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Balloonion



 

Introduction: If you’re a TH7 or higher, you’ve probably thought, I need to see a therapist about my Clash addiction… You’ve probably also thought, hey, what’s a fun way I could leave a base in ruins and do it fashionably? The balloonions strategy may be for you. I mean, how many times have you searched for a base and skipped it just because of the intimidating walls? Or even because of all those gold cannons? Those won’t be a factor for this strategy.

This is a fine video that may help you if you don’t have the attention span to read 


Army Composition:
TH10:

  • The troops (240 count): 32 balloons, 40 minions
  • The clan castle: Dragon, balloons, minions (as long as it flies and it’s not a healer)
  • The spells: 4 rage, 1 freeze

TH9:

  • The troops (220 count): 30 balloons, 35 minions
  • The clan castle: Dragon, balloons, minions (as long as it flies and its not a healer)
  • The spells: 4 rage

TH8:

  • The troops (200 count): 28 balloons, 30 minions
  • The clan castle: Dragon, balloons, minions (as long as it flies and its not a healer)
  • The spells: 3 rage

TH7:

  • The troops (200 count): 28 balloons, 30 minions
  • The clan castle: Dragon, balloons, minions (as long as it flies and its not a healer)
  • The spells: 3 rage

The Basics: This strategy is perfect for destroying any fool who neglects to upgrade air defenses and wizard towers. It’s also perfect for taking out the fool who upgrades them, but chooses not to centralize them.

Troop/Spell Deployment: The balloons should be dropped in a line or semi-circle around the air defenses with an equal amount of balloons at each air defense. Immediately after the balloons have been placed, rage spells need to be placed at each air defense to speed up those slow balloons. The spells need to be placed not directly on top of the air defenses, but a little bit in front of them so that the radius of the spell is still on the defense, and so the balloons can be under the rage’s effect sooner. The rage spell placement is crucial to this attack’s success. After both the balloons and rages have been placed, quickly follow with minions behind the balloons. This is for two reasons: 1) so the minions are using the balloons as a shield, and 2) so the minions can get into the rage spells while they’re still up. Using your clan castle with this strategy depends on what you have in it… If it’s a drag, use it to take out those pesky castle troops, if it’s minions or balloons, just use them to add to the already powerful attack. When your balloons have cleaned out the defenses, you can drop your BK and AQ to speed the clean up process if you’ve got them.

Enemy Heroes: Barb King? Whats that? Your minions will make quick work of that guy without a worry. The AQ can be a little more pesky, but see if she can find her way into one of your rage spells when your minions approach her. Easy money.

Enemy Clan Castle: This is possibly the most annoying part of this strategy. As long as the cc is far enough away from the center, a minion or two should be able to draw out the entire cc. If the cc is more centralized then a balloon or two may need to be used. Get all the enemy cc troops out to a dark corner and drop down your barb king followed by a few minions to help out (if you’re king is level 5+ its best to use iron fist almost immediately).. this should work fine assuming the castle isn’t full of maxed wizards.. if so, a few more minions should suffice. If you’re really worried, take a drag along in the cc to be sure those enemy cc troops are taken out.

Attack Specs: 
Elixir Cost*: Balloons, 126k = 126,000
Dark Elixir Cost*: Minions, 330 = 330
Troop Training Time**: 56 minutes
Difficulty: 3.0 out of 5.0
Fun: 5.0 out of 5.0

*Assumes max level troops
** Does not count spell cost or training time

Interested in Joining?

Seek us out at clan tag #YYYCPQ82

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