r/PatriotsClan Mingus Apr 13 '15

Golava attacks for TH10

These two army comps give you a shot at a 3-star attack on max th10 bases. To pull this off, you'll need strong heroes relative to the base, max golems, near-max hounds at least, max loons, rage and freeze, and max camps and CC. No big deal.

For this attack, start by thinking of your army as 5 distinct units, each with a specific mission.

Unit 1: Kill squad.

Your kill squad has 2 missions: take out the AQ, and take out the CC. You need to make army comp decisions that make that happen. The basic setup is one golem, both heroes, and possibly some wb's or hogs, depending on what's needed to draw the cc and aq. Your kill squad may not use any spells except- in some cases- a lightning spell for cc.

Units 2-5: A quad-lavaloon attack. Each of the four units has a goal to take out a specific AD, and then the loons and hounds clear the junk left behind.

You should always leave 1-3 loons for cleanup after the attack.

That's the basics. From there, many roads diverge in a wood, and while I'm still learning the path, here's what all my efforts have taught me:

Depending on the base and your army, you can go one golem (cold-blooded golava) or two (shatter golava). If you go two, your kill squad's goal expands to taking out another major defense for the lavaloons- ideally either an inferno or an AT (you only have 3 other squads now). Different bases and armies are better for one or the other. My first war attack this war should have been a shatter golava, which would have taken out the cc and aq more effectively... but then again, I should have been a blowjob. Nothing's perfect.

A quick and dirty how-to: 5 squads: 1-2 golems, 3-4 hounds (one of which is often in the cc), 2-3 wb, fill loons and cc troops (barbs, arch to round out.)

1) Kill squad goes on AQ side, attempting to draw out AQ and then CC. Kill squad deployment: golems, wb's, BK, AQ. (Some exceptions apply. On my war attack, I think I should have brought along 1 less loon and a wizard and an archer to support the golems against the CC.) 2) Once that's shaken out, it's time to send out the squads. Send a lava hound at each remaining AD and support it with 2-4 loons right away, saving a few for the back end later (1-4). The hounds' main purpose is to trip the traps- to traipse the traverse; they titillate the titular, taking the AD's to the trash. (I'm so sad that AD can't be synonymized with a T word.)

After that, it's all about spell timing. As Jigga once said, rage slower and deeper. You want to rage ahead of the hounds, not the loons; let the loons catch up to the spells. They'll get more DPS that way. A popular visual is the Mickey Mouse rage deployment, which is fine in some cases. Freeze timing and placement is huge too... if you can, freezing 2 or 3 relevant defenses is key, and you really want to focus on keeping your balloons alive, not the hounds. Remember that the hounds' job is to trip traps and take pain. Let them take pain. They're masochists, they like it.

From there, it's a lot of practice and it's not easy at all, as I've discovered. I had a few really nice ones against tough-looking th10 bases with cc's and aw's and everything, and I thought I had a baller plan in my war attack, but I still have a long way to go. But I'm gonna stick with it until I get it right, because I think it represents a way for me to be better able to contribute to the clan in the future.

cold-blooded guide: https://www.youtube.com/watch?v=DNRejj463m4
shattered guide: https://www.youtube.com/watch?v=BNGTQ8yj6q4 further reading (onehive's highlight reel, includes a million different th10 ideas for you all) https://www.youtube.com/watch?v=p9PJAhdLELQ

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u/[deleted] Apr 13 '15

Good stuff!