Back to Town Hall 12 armiesTOWN HALL 12 · Ground ATTACK

Yeti Bowler Smash

Yeti Bowler Smash army
COMPLETE ARMY PLAN

Town Hall 12 composition

This Town Hall 12 ground army is built around 8 Yeti, 10 Bowler, 4 Healer, and 4 Wizard. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 2 Rage, 1 Jump, and 3 Freeze; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around Barbarian King, Archer Queen, and Grand Warden. 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: Scout a safe Archer Queen route for Yeti Bowler Smash; choose an entry that removes a key defense and one side of the funnel. 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

  • 8 Yeti
  • 10 Bowler
  • 4 Healer
  • 4 Wizard
Spells

Spell loadout

  • 2 Rage
  • 1 Jump
  • 3 Freeze
  • 1 Poison
Heroes

Required heroes

  • Barbarian King
  • Archer Queen
  • Grand Warden
ATTACK ORDER

How to use this army

  1. 1

    Scout a safe Archer Queen route for Yeti Bowler Smash; choose an entry that removes a key defense and one side of the funnel.

  2. 2

    Deploy the Queen with her Healers, then open the first wall only after outside buildings can no longer pull her away from the planned route.

  3. 3

    Use 2 Rage, 1 Jump, and 3 Freeze to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.

  4. 4

    Send 8 Yeti, 10 Bowler, 4 Healer, and 4 Wizard into the lane created by the Queen and Barbarian King, Archer Queen, and Grand Warden, timing the main deployment before the charge consumes too much battle time.

  5. 5

    Hold one ability or control spell for the back end, and release cleanup troops as soon as exterior defenses can no longer reach them.

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