I would recommend finding a weapon with speed so that you are closer to 70% speed at least. This will allow you to bait jester boxes consistently. Chloris axe can give you speed while still giving you enemy slowdown%.
Also I have no idea how you have survived so long with only one scream perk
You would have much better control of your army if you had at least 3 in total. Scream cooldown maxes at 100% and 3 perks gets you very close (about 90% or 11-12s). You could replace the first leadership perk on your helm for scream and find somewhere to put the last one.
Something like this for example if you wanted to keep your high leadership/start morale combo.
The farmer perks are not necessary, they are just my personal preference.
Monks are always good, max them.
Archers are good beast killers and if you have Pro Archer you can really do a lot of damage to beasts with that alone.
Cannons are good in both defence and offence. Range rune them to about 6.15 range and they can reach firebolt/lightning towers over the lane. High level and range forged pyromancers can also do this. However, if a base is using a lot of firebolt towers and Phoebe, keeping your cannons alive can be tricky. Eldrak pal or 6.15 range firestorm can take them out reliably.
Necromancer and Viking are good at killing the gate in <5 seconds. Wouldn’t recommend necromancer in offence if it’s not max level and maybe even elite boosted though, it’s good in defence also.
I rarely use Arblasters unless they are war boosted, same with paladins unless they are Pro boosted.
Werewolves are always cool.
I used to mainly use pyromancers in the past but now I only use them when I have dragons or if I see a base with only firebolt/lightning towers, cannons, monks, Archimedes/Fritz… I don’t know why some people do that.
As for spells, all the ones you have maxed are good but you should add a blunt spell too so that you don’t have to rely only on your cannons/troops for general tower destruction. If you have a well-leveled Kaiser, then that could be a substitute for a blunt spell provided that you get used to pushing it around to maximise damage. I did this for so long, it actually became fun once I got better at it.
Since you have Phoebe, you could try this out. Get pal flute to level 3, forge duration 4 times and wear Blood pumps (Pro/Halloween) pal flute boots. This is the quickest way to get enough duration for offensive Phoebe to use Armageddon twice in one spell cast. That’s 40k DMG in radius 10 in 7 seconds…
My tower levels are horribly low for how many trophies I have, but good design compensates for lack of sheer force. If that were false, my base wouldn’t beat anyone lol.
Strong unreachable heal towers can make a base hard to push.
This one needs range to be forged 5 times if I remember correctly.
This one is forged on heal rate to keep ranged troops alive and to keep the spikes alive so that while cannons shoot the spikes instead of the towers, the firebolt tower on the left picks them off. (The firebolt tower needs 3 range forges).
Lightning towers with 10 range forges hit over the lane.
13 range forges on skull towers. Harder to reach the tower but, if your opponent is using trusty, this may not be of much use unless you bait the opponent to use another guardian like Sultan by placing many towers at the gate for example.
Army-eating jester boxes
At least 10k DMG each and the second one needs enough range to catch troops over the lane. The frost trap also slows the hero urging them to scream, potentially dragging a few more troops into range of the blast. If the hero doesn’t scream, they get hit by the second one.
Tanky troops in the first three waves…
This gives time for necromancers to summon skeletons and for ranged units to get into position.
If attackers don’t deal with this fast enough they get this mess.
This can also possibly happen a second time when the beast arrives with the addition of a blockade behind to prevent the hero from trying to push Phoebe away before it uses its explosion on the army. Also a frost trap is present to deter the hero from going in at all.
If they go in slow, they face the horde plus a snake tower next to the blockade. If their guardian is ready, it will by wiped out by the tidal wave of mixed damage types. If they scream in, their front lines will also be eliminated. If they scream back (or don’t even step in but scream to hold their army in place), they lose ground, wasting a bit of time if they survive to reclaim it after. Also the froster in here could land some slows before falling and the hero scream will still be on cooldown. The beast becomes harder to kill.