Town Hall 6 composition
At Town Hall 6, this ground plan centers on 2 Healer, 11 Giant, 4 Wall Breaker, and 19 Archer. 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: Before using Giant & Healer Ground Army, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army. 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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Copy army to the gameClash of Clans must be installed on this device.Army units
2 Healer
11 Giant
4 Wall Breaker
19 Archer
10 Wizard
Spell loadout
2 Healing
Required heroes
How to use this army
- 1
Before using Giant & Healer Ground Army, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army.
- 2
Test the edge with a small group from 2 Healer, 11 Giant, 4 Wall Breaker, and 19 Archer; deploy in short waves so traps or Clan Castle troops do not catch every unit together.
- 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
Spend 2 Healing on a reachable storage cluster or to protect the escape path, not on buildings that cheap troops can already clear.
- 5
Stop once the loot objective is met, or reserve enough troops to secure the percentage needed before the timer expires.
- Compartment bases
- Reachable cores
- Clear ground entries
Open layouts that split the army and heavy splash damage.
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