Town Hall 13 composition
This Town Hall 13 ground army is built around 4 Super Witch, 5 Healer, 2 Ice Golem, 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, Grand Warden, and Royal Champion. 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 hard. Start with the opening move: Scout a safe Archer Queen route for Super Witch 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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Copy army to the gameClash of Clans must be installed on this device.Army units
4 Super Witch
5 Healer
2 Ice Golem
4 Wizard
Spell loadout
2 Rage
1 Jump
3 Freeze
1 Poison
Required heroes
Barbarian King
Archer Queen
Grand Warden
Royal Champion
How to use this army
- 1
Scout a safe Archer Queen route for Super Witch Smash; choose an entry that removes a key defense and one side of the funnel.
- 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
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
Send 4 Super Witch, 5 Healer, 2 Ice Golem, and 4 Wizard into the lane created by the Queen and Barbarian King, Archer Queen, Grand Warden, and Royal Champion, timing the main deployment before the charge consumes too much battle time.
- 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.
- 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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