Back to Town Hall 16 armiesTOWN HALL 16 · Ground ATTACK

Super Witch Smash

Super Witch Smash army
COMPLETE ARMY PLAN

Town Hall 16 composition

This is a complete Town Hall 16 ground attack using 4 Super Witch, 3 Super Wall Breaker, 3 Barbarian, and 2 Archer as its main force. The goal is to connect funneling, deployment order and spell timing rather than simply list troops without context. The planned spell support is 4 Lightning, 2 Rage, and 1 Earthquake, giving the attack tools for entry, survival and high-value defensive sections when timing is correct. Recommended heroes are the available heroes. Use them to establish the funnel, remove a key objective or support cleanup according to the route shown in the attack steps. With a medium difficulty rating, the plan still rewards careful scouting. Scout an air route for Super Witch Smash that gives 4 Super Witch, 3 Super Wall Breaker, 3 Barbarian, and 2 Archer a short line through Air Defenses and limits Air Sweeper resistance. Keep enough time for cleanup, watch for troops splitting at wall openings and verify every copied unit and spell before launching the attack.

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Troops

Army units

  • 4 Super Witch
  • 3 Super Wall Breaker
  • 3 Barbarian
  • 2 Archer
  • 1 Baby Dragon
  • 1 Headhunter
  • 1 Apprentice Warden
  • 5 Healer
  • 1 Minion
  • 2 Wizard
  • 3 Balloon
  • 1 Log Launcher
Spells

Spell loadout

  • 4 Lightning
  • 2 Rage
  • 1 Earthquake
  • 1 Freeze
  • 1 Invisibility
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Scout an air route for Super Witch Smash that gives 4 Super Witch, 3 Super Wall Breaker, 3 Barbarian, and 2 Archer 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 4 Lightning, 2 Rage, and 1 Earthquake 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.