Back to Town Hall 8 armiesTOWN HALL 8 · Ground ATTACK

Hogriders

Hogriders army
COMPLETE ARMY PLAN

Town Hall 8 composition

For Town Hall 8, this ground composition combines 26 Hog Rider, 8 Wizard, 5 Giant, and 13 Archer into one complete attack plan. It is written as a practical English guide so players can understand the purpose of the roster before copying it. Its spells include 2 Healing, 1 Rage, and 1 Poison. Avoid spending them only for early damage when the central compartments may require control or recovery later. Hero support comes from the available heroes; position them where they can shape the edge and continue contributing after the principal troops enter the first compartment. The guide is rated medium. Before using Hogriders, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army. Then follow the remaining deployment steps in order. Scout the base first, adjust the entry when a major defense changes the route, and confirm the full army inside Clash of Clans before attacking.

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Troops

Army units

  • 26 Hog Rider
  • 8 Wizard
  • 5 Giant
  • 13 Archer
Spells

Spell loadout

  • 2 Healing
  • 1 Rage
  • 1 Poison
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Before using Hogriders, 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 26 Hog Rider, 8 Wizard, 5 Giant, and 13 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 Healing, 1 Rage, and 1 Poison 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.