The Super Witch Walk is one of the most consistent TH16 3-star strategies in the current meta. It works on both symmetrical and asymmetrical bases.
| Troop | Count | Purpose |
|---|---|---|
| Super Witches | 7 | Main DPS (skeleton spam) |
| Ice Golems | 2 | Tank + freeze on death |
| Archer | 15 | Cleanup + funnel |
| Wall Breaker | 6 | Open compartments |
| Headhunter | 4 | Kill enemy Heroes |
| Grand Warden | 1 | Aura + ability |
Spells & Siege Machine
- 4x Lightning (for an active Eagle Artillery)
- 1x Poison (for defending skeleton trap/clan castle)
- 1x Freeze (for TH weapon)
- Siege: Log Launcher (with Yetis inside)
- Clan Castle: 2 Yetis + 1 Rage
Common mistake: Deploying all spells too fast. The Super Witch Walk doesn't need spells for the first 60 seconds -- save Lightning for the Eagle Artillery and always keep the Freeze for the Town Hall weapon. In SEA clans, this strategy is especially effective because many TH16 bases are anti-air focused, leaving the ground weak.
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