Back to Town Hall 12 armiesTOWN HALL 12 · Ground ATTACK

TH12 Golem + Witch + Bowler

TH12 Golem + Witch + Bowler army
COMPLETE ARMY PLAN

Town Hall 12 composition

This is a complete Town Hall 12 ground attack using 4 Archer, 2 Golem, 9 Witch, and 17 Bowler 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 Healing, 1 Rage, and 4 Earthquake, giving the attack tools for entry, survival and high-value defensive sections when timing is correct. Recommended heroes are Barbarian King, Archer Queen, and Grand Warden. 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 TH12 Golem + Witch + Bowler that leads 4 Archer, 2 Golem, 9 Witch, and 17 Bowler 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

  • 4 Archer
  • 2 Golem
  • 9 Witch
  • 17 Bowler
  • 1 Wall Wrecker
  • 3 Wall Breaker
Spells

Spell loadout

  • 2 Healing
  • 1 Rage
  • 4 Earthquake
  • 1 Poison
Heroes

Required heroes

  • Barbarian King
  • Archer Queen
  • Grand Warden
ATTACK ORDER

How to use this army

  1. 1

    Select a ground entry for TH12 Golem + Witch + Bowler that leads 4 Archer, 2 Golem, 9 Witch, and 17 Bowler through the core without exposing the support line on two sides.

  2. 2

    Create a patient two-sided funnel with Barbarian King, Archer Queen, and Grand Warden; 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 Healing, 1 Rage, and 4 Earthquake 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.