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Witch push

Witch push army
COMPLETE ARMY PLAN

Town Hall 13 composition

This is a complete Town Hall 13 ground attack using 5 Super Witch, 2 Ice Golem, 1 Golem, and 2 Yeti 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 3 Rage, 3 Freeze, and 1 Jump, giving the attack tools for entry, survival and high-value defensive sections when timing is correct. Recommended heroes are Barbarian King, Archer Queen, Grand Warden, and Royal Champion. 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. Select a ground entry for Witch push that leads 5 Super Witch, 2 Ice Golem, 1 Golem, and 2 Yeti through the core without exposing the support line on two sides. 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

  • 5 Super Witch
  • 2 Ice Golem
  • 1 Golem
  • 2 Yeti
  • 2 Wall Breaker
  • 1 Log Launcher
Spells

Spell loadout

  • 3 Rage
  • 3 Freeze
  • 1 Jump
Heroes

Required heroes

  • Barbarian King
  • Archer Queen
  • Grand Warden
  • Royal Champion
ATTACK ORDER

How to use this army

  1. 1

    Select a ground entry for Witch push that leads 5 Super Witch, 2 Ice Golem, 1 Golem, and 2 Yeti through the core without exposing the support line on two sides.

  2. 2

    Create a patient two-sided funnel with Barbarian King, Archer Queen, Grand Warden, and Royal Champion; 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, 3 Freeze, and 1 Jump 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.