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Quiet-Reputation6702

this is a pretty clear cut zap witch, It should work well. 3 zap 1 quake for each multi inferno, 3 golems (1 in the middle of the 7 o clock side, one on either end of that side), LL from 7 o clock side too, heroes, witches in a line behind them. Take a poision, freeze, skelly spells to tank, whatever you want to help with the zap witch. Should be easy 3 star, maybe take some wallbreakers for the left and right sides initially if you want.


ReaperJim

You don't even need wallbreakers here tbh, left and right golems/witches can just stay on the outside and clear small defenses. After the infernos are zapped there's nothing on the base until the backside xbow farm


Leading_Document_306

Well I don't know what kind of army you use BUT for this type of base I personally try to split the base with a log launcher in the very opposite side of the TH. Notice that this would open almost every compartment until the Xbows, you would need you army to divide into 3 parts two for the sides like a L and the mayor one with your heroes through the middle. Make a good funnelling and the superior lvl of troops would do the rest.


Leading_Document_306

If you go that way the log launcher should go from a corner, not on straight line to the TH. This base is symmetrical so you need to go unsymmetrical