Super Witch Smash — TH13
TH13intermediate
Super Witches drop in pairs and spawn skeleton waves that cascade through compartments while Bowlers fold the perimeter and Headhunters delete the enemy hero kit. A mid-skill TH13 ground triple — pacing matters more than positioning.
2026-05-15 · Memento Mori
— Troops —
22 units
- ×4Super Witchprimary
- ×10Bowlerprimary
- ×3Headhunterhero-killer
- ×2Wizardfunnel
- ×3Wall Breakerfunnel
— Spells & Support —
9 spells
- ×2Rage
- ×2Freeze
- ×1Heal
- ×1Poison
- ×2Earthquake
- ×1Haste
- Siege: Stone Slammer (Heroes + Headhunter payload)
- CC: Super Witch or Bowler
— Execution —
- 01.Pick the side with two adjacent compartments connected by a single wall — Super Witch skeleton waves cascade cleanest when compartments funnel into each other rather than chain off-axis.
- 02.Wizards on both back corners to clear collectors and shape the funnel; Wall Breakers open the first wall segment so the Super Witch line enters without rerouting.
- 03.Drop the first pair of Super Witches together on the strong side with Barbarian King + Royal Champion in support — skeleton waves spawn immediately and feed the first compartment.
- 04.Send the second Super Witch pair four seconds behind the first on the same lane so the skeleton wave overlaps rather than dies between compartments; Stone Slammer follows the chain.
- 05.Bowlers drop in two abreast at the trailing edge after Super Witches commit — they fold the back compartments while skeletons hold the front.
- 06.Freeze the Inferno triangle on contact with the first Super Witch pair; Rage on the centroid push when the wave converges on the Town Hall; Heal the Bowler line if Air Sweepers strip them.
- 07.Headhunters target the enemy Archer Queen and Grand Warden first; Poison defensive CC; Earthquake the wall seam at the Town Hall if the cascade stalls.