Back to Town Hall 12 armiesTOWN HALL 12 · Ground ATTACK

GoBo Witch Slam

GoBo Witch Slam army
COMPLETE ARMY PLAN

Town Hall 12 composition

At Town Hall 12, this ground plan centers on 3 Golem, 11 Bowler, 10 Witch, and 2 Wall Breaker. 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 3 Rage, 4 Earthquake, and 1 Freeze 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: Select a ground entry for GoBo Witch Slam that leads 3 Golem, 11 Bowler, 10 Witch, and 2 Wall Breaker 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 Golem
  • 11 Bowler
  • 10 Witch
  • 2 Wall Breaker
  • 1 Wall Wrecker
Spells

Spell loadout

  • 3 Rage
  • 4 Earthquake
  • 1 Freeze
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Select a ground entry for GoBo Witch Slam that leads 3 Golem, 11 Bowler, 10 Witch, and 2 Wall Breaker through the core without exposing the support line on two sides.

    2. 2

      Create a patient two-sided funnel with the available heroes; 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 3 Rage, 4 Earthquake, and 1 Freeze 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
    • Compartment bases
    • Reachable cores
    • Clear ground entries
    MAIN WEAKNESS

    Open layouts that split the army and heavy splash damage.