Back to Town Hall 13 armiesTOWN HALL 13 · Ground ATTACK

Zap Yeti Witch

Zap Yeti Witch army
COMPLETE ARMY PLAN

Town Hall 13 composition

This Town Hall 13 ground army is built around 11 Witch, 9 Yeti, 1 Headhunter, and 1 Log Launcher. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 2 Earthquake, 8 Lightning, and 1 Freeze; use them where they protect the largest group or disable the defense creating the most immediate pressure. Plan around the available heroes. Their entry should support the main army rather than create a second route that pulls troops away from the intended core path. The expected execution level is easy. Start with the opening move: Select a ground entry for Zap Yeti Witch that leads 11 Witch, 9 Yeti, 1 Headhunter, and 1 Log Launcher through the core without exposing the support line on two sides. Review defensive ranges, choose a deliberate entry and leave a small cleanup plan so a successful core push does not fail because of time.

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Troops

Army units

  • 11 Witch
  • 9 Yeti
  • 1 Headhunter
  • 1 Log Launcher
Spells

Spell loadout

  • 2 Earthquake
  • 8 Lightning
  • 1 Freeze
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Select a ground entry for Zap Yeti Witch that leads 11 Witch, 9 Yeti, 1 Headhunter, and 1 Log Launcher through the core without exposing the support line on two sides.

    2. 2

      Create a patient two-sided funnel with the available heroes; 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 2 Earthquake, 8 Lightning, and 1 Freeze 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.