Healer Throwers
Fourteen Throwers and five Healers, with no Lightning spent on the way in.
The same Throwers as the Zap version, with the eleven spell slots spent on the pack instead of on one building. Five Healers behind fourteen Throwers out heal everything a base can do to them except splash, and the four Totems are what keep the splash off. The two Revives are the insurance the Zap army does not need: nothing has been removed before you deploy, so the King and the Duke walk into live defences, and a hero dying in the first twenty seconds is what actually loses this attack. The Revenge Deck is on the Duke for the same reason, since it heals him every time something hits him. The Grand Warden runs the Life Gem rather than an Apprentice Warden, because every unit in this camp sits under the cap where the Life Gem is the stronger aura.
Army
352/352 camp space
14
5
4
2
1
1
2
1Spells
11/11 slots
4
2
1
1
1Clan Castle
55/55 space
1
1
1Castle spells
4/4 slots
1
1Heroes and equipment

Barbarian King

Archer Queen

Grand Warden

Dragon Duke
Fills every camp and spell slot exactly, so nothing is wasted.
How to run it
- 1Send the Barbarian King down one side and the Archer Queen down the other, Super Barbarians behind whichever side is denser.
- 2Super Wall Breakers open the compartment the pack will walk into, Wizard and Archers clean the outside buildings.
- 3Deploy all fourteen Throwers in a line along the wall, and hold the Healers until the Throwers have actually taken damage. A Healer picks the damaged unit nearest her and stays locked on it, so one dropped while the Throwers are still at full health flies back to a King or Queen who has been hit and never reaches the pack.
- 4Totems on the compartment ahead of the pack, and send the Dragon Duke through the core once the Throwers have pulled the defences onto themselves.
- 5Grand Warden walks with the Throwers and never ahead of them, the Freeze is held for the Inferno Tower, and each Revive goes down next to the knocked out hero rather than on the floating heart.
What beats it. A Cake-A-Pult covering the lane is the worst of it: the cake splashes the whole line, and the bomb it leaves behind lands on the same Throwers three seconds later. A maxed multi-target Inferno burning six of them at once is the second half, and dense bases that need two Rages to open a compartment are the third, because the only Rage here is the one in the castle. Take Hydra into a base built that way.
The other TH18 armies
Same camp space, different answer. Healer Throwers is the one to drop when the base suits it, not the only one worth learning.
Dragons and Dragon Riders together, and the hardest army to stop at TH18.
Eleven Throwers behind a Lightning opening, and almost no pathing to plan.
Five Meteor Golems behind a Royal Champion walk. The answer to a hard core.
If this army keeps failing, check the account
Healer Throwers assumes the hero equipment listed above and a lab that has kept up. If yours has not, the army is not the reason the attack is falling short. Paste your tag into the reviewer and it will tell you what to upgrade first.
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