Back to Town Hall 8 armiesTOWN HALL 8 · Ground ATTACK

P.E.K.K.A Wizard

P.E.K.K.A Wizard army
COMPLETE ARMY PLAN

Town Hall 8 composition

At Town Hall 8, this ground plan centers on 3 P.E.K.K.A, 18 Wizard, 8 Wall Breaker, and 12 Archer. An unusual base may call for a small timing change, but the roster has a clear route and a specific job for each unit. The spell package uses 2 Rage and 1 Heal to protect the main push, control dangerous defenses and preserve momentum through the core. The hero requirement is Barbarian King. Their abilities should be saved for a dangerous defensive burst, a pathing correction or the final section of the base. This composition carries a medium difficulty rating. The first move is straightforward: Select a ground entry for P.E.K.K.A Wizard that leads 3 P.E.K.K.A, 18 Wizard, 8 Wall Breaker, and 12 Archer through the core without exposing the support line on two sides. Practice the funnel before using it in an important attack, and change only the entry or timing when the target layout requires an adjustment.

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Troops

Army units

  • 3 P.E.K.K.A
  • 18 Wizard
  • 8 Wall Breaker
  • 12 Archer
Spells

Spell loadout

  • 2 Rage
  • 1 Heal
Heroes

Required heroes

  • Barbarian King
ATTACK ORDER

How to use this army

  1. 1

    Select a ground entry for P.E.K.K.A Wizard that leads 3 P.E.K.K.A, 18 Wizard, 8 Wall Breaker, and 12 Archer through the core without exposing the support line on two sides.

  2. 2

    Create a patient two-sided funnel with Barbarian King; wait until both corners are controlled before committing the slow main force.

  3. 3

    Open the first compartments with the planned siege or wall support, then deploy tanks before ranged troops so the formation stays protected.

  4. 4

    Use 2 Rage and 1 Heal at the first concentrated defensive zone and keep support spells centered on the main group rather than a single wandering unit.

  5. 5

    Use hero abilities before the push loses momentum, and place cleanup behind the tanks once the edge is no longer under fire.

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