Hello guys today I am going to give you the Ultimate GoHo Attack Strategy Guide for Town Hall 9. This guide was shared by Ry_Guy. Okay let’s start guys!
Why we should use GoHo strategy
If you pay any attention to war recaps, you’ll undoubtedly notice that, currently, GoHo and LaLoon (and their respective variations) are the absolute most prevalent three-star attacks. You may ask yourself why that is and the reason is fairly simple – both strategies are based around troops that are defense-led. Defense-led troops (golems, hogs, hounds, loons) exhibit predictable behavior and are therefore much more reliable for planning purposes. In short, you know where they are going to go next (!), and knowing how troops are going to path is fundamental to planning a successful strategy. Nearest-building-led troops (P.E.K.K.A, Wizards, Witches) are prone to more unpredictable pathing, which makes planning more difficult, and makes raids featuring these troops more luck-based. That is why GoWiPe style attacks have fallen out of favor when three-starring is the goal. Why am I providing this background in the introduction? Well, sometimes it is good to know WHY something is being done, not just HOW to do it. Now, on to the guide.
Ultimate GoHo Strategy Guide
How to Scout?
Scouting is always the most important step we need to do with any attack in Clash of Clans. By scouting a base properly, you will know how many troops you need to train, which kinds of Spells you need to brew, which side you should attack from,… and have the highest chance to get that 3 star win.
I have posted a very long guide before about how to scout for GoHo attacks, you should take a look at here first before reading the next parts of this guide.
How to choose the best Kill Squad?
What I hope I just made abundantly clear is that the Kill Squad is extremely important to a GoHo attack. Just because the hogs are the attention-grabbing glory-hogs (ha!) running rampant throughout the base, the kill squad is really what causes them to ultimately succeed or fail. A typical GoHo kill squad consists of the following:
1-3 golems to tank while the funnel is made and then enter and tank the interior of the base.
6-12 wizards to create the funnel and hopefully deal some damage in the wedge.
Heroes to enter the base, take out the CC and defensive Archer Queen, and help create the wedge.
It is with that basic list of troops (with a whole bunch of potential creative variations) that you will enter the base. Now to figure out how, I strongly recommend you take a look at this guide.
Once you decide to lure or not to lure, it’s time to select how many golems to use. The number of golems should really be determined by two main things: (1) the desired funnel width and (2) the depth into the base the kill squad must travel. If the DAQ is right on the outskirts of the base for some reason, and the base is poorly designed with very few or no DGB locations, you might very well be able to use a single (cold-blooded) golem kill squad to enter the base. However, as GoHo has become more popular, as expected, base design has evolved to counter it. So, bases conducive to cold-blooded kill squads are fewer and farther between, nowadays.
On the other hand, if the DAQ is really buried in the base and you have a number of compartments you wish to sweep for GBs, a heavier double (shattered) or even triple (stoned) golem kill squad becomes much more appealing. How many you choose is up to you; but, once again, remember that your kill squad and hogs work in tandem – the more golems you bring for the kill squad, the less troop space you have for hogs, and vice versa. It’s a balancing act.
How Many Wizards should I sue?
Once you decide on a number of golems, the next logical step is determining how many wizards to bring to create a funnel, hopefully take out a few perimeter defenses, and, if we’re lucky, enter the base with the kill squad and deal damage within the wedge. Number of wizards can vary widely; often depending on the size of the funnel you are creating and the HP of the buildings that need to be destroyed to create it. High HP buildings like storages might call for two wizards, while low HP buildings like barracks and army camps need no more than one wizard each. A very general rule of thumb is to bring enough wizards to create the funnel plus two for cleanup.
Deploying the Kill Squad
Okay, you’ve designed our base level kill squad, let’s get on with it, right? Hold the phone. Designing an effective and efficient kill squad is a huge step towards a three-star attack. So, if designing the kill squad is so crucial, deploying it correctly is doubly crucial. Nothing is worse than putting a bunch of planning into an attack only to have it ruined by a misstep during deployment. This section focuses on some fundamental tips for properly deploying your kill squad.
As the sheer length of this document indicates, a GoHo raid is a sequence of several steps. Funneling is step one of that sequence; so, proper funneling is wildly important to a raid. If your funnel fails, the raid often spirals out of control and all your planning goes to waste.
Every kill squad, for better or worse, contains nearest-building-led troops. Your wizards, your heroes, minions, dragons, pekkas – all nearest-building-led. Troops of that kind NEED TO BE FUNNELED or they will cause serious problems for your raid and your sanity. Think of them like idiotic little Hansel and Gretel’s. You need to create a string of “breadcrumb” buildings, and more importantly, remove all the other distracting breadcrumbs, between them and their destination. By knowing how these troops behave, you can better visualize how the funnel will develop, which will help you predict more confidently where your troops will go.
Proper funneling, whether it be for a GoHo raid at TH9 or a mass dragon raid at TH7, follows the same principles. You strategically take out buildings starting well outside the “corridor” you want your troops to pour into and gradually work inward toward the corridor so the troops being funneled end up with nowhere else to go. Here are examples of a good funnel and a poor funnel.
In the screenshot above, the attacker wants to send his kill squad in the direction of the big white arrow and has set up a great funnel to do so. Pay no attention to the cluster of wizards near the top of the picture; the real heroes are those wizards on the far left and right taking out the buildings marked with white X’s. By removing those buildings, anything placed inside the boundaries of the funnel will travel inward towards the attacker’s intended goal. Perfect funneling. What isn’t indicated in the picture is the timing of the wizards being deployed. Those outside wizards were placed first after the tanks were deployed, so the funnel was created early and subsequent troops would not have a chance to stray left or right.
In the screenshot above, the attacker has placed his wizards almost directly behind his tanks and, at this point, you can probably visualize what is going to happen next. Those wizards are going to gradually work their way outward from the desired point of entry, creating more of a “fan” than a funnel. You may be saying, “no big deal, they will still take out that whole side of buildings eventually,” but the problem here is timing. The longer the tanks stay under fire, the lower their HP gets, and the less tanking they can do for you as you enter the base. Since no funnel has been created here, the attacker basically needs to wait for that entire side of buildings to be cleared before other nearest-building-led troops (heroes, namely) can safely be placed behind. Alternatively, had a proper funnel been started early, from the outside in, those back line units could have be placed almost immediately after the outermost wizards were deployed.
Okay, so funneling is really important. What that means is that the troops that create the funnel NEED TO BE PROTECTED so they can get the job done. One of the most common mistakes I see in war raids gone bad is the attacker not protecting the troops creating the funnel. Remember the emphasis I placed on double-checking defense ranges before raiding? No? Here, I’ll copy and paste the same warning from earlier in the guide: always, always, always check and double-check the ranges of all defenses in the vicinity of your entry point AND the range of the CC before you execute your attack. Here’s an example.
The attacker in the screenshot above left a funneling wizard out to dry by not tanking that archer tower. All the wizards on the left half of the funnel were safe because each defense on that side had a golem placed in its range first. Unfortunately, that archer tower was left untanked, the poor right wizard was killed, and the funnel fell apart. You can probably imagine how any nearest-building-led units that were placed after this picture was taken would follow the breadcrumbs to the right and stray away from the desired entry point. Not good.
Maximizing Funnel Value
Now that you know how to funnel and how to protect your funnelers, the next step is getting the most out of your funnel. Thunderclap of Dragon Rejects made a really eye-opening video on this topic that I shared on our subreddit and has completely changed how I approach funneling in my GoHo raids. Basically, the troops that create your funnel often can and will take out more than just trash buildings if you give them time to do so. If you can use a handful of wizards to not only create the funnel for your entry point but also take down some perimeter defenses, that is phenomenal value for the troop cost.
The key to getting more value from your funnelers is being patient and letting them do some work before breaking into the base. Remember, as soon as you crack into that outermost layer of Walls, your golems are probably going to reroute inside. If you do that too soon, those golems might stray out of the range of the defenses they were tanking and leave funnelers vulnerable. If your funnel is already created, that may not be a big deal; but wouldn’t you rather get the absolute most out of those wizards? There is a delicate balance between opening up the base too soon and too late, but with some practice it can really improve the value you get from your funnelers.
Another fantastic way to maximize value while funneling is 1v1 trades. A 1v1 trade is swapping a single hog (or, in some cases, loon) for a defense while that defense is being tanked. This can be a very tricky technique to perfect, because it requires meticulous examination of the ranges of every single defense in the vicinity of the trade; but you’re doing that already, right?! Right. If you find that several defenses will be targeting a tank and, more importantly, no other defense covers the defense you want to take down, trade a hog (or loon) for that defense. Five troop space is a low price to pay to take out a defense and, often times, taking out defenses with 1v1 trades helps your golems stay alive longer and tank deeper into the base. Here’s an example.
The screenshot above presents a perfect hypothetical opportunity for two 1v1 trades to take out two (and maybe even three) defenses. As you can see, all four of the defenses in the compartment shown will be targeting golems placed nearby. As long as the attacker has checked and double-checked the other defenses deeper into the base to ensure that they don’t cover the defenses shown, 1v1 trades are fair game. [Note: you’ll notice the wizard tower just out of frame covers the leftmost cannon. A single hog actually does have just enough HP to take out a defense while under fire from a wizard tower. Therefore, a single hog 1v1’d onto that archer tower might even get two defenses for five troop space – crazy value.]
Entering the Base
Once you’ve initiated the funnel, let it develop, and maybe even scored a 1v1 trade or two, it’s finally time to enter the base with the kill squad and get down to business. The two most obvious ways to enter a base are with wall breakers and jump spells (earthquake is another method, but more rarely used for GoHo due to the hogs needing heal spell support).
Remember, your kill squad needs to gain access to the DAQ and any compartments you hope to trip GBs in. Additionally, the bigger the wedge your kill squad creates, the less work your hogs have to do and the safer they will be. Therefore, the more compartments you can open and the more depth into the base you can access with a jump spell the better. A properly planned and placed jump spell can really open up large portions of a base. Some examples.
Both examples above show bases that can be accessed all the way from the outer perimeter to the core with a single jump spell. Rookie attackers often underestimate the range of the jump spell and fail to use its full potential. Don’t use a jump to breach a single line of walls; that’s what wall breakers are for. Just like I covered being efficient with troop selection and deployment, the same can be said for spells – try to get the absolute most depth and compartment access that you can for the price of the spell. Here’s another example showing just how much of a base you can gain access to with just a single jump spell.
The example above shows all of the access that a single, smartly placed jump spell can give you. A kill squad entering this base in the direction of the white arrow gains access to the entire white shaded area of the base with just one spell. That is very efficient use of a spell and might allow the attacker to penetrate much deeper into the base than if that jump had been used elsewhere.
Working with the jump spell takes practice, but once you’ve got a handle on its range and develop a keen eye for locations that provide the most access, it becomes a very powerful tool.
In many cases, either a base won’t offer up access from the outside with a jump spell, or you will want to save the jump spell to access compartments deeper into the base. In those cases, you will need to wall breaker through the perimeter of the base to allow the kill squad to enter. Wall breaker behavior can take some getting used to, but really, the most important tip for using wall breakers is to PROTECT YOUR WALL BREAKERS! Wall breaker fails are notorious for absolutely destroying raids, so be careful not to let them happen to you. I’ve stated it twice now, but it cannot be overstated: always, always, always check and double-check the ranges of all defenses in the vicinity of your entry point AND the range of the CC before you execute your attack. This advice holds true for wall breakers as well.
The attacker in the screenshot above failed to double-check the ranges of defenses on the entry side and this wall breaker fail ruined the raid. You can even see that the attacker had already placed his jump spell, so that wall breaker absolutely HAD to get through to effectively grant access to the kill squad. Unfortunately, that sneaky archer tower is not targeting the golem like many of the other defenses in the vicinity because the golem is just outside its range, and that leaves the wall breaker vulnerable.
The last trick to entering the base, once you’ve got your jump spell or wall breakers successfully granting access, is making sure to properly time your Barbarian King (BK) deployment. Many attackers new to GoHo tend to drop the BK along with the rest of the kill squad units as they enter the base. This often ends up with the BK running ahead of those molasses-slow golems into the base and taking fire from defenses in and around the core. The BK really is one of the absolute best DAQ-killers in the game – his AI typically sends him sprinting for the DAQ like a DAQ-seeking missile. Therefore, having him run ahead of golems, taking heavy fire, and getting himself killed is a sure-fire way to leave the DAQ standing. Not what you want at all. It takes some practice, but a slightly delayed BK deployment as the kill squad enters the base keeps him better protected and often results in a much more effective kill squad.
Phew! After eight pages dedicated to the “Go-“ part of GoHo, you’ve finally made it to the “-Ho” part! Surprisingly, there is actually much less to say about proper hogging. Because of their defense-led nature, hogs are actually remarkably predictable. They will hop from defense to defense wreaking havoc and all you really need to do is keep them appropriately healed until that last defense falls and you can finally breathe again. However, there are a few tricks to hogging that I will discuss in this section, so let’s get to it.
Letting the Wedge Develop
Similar to how I discussed letting the funnel develop before rushing your kill squad into the base, letting the kill squad develop the wedge before even releasing your first hog can be a good tactic. As I noted earlier, the larger the wedge created by the kill squad, the less ground the hogs have to cover, and thus, the less danger they will be in. Sometimes, being patient and letting your kill squad make its way through the base can really take some pressure off your hogs. It means less defenses to take out and can even result in the kill squad tanking defenses so hogs spend less time under fire. A deep diving kill squad is not always the best strategy, but, for bases designed to impede hogging, it usually helps.
The old-school method of simply dropping huge streams of hogs onto one or two defenses has really become obsolete as more and more successful GoHo techniques have been developed. That method still has its place in some circumstances, but there are others to consider now as well. The following are the three most common deployment methods and the reasoning behind them.
1 – Streams
Deploying “streams” of hogs means dropping all of your hogs on 1-3 defenses without any delay. Back in the heyday of straight up hogging bases, before GBs got buffed and defensive hero AI was improved, deploying streams was usually just fine to secure a three-star. Nowadays, the stream method is less effective, as bases are often designed with traps and bombs specifically placed to deter hogs by killing them off in large “packs”. Deploying hogs in a few streams means they will path through the base in dense packs. So, if those packs were to encounter a DGB, a large percentage of your hogs will be killed, which really cripples the raid. If a base has very few potential DGB locations, or you are able to neutralize DGB locations with your kill squad, deploying streams may be just fine. Here is an example of a base where streams of hogs are a pretty safe bet.
The base in the screenshot above is probably okay for streams of hogs. Notice the lack of (smart) DGB locations and other common threats to large packs of hogs. For a base like this, really you just need to pay close attention to how the streams of hogs will path (remember, they will always hop from defense to defense) and keep them healed as they roll through the base. However, if the base is of a more challenging design, an alternate deployment method may be needed.
2 – Distract
Some base designs feature a more open layout, which really keeps the attacker guessing about where DGBs might be hidden. Fortunately, bases of that variety often have many point defenses placed close to the perimeter. It is designs like these that prompted the use of distraction giants during hog deployment. Obviously, more spread out bases mean more area for hogs to cover, which means heal spells must be used more strategically, since they cannot cover all of the places the hogs will need to go. What a distraction giant does is allows a group of hogs to take down perimeter defenses without ever coming under fire, meaning they can proceed deeper into the base before needing a heal. Here’s an example of a potential distraction location.
The base in the screenshot above features two “danger areas” a bit deeper into the base. For the sake of example, let’s say the attacker chose not to neutralize those two areas with the kill squad (hint: they probably should have). Since the attacker does not know what those areas might contain, it would be smart to use a heal on those areas so hogs remain protected. Therefore, the hogs need to penetrate that deep into the base before being healed, so a distraction giant might be the way to go. As you can see, a single giant placed in range of those two top archer towers will draw fire while a handful of hogs (probably 4-5) placed on each will take them down before ever taking any damage. This allows the hogs to proceed deeper into the base before requiring the heal spell. This is a very basic example of how a distraction might be used. You, as the attacker, are free to get as creative as you want with distraction tanks; but just remember, every distraction tank you include in your army means one less hog dealing damage throughout the base. So, every single distraction unit had better have a purpose or it is just wasted space.
3 – Surgical
Ahh, the beloved surgical deployment – really, the most dominant deployment method used in GoHo attacks today. Surgical deployment means precisely dropping 4-5 hogs on individual defenses over a large portion of the perimeter of a base. Surgical deployment originated because base designers began designing more and more wide-open bases to counter hogs (more open space means more potential DGBs). Basically, the underlying theory behind surgical deployment is that by keeping groups of hogs more spread out across the base, no one DGB will ever take out more than a handful of hogs. In a way, it is a somewhat sacrificial method of using hogs, but it can be incredibly effective. Here’s an example.
The image above shows a base with an awful lot of potential DGB locations. Let’s say the attacker can neutralize one or two of those questionable areas with the kill squad on its way to the DAQ, but that still leaves a lot of unknowns throughout the base. This is a great opportunity to use surgical hog deployment to reduce risk. By only dropping 4-5 hogs on a high number of perimeter defenses, the attacker reduces the chances that a large group of hogs will path over a DGB. Maybe some hogs will end up sacrificed to those DGB locations, but the majority will be able to carry on through the base.
Okay, so that’s WHY you use surgical deployment, now you need to know how. The most common way to execute surgical deployment is dropping 4-5 hogs in a clockwise or counterclockwise direction around the perimeter (or a portion of the perimeter) of the base with a delay between each drop. What this does is sort of “cascades” the hogs around the wedge, so each new set of hogs that gets dropped has previously dropped hogs (or even better, the kill squad) tanking for them. It is very hard to visualize without seeing it in action, but essentially, the small packs of hogs take out perimeter defenses quickly and efficiently as they proceed through the base continually reinforced by each successive small pack of hogs. Surgical hogging is certainly a tough technique to get just right, and the only way to become familiar with it is to practice and watch attacks that feature it. Nevertheless, it is, without a doubt, one of the most powerful techniques to use against advanced war bases.
How to use the Healing Spells?
Using Healing Spells is extremely important in Hog based attacks. If you drop your spells in the wrong places, there is almost no chance for you to win the battle. I posted a detailed guide before about this special topic. Please take a look at here for more details.
You scouted the base. You designed an efficient kill squad. You deployed the kill squad properly and created a nice wedge for your hogs to path around. You deployed your hogs like a champ and healed them perfectly on their way through the base. All that is left to do once the last of a base’s defenses goes down is cleanup. Breathe a sigh of relief, because there really isn’t much to say about cleanup. One or two wizards is usually more than adequate (especially nowadays, with 30 more seconds of raid time) to clean up whatever remains of a base once your kill squad and hogs have rendered it defenseless. If you want to be really efficient with your raids and you are a skilled multitasker, you can even place your cleanup wizards while your hogs are still working through the base. Just be sure not to place them in locations still covered by defenses (duh). Sit back, relax, and watch your cleanup troops go to work and secure your well-deserved three-star.
Okay guys. That’s an extremely long guide but I hope you like it! GoHo is one of the most powerful strategies in Clash of Clans and you definitely should give it a try when you are at Town Hall 9!
Don’t hesitate to ask me any question! And please do me a huge favor by sharing this useful guide with your friends! I really appreciate it!