Back to Town Hall 11 armiesTOWN HALL 11 · Ground ATTACK

Zap witch

Zap witch army
COMPLETE ARMY PLAN

Town Hall 11 composition

This is a complete Town Hall 11 ground attack using 14 Witch, 3 Golem, and 1 Minion 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 2 Earthquake, 1 Freeze, and 8 Lightning, giving the attack tools for entry, survival and high-value defensive sections when timing is correct. Recommended heroes are the available heroes. 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. Select a ground entry for Zap witch that leads 14 Witch, 3 Golem, and 1 Minion through the core without exposing the support line on two sides. 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

  • 14 Witch
  • 3 Golem
  • 1 Minion
Spells

Spell loadout

  • 2 Earthquake
  • 1 Freeze
  • 8 Lightning
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Select a ground entry for Zap witch that leads 14 Witch, 3 Golem, and 1 Minion 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, 1 Freeze, and 8 Lightning 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.