Written before December 2015 update...
TH9 GoLaLoon
Description: The key of this attack strategy is timing - if your lava hounds don't burst into pups you'll run out of time and if you send them all out at the start of the attack your balloons will not make it through the base. The GoLaLoon attack strategy is mainly used by high levels players, late TH9s and all along the TH10. The name of this attack strategy comes from the 3 main troops which form this trio, the Golem, the Lava Hound and the Balloon. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.
Things to consider - Must Read!
- Always locate the position of the air defenses! If they are located in the center of the base, then perhaps the GoLaLoon is not the best option to use. If this is the case, I recommend checking out the GoWiPe Snipe. For the GoLaLoon, you are looking for bases with air defenses that don't overlap, and if they do (even slightly) make sure to adjust the timing of your lava hounds and balloons.
- You must also locate the position of the Archer Queen. The golems, wizards, heroes, jump and heal spell will be used to take out one of the air defenses, the Archer Queen, and if possible one of the air sweepers as well. If you do not get the Archer Queen and at least one of the air defenses, your attack will most likely end in 1 star.
- Do not struggle to protect your Lava Hounds to the point they won't burst! The point of the GoLaLoon attack strategy is that the Lava Hounds provide enough tanking so that the Balloons clear all the defenses, BUT you need the Lava Hounds to explode into the Lava Pups if you want to get 3 stars, otherwise you will run out of time!
- You do not have to lure the cc troops with GoLaLoon, your heroes, wizards and archers should be able to take care of them. If you do lure troops you run the risk of running out of time, so make sure to get the hound and balloons going as early as possible, preferably before the cc troops are dead if the air defenses don't overlap.
TH9 Army composition:
- 2 golem
- 2 lava hounds
- 4 archers
- 4 wizards
- 16 Balloons
- CC: 1 Lava Hound
- 1 Jump Spell + 2 Rage Spells + 1 Lightning Spell OR 1 Jump Spell, 2 Rage Spells, 1 Healing Spell
TOTAL: 220 troops in camps + 30 troops in CC
Heroes: As HIGH in level as possible!
Time to attack!
1. Since it is important to the attack, I'll say this again - You must be able to take out the Archer Queen, at least one air defense and if possible an air sweeper with your golems, heroes, wizards and jump spell. You need to pick an attack point where you can jump into the air defense and draw the Archer Queen into your heroes. Now, let's get started.
2. The first step of the GoLaLoon is placing two golems near where you are going to jump the wall towards the air defense and Archer Queen. Spread your golems out far enough to distract defenses so you wizards can clear structures outside the wall, but not so far they won't be drawn into the jump spell.
3. After your golems are deployed, use your wizards to start clearing any structures that are outside of the walls near the jump spot. You may also use your Archer Queen to help clear these structures if needed. What you are trying to do is make sure that your barb king, when deployed, does not wander off target because if he doesn't jump, you will most likely not get the air defense, which we'll refer to as air defense # 1. Your Barb King will be drawn towards the closest structure, make sure that the closet structure is on the other side of the jump spell.
4. Before deploying the Barb King, place your jump spell. Again, make sure you can easily jump into the same section as the air defense. You may have to jump two walls to do this and that's alright, if there is one structure and walls on either side of it, your jump spell placed directly on top of it will clear both walls. After your jump spell is deployed, drop the Barb King as close to the jump spell as possible. Hopefully, your Archer Queen will follow your golem and Barb King into the jump but if not that's ok because she'll help clear out some backside defenses for you.
5. By now the cc troops are most likely attacking your golem and heroes, drop the heal spell or lightning spell to make sure they get to air defense #1 and the Archer Queen. Remember, any other defenses they take out is a bonus, and if possible try to take out an air sweeper with your ground troops.
6. Now it's time to deploy the lava hound in the cc, but which air defense do you start with? You'll want to pick an air defense that is either clockwise or counter-clockwise from air defense # 1, which you already took out with your golems and heroes. This is really important for the attack to work, so make sure you plan this out ahead of time. I recommend choosing the air defense that is least likely to be impacted by air sweepers or the highest level air defense if they are not equal. We'll call this air defense # 2.
7. When your lava hound is deployed, drop 4 groups of 2 balloons, 1 group per defense closest to the balloon drop point on both sides of air defense # 2. Remember, you want your lava hounds to bust so you do not need to rage your balloons into air defense # 2.
8. The first group of balloons will likely not make it to the lava hound before it busts, but that's alright. Make sure to keep a close eye on the lava hound and before it bursts send another lava hound in to reinforce it at air defense # 2.
9. When the balloons are just about to take out air defense # 2, place a rage spell between air defense # 2 and air defense #3. Air defense # 3 will either be clockwise or counter-clockwise from air defense # 2 - it will be the same direction you went from air defense # 1 to air defense # 2.
10. After the first rage spell is deployed, drop another 2-3 groups of 2 balloons to the left and right of air defense #3, again targeting defenses closest to the drop point of the balloons. At this point, you're first lava hound has burst and you need to check the health of your second lava hound which should be at air defense # 3. If it is about to burst, reinforce it with your last lava hound. If not, and the balloons in step # 9 have already been deployed, send the remaining lava hound to air defense #4. Either way, place a rage spell between air defense # 3 and air defense #4.
11. Now, deploy the the last 2-4 balloons on the backside of your attack near the remaining defenses. If you went clockwise, the backside will be to the left of air defense #4 and if you went counter-clockwise, it will be to the the right of air defense #4. It is important to have at least 3 balloons left at this point to take out any remaining air defenses and any ground defense that would keep the rest of your balloons from heading towards that Town Hall.
12. Now, sit back and relax. If you timed it right, all three lava hounds should have burst, and your lava pups and any remaining balloons should be cleaning up the remaining structures. If you cleared all of the defense, and followed the steps correctly, the worst you should end up with is a 2 star if you run out of time.
Things to consider - Must Read!
- Always locate the position of the air defenses! If they are located in the center of the base, then perhaps the GoLaLoon is not the best option to use. If this is the case, I recommend checking out the GoWiPe Snipe. For the GoLaLoon, you are looking for bases with air defenses that don't overlap, and if they do (even slightly) make sure to adjust the timing of your lava hounds and balloons.
- You must also locate the position of the Archer Queen. The golems, wizards, heroes, jump and heal spell will be used to take out one of the air defenses, the Archer Queen, and if possible one of the air sweepers as well. If you do not get the Archer Queen and at least one of the air defenses, your attack will most likely end in 1 star.
- Do not struggle to protect your Lava Hounds to the point they won't burst! The point of the GoLaLoon attack strategy is that the Lava Hounds provide enough tanking so that the Balloons clear all the defenses, BUT you need the Lava Hounds to explode into the Lava Pups if you want to get 3 stars, otherwise you will run out of time!
- You do not have to lure the cc troops with GoLaLoon, your heroes, wizards and archers should be able to take care of them. If you do lure troops you run the risk of running out of time, so make sure to get the hound and balloons going as early as possible, preferably before the cc troops are dead if the air defenses don't overlap.
TH9 Army composition:
- 2 golem
- 2 lava hounds
- 4 archers
- 4 wizards
- 16 Balloons
- CC: 1 Lava Hound
- 1 Jump Spell + 2 Rage Spells + 1 Lightning Spell OR 1 Jump Spell, 2 Rage Spells, 1 Healing Spell
TOTAL: 220 troops in camps + 30 troops in CC
Heroes: As HIGH in level as possible!
Time to attack!
1. Since it is important to the attack, I'll say this again - You must be able to take out the Archer Queen, at least one air defense and if possible an air sweeper with your golems, heroes, wizards and jump spell. You need to pick an attack point where you can jump into the air defense and draw the Archer Queen into your heroes. Now, let's get started.
2. The first step of the GoLaLoon is placing two golems near where you are going to jump the wall towards the air defense and Archer Queen. Spread your golems out far enough to distract defenses so you wizards can clear structures outside the wall, but not so far they won't be drawn into the jump spell.
3. After your golems are deployed, use your wizards to start clearing any structures that are outside of the walls near the jump spot. You may also use your Archer Queen to help clear these structures if needed. What you are trying to do is make sure that your barb king, when deployed, does not wander off target because if he doesn't jump, you will most likely not get the air defense, which we'll refer to as air defense # 1. Your Barb King will be drawn towards the closest structure, make sure that the closet structure is on the other side of the jump spell.
4. Before deploying the Barb King, place your jump spell. Again, make sure you can easily jump into the same section as the air defense. You may have to jump two walls to do this and that's alright, if there is one structure and walls on either side of it, your jump spell placed directly on top of it will clear both walls. After your jump spell is deployed, drop the Barb King as close to the jump spell as possible. Hopefully, your Archer Queen will follow your golem and Barb King into the jump but if not that's ok because she'll help clear out some backside defenses for you.
5. By now the cc troops are most likely attacking your golem and heroes, drop the heal spell or lightning spell to make sure they get to air defense #1 and the Archer Queen. Remember, any other defenses they take out is a bonus, and if possible try to take out an air sweeper with your ground troops.
6. Now it's time to deploy the lava hound in the cc, but which air defense do you start with? You'll want to pick an air defense that is either clockwise or counter-clockwise from air defense # 1, which you already took out with your golems and heroes. This is really important for the attack to work, so make sure you plan this out ahead of time. I recommend choosing the air defense that is least likely to be impacted by air sweepers or the highest level air defense if they are not equal. We'll call this air defense # 2.
7. When your lava hound is deployed, drop 4 groups of 2 balloons, 1 group per defense closest to the balloon drop point on both sides of air defense # 2. Remember, you want your lava hounds to bust so you do not need to rage your balloons into air defense # 2.
8. The first group of balloons will likely not make it to the lava hound before it busts, but that's alright. Make sure to keep a close eye on the lava hound and before it bursts send another lava hound in to reinforce it at air defense # 2.
9. When the balloons are just about to take out air defense # 2, place a rage spell between air defense # 2 and air defense #3. Air defense # 3 will either be clockwise or counter-clockwise from air defense # 2 - it will be the same direction you went from air defense # 1 to air defense # 2.
10. After the first rage spell is deployed, drop another 2-3 groups of 2 balloons to the left and right of air defense #3, again targeting defenses closest to the drop point of the balloons. At this point, you're first lava hound has burst and you need to check the health of your second lava hound which should be at air defense # 3. If it is about to burst, reinforce it with your last lava hound. If not, and the balloons in step # 9 have already been deployed, send the remaining lava hound to air defense #4. Either way, place a rage spell between air defense # 3 and air defense #4.
11. Now, deploy the the last 2-4 balloons on the backside of your attack near the remaining defenses. If you went clockwise, the backside will be to the left of air defense #4 and if you went counter-clockwise, it will be to the the right of air defense #4. It is important to have at least 3 balloons left at this point to take out any remaining air defenses and any ground defense that would keep the rest of your balloons from heading towards that Town Hall.
12. Now, sit back and relax. If you timed it right, all three lava hounds should have burst, and your lava pups and any remaining balloons should be cleaning up the remaining structures. If you cleared all of the defense, and followed the steps correctly, the worst you should end up with is a 2 star if you run out of time.
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