# TH18 Healer Throwers: Ground army

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

Source: https://clanwarden.com/armies/th18/healer-throwers  
Town Hall 18 · Ground · 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 composition

**Troops**: 14x Thrower, 5x Healer, 4x Super Barbarian, 2x Super Wall Breaker, 1x Druid, 1x Wizard, 2x Archer

**Spells**: 4x Totem, 2x Revive, 1x Freeze, 1x Poison, 1x Invisibility

**Siege machine**: Troop Launcher

### Clan Castle

- Troops: 1x Super Yeti, 1x Super Valkyrie
- Spells: 1x Overgrowth, 1x Rage
- Siege: Log Launcher

### Heroes

- **Barbarian King**: pet Frosty, equipment Spiky Ball + Snake Bracelet
- **Archer Queen**: pet Unicorn, equipment Giant Arrow + Action Figure
- **Grand Warden**: pet Sneezy, equipment Life Gem + Rage Gem
- **Dragon Duke**: pet Phoenix, equipment Fire Heart + Revenge Deck

### Copy this army

Opens straight in the game: https://link.clashofclans.com/en?action=CopyArmy&army=h0p9e14_32-1p3e17_48-2p16e5_24-7p4e52_60i1x147-1x64-1x87d1x70-1x2u14x132-5x7-4x26-2x28-1x123-1x6-2x1-1x135s4x120-2x98-1x5-1x9-1x35

## How to attack with it

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

## Other TH18 armies

- https://clanwarden.com/armies/th18/hydra.md: Dragons and Dragon Riders together, and the hardest army to stop at TH18.
- https://clanwarden.com/armies/th18/zap-throwers.md: Eleven Throwers behind a Lightning opening, and almost no pathing to plan.
- https://clanwarden.com/armies/th18/rc-walk-meteor-golem.md: Five Meteor Golems behind a Royal Champion walk. The answer to a hard core.

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