Root Rider + RC Walk
What it is
Use a short RC Walk to remove key core defenses or the Spell-Tower pair, then push Root Riders through the exposed lane. Riders target defenses, crack walls fast, and keep momentum while the RC’s value opens the map.
Delete the stopper → send the bus
Troops & spells (templates)
- Riders core: 6–8 Root Riders · 1–2 Ice Golems · 4–6 Wizards
- Support: 4–6 Headhunters · small cleanup
- Siege: Log Launcher (preferred) or Wall Wrecker
- Spells: 2× Rage · 2–3× Freeze · 1× Heal (flex) + RC’s Invis/Freeze budget
Keep the RC walk short and cheap. Spend spells where they unlock the lane for Riders.
When to choose it
- Two+ priority defenses (e.g., Monolith → Eagle → Scatter) are reachable in line from an edge.
- Rider path to Town Hall or core isn’t a maze once one stopper falls.
- Spell Tower setup can be managed (Freeze/EQ vs. Inviz/Rage/Poison Towers).
Quick setup
- Funnel first: clip side buildings so RC doesn’t walk the ring.
- RC + Spirit Fox: hit the first core target; invis rhythm short (don’t overspend).
- Swap to Riders: Launch the siege on the opened lane while RC exits or forces one more pick.
Pathing & timing (playbook)
- RC window: 20–30s to delete 1–2 core defenses or a Spell-Tower pair.
- Rider timing: Enter while RC still holds aggro windows or just after a Freeze—keeps DPS off Riders.
- Spell priority: Rage on first Rider pack entry; Freeze on the biggest single-target (Monolith/SI); Heal for splash corridors if needed.
- Headhunters: Sync with King/RC engages and Freezes; don’t feed them early.
Riders go for defenses and hop/chew walls quickly—if the lane isn’t funneled, they’ll peel into side defenses and split.
Heroes & Pets
Hero | Primary Pet | Why | Alternatives |
---|---|---|---|
Royal Champion | Spirit Fox | Free invis pulses help the short walk window. | — |
Barbarian King | Phoenix | Holds a flank while Riders dive; Phoenix buys time. | Frosty for anti-Skellies. |
Archer Queen | Unicorn | Stabilizes light queen steps or follow-up picks. | L.A.S.S.I. / Frosty |
Grand Warden | Electro Owl | Tome on Rider entry or siege path; Owl adds chip. | — |
Army variants
Variant | Troops | Siege | Spells | Use when… |
---|---|---|---|---|
Heavy Riders | 7–9 Riders · 2 Ice Golems · 4–5 Wizards · 4–6 HH | Log Launcher | 2× Rage · 2–3× Freeze · 1× Heal | Core is linear after 1 stopper dies. |
Mixed Ground | 5–6 Riders · 2 Yetis · 2 Bowlers · cleanup | Log Launcher | 2× Rage · 2× Freeze | Need HP to soak splash corridors. |
Air follow-up | Light Lalo after RC + Riders | Stone Slammer | 2–3× Haste · 1–2× Freeze | RC removed Eagle/Scatter; air DPS is neutered. |
Common mistakes
- Over-long RC walk. You burn spells/time and the push loses steam.
- No lane funnel. Riders chase side defenses and split.
- Poor Freeze timing. Late vs. Monolith/Inferno kills the first Rider wave.
Practice drill (5 minutes)
- Friendly challenge. Mark a straight lane to TH: delete one stopper with RC.
- Run 3 entries: no Heal, with Heal, with extra Freeze. Track Rider splits.
- Adjust funnels until Riders stay stacked through the core.