I feel like I’m finally hitting my stride raiding at TH10. My raiding strategy, for anyone interested:
Army comp: 2 golems, 20 giants, 12 wizards, 9 archers, 4 wbs (get more wizards as your camps increase)
Spell comp: 4 EQ, 1 Poison, 1 rage, 2 heal
Background: Once you hit TH10, there is a big loot penalty for attacking TH9 and below. The only targets you can make decent loot on will be other th10’s. Unfortunately, TH10’s have Inferno’s, which can really crush your attack if you are planning on using cheap armies like GiArBa. In order to balance out the higher costs per attack, you need to target more powerful defenses. Luckily, there are plenty of +400K/400K TH10’s to raid, so if you are in the higher leagues, you can really make a killing if you are raiding often and getting those win and star bonuses. The army I use is a good mix of cost and time to recharge. It’s not the only way, but it works for me.
Downside: It’s difficult to build up DE. My focus has been on purple, which is arguably the hardest resource to gather as a new TH10. I need it for camp, DE Drill, and research upgrades. I upgraded my golems and have all my camps upgrading atm. I’ll probably change up my build to go after DE once I have Giant lvl 7 upgrades underway. Gold is a joke to collect; you get plenty of it just by winning stars and going after elixir. I’m keeping my war weight down by just upgrading traps and walls for now. I like to dump it into walls just so I don’t seem like a big target when people want to go after me elixir.
Main Strategy: Many bases at TH10 are set up in a Ringus-X set up. My army comp is lousy at taking that base, so don’t bother. Most strategies on that base are reliant on non-defense targeting units in your army, like witches and PEKKAs. Once I find a non-Ringus style base with high value, I try to find the best path to get my heroes into the core. I drop the eq, then let the golems out spaced slightly apart. Wizards come out to clear a path, then the wb’s open up the first layer of walls (this is basically Odog’s GoWiVaHo opening moves). The giants come out, followed by the BK, AQ and a few more wizards. I try to drop the rage so it can lead the tanks to the first inferno in the core, then drop a heal right before it goes down. Getting rages right was the biggest part to learning how to attack Infernos. Without them, your tanks will fry and it will be a while before your freeze spells are upgraded to the point where they can be useful. Poison is used if there are CC troops to deal with. If all goes well, the AQ or BK take out the DE storage and TH, as well as at least half the loot storage. The archers are used if I’m a few percent short of 50% and all else fails. A good attack for me is 2-stars and 3-4/5ths of the loot. So a base with 400K/400K/3K would be worth ~300K/300K/2K, plus a health portion of the league bonus (135K/135K/740 at Master II where I’ve leveled off). So I earn about 400K/400K each attack. And with my army and spell comp, I can attack as often as it takes for my heroes to heal.
Anyway, that's been working for me as a TH9.5 raiding at higher leagues. Hope that helps anyone thinking about making the jump.