Start by clearing outer buildings to guide your throwers toward the core. Save Rage and Freeze spells for the sections and defenses that threaten that push, and time the Grand Warden’s Eternal Tome for concentrated fire. The supplied strategy offers no exact army, spell count, or base-specific deployment, so adapt these steps to the layout rather than treating them as a guaranteed three-star plan.

Set the funnel before deploying the main force

Use a small group of support troops to clear buildings on the edges where you want the army to enter. Then deploy the main thrower group toward that opening. Avoid placing the entire army at once; staged deployment leaves room to respond to how troops move through the base.

The draft also suggests sending heroes or support units ahead of the main force. Use that approach only if it fits your army and entry plan; the supplied material does not specify which units to bring or where to place them.

Save spells and the Warden’s ability for the push

Keep Rage for sections where the army needs help moving through the base, and reserve Freeze for defenses that threaten the route. The draft names Scattershots and Monoliths as possible Freeze targets, but the right target depends on the layout and which defenses are engaging your troops.

Hold the Grand Warden’s Eternal Tome until the main force reaches concentrated defensive fire. The draft warns against using it too early or too late, but provides no exact timing; use the troops’ position and the incoming threat to decide.

If the army stalls or turns away from the core, reassess the funnel and spell use rather than assuming the same sequence will work on every anti-thrower base.

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Sarah Williams

Sarah Williams

Sarah specializes in RPG and collection games, explaining team building, character growth, and beginner-friendly ways to avoid expensive early mistakes.