheap troops can already clear.

  5. 5

    Stop once the loot objective is met, or reserve enough troops to secure the percentage needed before the timer expires.

BEST AGAINST
  • Reachable cores
  • Compartment bases
  • Layouts with a clear ground entry
MAIN WEAKNESS

Open bases that split troops and heavy splash damage without spell support