8 days until level 4 valk then I can finally use Valwiwi. Will probably use this strat over Gowiwi until TH10 which will be 8+ months away as its just the most optimal power spike IMO in troop strength at TH9.
The biggest flaw with GoWiWi is that it really lacks power in breaking down walls. The value of wallbreakers is just too great for the GoWiWi composition, you can bring 10-15 and sometimes its not enough. Golems are Golems, if you clear the CC with witches at TH9, your golems(level doesn't matter, honestly don't level them for TH9 if you clear CC) will be some of the last units standing and its really sad seeing them standing at the end when the units that matters most has been sniped. When substituting max ranked Valkyrie, the walls crumble and the army will flow through the base at a much faster pace and dividing will occur less. Unfortunately, like most strategies this solely relies on the Valkyrie to be a minimum of level 3, pref max level. The reason why is because at level 1 they have only 900 HP which makes them vulnerable to too many defensive structures and traps that it becomes TOO risky. Do I think this strategy will 3-star at TH10? If well executed on specific base designs, yes. But, for the most part, no it will only ever achieve 2 stars. This is strictly a strategy for TH9.
How Valkyrie AI works?
Valkyrie will attack the closest target in priority.
Troops > Heroes > Any structure > Walls
Valkyrie are a unique unit when it comes to AI, like the dragon if a hero is nearby, it will chase it even THROUGH walls. It will smash the wall down just to get to the hero. Now how is this a good thing? Because people LOVE to centralize their heroes in the middle of their base. I mean its the most optimal position for heroes. Also, since they do a 360 attack of 9 tiles (3x3x3) means they can take down 3 walls at once. What is good about that? It allows your ranged units to spread out making AoE towers less effective which means less skeletons being summon, which means more damage from witches and less likely to be killed. They also always prioritize when killing structures; to be in between multiple structures to cleave them down allowing them to do 2x the DPS.
Valkyrie threat priorities:
Clan Castle: very high
Big Bombs: low-medium
Telsa: low
Wizard tower:low-medium
Cannon: low
Spring traps:very high
X-bow: medium
Archer tower: low
Bombs: low
Mortars: low
Heroes: low
So clan castles with any kind of AoE units inside will be the biggest threat to valkyrie even though they will again chase troops through walls to kill them. You could use a healing spell to just cancel out the damage the CC would inflict but like I always say, its so easy to clear CC with witches why waste a healing spell. For 85% of all base designs, it shouldn't take no more then 3 hogs + 5 archers at most to lure the CC. 1 spell > 20 housing in army strength.
Note: With level 1 valkyrie, essentially there would only be 2-3 low threats as they will lack the HP to be upfront tanks and will have to be combo'd with a golem to soak the damage.
Numbers behind substituting Valkyrie (level 4) vs (Golem 1):
(1) Golem level 1
Housing: 30
HP: 6300 (including golemites)
DPS: 38 (14 golemite)
(4) Valkyrie level 4
Housing: 32
HP: 4800
DPS: 496 x 2 = 992 (the reason I am multiplying it x2 is because of the unique AI that is overlooked)
So what can we take from those numbers for + / - in percentages:
6% increase in housing cost
20% decrease in HP
2312% increase in DPS
Why is the 2312% damage increase significant?
This means walls are no longer a problem!
Spells to use with ValWiWi
Honestly, heal is by far the most important spell you can have, its too valuable not to have 3-4 heals in your arsenal since you have such high damage to begin with. Rage is amazing on Valkyrie but they clear buildings so fast I find it hard to justify more then 1 for the core which has the TH, the most important structure and usually the stronger defensive structures. I highly dislike Jump at TH9 solely for the fact that Valkyrie shred walls AND its very very rare that you will ever see a TH9 with level 9+ walls. I can only justify jump on walls level 10+ as they have a significant amount of HP. Jump would obviously be a must have if using on MOST TH10s.
3 x Heal / 1 x Rage
2 x Heal / 2 x Rage
4 x Heal
Army Composition:
15 x Valkyrie (120)
10 x Wizards (40)
3 x Witches (36)
Total : 196 housing
Rest is a flex depending on how buried the Clan Castle is.
Clan Castle Units:
6 x Hogs
1 witch + 4 wizards + 2 archers
1 Pekka + 1 wizard + 1 archer
[YT]3J8gltTCq7Q[/YT]
The biggest flaw with GoWiWi is that it really lacks power in breaking down walls. The value of wallbreakers is just too great for the GoWiWi composition, you can bring 10-15 and sometimes its not enough. Golems are Golems, if you clear the CC with witches at TH9, your golems(level doesn't matter, honestly don't level them for TH9 if you clear CC) will be some of the last units standing and its really sad seeing them standing at the end when the units that matters most has been sniped. When substituting max ranked Valkyrie, the walls crumble and the army will flow through the base at a much faster pace and dividing will occur less. Unfortunately, like most strategies this solely relies on the Valkyrie to be a minimum of level 3, pref max level. The reason why is because at level 1 they have only 900 HP which makes them vulnerable to too many defensive structures and traps that it becomes TOO risky. Do I think this strategy will 3-star at TH10? If well executed on specific base designs, yes. But, for the most part, no it will only ever achieve 2 stars. This is strictly a strategy for TH9.
How Valkyrie AI works?
Valkyrie will attack the closest target in priority.
Troops > Heroes > Any structure > Walls
Valkyrie are a unique unit when it comes to AI, like the dragon if a hero is nearby, it will chase it even THROUGH walls. It will smash the wall down just to get to the hero. Now how is this a good thing? Because people LOVE to centralize their heroes in the middle of their base. I mean its the most optimal position for heroes. Also, since they do a 360 attack of 9 tiles (3x3x3) means they can take down 3 walls at once. What is good about that? It allows your ranged units to spread out making AoE towers less effective which means less skeletons being summon, which means more damage from witches and less likely to be killed. They also always prioritize when killing structures; to be in between multiple structures to cleave them down allowing them to do 2x the DPS.
Valkyrie threat priorities:
Clan Castle: very high
Big Bombs: low-medium
Telsa: low
Wizard tower:low-medium
Cannon: low
Spring traps:very high
X-bow: medium
Archer tower: low
Bombs: low
Mortars: low
Heroes: low
So clan castles with any kind of AoE units inside will be the biggest threat to valkyrie even though they will again chase troops through walls to kill them. You could use a healing spell to just cancel out the damage the CC would inflict but like I always say, its so easy to clear CC with witches why waste a healing spell. For 85% of all base designs, it shouldn't take no more then 3 hogs + 5 archers at most to lure the CC. 1 spell > 20 housing in army strength.
Note: With level 1 valkyrie, essentially there would only be 2-3 low threats as they will lack the HP to be upfront tanks and will have to be combo'd with a golem to soak the damage.
Numbers behind substituting Valkyrie (level 4) vs (Golem 1):
(1) Golem level 1
Housing: 30
HP: 6300 (including golemites)
DPS: 38 (14 golemite)
(4) Valkyrie level 4
Housing: 32
HP: 4800
DPS: 496 x 2 = 992 (the reason I am multiplying it x2 is because of the unique AI that is overlooked)
So what can we take from those numbers for + / - in percentages:
6% increase in housing cost
20% decrease in HP
2312% increase in DPS
Why is the 2312% damage increase significant?
This means walls are no longer a problem!
Spells to use with ValWiWi
Honestly, heal is by far the most important spell you can have, its too valuable not to have 3-4 heals in your arsenal since you have such high damage to begin with. Rage is amazing on Valkyrie but they clear buildings so fast I find it hard to justify more then 1 for the core which has the TH, the most important structure and usually the stronger defensive structures. I highly dislike Jump at TH9 solely for the fact that Valkyrie shred walls AND its very very rare that you will ever see a TH9 with level 9+ walls. I can only justify jump on walls level 10+ as they have a significant amount of HP. Jump would obviously be a must have if using on MOST TH10s.
3 x Heal / 1 x Rage
2 x Heal / 2 x Rage
4 x Heal
Army Composition:
15 x Valkyrie (120)
10 x Wizards (40)
3 x Witches (36)
Total : 196 housing
Rest is a flex depending on how buried the Clan Castle is.
Clan Castle Units:
6 x Hogs
1 witch + 4 wizards + 2 archers
1 Pekka + 1 wizard + 1 archer
[YT]3J8gltTCq7Q[/YT]
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