Predator's base building guide to jump spell defence
See also - Predator's Base Building Guide: Chapter 3 - Defence Skills
http://forum.supercell.net/showthrea...BUILDING+GUIDE
Predator's Base Building Guide: Chapters 1-2 - Base Strategy and Troop Type Defences
http://forum.supercell.net/showthrea...building-guide
The main defence change in the July 2014 update was a change to the jump spell. So for the most part this is my guide to how to adjust defence for that update.
The refined jump spell has made using jump for attack much easier.
It lasts for 60 seconds at level 3 so attackers can now place it early and it will be unlikely to expire before the troops need it.
http://i58.tinypic.com/106d1qv.jpg
And when it is placed troops will retarget - both factors mean jump spell timing is much easier.
Jump defence strategy 1 - spread out your walls
The radius of the spell is 3.5 - so the circumference is 7 spaces - which means a jump can easily cover a standard 5x5 wall pocket (3x3) inside and thereby be used to pass two layers of walls.
So a natural approach to jump defence is to offer up only 1 wall to jump towards the townhall.
This can be achieved in only two ways:
First, using pockets that are 8 or more spaces from front to back (including walls).
Example - 8 spaces cannot jump both walls (top right to bottom left)
http://i58.tinypic.com/2vj9yfp.jpg
Second, by using a pocket which is 7 spaces deep.
http://i57.tinypic.com/2ecnn6p.jpg
This is imperfect but has the considerable advantage of offering the attacker an opportunity to make an error which neutralises the spell. I'll explain...
An attacker will be tempted to try and jump both walls. Many errors are possible.
- If the jump spell is placed one space too deep the outer wall will not be jumped largely eliminating the value of the spell.
- if the jump space is one space too shallow then they only get one wall of jump value - and a few walls under the jump spell (this is important i will explain why below.
- third, if the jump spell is placed perfectly then only 1-2 walls of each wall layer are covered by it which dramatically reduces the spells effectiveness due to the troop ai. Combine this with placing the interior buildings two spaces back in the pocket and then you have only 1-2 spotson the map where troops will jump the outer wall - extremely difficult and a situation where often no troops will jump.
Of course they could simply try and jump the outer-wall - but tempting them by offering the potential for two walls can force an error ... And FORCING ATTACK ERRORS IS HOW YOU WIN DEFENCES
Ive tried using six spaces between walls but seems to offer up too much active jumpable wall to be effective.
Jump defence strategy 2 - jump defence deeper into base
You cant use jump spell defence across your entire base - you dont have enough walls and if you introduce too much space your defences become less effective because you have more potential damage range wasted on empty spaces. So you need to think carefully about where in your base you need jump defence - or more easily - watch replays and see where people try and jump you.
The way jump is typically used is to deploy wallbreakers to break 1-2 layers of outer walls, then to use jump in the middle of the base to approach the townhall. So an effective strategy is to use wallbreaker defence in the outer layers of your base - then place jump defence in the middle layer of your base.
Example -
http://i60.tinypic.com/dffvkh.jpg
In the pic i use jump defence by giving troops a preferred path to jumping as well as using 7 wall spacing to set a jump trap.
Jump defence strategy 3 - give troops a preferred path to jumping (see pic immediately above)
To explain this first i need to explain the troop artificial intelligence.
The way the jump spell impacts troop movements... Non-defence targetting non-ranged ground troops (barbs, pekkas, barb king) will target the closest unwalled building within 4 map spaces (note diagonals count as two spaces), and if no building within four spaces they will target closest building even if a wall in between.
So to make the troops jump they need to
1- make sure there is no building within 4 spaces on the same side of the wall,
[ see pic] In this situation troops will run along the outside of the wall to the closest building rather than jump so you will divert some troops sideways. But range troops particularly the queen that lag the army may still jump.
2- make sure the buildings on the inside wall are not four spaces away if there is a closer building that's behind a wall. So if the inside buildings are spaced the troops will attack a building closer thats behind a wall.
This approach is a favourite of mine as it doesn't cost much wall.
Jump defence strategy 4 - Offer up diagonal jump opportunities of more than 4 spaces...
And if you can combine with traps to eliminate low hitpoint range troops.
Example - its a trap - there is actually 10 spaces from the top of the outer wall to the edge of the inferno when count diagonals as two spaces - hard to jump!!
http://i57.tinypic.com/jrqx4j.jpg
Why does this work? Pekkas will hit buildings behind walls rather than jump ! As buildings behind walls are closer than four spaces and the buildings the other side of the jump are more than four spaces away. Why does this force attack errors? Well diagonal spaces count as 2 spaces so what looks like a small space to an attacker or only 2-4 spaces is actually 4-8 spaces - so attackers misread the distance. This results in much of the army attacking walls rather than approaching the Town hall leaving you most likely with only the troops at the rear to dispose of (unfortunately usually including the queen with a cloak ability, regardless its still effective)
Jump defence strategy 5 - limit the damage by using a more "pocketed" base style in the middle.
This is a strategy there is a popular base design built around (not mine but i use it in my current base)
Example - A popular design (btw Brendan.m a good defensive player)
http://i58.tinypic.com/zu742.jpg
Jump defence strategy 6 - pocket the critical defences (infernos, telsas and the townhall)
Well they cant deploy jumps everywhere! So this approach uses building pockets in the middle of the base to protect your most damaging defences and your townhall. This way non-range troops will attack other buildings in preference to the key buildings and you force them to bust more walls.
Example - I like protecting double telsas - 400 dps on pekkas - notice i also put high hitpoint Xbows beside the protected double telsa pocket to maximise the time pekkas under heavy damage.
http://i62.tinypic.com/fn7hfm.jpg
Example - a townhall ring is popular since the update
http://i61.tinypic.com/2i07q5k.jpg
It's most effective when combined with a strategy to eliminate range troops early in the defence so that way the low hit point ground troops wont eliminated the pocketed defences leaving the non-range troops running around hitting less important buildings or attacking walls to get to the critical ones. So i usually set my infernos on multi to reduce the number of wizards or witches that get to centre and let the other defences take care of the rest.
See also - Predator's Base Building Guide: Chapter 3 - Defence Skills
http://forum.supercell.net/showthrea...BUILDING+GUIDE
Predator's Base Building Guide: Chapters 1-2 - Base Strategy and Troop Type Defences
http://forum.supercell.net/showthrea...building-guide