Back to Town Hall 6 armiesTOWN HALL 6 · Ground ATTACK

Giant beatdown

Giant beatdown army
COMPLETE ARMY PLAN

Town Hall 6 composition

At Town Hall 6, this ground plan centers on 8 Giant, 6 Wall Breaker, 3 Healer, and 14 Wizard. 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 Healing to protect the main push, control dangerous defenses and preserve momentum through the core. The hero requirement is the available heroes. 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: Scout a direct route for Giant beatdown and mark the two outside buildings that must fall before 8 Giant, 6 Wall Breaker, 3 Healer, and 14 Wizard can enter together. 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

  • 8 Giant
  • 6 Wall Breaker
  • 3 Healer
  • 14 Wizard
Spells

Spell loadout

  • 2 Healing
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Scout a direct route for Giant beatdown and mark the two outside buildings that must fall before 8 Giant, 6 Wall Breaker, 3 Healer, and 14 Wizard can enter together.

    2. 2

      Use the available heroes and light support troops to build both funnel edges, then confirm the main lane before committing the army.

    3. 3

      Deploy the toughest units first and place the damage group behind them so the composition crosses the first compartments as one force.

    4. 4

      Use 2 Healing at the strongest defensive section, keeping one ability or spell available if pathing changes in the core.

    5. 5

      Release cleanup behind the push as defenses fall, and review the first pathing mistake before changing troop quantities.

    BEST AGAINST
    • Compartment bases
    • Reachable cores
    • Clear ground entries
    MAIN WEAKNESS

    Open layouts that split the army and heavy splash damage.