Back to Town Hall 5 armiesTOWN HALL 5 · Air ATTACK

Bright flying burn

Bright flying burn army
COMPLETE ARMY PLAN

Town Hall 5 composition

At Town Hall 5, this air plan centers on 10 Wizard and 19 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 Lightning 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: Scout Air Defenses and Air Sweepers before deploying Bright flying burn, then choose the shortest safe line for 10 Wizard and 19 Balloon. 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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Troops

Army units

  • 10 Wizard
  • 19 Balloon
Spells

Spell loadout

  • 2 Lightning
Heroes

Required heroes

    ATTACK ORDER

    How to use this army

    1. 1

      Scout Air Defenses and Air Sweepers before deploying Bright flying burn, then choose the shortest safe line for 10 Wizard and 19 Balloon.

    2. 2

      Use the available heroes or a small troop group to remove both funnel corners and keep the air force away from outside buildings.

    3. 3

      Deploy tanks or leading air units first, followed by the main damage group in controlled waves rather than one crowded point.

    4. 4

      Use 2 Lightning where multiple air units receive value and hold one spell for the final anti-air section.

    5. 5

      Begin cleanup when exterior defenses are occupied, then use remaining abilities to keep the main group moving through the back end.

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

    Open layouts that split the army and heavy splash damage.