Hi
I was wondering if we could a section with guides(how to design a base,army composition,units AI,etc.)as it is very hard to find something solid;this section alone has 650 pages,and i only found 3-4 guides
Thank you
Printable View
Hi
I was wondering if we could a section with guides(how to design a base,army composition,units AI,etc.)as it is very hard to find something solid;this section alone has 650 pages,and i only found 3-4 guides
Thank you
I use this army. I have 185 spaces in my camp.If you have more spaces in the camp i would get giants or archers.This army does cost a bit much.
1 Dragon level 1-2
2 Healers level 2
12 giants (if you got more spaces in camp maybe get goblins because your farming unless you want giants) Giants 4-5
7 wall-breakers Level 5
25 archers Level4-5
Rest goblins Level 4
CC troops:Try and get archers or about 5 minions to destroy the barb king.Minions any level but if have archers try and get level 4.
I use 1 lightning spell to take out any enemy clan castle troops when they are together.Level 4 lightning spell
I use 1 healing to heal my giants when they have low health. I have level 4 healing spell
I use 1 rage spell to make my giants powerful if there's something hard to do like destroy a level 9 wall without wall breakers.
Peace Out!,Supero :cool:
1: RUSHING Town Hall
This is extremely common. Have you ever seen a level 8 Town Hall player with level 4 Walls? Players rush their Town Hall because they want to unlock more buildings, or they want to progress faster in the game.
These are the downsides of rushing your Town Hall:
-Match Cost
Every time you upgrade your Town Hall, your Match Cost increases. The Match Cost is the cost of pressing the 'Next' button when finding a base to raid in Multiplayer. Imagine that you rushed your Town Hall to level 10. Each time you press that 'Next' button, you lose 1k Gold. If you press it 100 times, you would lose 100k Gold! That would not be a problem for high level players, but for a rusher, it is extremely costly.
-Loot Multiplier
The higher your Town Hall level is, the lesser loot you get from bases that have a lower Town Hall level than yours. This problem is carried forward to the next step.
-Competition
As you cannot get good loot from the lower leveled Town Hall bases, you have to get the loot from higher leveled bases, meaning that you have to increase your trophies. But then again, these high leveled players can demolish your rushed base and you have no way to get back at them because your troops are too low leveled to hardly destroy anything! This makes looting tougher.
What to actually do:
Max out at least
-Your Mortars, Wizard Towers, Archer Towers and Cannons.
-Walls, Air Defenses and Hidden Teslas can be 1-2 levels away from the max upgrade.
before upgrading your Town Hall.
#2: PROTECTING Town Hall WHEN FARMING
Some would place Bombs and Hidden Teslas near their Town Hall, and even wall it up, even though they are farming have their Town Hall outside. The point of placing your Town Hall outside is to obtain a shield when it is destroyed, so you should always make it easy for your enemies to attack it. You can have your Town Hall in range of defenses, so long as the defenses are placed there for mainly other purposes. If necessary, place your Town Hall at an undefended corner.
#3: NEGLECTING Air Defenses
Air Defense may not be a problem until Town Hall level 6. Air Defenses are able to target:
-Balloons
-Healers
-Dragons
-Minions
Air Defenses deal a lot of damage, that even a level 1 can deal 90 damage per second!
The problem is, some people do not understand how important it is to have an Air Defense, and once they build it, they put it outside and never upgrade it again.
If Air Defenses are not well protected an centralized, attack strategies such as Giant Healer, Mass Balloon and any strategy with Dragons in it will decimate your village. So always have your Air Defense well centralized and upgraded.
Have a great day! :D
Everyone wants a functional base that keeps people away from your loot, but you also want your base to look cool, original, and creative, in most cases. Often times, especially for lower level players, designing an effective and aesthetically appealing base is difficult. Being that I am slightly OCD with symmetry and what I call "rotational symmetry", I can usually generate an original, and working base. Here's how:
First off, rule a few designs out
-Square (Makes it easy to attack from any side)
-Egg (Defenses vulnerable, and hog/air raids are devastating)
-Everything inside one HUGE box (Giants and Golems will demolish)
-Not using your Walls (Pretty self-explanatory.)
-Putting all your Walls around your Town Hall (Also self-explanatory)
These listed above may seem stupid or made up, but I have raided and even defended with some of these designs, and it did not work out well.
Now, lower level players (4-6) first. At these foundations points of your clashing experience, there are not a lot of things that you need to protect. But a big box is not the answer. I'm going to name the Big 3 Defenses. Mortar, Wizard Tower, and Air Defense. Unless you are upgrading them, keep them inside Walls. They are crucial against all types of raids, especially in the higher leagues, where air raids are more common. Obviously, you need to protect your storages, and your Town Hall. I recommend that you centralize the Mortar(s), since your base is small enough, they can cover everything. Place your Wizard Tower(s) near your gold and elixir, also as central as possible. Put your Air Defense close to the storages, and also have it near some Archer Towers for additional air support. Cannons are the last defense, and you should make room for them if possible. Your Clan Castle doesn't need to be centralized, as most lower level players don't farm, and your reinforcements will probably come out no matter where you place your castle. And do your best to squeeze the Town Hall in somewhere. I suggest building around the Mortar, with different objects grouped in 2's or 3's. Have the Town Hall in one of these segments. If I had a picture I would show you. >.
So, a quick recap!
-Big 3 behind Walls
-Mortar(s) centralized
-Wizard Tower(s) near loot
-Air Defense near Wizard Towers
-Put Archer Towers near Air Defense for additional air support
-Cannons inside if possible.
-Town Hall based around Mortar
Middle Town Halls: (7-8)
Being that I have the most experience with these two Town Halls, this article will be very detailed. At this point you have lots of Walls, lots of defenses, and more things to protect. The new big thing is Dark Elixir, and it's going to become very precious to you very quickly. So, I'm going to split this into 2 sections: Farming and Pushing.
Farming: First off. If you are hunting dark elixir, put that in the center immediately. Now, I'm going to teach you rotational symmetry. What I mean by that is, if you took your base and spun it 90, 180, or 270 degrees, it would look almost if not completely identical. Picture it like a 3 bladed fan. It spins, and every 90 degree turn, it looks exactly the same. So, you have your dark elixir in the middle. Start adding rows of 3 items. (i.e: Wizard Tower, Elixir Storage, Mortar) If desired, you can place a 2x2 object above the 3rd object in your row. So, for you math whizzes, the dark Elixir Storage with Walls is a 5x5. Line up a 3x3 object so that if you were to surround it with Walls, the Walls would fall into order with the Walls surrounding the D.E storage. Place 2 more 3x3 items next to it, and on the top/bottom corner of the third 3x3, add a 2x2. Rereading this, I know it's very confusing. I promise I'll make a layout to demonstrate this. It's really very simple, but not easy to describe. So, repeat this 3 more times, filling in the slots with various important items. Obviously, you can't fill the 2x2 spaces with just teslas, you will need to use some Giant Bombs.
So, after doing this, you can begin to add on whatever else is left. You should have a reasonable amount of Walls left, so try to get all of your defenses in. But remember, rotational symmetry still applies to the outer layer of your base. So, whatever you do to one part, you must do to 3 other identical points. For example, you place, say, a Cannon, an Archer Tower, and your Barbarian King. Obviously, you only have one Barbarian King, so you can't put him in four places. But get creative! When you recreate the same position, replace it with your Clan Castle, a mine, a drill, or something like that.
The finished product should look like a multi-bladed fan. If it doesn't the first time, then imagine that you rotated your base 90 degrees. Where would this Archer Tower be? Where would "x" be? Where would "y" be? This should help you recreate your base.
Another part of being in these middle Town Halls is that you have 2 or 3 of your big defenses. Therefore, you have to keep them in a triangular formation at all times in order to cover as much ground as possible. It's doable with rotational symmetry, you just need to know when and where to place it. You can use the range circles for reference.
A little tip to fancy up your base, consider removing certain Walls on the outer layer of your set up. Replace them with Spring Traps or a couple Giant Bombs. The openings attract Giants, and the Spring Traps are devastating to them. This isn't necessary, but it is a helpful addition.
A quick recap!
-Dark Elixir in center (Unless not hunting for it)
-Rotational symmetry around central object
-Repetition of outer layers
-Triangular formation for Big 3 defenses
Pushing:
Very similar to farming, except that your Town Hall will replace your dark elixir. This doesn't remove the rotational symmetry option at all. In my opinion, it's actually easier. So, if you read the farming section above, basically repeat the instructions. Consider bringing your King and Clan Castle closer to the center, because the higher up you go, more and more players will try to lure them out and eliminate them. Also, Giant Bomb placement becomes more of an issue, as you will begin to experience the wrath of hog raids. But a good base can hold off even a max hog raid, as mine did during my clan's last push. Since Giant Bombs can take away at least half of a hogs health, place them where they might run. Since they can jump over Walls, the Spring Traps in the opening will not be nearly as effective. Once you have experience with the troop, you can begin to guess where they will go. Place traps and Bombs all over these areas, and they will keep out the currently unparalleled strategy. Also, make sure that you have your single target defenses upgraded. And as always, triangle formation!
A quick recap!
-Rotational Symmetry around Town Hall
-Bring King and Castle closer to center
-Place traps where hogs go
-Upgraded single target defenses
-Triangle Formation
Thank you for reading this guide. I'm sorry that I don't have any details on Town Halls 9 and 10. I'm currently Town Hall 8, so I don't have any experience building bases for these Town Halls.
PLEASE NOTE: This is by no means the only way to make an effective base. There are a multitude of ways, in fact, and this guide only reviews one of them. In fact, the only real reason for explaining this one strategy, is because I know and understand it well, and it has served me well in both farming and pushing.
Supero:cool:
Guide on
Reinforcement Clan Castle Troops
(Defense)
Every base has its own weakness. It may be Giants, or Archers, it could be anything depending on your base design. Watch some defense replays to find out what it is. Once you find out what is its weakness, you could ask for the correct type of Reinforcement troops to help patch up these downsides.
#1. CENTRALIZED Clan Castle
This is the most important step of Clan Castle Defense. To place your Clan Castle in the center of the base makes it difficult for your opponents to lure out your Reinforcement troops easily.
Usually, when the opponent is unable to lure out your Reinforcement troops, he would just start with his usual battle strategy, hoping that the troops in your Clan Castle would not affect his troops badly. When his troops starts breaking through the base and getting in range of the Clan Castle, and when the Reinforcement troops come out and start attacking his troops such as Giants (who does not care about Reinforcement troops until all defenses are destroyed), and before he could do anything to stop this (especially when he wants to drop a Lightning Spell, but it can be hard to aim his Lightning Spell on Reinforcement troops that are moving), most of his troops are already gone, and he can disappointingly surrender.
#2. TROOP ANALYSIS
To choose what troops to ask from clanmates?
Note: Dark Troops are actually their own tier, they do not actually belong to any of the three tiers, it's just that I like to put them with the other tiers according to small, medium, big.
Tier One: Takes up only one or two Clan Castle space, and are powerful as a group. Tier One troops have low health and attack points than other Tiers, and are very vulnerable against Lightning Spells.
-Barbarians (Tier One)
Advantage: They can be quite a tank as they have the highest health of the Tier 1 troops. They could distract the opponents troops for a few seconds to allow the other defense buildings to land a few shots.
Disadvantage: They can be quite slow to charge at the opponents troops and are easily targeted by opponents troops as it is unable to defend behind Walls. Therefore it should be used with a mixture of other Reinforcement troops as it can act as a distraction.
-Archers (Tier One, most requested of the tier)
Advantage: They are troops with ranged attack, which allows them to shoot behind Walls, making them well protected. They are fast to charge at the opponents troops.
Disadvantage: They have the lowest health and attack points. Due to their ability to hide behind Walls, they lure troops who target anything to attack the Walls instead of the buildings in the open just to attack the Archers, and when the wall is destroyed, the opponent has successfully broke open the middle of the base, and can do an all-attack in the middle of your base, taking out the most important buildings.
-Goblin (Tier One, least requested of the tier)
Advantage: They are the fastest of the tier. They can charge into the battle quickly.
Disadvantage: Same as Barbarians, except that they are fast moving. They also have low hit-points in comparison with Barbarians.
-Minions (Dark Troops, Tier One)
Advantage: They can fly, making Barbarians unable to attack them. They have the highest damage of the tier. They work just like Archers, except that they don't hide behind Walls.
Disadvantage: Unlike the rest of the Tier One troops, they take up 2 Clan Castle spaces per Minion, while the others take up only 1.
Tier Two: Tier Two troops are more strategic-based, as they all have different uses, and not many similarities.
-Wall Breakers (Tier Two, least requested of the tier)
Advantage: Um... splash damage?
Disadvantage: Its quite obvious, they will die upon 1 attack, and the attack is weak. Why am I even explaining this?
-Giants (Tier Two)
Advantage: They are great for tanking, as they have a rather high amount hit-points in comparison to the amount of Clan Castle space they take up. Pretty much like Barbarians, except that they are more effective. They are quite lightning resistant, it takes at least 2 Lightning Spells to eliminate them.
Disadvantage: They are slow in charging to battle. They have low attack points.
-Balloons (Tier Two)
Advantage: They have a significant amount of health and damage.
Disadvantage: They are very slow in charging to battle, and sometimes before they could even drop a Bomb on the opponent's troops, Archers would have probably taken them out.
-Wizards (Tier Two, most requested of the tier)
Advantage: Wizards deal a lot of damage, and their attacks do splash, meaning that their electricity can damage multiple troops at once in a small area. They are great in taking out all types of troops.
Disadvantage: When Wizards attack a group of Tier One troops, they do not target the entire group, they target 1 of the group of troops. Unfortunately, defense buildings around will most possibly also target that one similar troop and one shot it before letting the Wizard shoot, as the Wizard is not fast enough. The Wizard targets another, the defense buildings will eliminate that one, never giving the Wizard a chance to throw its splash damage electricity. Just something to take note of, Wizards are still awesome.
-Hog Riders (Dark Troops, Tier Two)
Advantage: Hog Riders are just like Giants, except that they exchanged some of their health for damage. They are also quite fast to charge at the opponent's troops.
Disadvantage: About the same as Barbarians, except that they are fast and it's still okay to have just Hog Riders in your Clan Castle.
-Valkyries (Dark Troops, Tier Two)
Advantage: Some may say that Valkyries are complete uselessness, I say that there are the combination of Giants, Hog Riders and Wizards. They actually have the highest statistics of all of the Tier Two troops, and they have splash damage, which is great. They can also charge into battle fast.
Disadvantage: Same as Barbarians, except that they are fast. Valkyries also take up 8 Clan Castle space, more than most of the other Tier Two troops.
-Witches (Dark Troops, Tier Two, could also be Tier Three)
Advantage: They are like Wizards, their attacks do splash damage. They also keep summon skeletons around them until the maximum number of skeletons still alive have been reached. The skeletons help to shield the witches, making it difficult for the opponent to eliminate the witches unless he uses a Lightning Spell.
Disadvantage: Witches have low health and damage, not a big deal because the skeletons can protect her. They are also slow, not a big deal again as the skeletons are as fast as Archers. The big deal would be that 1 witch take up 12 space, which is the most of all the Tier Two troops.
Tier Three: Tier Three troops are the beasts of all the tiers. They have extremely high statistics (except for Healers), and are rather lightning resistant (although the PEKKA is made out of metal).
-Healer (Tier Three, least requested of the tier)
Advantage: Heals other Reinforcement troops or buildings. It can fly and is unable to be targeted by ground troops.
Disadvantage: 'If you are considering using a Healer in your Clan Castle for defensive purposes, it is strongly discouraged to do so. While Healers can and do heal buildings, in practice the amount the Healer can restore is far less than the buildings are taking, even from just a few troops. Archers or other offensive troops are much better in this situation, as Healers really don't end up affecting anything given the time it takes to heal and the fact that their large housing requirement (14) take up most or all of the available Clan Castle space.' said Clash of Clans Wiki.
-Dragons (Tier Three, most requested of the tier)
Advantage: They have high health and damage, and are unable to be targeted by ground troops due to their ability to fly. They also deal splash damage. Dragons are great in taking out a group of Giants.
Disadvantage: The same as Wizards.
-P.E.K.K.A (Tier Three)
Advantage: They have the highest damage of all troops (except for heroes) in the current version of the game and have a significant amount of health. Having a P.E.K.K.A in your Clan Castle is like having another defending Barbarian King.
Disadvantage: P.E.K.K.As are slow and have to run around the base by themselves just to protect the base, unlike a horde of Archers or Minions who can travel as a group. This disadvantage can only be countered by having a fully upgraded Clan Castle, with 5 more space to put in more other troops.
-Golem (Dark Troops, Tier Three)
Advantage: Golems have the highest health of all the troops (including heroes) and are able to tank a lot of damage, distracting the opponent's troops, and the other defense buildings can land many shots on the opponent's troops. Upon death, Golems deal damage to opponents troops in the surrounding area, acting like a Giant Bomb, then splitting into two Golemites to tank more damage.
Disadvantage: Same as P.E.K.K.As, except that Golems will fill up a fully upgraded Clan Castle, making it unable to place in more troops.
Join Iron Elves 2
Have a great day!
Spotting abandoned villages is actually one of the most important Clash of Clans strategies for farming. Some hints are fairly obvious, but others are much more subtle. I will tell you some of the secerts I use to take out the "inactive" users.
- Tombstones: These show you that someone else has already drilled this base, they are a good sign that traps have been sprung too. Some chiefs leave them around as a trick, but I dont run into that too much.
- League Badge: Anyone who has at least on win in the current 2 week league will have League Badge. You can tell when a new League starts, because your own League Badge will turn blank with a dotted line. Past a few days into a league, if you encounter clashers without a league badge, it means they arent attacking (and winning). Thats a pretty good sign they arent active.
- Sleeping builders: Clash of Clans is all about upgrades, painfully slow upgrades. Given that this is a central aspect of the game, it is unusual to find an active player who has no builders busy at any given time. Look for the zzz above the Builders Huts. If all of them are sleeping, chances are that chief has been gone a long time.
- The Gold Mine Gold Bin: I found out about this one recently, and it really makes a big difference. If you look carefully at the Gold Mine graphic, you will see a tiny bin just to the right of where the mine cart comes up. This bin actually indicates how much gold is in the Gold Mine, similar to the visual fullness indicator on the storages. Higher level Gold Mines take a long time to fill up (by level 8 it takes more than a day). Consequently, if you see full or mostly full gold bins it means the village is likely abandoned.
So its abandoned, so what? Abandoned villages are typically much easier to harvest for resources. The value you see in the upper left for stealable resources is likely mostly or totally in the collectors, which are usually much easier to get at. Spend troops efficiently, and enjoy the easy farming.
Thanks for reading!
In this guide, I will be telling you one of the most effective ways to farm at pretty much any Townhall level. I started using this at Townhall 6 and I am still using it now at Townhall 8
1. Firstly, the army composition that you want to use:
With an army space of 220 (I will tell you what you can do later if you have less than 220 spaces):
x40 Barbarians
x64 Archers
x60 Goblins
x8 Giants
x8 Wallbreakers
If you have less that 220 spaces for your army, just decrease the amount of Barbarians and, if need be, lose some Goblins. As you can see this is a fairly simple composition but, when used in the right way, can be extremely effective. In terms of the levels of the troops, I would say you want them at the max level for your current Townhall - level 4 at Townhall 7, level 5 at Townhall 8, level 6 at Townhall 9 etc. The cost of this army composition varies from 52,640 Elixir at Townhall 7 to 79,200 Elixir at Townhall 9, with all maxed troops for that specific Towhall. This may seem expensive to some, but you will be able to get so much more back from raiding with this army. Spells are up to you really, but I like to use 2 lighting, 1 healing and 1 rage.
2. What you want to do right before attacking:
This is a quick tip which helps to cut the time for the troops to train next time you raid. Once the army is cooked up and your Army Camps are full, input 1 Giant, 5 Goblins, 5 Barbarians and 5 Archers into each of your Barracks. As your raiding, these troops will begin to refill your Army Camps before you've even come back from the raid, which in the long run saves a lot of time. What this means is that you want to use at least 4 Giants, 20 Goblins, 20 Barbarians and 20 Archers in each raid in order to keep the right balance of troops. Keep that in mind.
3. Finally, how to use this composition when raiding.
This point is pretty obvious but the first thing to look for when searching is whether the base has a good amount of loot. In other words, does it pay off my army and gives me a good profit? If you find a base and the answer is yes, attack it. Bases are often one of two types.
The first type are ones where all the loot is in the Gold Mine and Elixir Collectors. It will be pretty obvious to you whether this is case; just look at them and see if they're filled at all. If this is the case, what you want to do is firstly, draw out the Clan Castle and Heroes (ALWAYS DO THIS). This is where your Barbarians come into play. Activate the CC and Heroes, place an Archer on a building out of reach of defences and draw the CC and Heroes to that Archer. Then use your Barbarians and a few Archers to take care of them. Then drop Archers on the rest of the buildings that are out of reach. Now, drop 1 Giant in the middle of every 3 mines or collectors in order to distract the defences and sprinkle Goblins behind the Giant to take out the mines and collectors and get that money! If the mines and collectors are behind Walls, just do exactly the same thing, but drop as many wallbreakers that you need straight after you drop the Giant. Don't forget to use your Archers as back up and to help you get to 50% or take out the townhall if it's exposed.
The other type of bases are the ones where the loot is in the storages inside the Walls. This is much trickier than the first method but it can still be done 9 times out of 10. First you want to do the same as the first method and draw out the Heroes and CC troops to an undefended building and take them out with Barbarians and Archers. You then want to see which side of the base is closest to the storages. Then, drop any remaining barbs to take out all of the non-defensive buildings. If you have no barbs left, use Archers but use them sparingly. After this, drop all 8 of your Giants to act as tanks. Drop your Wall Breakers in pairs behind the Giants and try and get the Giants as far in to the base as possible. If you see your Giants are dying quickly, drop a Healing Spell spell to get their health back up. The most important thing here is that you make a path to the storages, because this where you drop a good amount of Archers to help out with your Giants and finally spam your Goblins in groups of about 10/15. If you haven't managed to make a clear path to the storages, drop a Rage Spell to beef up your Goblins so they can break through any Walls defending the storages. I like to drop my Heroes if the base is especially hard as they have a lot of health and can also deal a high amount of damage. After this, leave your troops to it as there is always the change of getting a 3-star. And that's it!
Thank you very much for reading my guide, I realise it is quite long! If you choose to try this out, I hope that is works as well for you as it has for me.
Supero:cool: