Back to Town Hall 9 armiesTOWN HALL 9 · Ground ATTACK

QC Hog Rider

QC Hog Rider army
COMPLETE ARMY PLAN

Town Hall 9 composition

This Town Hall 9 ground army is built around 4 Healer, 19 Hog Rider, 8 Wall Breaker, and 1 Baby Dragon. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 2 Healing, 2 Rage, and 1 Poison; 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: Scout an air route for QC Hog Rider that gives 4 Healer, 19 Hog Rider, 8 Wall Breaker, and 1 Baby Dragon a short line through Air Defenses and limits Air Sweeper resistance. 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

  • 4 Healer
  • 19 Hog Rider
  • 8 Wall Breaker
  • 1 Baby Dragon
  • 3 Balloon
  • 7 Wizard
Spells

Spell loadout

  • 2 Healing
  • 2 Rage
  • 1 Poison
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Scout an air route for QC Hog Rider that gives 4 Healer, 19 Hog Rider, 8 Wall Breaker, and 1 Baby Dragon a short line through Air Defenses and limits Air Sweeper resistance.

    2. 2

      Remove one building from each corner of the chosen edge so Dragons enter together instead of following the outside ring.

    3. 3

      Deploy the main air force in a controlled line with the available heroes supporting the side most likely to lose pathing.

    4. 4

      Use 2 Healing, 2 Rage, and 1 Poison over the largest group as it reaches concentrated anti-air damage, saving one answer for the final defended section.

    5. 5

      Start cleanup early on safe buildings and use remaining abilities to keep the surviving Dragons moving toward the last defenses.

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

    Open layouts that split the army and heavy splash damage.