Back to Town Hall 6 armiesTOWN HALL 6 · Ground ATTACK

TH6

TH6 army
COMPLETE ARMY PLAN

Town Hall 6 composition

At Town Hall 6, this ground plan centers on 15 Wizard, 6 Wall Breaker, 3 Balloon, and 3 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 TH6, 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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Troops

Army units

  • 15 Wizard
  • 6 Wall Breaker
  • 3 Balloon
  • 3 Archer
  • 12 Giant
Spells

Spell loadout

  • 2 Healing
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Before using TH6, identify exposed collectors and storages, then choose a route that reaches the desired loot without committing the full army.

    2. 2

      Test the edge with a small group from 15 Wizard, 6 Wall Breaker, 3 Balloon, and 3 Archer; deploy in short waves so traps or Clan Castle troops do not catch every unit together.

    3. 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. 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. 5

      Stop once the loot objective is met, or reserve enough troops to secure the percentage needed before the timer expires.

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

    Open layouts that split the army and heavy splash damage.