Post by cheshireeyes71 on Jul 12, 2014 1:23:20 GMT
First of all, what is GoWiWi? Simply, it means an army consisting of golems, witches, and wizards...an army of magic!!
As the main body of people playing CoC increases, so too, will there bases, defenses and traps. With the ramped up damage of the big bombs (which you should all be maxing out for the same reason), increased levels of teslas, etc, it will become increasingly difficult to win using a hog attack strategy, especially a TH9 or 10.
Whats the first step and most important step in GoWiWi? Heroes, Heroes, Heroes. At TH 9/10, the VERY first thing you should do is MAX your DE drills. THE. FIRST. THING. ....elixir-wise. Why? A maxed drill makes 2400 de per day, 16,800 de per week. This QUICKLY increases your ability to level up your heroes quickly. A TH9, then, with maxed DE drills would make 33600 per week. High level heroes are your ace in the hole for a GoWiWi attack. If you've seen my previous gowiwi attacks, my AQ is usually the last to fall and often does the most damage. From a percentage perspective, with both heroes, (barring fuck ups), i average 98-100% with a properly executed attacked, because my heroes are relatively high. Without just my AQ, (because I've been upgrading), I'm only averaging 74-80%, so while not scientifically accurate, she averages 20% of the damage done to a base all by herself.
Lets move on to army composition.
2 golems max (3 takes up too much space, and 2 generally last throughout the course of the battle). 20-25 wizards. The10-12 wallbreakers (depending on what type of base you are going up against, and their level of walls) and 3 witches. (We <jeeei, stains, harp and I> are currently playing with using valks too and how and when to unleash them, we'll update when we have a firmer picture on how to best utilize the valks. Spells: 2 rage, 2 heal. (also looking into using the jump spell, to use less wbs and get em in quicker, though jeeei, thus far, has had more success with implementation than i have with this, but i'll figure it out
How to deploy:
Typically you're gonna want to go to the wall closest to the AQ, xbows and TH, which would be the ideal. Gowiwi (and indeed, Gowipe) are primarily shock and awe, not about luring. Release the two golems, give the defense structures 2-3 seconds to get them targeted, then release the wbs. once inside the initial walls, immediately drop the rage to clear a beachhead for your wizards. Then drop 2 of the 3 witches as mop up for your wizards. Then when they've been deployed, immediately drop the first heal immediately in front of the rage a little bit closer to the center of the base, just slightly ahead of the rage. Why are you doing this? Because initially, the ENTIRE base defenses, heroes and cc are ALL going to come after you, the ideal is you've dropped the heal right where the two opposing forces will meet and your wizards can come through that initial onslaught, relatively unscathed and hopefully take out a large percentage of the defensive structures in addition to the heroes and cc. The second heal and rage should be used at your discretion, typically inside the center of the base as your forces take out the heaviest resistance. However, the initial deployment should be done within the first 25 seconds of the attack. The last witch you want to hold back for a bit longer when alot of the defenses are gone and they can mop up auxilliary base structures.
Some pitfalls and what to watch out for with GoWiWi:
The major disadvantage to this type of attack is to watch where you are deploying your golems, you generally want them to make a beeline for the center of the base to clear a path for your wizards and witches. However, if you are attacking a base with some defensive structures on the outside of the base walls, they tend to go for them as opposed to breaking through walls, so if possible, try to deploy away from these hazards.
The other major issue comes when your wizards break off from your golems, this is where the second heal comes in, as the heal is mainly for your wizards and witches, so you have to watch where they tend to go so you can heal them quickly if they don't beeline for the center of the base. The cc generally draws the wizards in so not ALWAYS a problem, but can be at times.
Hope this helps.
As the main body of people playing CoC increases, so too, will there bases, defenses and traps. With the ramped up damage of the big bombs (which you should all be maxing out for the same reason), increased levels of teslas, etc, it will become increasingly difficult to win using a hog attack strategy, especially a TH9 or 10.
Whats the first step and most important step in GoWiWi? Heroes, Heroes, Heroes. At TH 9/10, the VERY first thing you should do is MAX your DE drills. THE. FIRST. THING. ....elixir-wise. Why? A maxed drill makes 2400 de per day, 16,800 de per week. This QUICKLY increases your ability to level up your heroes quickly. A TH9, then, with maxed DE drills would make 33600 per week. High level heroes are your ace in the hole for a GoWiWi attack. If you've seen my previous gowiwi attacks, my AQ is usually the last to fall and often does the most damage. From a percentage perspective, with both heroes, (barring fuck ups), i average 98-100% with a properly executed attacked, because my heroes are relatively high. Without just my AQ, (because I've been upgrading), I'm only averaging 74-80%, so while not scientifically accurate, she averages 20% of the damage done to a base all by herself.
Lets move on to army composition.
2 golems max (3 takes up too much space, and 2 generally last throughout the course of the battle). 20-25 wizards. The10-12 wallbreakers (depending on what type of base you are going up against, and their level of walls) and 3 witches. (We <jeeei, stains, harp and I> are currently playing with using valks too and how and when to unleash them, we'll update when we have a firmer picture on how to best utilize the valks. Spells: 2 rage, 2 heal. (also looking into using the jump spell, to use less wbs and get em in quicker, though jeeei, thus far, has had more success with implementation than i have with this, but i'll figure it out
How to deploy:
Typically you're gonna want to go to the wall closest to the AQ, xbows and TH, which would be the ideal. Gowiwi (and indeed, Gowipe) are primarily shock and awe, not about luring. Release the two golems, give the defense structures 2-3 seconds to get them targeted, then release the wbs. once inside the initial walls, immediately drop the rage to clear a beachhead for your wizards. Then drop 2 of the 3 witches as mop up for your wizards. Then when they've been deployed, immediately drop the first heal immediately in front of the rage a little bit closer to the center of the base, just slightly ahead of the rage. Why are you doing this? Because initially, the ENTIRE base defenses, heroes and cc are ALL going to come after you, the ideal is you've dropped the heal right where the two opposing forces will meet and your wizards can come through that initial onslaught, relatively unscathed and hopefully take out a large percentage of the defensive structures in addition to the heroes and cc. The second heal and rage should be used at your discretion, typically inside the center of the base as your forces take out the heaviest resistance. However, the initial deployment should be done within the first 25 seconds of the attack. The last witch you want to hold back for a bit longer when alot of the defenses are gone and they can mop up auxilliary base structures.
Some pitfalls and what to watch out for with GoWiWi:
The major disadvantage to this type of attack is to watch where you are deploying your golems, you generally want them to make a beeline for the center of the base to clear a path for your wizards and witches. However, if you are attacking a base with some defensive structures on the outside of the base walls, they tend to go for them as opposed to breaking through walls, so if possible, try to deploy away from these hazards.
The other major issue comes when your wizards break off from your golems, this is where the second heal comes in, as the heal is mainly for your wizards and witches, so you have to watch where they tend to go so you can heal them quickly if they don't beeline for the center of the base. The cc generally draws the wizards in so not ALWAYS a problem, but can be at times.
Hope this helps.