ClanWarden

Healer Throwers

Fourteen Throwers and five Healers, with no Lightning spent on the way in.

TH18Ground
Three stars TH18

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
Thrower
5
Healer
4
Super Barbarian
2
Super Wall Breaker
1
Druid
1
Wizard
2
Archer
1
Troop Launcher

Spells

11/11 slots
4
Totem
2
Revive
1
Freeze
1
Poison
1
Invisibility

Clan Castle

55/55 space
1
Super Yeti
1
Super Valkyrie
1
Log Launcher

Castle spells

4/4 slots
1
Overgrowth
1
Rage

Heroes and equipment

Barbarian King

FrostySpiky BallSnake Bracelet

Archer Queen

UnicornGiant ArrowAction Figure

Grand Warden

SneezyLife GemRage Gem

Dragon Duke

PhoenixFire HeartRevenge Deck

Fills every camp and spell slot exactly, so nothing is wasted.

Open in game

How to run it

  1. 1Send the Barbarian King down one side and the Archer Queen down the other, Super Barbarians behind whichever side is denser.
  2. 2Super Wall Breakers open the compartment the pack will walk into, Wizard and Archers clean the outside buildings.
  3. 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.
  4. 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.
  5. 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.

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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