Town Hall Electro Dragon & Balloon Army
Town Hall 12 presented a noteworthy new cautious weapon – and set in legitimately in the Town Hall itself. The uber tesla impact that can focus up to five units without a moment's delay is solid as seems to be, yet include the goliath bomb that detonates when the Town Hall is taken out and you have a distinct advantage. Taking into account that it is so essential to take out the Town Hall in assaults (for the assets) and in faction wars (each star matters), the goliath bomb can make the Town Hall a troublesome structure to get ready for without losing a dominant part of your military mid-assault.

Fortunately for aggressors the Electro Dragon wasn't a long ways behind the uncover of the TH12 uber guard. These monstrous mammoths can take out different structures on the double and are a go-to troop for assaulting top town lobby levels. Regardless of whether you are striking for dim mixture to overhaul your legends or assaulting in your next family war, here is a simple to utilize – and simple to learn – assault concentrated on the Electro Dragon.
The Army
Here are the troops and spells you need to make for the military:
10 Balloons
2 Baby Dragons
7 Electro Dragons
3 Rage Spells
5 Freeze Spells
Group Castle – Rage Spell, Stone Slammer, and Balloons
Note: The Clan Castle Balloons can be supplanted by an Electro Dragon and two Balloons or two customary Dragons. Attempt them all and choose which variety you like.
On the off chance that you are a Town Hall 11 or haven't wrapped up the camps for Town Hall 12, drop Balloons from your military.
Stage 1: Baby Dragons
Choose which side of the base you wish to assault from. Ordinarily, you need to have the option to totally maintain a strategic distance from one of the air sweepers if conceivable. In this assault we are come nearer from the northwest side, likewise alluded to as the 9 o'clock to 12 o'clock side – seeing the guide as a clock, so 12 at the extremely top, 6 at the base, and so forth.
Spot one of your infant mythical serpents at 9 and the other at 12.
Spot one of your infant mythical serpents at 9 and the other at 12
Stage 2: Siege Machine and Balloons
Next in the focal point of the line between your Baby Dragons, drop the Stone Slammer pursued by a line of every one of the 10 Balloons. You can enable the Baby Dragons to get out a portion of the edge structures on the off chance that they aren't being focused on. In any case, when the Stone Slammer is put you need the Balloons to be dropped in rapidly from that point.
Attack Machine and Balloons
Stage 3: Electro Dragons, Heroes, and Spells
Next drop each of the seven of your Electro Dragons in behind the Balloons. The Balloons will take out the air mines and air bombs, while the Baby Dragons will help make a channel to keep the Electro Dragons inside the center of the base. On the off chance that the pipe has been very much set drop your legends amidst the line behind the Electro Dragons. In the event that the base is difficult to channel, or a Baby Dragon was taken out by an air mine, you can utilize the Barbarian King first to help pipe and the Archer Queen if the two sides still need work.
Ensure your Grand Warden is set to air before adding him to the fight.
Drop two fierceness spells over your troops one next to the other as they enter the base. Rapidly from that point utilize two stop spells to stop the Air Sweeper they are looking just as an Air Defense or potentially Inferno Tower.
Drop your last two anger spells, again next to each other, over the military and only marginally in front of them to keep the mythical serpents and Balloons pushing ahead. Utilize the staying three stop spells to end Inferno Towers, Air Defenses and the Town Hall 12 guard. Scout the base early to get a thought of which regions should be solidified, yet regularly this piece of the assault required practice and informed decisions at the time.
The last significant component of your assault is the Grand Warden's capacity. The invulnerability shield can help shield your troops from not just the Town Hall's tesla and goliath bomb, yet in addition air mines, air safeguards, and Inferno Towers. The issue comes down to timing. Preferably, you need to have the option to spare the capacity for just before the TH12 bomb goes off. Regardless of whether you begin the capacity two seconds before the bomb or just before it triggers, spare your capacity to discredit this monstrous resistance.

Fortunately for aggressors the Electro Dragon wasn't a long ways behind the uncover of the TH12 uber guard. These monstrous mammoths can take out different structures on the double and are a go-to troop for assaulting top town lobby levels. Regardless of whether you are striking for dim mixture to overhaul your legends or assaulting in your next family war, here is a simple to utilize – and simple to learn – assault concentrated on the Electro Dragon.
The Army
Here are the troops and spells you need to make for the military:
10 Balloons
2 Baby Dragons
7 Electro Dragons
3 Rage Spells
5 Freeze Spells
Group Castle – Rage Spell, Stone Slammer, and Balloons
Note: The Clan Castle Balloons can be supplanted by an Electro Dragon and two Balloons or two customary Dragons. Attempt them all and choose which variety you like.
On the off chance that you are a Town Hall 11 or haven't wrapped up the camps for Town Hall 12, drop Balloons from your military.
Stage 1: Baby Dragons
Choose which side of the base you wish to assault from. Ordinarily, you need to have the option to totally maintain a strategic distance from one of the air sweepers if conceivable. In this assault we are come nearer from the northwest side, likewise alluded to as the 9 o'clock to 12 o'clock side – seeing the guide as a clock, so 12 at the extremely top, 6 at the base, and so forth.
Spot one of your infant mythical serpents at 9 and the other at 12.
Spot one of your infant mythical serpents at 9 and the other at 12
Stage 2: Siege Machine and Balloons
Next in the focal point of the line between your Baby Dragons, drop the Stone Slammer pursued by a line of every one of the 10 Balloons. You can enable the Baby Dragons to get out a portion of the edge structures on the off chance that they aren't being focused on. In any case, when the Stone Slammer is put you need the Balloons to be dropped in rapidly from that point.
Attack Machine and Balloons
Stage 3: Electro Dragons, Heroes, and Spells
Next drop each of the seven of your Electro Dragons in behind the Balloons. The Balloons will take out the air mines and air bombs, while the Baby Dragons will help make a channel to keep the Electro Dragons inside the center of the base. On the off chance that the pipe has been very much set drop your legends amidst the line behind the Electro Dragons. In the event that the base is difficult to channel, or a Baby Dragon was taken out by an air mine, you can utilize the Barbarian King first to help pipe and the Archer Queen if the two sides still need work.
Ensure your Grand Warden is set to air before adding him to the fight.
Drop two fierceness spells over your troops one next to the other as they enter the base. Rapidly from that point utilize two stop spells to stop the Air Sweeper they are looking just as an Air Defense or potentially Inferno Tower.
Drop your last two anger spells, again next to each other, over the military and only marginally in front of them to keep the mythical serpents and Balloons pushing ahead. Utilize the staying three stop spells to end Inferno Towers, Air Defenses and the Town Hall 12 guard. Scout the base early to get a thought of which regions should be solidified, yet regularly this piece of the assault required practice and informed decisions at the time.
The last significant component of your assault is the Grand Warden's capacity. The invulnerability shield can help shield your troops from not just the Town Hall's tesla and goliath bomb, yet in addition air mines, air safeguards, and Inferno Towers. The issue comes down to timing. Preferably, you need to have the option to spare the capacity for just before the TH12 bomb goes off. Regardless of whether you begin the capacity two seconds before the bomb or just before it triggers, spare your capacity to discredit this monstrous resistance.
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