Back to Town Hall 14 armiesTOWN HALL 14 · Ground ATTACK

Twin Hogs

Twin Hogs army
COMPLETE ARMY PLAN

Town Hall 14 composition

At Town Hall 14, this ground plan centers on 15 Super Hog Rider, 1 Yeti, 1 Valkyrie, and 1 Ice Golem. 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 1 Healing, 1 Rage, and 4 Invisibility to protect the main push, control dangerous defenses and preserve momentum through the core. The hero requirement is Barbarian King, Archer Queen, Grand Warden, and Royal Champion. 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: Select a ground entry for Twin Hogs that leads 15 Super Hog Rider, 1 Yeti, 1 Valkyrie, and 1 Ice Golem through the core without exposing the support line on two sides. 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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Troops

Army units

  • 15 Super Hog Rider
  • 1 Yeti
  • 1 Valkyrie
  • 1 Ice Golem
  • 1 Apprentice Warden
  • 5 Hog Rider
  • 2 Headhunter
  • 1 Super Wall Breaker
  • 3 Wizard
  • 1 Minion
  • 1 Log Launcher
Spells

Spell loadout

  • 1 Healing
  • 1 Rage
  • 4 Invisibility
  • 1 Recall
  • 1 Earthquake
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 Twin Hogs that leads 15 Super Hog Rider, 1 Yeti, 1 Valkyrie, and 1 Ice Golem 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 1 Healing, 1 Rage, and 4 Invisibility 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.