What each building is and the uses of each.
This thread is supposed to be a reference, and is mainly for newbies. This thread gives brief info on each building, and what they are used for.
Any form of constructive criticism is appreciated!
to search for a certain building, use the search function to search for the code (i.e. code xx)
table of contents:
DEFENSES (code:1)
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Cannon (code 2)
Archer tower (code 3)
Mortar (code 4)
Wizard tower (code 5)
Air Defense (code 6)
Walls (code 7)
Clan Castle (code 8)
Hidden tesla (code 8.1)
Xbows (code 8.2)
Inferno tower (code 8.3)
Air sweeper (code 8.4)
OFFENSIVE BUILDING (1.1)
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Barracks (code 9)
Laboratory (code 10)
Army camps (Code 11)
Dark Barracks (code 12)
Spell factory (code 13)
Heroes (1.2)
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Barbarian King (code 14)
Archer Queen (code 15)
RESOURCE BUILDINGS (1.3)
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Gold storage (code 16)
Elixir Storage (code 17)
Dark elixir storage (code 18)
Dark elixir drill (code 19)
elixir pump(code 20)
Gold mine (code 21)
MISCELLANEOUS BUILDINGS (1.4)
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Town Hall (code 22)
Builder Hut (code 23)
DEFENSE (code: 1)
Cannons: (code 2)
usefulness 6.5/10
Cannnons are signle point defenses that can only target ground troops. they have decent range. they are best near he out side behind 1 layer of walls. they should be spread apart so that only a part of their range is touching each other.
However, they are easily outnumbered by a mass amount of troops, and are limited in terms of targets.
Archer tower: (code 3)
Usefulness 7.5/10
Essentially like cannons, but better. They have more range than cannons and target air and ground troops. However, they are slower and are outnumbered easily.
they should be placed near the edge behind 1 layer of walls, and the outer space of their range should be overlapping.
Mortar: (code 4)
Usefulness 8/10
While slow, they are very good as they can attack multiple groups of troops, and have good damage. However, they have a blind spot of 4 spaces in front of them. They are good for attacking at a wider range, but not up close. Good near the center of the base.
Wizard tower (code 5)
Usefulness 9/10
They cause splash damage so they can take out multiple groups of troops. They deal more damage than a mortar actually, since in 5 seconds, which is the amount of time the mortar takes to attack, and wizard towers take 1.2 seconds, wizard towers will ultimately deal more damage. Can attack air and ground troops. They can be placed near the edge, or near the core. When farming, they are good at defending storages
Air Defense (code 6)
Usefulness 10/10
the reason I gave it 10/10 as it is your main thing to defend against air attacks and is very important
pits biggest weakness is that it is vulnerable to ground troops so have some sort of defense that can attack ground troops covering it. They have good dps, but are unfortunately single target. When you are trophy pushing, keep it near the center and overlap it with other air defenses. If you are farming, they aren't as important, so they can go near the edge. They have good rang, so you can spread them out.
Walls (code 7)
Usefulness 10/10
one of the most useful things. They are the main thing that protects your base, and can be used in many different ways. You can manipulate AI and use funneling with them. You can protect your things, and much more. However, wall placement is very important and heres a good word of advice. Don't make your wall intersections meet like a + or a T since a wall breaker(s) will open up more than one compartment which is NOT GOOD! Instead stager them and don't make them meet at a cross intersection
Clan Castle (code 8)
11/10
Very very powerful. Amazing on offense and can save your but really out stands in defense. 20 lvl 4 archers is equivalent to above 150 dps. And that's just level four. They are your most valuable defense, and always should be kept in the center. Putting it outside or near it is bad and can quickly kill your clan castle troops, since they will be able to be lured to a corner.
Hidden tesla (code 8.1)
8.2/10
very fast and powerful. However, invest some levels to bring out its true power since it is very weak at low levels. Also, if you use it strategically you can use it for funneling and is very helpful. It's main weakness is its short range, and low health. Very underrated. Can be used anywhere depending on your base
Xbows (code 8.2)
8.5/10
Like an archer tower but better and a bit different.
It can be set to ground or ground and air. Ground has incredible range (14 tiles), but can't attack air units. Air and ground has 11 tiles range, but can attack air units and ground units. Does best near the center, but keep in mind the price of upgrading and building it. Mix up between ground and ground and air.
Inferno tower (code 8.3)
8.5/10
The inferno tower has two settings: multitarget and single target. Multi target has a set amount of damage but can destroy more than one troop at a time. Single target is very good at killing strong and bulky troops, and can dissipate them easily, because its damage starts to increase.
Great near the center.
Air sweeper (code 8.4)
7/10
Air sweepers are used to slow down enemy air troops, and pushes them away. While it doesn't do any damage, it lets other defenses have more time to defeat air troops. It can only face one direction however. These should be placed near your air defense, or in the middle or center.