Back to Town Hall 5 armiesTOWN HALL 5 · Ground ATTACK

Wizard wipeout

Wizard wipeout army
COMPLETE ARMY PLAN

Town Hall 5 composition

This Town Hall 5 ground army is built around 6 Giant, 8 Wall Breaker, 22 Wizard, and 1 Archer. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 2 Lightning; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around the available heroes. 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 Wizard wipeout, 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

  • 6 Giant
  • 8 Wall Breaker
  • 22 Wizard
  • 1 Archer
Spells

Spell loadout

  • 2 Lightning
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Before using Wizard wipeout, 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 6 Giant, 8 Wall Breaker, 22 Wizard, and 1 Archer; deploy in short waves so traps or Clan Castle troops do not catch every unit together.

    3. 3

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

    4. 4

      Spend 2 Lightning 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
    • Compartment bases
    • Reachable cores
    • Clear ground entries
    MAIN WEAKNESS

    Open layouts that split the army and heavy splash damage.