Town Hall 9 composition
For Town Hall 9, this ground composition combines 2 Golem, 13 Witch, and 1 Wizard into one complete attack plan. It is written as a practical English guide so players can understand the purpose of the roster before copying it. Its spells include 2 Jump, 1 Rage, and 1 Healing. Avoid spending them only for early damage when the central compartments may require control or recovery later. Hero support comes from Barbarian King and Archer Queen; position them where they can shape the edge and continue contributing after the principal troops enter the first compartment. The guide is rated medium. Select a ground entry for WHich that leads 2 Golem, 13 Witch, and 1 Wizard through the core without exposing the support line on two sides. Then follow the remaining deployment steps in order. Scout the base first, adjust the entry when a major defense changes the route, and confirm the full army inside Clash of Clans before attacking.
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Copy army to the gameClash of Clans must be installed on this device.Army units
2 Golem
13 Witch
1 Wizard
Spell loadout
2 Jump
1 Rage
1 Healing
1 Freeze
Required heroes
Barbarian King
Archer Queen
How to use this army
- 1
Select a ground entry for WHich that leads 2 Golem, 13 Witch, and 1 Wizard through the core without exposing the support line on two sides.
- 2
Create a patient two-sided funnel with Barbarian King and Archer Queen; wait until both corners are controlled before committing the slow main force.
- 3
Open the first compartments with the planned siege or wall support, then deploy tanks before ranged troops so the formation stays protected.
- 4
Use 2 Jump, 1 Rage, and 1 Healing at the first concentrated defensive zone and keep support spells centered on the main group rather than a single wandering unit.
- 5
Use hero abilities before the push loses momentum, and place cleanup behind the tanks once the edge is no longer under fire.
- Compartment bases
- Reachable cores
- Clear ground entries
Open layouts that split the army and heavy splash damage.
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