Town Hall 13 composition
At Town Hall 13, this air plan centers on 4 Healer, 1 Wizard, 7 Electro Dragon, and 6 Balloon. 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 Earthquake, 5 Invisibility, and 2 Freeze 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: For Warden walk fireball, scout for chained building value and enter from the side that avoids pushing Electro Dragons directly into both Air Sweepers. 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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Copy army to the gameClash of Clans must be installed on this device.Army units
4 Healer
1 Wizard
7 Electro Dragon
6 Balloon
1 Stone Slammer
Spell loadout
2 Earthquake
5 Invisibility
2 Freeze
1 Overgrowth
Required heroes
How to use this army
- 1
For Warden walk fireball, scout for chained building value and enter from the side that avoids pushing Electro Dragons directly into both Air Sweepers.
- 2
Clear one building on each corner with heroes or a single air unit so the main line moves inward instead of circling the base.
- 3
Deploy Electro Dragons and supporting troops in a measured line, then place the Grand Warden where his aura covers the largest group.
- 4
Use 2 Earthquake, 5 Invisibility, and 2 Freeze through the core and freeze the defenses damaging several Dragons at once, not an isolated target.
- 5
Save the Warden ability for the heaviest burst or Town Hall area, then start cleanup on safe outside buildings before time becomes tight.
- Compartment bases
- Reachable cores
- Clear ground entries
Open layouts that split the army and heavy splash damage.
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