Clash of clans army camp Army camp

Clash of clans troop capacity 300/300 Clash of clans spell capacity 11/11 Clash of clans siege machine capacity 1/1

Clash of clans clan castle Clan castle

Clash of clans troop capacity 45/45 Clash of clans spell capacity 3/3 Clash of clans siege machine capacity 1/1

Clash of clans barbarian king hero Heroes

Clash of clans "Barbarian King" hero
Spiky Ball
Earthquake Boots
Unicorn
Clash of clans "Archer Queen" hero
Healer Puppet
Action Figure
Mighty Yak
Clash of clans "Grand Warden" hero
Eternal Tome
Rage Gem
Electro Owl
Clash of clans "Royal Champion" hero
Seeking Shield
Rocket Spear
Lassi

Clash of clans builder base swords Guide

TH14 Zap GoTitan Witch (Twin-Tank Control Variant)

Core Concept: A TH14 Zap Witch evolution using 8 Lightnings + 2 Earthquakes to erase two Inferno Towers early, Golems to anchor the corners, and dual Electro Titans in the center to escort Witches, melt Skeleton Traps/CC swarms with their aura, and crush the Town Hall core.

1. Zap Phase: Erasing the Splash (0:00 – 0:15)

  • Target Selection: Identify the 2 Multi-Inferno Towers (priority #1 to protect Witch skeletons) or high-value Single Infernos.

  • Execution: Drop 1 Earthquake followed rapidly by 4 Lightnings on each Inferno. Offset spells slightly to clip adjacent Battle Builder Huts and defenses so Builders cannot repair the Inferno mid-zap.

2. Corner Funneling (0:15 – 0:30)

  • Left & Right Flanks: Deploy 1 Golem + 2 Witches on the far-left corner and 1 Golem + 2 Witches on the far-right corner.

  • Patience Window: Wait 5–8 seconds for corner Witches to clear outer trash buildings, creating a clean lane to the center.

3. Core Push: The Titan-Witch Wave (0:30 – 1:15)

  • Center Entry: Drop 2 Electro Titans in the middle to clear immediate front buildings.

  • Wall Breach: Deploy the Log Launcher (lined up with the Town Hall) and 2 Super Wall Breakers to open the first wall layer immediately.

  • Hero & Witch Line: Send in the King, Queen, Warden, and remaining 8 Witches across the middle third of the line (wide enough to avoid splash, tight enough to stay in the Warden's Rage Gem and E-Titan auras).

  • CC & Hero Defense: Drop Poison on enemy CC troops and deploy 2 Headhunters when enemy Heroes engage your core.

4. Core Control, Spells & Hero Abilities (1:15 – 2:00)

  • Overgrowth Spell: Drop on the nastiest untouched back-end compartment (like a Scattershot + X-Bow island) to disable it until cleanup.

  • King Ability (Earthquake Boots + Spiky Ball): Activate at the core entry to open inner walls, strip 40–50% HP off structures, and bounce-delete 6–8 defenses.

  • Log Launcher Pop (1 Ice Golem + 1 Yeti + 2 Bowlers): When the Launcher breaks in the core, the Ice Golem freezes the Town Hall compartment while the Yeti, Yetimites, and Bowlers demolish the core under the Rage Gem.

  • Warden Ability (Eternal Tome): Trigger during peak core damage or right as the TH14 Giga Inferno falls to make your Titans, Witches, CC troops, and Skeletons immune to the poison bomb.

  • Queen Ability (Healer Puppet + Action Figure): Pop when her HP drops or before entering a heavy compartment to summon the Giant Giant tank and 3 Healers.

  • Freeze Spell: Hold to reset a surviving Single Inferno or Scattershot locking onto your Heroes or E-Titans.

5. Back-End Sniper Cleanup (2:00 – End)

  • Royal Champion (Seeking Shield + Rocket Spear + L.A.S.S.I): Deploy on the remaining flank the Witches didn't reach (or the waking Overgrowth compartment).

  • 1-Second Rule: Wait 1 second after landing to ensure no Skeleton Traps pop up and she locks onto a defense, then trigger her ability to snipe the compartment from range.

  • Drop 4 Archers on corners/huts to prevent a time-fail.

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Clash of Clans Barbarian King

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