1) Valkyrie users basics and FAQ (down below)
2) GoViz & Viz
-Th9 and 10 strategies
-Th10 & 9 Strategy
5) Valkyrie n’ Hogs
-Th9 – Th10 Strategies
6) Valkyrie n’ Giants
-Th8, 9, and early 10 strategy
7) Valkyrie Tornado
-Th8, 9, and early 10 strategy
8) Valkyrie and Healers
-Th8, 9, and early 10 strategy
9) CoC Girls
10) Selecting your Valkyrie Strategy
Valkyrie are like any other unit in the game. If you don't know what you are doing and throw them into the fire, results aren't great. For example, balloons, as strong and effective as they are, require basic knowledge of their AI and behavior. Valkyrie are a unit that rewards skill.
Q: How does the Valkyrie AI Work?
The first thing you need to realize is that Valkyire have unique AI. In there description it states anything, but they also prioritize locations that offer their splash damage the most targets. This means if in the midsts of a cluster of buildings, they will tend to stay where the buildings are grouped together. Compared against a PEKKA, who will always take on the closet target. This AI does not seem to always translate when dealing with enemy troops.
Q: My Valkyrie always just go around the outside!
The hardest thing to master is directing those firey red heads to your intended target. During my run in \/alhalla I really didn't know why my success with doing this was so much higher than other players. My secret is that I go a step farther than clearing the outside buildings. I purposely hit buildigs to the left and right of the path first and leave buildings remaining in the middle. Once the flanking buildings are destoryed. I deployed the Valkyrie and make sure I have a breach in the walls so that they go inside after taking out those last few buildings on the outside.
Q: What deployment strategy is best for Valkyrie?
Valkyrie are strongest in a tight group. Too spread out and they get picked off easy without healing. Too condensed and they tend to whiff attacks and suffer greatly from splash damage. This causes them to basically "bore into" or "gut" out a base. Its not that uncommon to see Valkyrie rip straight through a base and come out the other side.
Q: What is the Valkyrie's biggest weakness
Valkyrie stink when they have to break through walls and obviously against spread out bases. Valkyrie don't have the attack speed or hp to spend time hitting walls. Also there damage isn't all that impressive if not sent into the heart of a group of buildings.
Q: What is the advantage of using Valkyrie?
Valkyrie can do allot of damage in a hurry and can also dish damage out to CC, heros and buildings all at the same time. You get 14 Valkyrie into a core with bother heros, CC, and infernos and all you need is a few freeze spells and a rage to gut it in seconds. Might not get 50% but everything in that core will be destroyed. I like to think of her as a "wrecking ball," something that hits hard and fast but losses steam fast.
Q: What are some good clan castle combinations for defense with the Valkyrie
1 Valkyrie, 2 Witch, 3 Archers - 1 Valkyrie, 6 Wizards, 3 Archers - 1 Valkyrie, 3 Wizards, 1 Witch, 3 Archers - 2 Valkyrie, 4 Wizards, 3 Archers. All of these combinations work pretty well and are a good ,ix up to expected CC troops. Valkyrie are a great donation for lower players. There something new players don't know how to deal with. Lighting also won't do them in. For higher players you only want a few Valkyrie so your not totally vulnerable to air attacks.
0-6 Giants (or)
1-3 Jump, 1-2 Rage, 1-2 Freeze, 0-2 Heal
Guts bases easily
CC and heros are not an issue
Great option for 1 disco, one single
Reliable 2 star
If packing 2 jumps, can hit tight hit compartments
Not very efficient in terms of time
Sometimes struggles to get 50% after getting the Th
At Th10, 3 stars is a long shot and for th9 it will take practice
You may also want to consider defense placement. Its best if your Valkyrie are clearing a path for your Wizards. If your Valkyrie punch a hole and leave defenses standing in there wake then you will be flanked. If this happens your wizards will go down quickly. However, if the defenses in range are destroyed - your momentum will hold out much longer.
Centralized heros and clan castle troops is actually very good. These can be used to help guide your Valkyrie to the right place. Having one of these things directly behind the th is very effective. However, if the archer queen or clan castle troop is off to the side of where you want to attack, it could pull you away from your target. The Barbarian King is less likely to cause a huge problem if he pulls your forces away because of his lack of a ranged attack. The queen or archers could cause your Valkyrie to pound on walls while they get hammered by defenses if not in a compartment you are attacking.
If using the freeze spell, having the CC in the path of an inferno is ideal. That way you can freeze both the inferno and CC troops at the same time. For Valkyrie, freezing only the inferno tower is really a waste.
You also want more of the buildings inside the base than on the outside. A common issue with this build is getting "stuck" in the core and getting fired at on all sides, causing you to miss out on that 50%. For this same reason large cores are also a positive thing.
The Attack: Neither hero is a major problem for Valkyrie, due to the fact Valkyrie can dish damage to heros while still destroying the base. A well planned freeze spell may be very effective if both heros, CC, and infernos are in the core. The biggest role heros play in your attack is drawing your forces where you want them to go. If the heros will draw you off of your target, that can pose a problem. Be particularly wary of off center Archer Queens and archers/wizards. These ranged units can cause your Valkyrie to pound on walls while getting hammered by defenses. However, if all three of these are centralized its actually a positive for attacking.
Only lure a CC if it has the potential to draw your attack in the wrong direction. Most bases centralize their CC and in these cases your Valkyrie do not need those troops to be lured. In fact they can be critical in making sure your Valkyrie go where you want them to. However, if its an easy lure and both heros are in the core - I would use the Valkyrie trick to eliminate the troops (please note this will require barbarians and archers in the composition)
Be careful breaking opening compartments and your initial Valkyrie deployment. A common mistake is to not have a path opened up for the Valkyie when they are selecting a target within the base. If an opening for your tanks is available before you open up a compartment for your Valkyrie and the outside buildings are cleared; they'll get pulled away from where you need them. This often ruins the raid.
If possible keep your Wizards in a "pocket" where the Golems are covering the flanks and the Valkyrie are paving a way straight ahead. That way they are providing fire instead of taking it. This is critical if you want to keep your momentum going because Valkyrie are terrible at taking out walls. If your not using 2 golems or any giants spare a few of your Valkyrie at the beginning, you'll want heal spells for this scenario. Valkyrie alone do not really create a solid pocket but a heal spell can help buy wizards times as they pick off flanking towers.
When deploying your Valkyrie do not drop them all in one location. It's best if you can spread them out some so that when they engage their targets they do so from multiple locations. When Valkyrie bunch up they tend to waste attacks and are very vulnerable to splash damage. Where when Valkyrie spread out they waste far less attacks and destroy multiple buildings very quickly. Also if wizards come out of the CC, you are far less likely to watch half of your force get zapped to death (or watch as your Valkyrie painfully take 1 archer out at a time). This is also why I cite 14 as the minimum for this strategy. This seems to be the critical point where Valkyrie can overwhelm a core easily. Less than that and it may take them too long to accomplish the task, allowing defenses to pick them off in the mean time. Note though if your Valkyrie are going threw a wb hole or one they create, spreading them out will matter less because they'll bunch up going threw the wall anyway.
When clearing the outside buildings, drop your Wizards to the edges of your attack zone. Clear the buildings on the left and right of where you want to attack first. Purposely leaving buildings where you want your Valkyrie to go. This is much more effective than simply clearing the outside buildings because it creates a path for the Valkyrie to follow. Leaving an intentional path often removes the chances some random building that is 8 spaces off attracts their attention.
If not using tanks their is also a simple trick to deploying your Valkyrie so they attack a particular spot. Find a cluster of buildings and drop your Valkyrie on the outside edge of one of those buildings so that the next best available target is in the direction you want them to go. Use your Wizards during this time to clear any buildings that are in the wrong direction, as they are less likely to wonder off anyway. Do this on the edges of your attack zone and either drop a jump spell or bust open a wall with a wallbreaker in the middle. This is an effective way to get Valkyrie where you need them without the use of tanks.
I do not personally recommend the lightening spell with Valkyrie, often a rage or heal is all they need to demolish those units. In particular at Th10 a well timed freeze and rage will render those units dead in seconds.
Once inside the outer compartment drop a jump spell where you want your Valkyrie to attack. Picking the location and timing of this spell is tricky. Walls can be used to direct your Valkyrie just as much as prevent them from getting somewhere. Essentially you want to create a "runway" for your Valkyrie. A direct path to the TH, hopefully with just one Jump spell. You want this runway, if possible, to not leave buildings flanking your wizards. Its very easy for Valkyrie to surge ahead, destroy the town hall and get 30%. Also deploy the jump spell before your Valkyrie need to select a target made available by the jump spell. The magnet pull off the jump spell is exaggerated.
Be careful not to inadvertently create a path that leads your Valkyrie right past the inferno tower, while never attacking it directly. You'll also want to pick a path that has enough buildings for a 50% - this will take practice but Valkyrie can often take the TH without getting a high % of damage on the base.
Your first rage spell or heal spell should be used as your Valkyrie collide with the enemy CC. These spells allows for you to quickly dispatch (survive) enemy CC and heros. If packing a freeze time this so you get a high priority defense or two in the freeze. The inferno tower is the best target for this. If not attacking a Th10, please note the heal spell is more versatile and useful .
The second rage you will want for dispatching the core quickly. Placing the rage just in front of where the Valkyrie will attack. If packing a heal try and wait to use it until the Valkyrie have low health. Heal is often best with 2 freeze spells, if against 2 disco infernos. If possible also try and time this rage so if can help you clear a path in walls if need be, if you don't have enough jumps to keep going.
One particuarly powerful spell combination is 2 Freeze, 1 Rage, 1 Heal, 1 Jump. Visually the base with a central path down the center. Place out Golems outside that path. Use your jump to make a straight path to the core and rage as you collide with enemy cc or as you enter the core. Lock up the core with the freeze spells. Either use your heal to get your critical health Valks back to full, placing the heal so Valks feel it's effects as they try and break out of the core; or wait to use your freeze spells until Valks are low on hp. Then lock up the infernos so you can use your heal. If your timing is good you'll have full health Valks running amok in a severely weakened base.
With multi-target infernos, try and attack from an angle that allows you to deal with one inferno at a time. Attacking in the middle of disco inferno fire is generally bad, as the DPS is high enough to make big problems. However, Valkyries can take the fire from 1 inferno fairly well. Freeze and rage can made this a minor technicality.
Once the core is gutted this is where your battle decisions will show. If your Golems kept the "pocket" strong, you should still have momentum from your wizards. Also if your "runway" was perfect you should of cleared a path that left no defensive building to flank your advancing army. Also if you where frugal with your wallbreakers and jump spells you should have enough to keep your line advancing beyond the core.
If your pocket broke, chances are your wizards are dead. If you used your jump spells all on getting into the core, you could very well be watching as your Valkyrie get shot to pieces trying to punch a hole in a wall. If your "runnway" was poor your Valkyrie may be all over the place or you'll have 30%, the town hall, but no second star.
This is a solid 2 star comp, particularly once you level your heros. Its great at getting the core but can sometimes fall short of getting 50% because of losing momentum as spells run dry. This strategy can 3 star early th10 players though, this takes practice and timing however. I have only recently managed to master this strategy enough to accomplish this task.
Most players are familiar with sniping. There is attacking an exposed Th and quitting the battle and there is 50% sniping with barch or loons. Valkyrie can do sniping but in a whole new way. They can get that TH in the core, while only netting 30%. This is best used for either getting that hard to get star in Clan Wars, getting the loot bonus from tough base once its apparent your going to win a war, gutting a vault base for maximum loot, or just getting that 1 star.
Unlike when your trying for 2 stars, you actually want a narrow runway for this particular tactic. A smaller core is also actually preferable if this is your objective. Spread out bases with rings or otherwise open compartments aren't a good idea for this tactic. If you have freeze and rage that is best, but you'll want 1-2 jump spells as well. Depends on the amount of assurance you need.
You also want the CC and heros in the core, or to be completely out of the way. This is a surgical strike and you don't want any distractions.
You may need a single Golem or a few giants to clear some outside buildings with a handful of wizards, but otherwise you're purposely punching to the core. You want something closer to 20 Valkyrie than 14. Your goal is to overwhelm and very quickly demolish your target. Just bring enough wizards for the opening of the attack and for insurance in case of a dragon.
You get 18-22 Valkyrie to the core under a rage and 2 Freeze, and you will get the Th. You might get stranded there but you'll get that Th. With practice you can reduce your spell use but this is a powerful way to essential snipe a base.
So to summarize. You open up with a tank or use the envelope technique and get your Valkyrie inside the base at the point of a narrow path to the Town Hall. Drop a jump spell and rage to meet the oncoming CC troops and rush the core. Use Freeze if need be or the healing spell. More than 1 jump may be necessary depending on the base type. Get Th but unlikely to get a very high %
Mass Valkyries: 2 Golems, 18 Valkyries, 15 Wizards, 3 Wallbreakers - 2 jump, 1 freeze, and 2 rage
Mass Valkyries 2 (no Golem): 22 Valkyries, 16 Wizards, 3 Jump Spells, 1 Freeze, 1 rage
http://m.youtube.com/watch?v=dq92nNct-v8 - th9 - Golem, Valkyrie, Wizards
https://www.youtube.com/watch?v=gVnyvd1tir4 (Th9) - Valkyrie, Barbarians, Archers
https://www.youtube.com/watch?v=ZQwoUUwGdrQ - Th9, Golem, PEKKA, Valkyrie Wizard
https://www.youtube.com/watch?v=LoXAoqs2Ddw - Th9, no jump spell
https://www.youtube.com/watch?featur...&v=ER9Em-in04w - Th9
https://www.youtube.com/watch?featur...&v=tGP223bMYms (Th10 maxed - Valkyrie, Golem, Wizard)
https://www.youtube.com/watch?v=tz4SCqigJEQ - Against a Maxed Base
https://www.youtube.com/watch?v=YY44Rmb0mAk - 3 star on premature Th10
http://youtu.be/YtaSuhDRh1A - Premature th10 3 star, Viz
Variation: https://www.youtube.com/watch?v=qRVgFbZb02g - Raid from \/alhalla