Back to Town Hall 6 armiesTOWN HALL 6 · Ground ATTACK

House down

House down army
COMPLETE ARMY PLAN

Town Hall 6 composition

For Town Hall 6, this ground composition combines 16 Wizard, 14 Giant, and 8 Wall Breaker 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 Healing. Avoid spending them only for early damage when the central compartments may require control or recovery later. Hero support comes from the available heroes; position them where they can shape the edge and continue contributing after the principal troops enter the first compartment. The guide is rated easy. Scout a direct route for House down and mark the two outside buildings that must fall before 16 Wizard, 14 Giant, and 8 Wall Breaker can enter together. 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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Troops

Army units

  • 16 Wizard
  • 14 Giant
  • 8 Wall Breaker
Spells

Spell loadout

  • 2 Healing
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Scout a direct route for House down and mark the two outside buildings that must fall before 16 Wizard, 14 Giant, and 8 Wall Breaker can enter together.

    2. 2

      Use the available heroes and light support troops to build both funnel edges, then confirm the main lane before committing the army.

    3. 3

      Deploy the toughest units first and place the damage group behind them so the composition crosses the first compartments as one force.

    4. 4

      Use 2 Healing at the strongest defensive section, keeping one ability or spell available if pathing changes in the core.

    5. 5

      Release cleanup behind the push as defenses fall, and review the first pathing mistake before changing troop quantities.

    BEST AGAINST
    • Compartment bases
    • Reachable cores
    • Clear ground entries
    MAIN WEAKNESS

    Open layouts that split the army and heavy splash damage.