Below is data on different troops for defense analysis. One thing to consider is that Hog Rider speed=24 which is one of the fastest solid strategies to defend against.
Note: Troops that take up more than one space also gives the division of dps and hp per space. In other words, if you have 1 minion then you could have had 2 archers instead and it is only fair to look at half the dps and hp. This is not absolute but is a good guideline.
Also note that dps itself is a division of damage per attack (not shown) and attack speed. Again, not an absolute (and it makes dps per space a division of a division).
The level of troop before diminishing returns start is denoted by *asterisks*. These are the most cost effective level to upgrade to, gaining the most for the resources and time needed, as shown on the plot graphs.
Healer (flying but only heals friendly ground troops)
speed=16 healspeed=.7s splash=2 range=5
level
heal per second
hp (hp/14)
lab lvl (th lvl)
1
35
500 (35.7)
N/A
2
42
600 (42.9)
5 (7)
3
55
840 (60)
6 (8)
4
71
1176 (84)
7 (9)
Witch
speed=12 attackspeed=.7s splash=.3 range=4
level
dps (dps/12)
hp (hp/12)
lab lvl (th lvl)
1
25 (2.08)
75 (6.25)
N/A
*2*
30 (2.5)
100 (8.33)
7 (9)
Note on Witches
The strength with Witches is the Skeletons they summon. Below shows the math for the totals a Witch in the CC adds against ground only. The math formula is assuming all Skeletons are summoned and includes the Witch herself, for example: 6 skeletons (150dps) plus the Witch herself (25dps) divided by the space taken in the CC (12). The math is just a guideline since the Witch can be killed quickly or can summon a Skeleton every time one dies.