Friday, January 29, 2016

GoWiPe, GoWiWiPe, GoWiWi, GoVaPe: The Golem Based Attacks

The GoWiPe Gang

The GoWiPe strategy and it's variations have been around in Clash of Clans for quite some time.  Throughout every change and every update, they somehow find their way back into the attack rotations of players all over the world in wars and higher league trophy pushing.  The greatness and longevity of this attack centers around the fact that the golems, even at low levels, can take massive damage and keep on going, even forming 2 golemites upon their demise.  They also target defenses, which makes the golems very easy to funnel into a base and guide them exactly where you need them to go.  This strategy is full of strong and powerful units no matter which variation you are using.  Using powerful troops means that this attack can stand up to the strongest bases, but it also means the attack is a little expensive and takes quite a while to make.


GoWiPe, GoWiWiPe Strategies

 Army Composition:           


Golems:                     2-3             
Wizards:                    10-20
Wall Breakers:           5-15
PEKKA:                   1-3
Witches:                    2-6
Barbarians/Archers:  10-15


Spell Composition: 
 
Jump:      1 (essential)
Rage:      1-2
Heal:       1-2
Poison:    1-2
Freeze:    1-2 (optional, more used in TH-10/11)
Typical GoWiPe Army Composition
Typical GoWiWiPe Army Composition


The Gowipe version has wizards but no witches, while the Gowiwipe has both wizards and witches.  Players like different things about both armies, and it is very difficult to say for sure which one is better.  If you don't take any witches, you can take many more wizards so you have the added fire power, but if you do take witches, they give your army more longevity because they constantly raise skeletons that help distract defenses, trip traps, and deal extra damage.  So which is best really comes down to someone's play style, and the base they are attacking.  Before TH-9 you don't have access to witches except in your CC anyway, so you will only be using Gowipe until then, unless you use your CC for witches (at TH-8 your CC can hold 25 spaces, so you can hold 2 witches).

This army has one other downside; this is that it often only results in a 2-star attack.  While many players will always shoot for a 3-star victory, it can be helpful when first learning these more advanced strategies and getting your troops and heroes upgraded to use a strategy such as this to ensure you at least get a 2-star, instead of failing a more complex attack and getting 1 or even no stars.  If you can master this strategy, it can be a 3-star attack as well.

 You are taking your golems of course to use as tanks for your army.  They will be released first and will grab the attention of the defenses while you are releasing the rest of your army.

The GoWiPe/GoWiWiPe/GoWiWi attack sequence:

  • As with any attack, you need to address the CC before doing anything else.  Golem based attacks are rare in that they are one of the few attacks that do not require you to pull the CC before the main attack.  Golems are so tough that they can tank through CC troops and still survive, but if at all possible you should still pull the CC just like any other attack. With the advent of poison spells, you can easily wipe out pretty much anything that might be in the CC by using 2 poison spells in succession on the CC troops.  Using this strategy, you draw out the CC troops, then drop a poison spell on top of them making sure to affect all the CC troops.  Once the poison spell starts to disappear, you will drop the second poison and it will finish off any other left-over troops or strong troops that survive the first poison spell.  You can also go with the strategy of using 1 poison, it will take care of most CC troops except for dragons and other high hit point units.
  • First, drop the golems on the same side of the base, but put some distance between them so that if one gets off track and goes the wrong way, you will at least have the others to keep the attack on track.  This also lets the golems attract the attention of a greater portion of the defenses, and it splits up the damage taken between all the golems instead of all the defenses focusing on one golem and killing it off quickly.  
  • The next step will be to drop your wall breakers after the defenses are distracted by the golems.  A tip; don't send the wall breakers directly behind the golems, you want them to go to a section of wall far enough away from the golems so that wizard towers and mortars that are targeting the golems will not catch the wall breakers in their blast as well.  Also check to make sure that the golems have all the defenses in range of the spot you plan on sending the wall breakers to, so you aren't surprised by your wall breakers getting targeted by defenses.  
  • After you have opened a hole to let the golems enter the base, you will release 1-2 wizards on the outside edge of each golem, to create your funnel into the base.  As soon as they destroy enough buffer buildings to ensure a good funnel, drop your main army, including heroes (king first, followed by queen).  
  • If you chose not to take out the CC initially, you will have to face them at this point, possibly at the same time as you face the enemy hero(es).  This will make a great opportunity to use your rage and heal, if you have them, as well as a poison if you took one but forgot to use it on the CC at the start of the battle.  This heavyweight encounter will usually occur just before the army reaches the center of the base where the TH is or just as they reach the center.  In either case, you should drop your spells ahead of the army so that they get the most out of each spells, and drop the poison spell (if you didn't use it at the beginning of the fight) where the CC troops are going to meet your army, not wherever they happen to be when you decide to drop the spell, because they will just walk out of it as they head out to meet your troops.
  • This will happen along side the last step, but sometimes before or after it as well.  The jump spell will be used once your army reaches the 2nd or 3rd layer of walls, depending on how far your wall breakers were able to break through.  Try to drop the jump in a spot that will let you get into multiple compartments, and you usually want one of those compartments to be the center compartment or the one holding the TH.  
  • If you have inferno towers to contend with, you will use your freeze spell(s) to stop the infernos from destroying your army.  If you can reach them both with one freeze, then you can only take 1, but if you have to use 2 separate spells make sure to take 2 freezes so you can stop both infernos.  Also make note of whether the infernos are set to single target or multiple targets.  Single target infernos will have a ring on the top while multiple target infernos will have a ball on top that kind of looks like a soccer ball with red tiles instead of black.  For single target infernos, use the freeze spell when they target your PEKKA or golems and don't worry about when it targets the smaller troops like wizards and archers since it actually works to your advantage for it to waste time building up damage on the units you have plenty of.  For the multi-target inferno, you need to freeze it when it targets the wizards because it can quickly destroy all your wizards.  (If you want to see an image showing active and inactive infernos, as well as single and multi-target infernos, refer to my guide on abandoned bases here: http://soyouwannaclash.blogspot.com/2016/01/guide-to-abandoned-bases-fastestbest.html)
  • Once your troops have destroyed the TH and gotten the second star for 50% damage, you can release any clean-up troops you saved to go around the outside of the base and clean up the buffers and other buildings.  Wizards and archers are a good choice for clean up troops because they can clear the outside buildings quickly and from a distance, keeping them safe from defenses most of the time.  The other advantage to these troops is that they are able to shoot over the outside wall and clear the outer compartments of the base, which sometimes turns the attack into a 3-star.
  • You can use any other spells you have left using your best judgement to keep your most vital troops alive or power them through tough areas of the base.  You should at least be able to pull off a 2-star attack following this strategy.  If you get really good and adapt this strategy to your play style you should be able to start pulling off 3-star victories more often. 

 GoVaPe Attack Strategy

Army Composition:

Golems:            2-3
Wizards:           10-20
Valkyries:          5-12
Wall Breakers:  4-10
PEKKAs:         1-2

Spell Composition:

Heal:     2-3
Rage:    1-2
Jump:    1-2
Poison:  1-2
Freeze:  1-2
Typical GoVaPe Army Composition

The Govape army has become more popular in recent months, and is similar to the other golem based attacks in most respects, but also has some differences.  The valkyries add their unique attack style (AoE) and small level of tankablility to the army, but it decreases the number of troops in the army which allows the defenses to concentrate their fire better.  With this army, you will take more heals because the heals can be very effective at keeping the valkyries alive, which is extremely important in this strategy because they are the key to victory, and if they go down early the attack will not turn out well.  This attack has a better chance at 3-starring an opponent when used correctly, mainly due to the longevity the valkyries provide to the attack.  The valkyries can be great in certain areas of the base because of their ability to damage multiple buildings at once with their whirlwind AoE attack swing.  They have been known to damage as many as 4 buildings at the same time, and can damage several pieces of wall at the same time, sometimes causing them to open up multiple compartments at once.

The spells when using this strategy will focus more on the healing and jump.  You can even take 2 jump spells if you prefer.  You will focus your healing spells on the valkyries since they (and your attack) will gain the most from them.  You will still use poison on the CC troops to dispose of them before starting your main attack, if you use 2 poisons make sure not to simply drop them at the same time because that doesn't cause any extra damage; instead, wait until the first poison is about to disappear then drop the second one.  This will effectively double the amount of damage done to the CC troops, and can even kill dragons and other tough troops.  This double poison strategy only really became viable since the update that gave us an extra 30 seconds in battles.  This should allow you enough time to use both poisons and still have time to run your full attack with enough time to destroy the whole base. 

GoVaPe Attack Sequence:

  • Take out the CC troops; use a balloon, giant, hog or wall breaker to pull depending on whether the CC radius extends outside the base or not.  Once lured out of the CC, drop your poison spell(s) as stated above, one after the other begins to disappear.  Once the CC troops are dead, begin your main attack.
  • Release the golems, similarly to the other golem attacks drop them some distance apart and once they have the attention of the defenses, drop your wall breakers in groups of 2 at a time about 1 second apart.  Don't release them too close to the golems or you will risk them being caught in the cross-fire of the mortars or wizard towers.
  • Release 1-2 wizards on the outside ends of where you have released the golems to make a funnel.  After the funnel has been formed, release the rest of your main army (save a few wizards for clean-up).  
  • Once your troops clear the enclosure(s) opened by the wall breakers, drop your jump spell in a spot that will give you access to the center compartments (or TH compartment) and as many other compartments as possible.  
  • Around this time, you will trigger the heroes and CC.  Use your rage spell and/or heal spell to help your troops push through the enemy heroes (and CC troops if you didn't deal with them at the start).  This is also a good time to drop any poison spells you may have left.  
  • Once the heroes (and CC troops if not already dealt with) are defeated, use your remaining heal/rage spells to help speed the army through the TH/center compartment, because they will most likely have the highest number of defenses targeting them at this point.  If you are facing inferno towers you should take 1-2 freeze spells with you to stop them from taking out a good chunk of your army.  Use the same strategy as the other golem attacks for single or multiple target inferno towers.
  • Once the main army is in the center compartment and begins clearing it, you can start dropping your clean-up wizards to finish off the outside buildings and outer-most compartments, as well as any buildings that may be in the corners.

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