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Footballguy
GoWiWi – Golem, Wizards, Witches strategy
I am far from an expert with GoWiWi having only raided with this army for a few months but I thought I’d share my experiences. Since hogs have been nerfed I imagine more and more golem armies will be used in war.
Strategy
The main idea of a GoWiWi army is to use the golems as tanks while the wizards and witches run wild destroying everything. GoWiWi is used in high level trophy hunting and war, it is not economical for farming due to the high DE cost and the long build times for the army and spells. Ideally you want to guide your army to the center of the base where the town hall is typically located. GoWiWi raids will fail if your forces circle the base and never get to the center to destroy the TH. Golems move slow, attack slow but have amazing health*. Wizards are the highest damage per housing space in the game. Witches are very squishy but provide canon fodder via their endless summoned skeletons.
You will want to clear the sides to guide your main force towards the center where typically the TH and the core defensive buildings are set up (xbows, infernos, etc). Realistically GoWiWi armies can consistently get 2 stars but 3 star is tough**.
Dealing with defensive CC troops
CC troops are not as big a threat for GoWiWi as they are for the typical Hog or Giant raid. I rarely worry about luring def CC troops unless it’s very exposed and takes minimal effort. In fact if the CC is near the core you can use this to your benefit since the CC troops can often help reroute your forces towards the center.
Dealing with Heroes
Since the Hero update where defending heroes are anchored to their area dealing with heroes for GoWiWi is much less an issue. Previous to the update Heroes were a huge threat to golem raids because they did high damage and since golems lead your armies the defending heroes would usually target them first. If they’re easy to deal with or exposed then take them out, otherwise I treat heroes the same as defensive CC troops now, use them to guide your troops to the center if possible. Witches are great for dealing with heroes since the heroes will target skeletons 1 by 1 while they get blasted by your other troops.
Splash damage defensive buildings:
Outside of Inferno towers Mortars and Wiz towers are the biggest threat to GoWiWi armies. They can wipe out mass skeletons quickly reducing the canon fodder available and exposing your wizards and witches to attack. When deploying golems initially try to make sure these splash buildings lock onto the golems where possible. Mortars/Wiz towers will barely tickle golems so as long as they’re targetting the golems your Wiz and Witches can safely demolish from behind.
Typical Army setup
Below is my typical army setup based on a TH10 base. You can tweak as you see fit (2 golems, more witches or wiz, less wall breakers if jump is used, etc)
Golem: 3
Wizards: 18
Witches: 3
Wall Breakers: 16
Barbs/Archers: 10
CC troops: I ask for wiz in my CC but you can ask for Wiz, witches or whatever
Spells
Rage is essential for GoWiWi, once your forces get to the core most of the surrounding defensive buildings will be in range so you’ll have very limited time before your troops die. I use 1 rage to help get to the core then another rage once at the core. For TH9 I’d suggest going 2 rage and 2 heal and dropping them together so that your raged units are getting healed and staying alive longer. As a TH10 I run with 3 rage and 2 freeze. The freeze are reserved for the inferno towers. In the near future I will experiment with Jump spell but right now I have no experience with it so I can’t comment much on Jump.
Deployment
I usually target the side of the base with the easiest path to the TH and core. If the CC is dead center then the TH will be shifted to one side of the base which is the side I’ll attack from. If the TH is dead center then I’ll see which side has easiest access to the core based on how many compartments and wall levels I need to break through.
**This is in reference to attacking a TH10. I have not had enough experience raiding GoWiWi against a TH9 but I imagine 3 star vs TH9 is very doable.
I'll try to link some of my replays if I can ever learn how to record from my iPad.
I am far from an expert with GoWiWi having only raided with this army for a few months but I thought I’d share my experiences. Since hogs have been nerfed I imagine more and more golem armies will be used in war.
Strategy
The main idea of a GoWiWi army is to use the golems as tanks while the wizards and witches run wild destroying everything. GoWiWi is used in high level trophy hunting and war, it is not economical for farming due to the high DE cost and the long build times for the army and spells. Ideally you want to guide your army to the center of the base where the town hall is typically located. GoWiWi raids will fail if your forces circle the base and never get to the center to destroy the TH. Golems move slow, attack slow but have amazing health*. Wizards are the highest damage per housing space in the game. Witches are very squishy but provide canon fodder via their endless summoned skeletons.
You will want to clear the sides to guide your main force towards the center where typically the TH and the core defensive buildings are set up (xbows, infernos, etc). Realistically GoWiWi armies can consistently get 2 stars but 3 star is tough**.
Dealing with defensive CC troops
CC troops are not as big a threat for GoWiWi as they are for the typical Hog or Giant raid. I rarely worry about luring def CC troops unless it’s very exposed and takes minimal effort. In fact if the CC is near the core you can use this to your benefit since the CC troops can often help reroute your forces towards the center.
Dealing with Heroes
Since the Hero update where defending heroes are anchored to their area dealing with heroes for GoWiWi is much less an issue. Previous to the update Heroes were a huge threat to golem raids because they did high damage and since golems lead your armies the defending heroes would usually target them first. If they’re easy to deal with or exposed then take them out, otherwise I treat heroes the same as defensive CC troops now, use them to guide your troops to the center if possible. Witches are great for dealing with heroes since the heroes will target skeletons 1 by 1 while they get blasted by your other troops.
Splash damage defensive buildings:
Outside of Inferno towers Mortars and Wiz towers are the biggest threat to GoWiWi armies. They can wipe out mass skeletons quickly reducing the canon fodder available and exposing your wizards and witches to attack. When deploying golems initially try to make sure these splash buildings lock onto the golems where possible. Mortars/Wiz towers will barely tickle golems so as long as they’re targetting the golems your Wiz and Witches can safely demolish from behind.
Typical Army setup
Below is my typical army setup based on a TH10 base. You can tweak as you see fit (2 golems, more witches or wiz, less wall breakers if jump is used, etc)
Golem: 3
Wizards: 18
Witches: 3
Wall Breakers: 16
Barbs/Archers: 10
CC troops: I ask for wiz in my CC but you can ask for Wiz, witches or whatever
Spells
Rage is essential for GoWiWi, once your forces get to the core most of the surrounding defensive buildings will be in range so you’ll have very limited time before your troops die. I use 1 rage to help get to the core then another rage once at the core. For TH9 I’d suggest going 2 rage and 2 heal and dropping them together so that your raged units are getting healed and staying alive longer. As a TH10 I run with 3 rage and 2 freeze. The freeze are reserved for the inferno towers. In the near future I will experiment with Jump spell but right now I have no experience with it so I can’t comment much on Jump.
Deployment
I usually target the side of the base with the easiest path to the TH and core. If the CC is dead center then the TH will be shifted to one side of the base which is the side I’ll attack from. If the TH is dead center then I’ll see which side has easiest access to the core based on how many compartments and wall levels I need to break through.
- Once I decide on the side i’m attacking from; drop 1 golem on each edge then 1 golem in middle, try to drop so golems can tank as many defensive buildings as possible
- Drop wizards on the edges behind the side golems and wait for them to start clearing the sides
- Drop a few wall breakers behind each golem to break through the first layer, do not drop so many that it breaks to a secondary layer towards the sides, this may cause your golems to path to the sides rather than the core
- Once sides are cleared drop the rest of your wizards, witches, CC troops and heroes in the middle of the side you’re attacking from
- Look to drop your first rage if the defensive CC troops have begun to engage your troops
- Drop more wall breakers in the middle of the side you’re coming in from to help break to the core
- Rage near or at the core once your main force has gone towards the center, use freeze on infernos
- Be careful of giant bombs on the edges of the map. Drop a barbarian before you mass drop your wiz and witches, it’s bad times if a bomb takes out all your witches.
- When initially deploying do not spread your golems out too much, i've failed before when there is too big a gap between my edge golems and center golem exposing my wiz/witches to attack early on.
**This is in reference to attacking a TH10. I have not had enough experience raiding GoWiWi against a TH9 but I imagine 3 star vs TH9 is very doable.
I'll try to link some of my replays if I can ever learn how to record from my iPad.