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The art of building a successful town hall in Clash of Clans: it’s a challenge that has tested the mettle of even the most seasoned players. One of the most crucial aspects of town hall building is the wise deployment of troops, and this is where a solid NO HERO attack strategy can make all the difference.
At its core, a NO HERO attack is a troop composition that eschews the use of heroes, opting instead for a focus on ground troops and their unique abilities. This approach can be surprisingly effective, especially at lower town hall levels where the deployment of heroes may be seen as a luxury. In this article, we’ll explore the best NO HERO attack strategy for every town hall level, from 3 to 11.
For those who are new to the game, it’s worth noting that NO HERO attacks rely heavily on the synergies between different ground troops. By combining the right mix of troops, a NO HERO attacker can create a powerful and flexible strategy that can be used against a wide range of opponents. With this in mind, let’s dive into the specific strategies for each town hall level.
At town hall level 3, the best NO HERO attack strategy revolves around a simple but effective composition of 12 Archers and 3 Dragons. The Archers will provide a strong initial push, whittling down the enemy’s defenses, while the Dragons will clean up any remaining defenses and finish off any straggling troops.
As we move up to town hall level 4, things change significantly. A 12 Goblin/3 Wizard composition is the order of the day, with the Goblins providing a fast and furious attack on the enemy’s defenses and the Wizards providing a much-needed dose of area damage.
At town hall level 5, we see the introduction of a new troop to the NO HERO family: the P.E.K.K.A. With its incredible damage output and health, the P.E.K.K.A. is a game-changer in this level’s 9 P.E.K.K.A./2 Wallbreaker composition.
As we reach the higher town hall levels, things get more complex. At level 6, we swap out the Goblins for a unit that’s slightly more… brutish. A 12 Wallbreaker/3 Minion composition is particularly effective in this level, with the Wallbreakers doing their thing and the Minions providing a bit of added zing.
At level 7, we’re back to a G/W setup
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