Town Hall 6 composition
This Town Hall 6 ground army is built around 8 Giant, 7 Wall Breaker, 2 Healer, and 17 Wizard. The composition gives every unit a clear role instead of relying on an unexplained one-word recommendation. Support comes from 2 Lightning and 1 Healing; 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 medium. Start with the opening move: Scout a direct route for NIGHT TROOPS and mark the two outside buildings that must fall before 8 Giant, 7 Wall Breaker, 2 Healer, and 17 Wizard can enter together. 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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Copy army to the gameClash of Clans must be installed on this device.Army units
8 Giant
7 Wall Breaker
2 Healer
17 Wizard
Spell loadout
2 Lightning
1 Healing
Required heroes
How to use this army
- 1
Scout a direct route for NIGHT TROOPS and mark the two outside buildings that must fall before 8 Giant, 7 Wall Breaker, 2 Healer, and 17 Wizard can enter together.
- 2
Use the available heroes and light support troops to build both funnel edges, then confirm the main lane before committing the army.
- 3
Deploy the toughest units first and place the damage group behind them so the composition crosses the first compartments as one force.
- 4
Use 2 Lightning and 1 Healing at the strongest defensive section, keeping one ability or spell available if pathing changes in the core.
- 5
Release cleanup behind the push as defenses fall, and review the first pathing mistake before changing troop quantities.
- Compartment bases
- Reachable cores
- Clear ground entries
Open layouts that split the army and heavy splash damage.
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