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Super Witch Slam

Super Witch Slam army
COMPLETE ARMY PLAN

Town Hall 12 composition

This is a complete Town Hall 12 ground attack using 4 Super Witch, 5 Wizard, 2 Healer, and 6 Witch 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 1 Clone, 2 Rage, and 4 Lightning, 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 Minion Prince. 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 a safe Archer Queen route for Super Witch Slam; choose an entry that removes a key defense and one side of the funnel. 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
  • 5 Wizard
  • 2 Healer
  • 6 Witch
  • 1 Wall Wrecker
Spells

Spell loadout

  • 1 Clone
  • 2 Rage
  • 4 Lightning
Heroes

Required heroes

  • Barbarian King
  • Archer Queen
  • Grand Warden
  • Minion Prince
ATTACK ORDER

How to use this army

  1. 1

    Scout a safe Archer Queen route for Super Witch Slam; choose an entry that removes a key defense and one side of the funnel.

  2. 2

    Deploy the Queen with her Healers, then open the first wall only after outside buildings can no longer pull her away from the planned route.

  3. 3

    Use 1 Clone, 2 Rage, and 4 Lightning to keep the charge alive through the highest-damage section instead of spending every spell on the opening exchange.

  4. 4

    Send 4 Super Witch, 5 Wizard, 2 Healer, and 6 Witch into the lane created by the Queen and Barbarian King, Archer Queen, Grand Warden, and Minion Prince, timing the main deployment before the charge consumes too much battle time.

  5. 5

    Hold one ability or control spell for the back end, and release cleanup troops as soon as exterior defenses can no longer reach them.

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

Open layouts that split the army and heavy splash damage.