Clash of Clans GoWiPe Strategy Guide

Clash of Clans GoWiPe Strategy Guide by WeenisWrinkle

As you progress through late TH8 and on into TH9, dragons become less effective in wars (lvl 6 AD, ouch), and the GoWiPe (Golems, Wizards, Pekkas) attack becomes viable for 3 starring bases that are very difficult with dragons. I thought I’d write up a quick beginner strategy post about it for those looking to try it out or even those trying to improve to 3 star attacks.

DISCLAIMER: This is all just my personal strategy! All suggestions/critiques are welcome. For some that are 3 starring TH9 bases already with GoWiPe, this might be redundant information. However, hopefully visualizing it can help those just learning.

Phase 1: Attack selection and golem placement

Q: How do I pick which side to attack?

This is an often overlooked part of the GoWiPe. Because it uses high-HP and high damage units, the most effective defenses against it are single-target defenses (Teslas, Archer Towers, Cannons). Splash damage cannot inflict enough damage to your Pekka/BK tank squad. Knowing this, try to drop your golems on the side of the base with the most single-target defenses. Archer towers are particularly deadly to your units because of their range, so prioritize those if possible.

Q. How far apart do I spread my golems?

The object of the golems is to distract as many defensive towers as possible so that your wizards stay alive to destroy them. Try to spread them out so that an entire length of the side you are attacking all aggro your golems. Remember that golems target defenses, so they will walk toward the nearest one when they are deployed.

Visual Example: (Notice how 5 single-target defenses, marked with red arrows, are on this side of the base, and the golems are deployed so that all of these towers will aggro the two golems.)

Q: Should I attempt to lure the CC troops?

Surprisingly, no! Because troop space is very limited, you waste too many wizards trying to lure and kill CC troops. Moreover, time often becomes a factor when attempting 3 star attacks. I wouldn’t do it unless A) You’re sure there is a witch in the the CC (witches are the pekkas worst enemy) or B) The CC placement is so bad that it can be completely lured with less than 5 troop space.

Phase 2: Wizard deployment

Q: How many of my wizards should I place down initially?

I recommend deploying all (or almost all) of your wizards immediately after all defensive towers have targeted your golems. Don’t bother with WBs at this point – although your golems are beefy, they’re taking a lot of punishment while you fart around with WBs. Get your wizards inflicting mayhem ASAP. The object is to quickly wipe out all buildings that would prevent your pekkas from targeting the core – BUT – the quicker you can get this done, the more health your golems will have left for cleaning up and eventual 3 stars.

Q: How spread apart should I put my wizards?

Spread them out as far as possible behind the golems without them dying. The main purpose of the wizards is to take out every building near your entry point to the core, but don’t spread them out so wide that several get picked off by defenses. You’ll need a handful to survive deep into the attack.

Visual Example: (Notice how big of an area the wizards cover, marked with the red box, yet the wizards are safe from defenses due to the solid golem placement)

Q: Help! The CC troops got tiggered and are on their way!

No worries, just drop an early rage spell on the wizards closest by. It’s much better to use a rage spell early while your army is still alive than save it for 1 pekka and a half-dead golemite army later. You can always use that rage spell as your entry point to the core. I repeat: ITS MUCH BETTER TO USE YOUR SPELLS TOO EARLY THAN TOO LATE! The more units affected by your spells (aka units that haven’t died yet), the better.

Phase 3: WB placement/1st rage spell

Q: When should I use my wall breakers?

Immediately after placing your wizards, you should use 2 WBs each (be precise, and don’t waste any!) to break your golems into the 1st layer of walls (this small step is important – you want to keep your golems ahead of your wizards so that the wizards aren’t targeted by defenses). After this, place your rage spell in the area you want to break through to get to the core. Drop all the rest of your WBs into the rage spell. When raged, WBs speed & damage is affected just like regular units! This means 6 WBs can break open 6 walls (a single lvl 5 WB under rage can break through lego walls). This is key because as you get more skilled at GoWiPe, you can decrease the # of wallbreakers needed and replace that troop space with extra firepower.

Visual: (notice how all WBs are in the rage spell, and the rage spell is centered exactly where we plan to send our pekkas to the core). Ideally, a handful of wizards will wander into the rage spell as well.

2/3/15 EDIT:: WB AI has gotten really wonky since this guide was written. I would suggest staggering your WBs and spread them a bit instead of packing them together like this picture. That way they each target separate wall junctions instead of spazzing out and targeting the same one like they tend to do now when bunched in a pack.

Phase 4: Pekka Placement

Q: So I broke open a hole, now what?

CAREFULLY drop all of your pekkas and your BK in one pack (AQ slightly behind if TH9+) so they walk through the rage spell straight to the core. The rage spell should move them quickly ahead of your struggling wizards that are now hitting core defenses, saving most of them from dying. This part takes practice, but make sure that your wizards have cleared the path completely to funnel them into the core. Otherwise your pekkas will take off to East Egypt killing army camps and taking a country tour of the enemy base.

Visual: (The red areas represent area that needs to be clear before dropping the pekkas. Because that area is clear, the pekkas follow the yellow arrow, through the rage spell, straight to the core.

Once your pack of Pekkas/BK reaches the core, drop a rage and heal spells directly on the core to keep your wizards alive long enough to wipe out the core, and revive pekkas that took a lot of tesla damage. After the core is destroyed, your work is done. Just enjoy and root on your remaining troops can clean up for the 3 stars!

Hope that helps!

Army Comp TH8: 11 WB, 2 Pekka (1 CC Pekka), 2 Golem, 17 Wizards. 2 Rage, 1 Heal.

Army Comp TH9: 13 WB, 2 Pekka (1 CC Pekka), 2 Golem, 21 Wizards. 3 Rage, 1 Heal.

(Alternate comps use 1 jump spell, 4 total pekkas, or less WBs)

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