Complete TH10 Witch Slap attack guide for 2026. Army composition, Skeleton swarm mechanics, Warden ability (if available), and execution for three-star ground attacks at Town Hall 10.
Witch Slap uses Golems, Witches, and Heroes in a ground push that overwhelms defenses through sheer skeleton swarm numbers. Witches continuously spawn Skeletons that spread across the base and distract defenses while the Golems tank and heroes deal direct damage. At TH10, Witch Slap is a reliable alternative to GoHo when Giant Bomb clusters would destroy a Hog Rider stack -- Skeletons are immune to Giant Bombs because they are individually too weak to trigger them.
Standard TH10 Witch Slap (240 housing): 2 Golems (60), 8 Witches (64), 2 Bowlers (12 -- if available), 2 P.E.K.K.A.s (30), 4 Wall Breakers (4), filler Archers. Spells: 3 Rage Spells, 2 Heal Spells, 1 Poison (for CC). Clan Castle: Witch + Balloon. The Witch count (8) is the key variable -- more Witches means more simultaneous Skeleton spawns, which means more defenses distracted per second. Bowlers add ricocheting boulder damage to the Golem tank line, significantly improving compartment clearing speed.
Step 1 -- Funnel setup: Deploy 2 Golems at the entry point side by side. Add 2 Witches on each side of the Golem line to begin Skeleton spawning in the outer compartments. Step 2 -- Main army deployment: Deploy remaining Witches, P.E.K.K.A.s, and Bowlers behind the Golem tank line in a cluster. The cluster keeps everyone within Rage Spell radius. Step 3 -- Wall Breakers: Drop immediately as Golems approach the first wall. Witches cannot break walls themselves -- Wall Breakers are mandatory. Step 4 -- Hero deployment: Archer Queen on the opposite edge from the main army (to funnel any buildings she alone can clear), King behind the main army. Step 5 -- Rage Spell timing: First Rage when the Golem-Witch cluster engages the first inner ring defense. Second Rage when the cluster approaches the Town Hall ring. Third Rage on any remaining defenses blocking the TH itself. Step 6 -- Heal when Witch or Golem HP drops below 50% in a high-DPS zone (Inferno range).
Single-mode Infernos lock onto Golems and ramp to lethal damage. Counter by having P.E.K.K.A.s positioned around the Golem -- the Inferno has to kill the Golem before it can switch targets, but surrounding P.E.K.K.A.s and Witches DPS the Inferno down faster than the ramp deals fatal Golem damage in most cases. A Rage Spell timed on the Inferno engagement dramatically reduces the time to destroy it.
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Why is Witch Slap better than GoHo against some TH10 bases?
Skeletons spawned by Witches are individually too weak to trigger Giant Bombs, making Witch Slap immune to the double Giant Bomb clusters that destroy Hog Rider stacks. Against bases with heavy Giant Bomb coverage, Witch Slap is more reliable.
How many Witches do I need for TH10 Witch Slap?
Eight Witches minimum. Eight generate enough simultaneous Skeleton spawns to keep multiple defenses distracted at once, which is what gives Witch Slap its characteristic swarm overwhelm.
Do I still need to kill the Clan Castle in Witch Slap?
Yes. CC Golems, Witches, or Hog Riders inside the base disrupt the Skeleton swarm pattern. Lure and kill CC troops with Archers and a Poison Spell before deploying the main army.
What is the biggest weakness of Witch Slap at TH10?
Single-mode Infernos that ramp onto Golems. If both Infernos are on single mode and both lock onto Golems simultaneously, the tank line dies faster than P.E.K.K.A.s and Witches can destroy the Infernos. Counter with Rage Spells on the Inferno engagement window.
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