With only 3 spaces available, I find 2 heals and a rage works best breaking into a base. What do you use with BARCH and why?
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With only 3 spaces available, I find 2 heals and a rage works best breaking into a base. What do you use with BARCH and why?
2 Lightning 2 Rage
I carry 2 Heals and a Rage just incase but I don't always use them.
You should really be very hesitant to use spells if you are "farming" .
3 lightning. Since I farm. But I almost never use them. One per battle, only IF there are CC troops.
Three lightnings! I rarely use them but they are useful when trying to pick up that last 2-3% to get the 1-star and loot bonus.
Lightnings. Maybe 1 healing. Take out the splash buildings.
Definitely 1 rage and the rest zappers
For BAM I carry 1 lightning, 3 rage, 1 jump.
lightnings, for cc troops and the very odd mortar
agree 1 rage and all light.
I have constant rage spells cooking. I can easily get rid of cc troops without lightning and with the benefit of increase speed and damage on troops I find that the archers and barbs quickly get rid of mortars and wizard towers when I'm attacking.
I say anything except heal, I prefer rage though. Heal only helps barbarians.
Nothing, I'd be tempted to use them. If i did though I'd use 3 lightning 1 jump.
no spells for barch, kinda counter productive, don't you think?
Lightning is all you need. It comes in handy for splash damage like Mortars or Wiz Towers but it also allows you to zap DE or whatever as you go and I also found I used it on mines or drills I missed. You shouldn't ever need Heal for barch. The troops can be one-shot by most things so it's a waste of time.
There's a few different approaches I've tried, but ultimately I mostly use all lightning now and only on rare occasion.
If there are a lot of CC troops I'll zap them. If it's a really juicy base with one mortar covering a section I'll double zap the mortar down. If they have a maxed DE storage or full lvl 6 drills deep in the base I might zap them.
The other approach I used for a while was all healing spells. With it, you can keep your troops alive for quite a while and let them chop their way pretty deep, but you end up needing at least 2 if not 3 spells and it's hard to sustain. So, when using heals I mostly ended up raiding with no spells.
This is why I like lightning now. It's cheap, it has several uses but I only use it when I need to.
Rage is great to get your troops inside a base and get that full storage. Lightening is great for getting those last few percentages. Builder huts and the things hero's sleep on can be destroyed with one spell. They're also good for taking mortars out, which is one of the main enemies of Barch. You could even zap a DE storage. I wouldn't recommend using spells a lot when it's elixir you're after.
2 rage to get to the core in vaults....last one depends
I always carry 1 Jump 1 Zap and 2 Rages with me. I dont know why people hate the Jump Spell so much, but i love it :o
At TH8, i think 1 Zap/2 Rage or 3 Zap should get the job done.
I use 1 lightning 2 heal and 1 rage! :D
Best post here. Not sure why everyone is hating on spells in regards to barching. If you run into a 250/250+ raid and the only way you're gonna get it is using some spells, why wouldn't you?
Unless I'm simply more risk averse than most, and refuse to spend 200k gold in nexting.
I use twelve wall breakers, and three rages.
All lightning spells for mortars, cc troops, and final percentages seem to work well with barch.:)
These are all right. How can anyone, even someone with elixir upgrades left, say you shouldn't carry things that increase your damage or destroy mortars/cc troops, or heal your troops?
If you don't make spells you just handicap yourself and it's you're own fault you have to skip that 400/400/3000 raid because you need a rage spells to get in or that level 7 mortar would take your troops down too fast. It's common sense and math...those two things are all you need for anything in clash.
1 of each. 1 for each situation.
I use either 2 lightning and a heal, 3 heal, or 3 rage. I train the rage overnight and do the lightning/heal and heal during the day.
well, I mean, I guess I should've been more clear but I am a TH8, so... 1 lightning, 1 heal, 1 rage. im thinking of working 2 wizards into my army and replacing lightning with another heal cuz lightning really is only for CC troops. but I agree, I guess freeze isn't so help, u can get another heal instead. but it does help with dem infernos... I tried to lvl 3 8 pekka a TH10 with easy 400K storages...only got 1 storage, 100K. they were all in the same compartment...they were the only buildings in the compartment...
since youre a th8 go for 2 lightnings and 1 heal if youre farming relatively high up like 1400+.....lightning is good for DE and heal will help keep your barbs alive in case theres some decent loot in the an accessible storage...
but if youre pretty low then go for all heal...with lv5 barch you can 3 star upto intermediate th8 bases...with your king if necessary...but its best not to use more than 1 spell for a regular raid....if you find a particularly filled up th7 then use your spells where necessary but i usually never use all 3 unless im getting a 200k+ elixir storage raid with decently upgraded WTs and mortars
try to avoid using rage...because a barch or bam exit the spell radius too quickly to really be effective...plus its the most expensive spell in time and elixir at th8
I use rage spells with BAM and 8 wallbreakers.
I find that one rage spell and 8 wb is usually enough to break into most TH8/9 DE storages if it's behind 2 layers of walls, using BAM
And 8 wallbreakers with BAM lets you break into most storages behind one layer of walls w/o using spells.
But that's the way I play, trying not to use more than 1 spell in each raid.
If you use more than one, 1 heal and 1 rage will probably be better than 2 rages.
2 rage and 2 jumps mainly due to me wanting de
I use 4 Lightning Spells. Great for storage raids -- getting to destroy two mortars really helps barch. Of course I don't always use spells. Especially if I'm farming for elixir.
I guess what we can take away from the responses is that it doen't matter! It's all personal preference.
Usually when barching/bam'ing I will take 3x lighting so I can get DE from the storages when a base with 2k+ appears. Never going to be able to break in with a barch army.
I have 4 spells and do:
2 rage for extra power breaking into bases
1 heal if the troops are grouped and getting hit by a mortar or a wizard tower
1 lightning vs CC troops
There are two popular ways for spell combinations for barching-- 1 rage (for royals) and rest light. I prefer taking all light with me.
Target builders huts and royal platforms. they all are destroyed with 1 light and range from 1-2%