Bowler Witch TH10

TH10 War CWL 8 views

Army Camp

240/240 space
Wall Breaker 15 Wizard 6 Witch 8 Bowler 15 Rage Spell 2 Jump Spell 2 Freeze Spell 2 Poison Spell 1

Clan Castle

30/35 space
Bowler 5

Heroes

Barbarian King
Barbarian Puppet Rage Vial
Archer Queen
Archer Puppet Invisibility Vial
Minion Prince
Henchmen Puppet Dark Orb

How to use it

Bowlers arrive at Town Hall 10 and they are the reason this beats compartment-heavy bases - each throw bounces to a second building, so the group clears two rings at once. Wizards open the funnel, Jump puts everyone in the core, Witches sit at the back and keep skeletons in front of the single-target defences. Freeze the Inferno.