TheScavenger350's Base Creating Guide
Hello everyone! I have decided to create a base creating guide. This is aimed to particularly help players who are struggling with creating a new base design, or to just to help people in general. This guide includes a lot information on both towers and traps, with ideal positions for them to go. This guide also includes information and examples of how you should place your towers.
Chapter 1: Cannons (TH1+)
http://img1.wikia.nocookie.net/__cb2...e/Cannon13.png
Quick Overview:
With flaming cannonballs are coming your way, it's the Cannon! Although they may be cheap, they are certainly worth your money! Cannons are great at stopping Wallbreakers, often being able to 1-shot them. Because of their high damage output, they are also capable of 1-shotting Archers most of the time. They have a high amount of Hitpoints, and are best placed further to the outside of your base as your first line of defense. They are also good at dealing damage to Golems + Heroes.
Advantages:
- Cannons are great at stopping Wall Breakers, and because of their decent attack speed, can also stop quite a few of them. This could cause the attacking troops to attack the wall, or choose a different target due to the wall breakers not being able to break the walls.
- Cannons have a decent amount of hitpoints, which helps to stall and slow down troops like Giants and Hog Riders making their way through the rest of the base.
- Cannons have a great DPS output, and can help to deal damage to tank troops like Golems and Giants, as well as to Heroes. A high level Cannon can be deadly to even a high level Archer Queen.
Disadvantages:
- Cannons are only capable of dealing damage to ground troops, and can be taken out by air troops without fear of counter attack.
- Cannons can only deal damage to a single unit at a time, which means they can be overun by large numbers of smaller units like Barbarians and Archers.
- Cannons can often have a lot of damage wasted when targeting low health troops like Archers, and although not a major disadvantage, is still one to consider when valuing the effectiveness of the Cannon.
Placement:
- Keep them in the Range of an Air Defense - Cannons can't target air units, and by keeping them within the range of an Air Defense, air units will be under heavy fire. If you can't cover every Cannon with an Air Defense, Archer Towers are also another option.
- Keep them in the Range of a Splash Defense - Cannons can only target 1 unit at a time, and can be overrun by large numbers of smaller units easily. By doing this, large numbers of smaller units can be wiped out by the Splash Defenses in the area.
Chapter 2: Archer Towers (TH2+)
http://img2.wikia.nocookie.net/__cb2...er_Tower13.png
Quick Overview:
With arrows flying through the air, it's the Archer Tower! Archer Towers are very versatile towers, with their long range, but more importantly, the ability to target both Ground and Air units. They are great at dealing damage to Golems and Heroes, and are also good at supporting Air Defenses when defending against Mass Dragons. With their rapid fire rate, they can also take down a good number of Tier 1 units relatively quickly.
Advantages:
- With the ability of being able attack both Ground and Air targets, Archer Towers are very versatile. They are good at dealing damage to Golems and Heroes, as well as supporting Air Defenses in Dragon attacks.
- Because of their rapid fire and high DPS, they can sometimes 1-shot an Archer. This recent addition 2 updates ago has helped the Level 13 Archer Towers to take out any Level Archers twice as fast.
- Archer Towers have a decent range, and this is a good feature, and is ideal to stop troops like Archers and Wizards to pick off buildings for free percentage points.
Disadvantages:
- Archer Towers, like Cannons, can only deal with 1 unit at a time. This makes it difficult for it to deal with larger numbers of smaller units overwhelming the Archer Tower.
- Archer Towers do not have many hitpoints, and they do not last long if they are being attacked by high DPS troops like Pekkas and Dragons.
Placement:
- If you alternate your Archer Towers with your Cannons, you are ensuring that the coverage around the outside of your base is equal and balanced.
- Like Cannons, they are vulnerable to hordes of smaller units. Protect them with a Splash Defense, and they won't get overwhelmed as easily.
Chapter 3: Mortars (TH3+)
http://img4.wikia.nocookie.net/__cb2...0e/Mortar8.png
Quick Overview:
Reigning hellfire down on the enemy troops, it's the Mortar! Despite it's low DPS and it's sloth-like nature, the Mortar is capable of disposing of hordes of smaller units, particularly Archers. Although they are effective at medium to long range, they are incapable of dealing damage to enemy troops at close range. It is important to know that a Mortar can 1-shot a similar Level Archer (e.g. A Level 4 Mortar can 1 shot a Level 4 Archer).
Advantages:
- The Mortar has a wide area of effect of splash damage, and can often dispose of large groups Archers within 1 shot. They are also effective at damaging large groups of Barbarians.
- The Mortar deals a high amount of damage per shot, and can help in dealing damage to large groups of troops bunched together.
Disadvantages:
- The Mortar has a blind spot which has a radius of about 4 tiles. In this blind spot, troops cannot be targeted by the Mortar. Troops can rush to the blind spot, and quickly take out the mortar.
- The Mortar has a very slow rate of fire, and after the Mortar fires, the troops get about 5 seconds to advance to it's blind spot before it fires again.
- The Mortar has a very low amount of hitpoints, and can almost always be taken out by 2 lightning spells. At TH9+, 4 lightning spells can be used to take out 2 Mortars, seriously decreasing the splash damage capability of the defender.
Placement:
- Mortars have a blind spot, and they need protection from other towers to stop troops from rushing to it's blind spot and taking it down. Try to protect them by putting them behind your first line of defenses, preferably with a wall in between.
- Getting splash defenses balanced across your base is key, and by putting your Mortars in separate compartments, you can ensure that they cover a large majority of your base.
- Mortar's can't target air units, and by making sure they are in the range of an Air Defense, they won't get taken down by Air Units as easily.
Chapter 4: Air Defenses (TH4+)
http://img4.wikia.nocookie.net/__cb2...irDefence8.png
Quick Overview:
Always putting on a fireworks show, it's the Air Defense! The Air Defense is deadly against flying units, but are incapable of dealing with ground attacks. Their long range ensures that they can cover a large area of your base. They are the key defense at stopping Mass Dragons, and are also capable of dealing incredible damage to Balloons and Healers, and can 1-shot any level Minion. They also attract the attention of the Golem of the skies, the Lava Hounds!
Advantages:
- Air Defenses are they key defense at stopping Mass Dragon attacks. Their high attack power ensures that they can maul those Dragons!
- Air Defenses have a high number of hitpoints, and usually require 3 Lightning Spells to get rid of. This ensures that they can survive multiple breaths of fire from Dragons, as well as Balloon's splash damage.
- Air Defenses are also ideal at stopping Giant-Healer attacks, particularly at TH6-7. If the Air Defense is positioned correctly, and at a high enough level, it can wipe out a Healer in just a few shots, before it is able to do much healing to the Giants.
Disadvantages:
- The major disadvantage of the Air Defense is that it is incapable of targeting ground units. Although it can act as a distraction for Ground Troops, it is usually insignificant.
- Air Defenses are also single target, and can easily be swarmed by large groups of Balloons or Minions.
Placement:
- Air Defenses can't target ground troops. By putting them within the range of a ground-based defense like a Cannon, you can ensure that ground troops can't get to it and destroy it as easily.
- Put storages in front of Air Defenses. Although it might seem strange or pointless to do this, it can help to stall Dragons for longer while the Air Defense can deal more damage.
- Balancing Air Defenses is just as important as balancing Splash Damage. It ensures that your base isn't weak against air attacks from any particular side.
Chapter 5: Wizard Towers (TH5+)
http://img2.wikia.nocookie.net/__cb2...24/Witower.jpg
Quick Overview:
Always blasting those enemies with bolts of magic, it's the Wizard Tower! Although Wizard Towers have a short range, they deal a decent amount of splash damage. They also put out more DPS than the Mortar, and is capable of attacking air units as well. It is effective at taking out large groups of Minions, as well as dealing damage to large clusters of Balloons.
Advantages:
- The Wizard Tower, similar to the Mortar, deals splash damage. It is capable of taking out waves and waves of smaller units, and can even 1-shot Archers at higher levels.
- The Wizard Tower also deals out a decent amount of DPS, which means that it is much more effective at damaging larger troops like Giants and Hog Riders than the Mortar is.
- The Wizard Tower is capable of targeting Air troops, which makes it quite a versatile tower. It is great at taking out large groups of Minions, and also at dealing damage to bunched up Balloons.
Disadvantages:
- The Wizard Tower has a very short range, and troops can clear out lots of it's support towers due to troops being outside of it's short range.
- The Wizard Tower cannot deal damage to both air and ground troops simultaneously. This makes a combination of ground + air troops ideal to take out a Wizard Tower.
Placement:
- Wizard Towers need protecting. Wizard Towers are one of the best defenses for TH5-8, and should be behind at least 2 layers of walls to ensure that they don't get taken out early.
- Like Mortars, try to balance out your Wizard Towers. Don't cluster or group of them together, and at higher levels, they can defend your base really well.
Chapter 6: Teslas (TH7+)
http://img4.wikia.nocookie.net/__cb2...den_Tesla8.png
Quick Overview:
Constantly frying the enemies with the power of the mighty storm cloud, it's the Hidden Tesla! Although they do not have a very long range, they can pop up when the attacker least expects it. They excel at dealing damage to Pekkas, especially at higher levels, being able to deal double the amount of damage to them as they do to other units. They are also capable of zapping air units like Dragons out of the sky.
Advantages:
- The Hidden Tesla gives an element of surprise to the attacker. A Hidden Tesla can be devastating to the attacking team if placed well.
- Hiden Teslas excel at dealing damage to Pekkas. Dealing double damage to them, they are a key defense to upgrade if you want to help stop GoWiPe attacks.
- Hidden Teslas have a great amount of DPS. They are good at dealing damage to meat shields like Giants and Golems, as well as dealing damage to Heroes.
- The rapid fire of the Hidden Teslas mean that they are also decent against smaller units. Coincidentally, a Hidden Tesla can 1-shot a similar Level Archer, like the Mortar.
Disadvantages:
- Hidden Teslas, like Cannons and Archer Towers, are single target defenses. This means that they can get swarmed easily by large numbers of smaller units.
- The Hidden Tesla automatically reveals itself after the attacker reaches 51% damage. This initial advantage of being hidden is now taken away.
- The trigger range of the Hidden tesla is quite small (~5 Tiles), and troops have to get quite near to it for the tesla to pop up and start attacking.
Placement:
- Don't put Teslas in a 2x2 enclosure. This means the attacker is basically given a free location of a Tesla. By putting Teslas in a place where the attacker least expects it, this can cause confusion for the attacker.
- Protect what you need. If you're farming, use your Teslas to protect the loot. Likewise, if you're trophy pushing (or using a war base), use Teslas to protect the Townhall.
Chapter 7: X-Bows (TH9+)
http://clashofclansbuilder.com/theme...ow_level_4.png
Quick Overview:
Swatting down troops like little flies, it's the X-Bow! With a hypersonic fire rate but average DPS, the X-Bow is best at taking out large numbers of smaller troops like Barbarians and Archers. They are particularly weak when attacking meat shield like Golem, but their range ensures that they can deal a lot of damage over a long amount of time. One unique feature about this tower is that it can be toggled to attack ground units at a long range, or both ground and air units at a slightly shorter range.
Advantages:
- The X-Bow has a collosal range. Even in the shortened Ground + Air form, it covers a huge area. It can start dealing damage before other defenses have even woken up.
- The X-Bow has an insanely fast rate of fire. This unique attribute of the X-Bow allows is to mow down lots of smaller units Barbarians and Archers.
- The X-Bow has the highest hitpoints of all the defenses, which means that it can take a lot of hits, and stall troops for a decent amount of time, while other defenses deal more damage.
Disadvantages:
- The X-Bow has to be loaded with Elixir in order to function. If the defender is inactive, then the X-Bow might run out of ammo during a battle.
- The X-Bow does not have a large amount of DPS, and this could mean it could be stuck firing on a Golem or Pekka for a very long time, while it is vulnerable to other troops destroying it.
Placement:
- The long range of the X-Bow logically suggests a central positioning, which is exactly what you should do. By centralising your X-Bows, they can deal a lot of damage over a long amount of time.
- Keep them very well protected behind at least 3 layers of walls. By doing this, they are behind the first and second line of defenses, and can start firing from behind several layers of walls.
Chapter 8: Inferno Towers (TH10+)
http://img2.wikia.nocookie.net/__cb2...e/Inferno2.png
Quick Overview:
Roasting hordes of enemies to a crisp, it's the Inferno Tower! A unique ability about this tower is that it can be toggled to deal unbelievable damage to a Single target, or to take out waves of troops on Multiple mode. It is especially effective at taking out large groups of Wizards or Hog Riders on Multi-mode. On Single Target however, it can kill Pekkas, Golems, and Heroes within the matter of seconds. Another unique ability is that any troop targeted by the Inferno Tower cannot be healed, either by Healers or by Healing Spells.
Advantages:
- On Single Mode, the Inferno Tower excels at killing high hitpoint troops like Golems, Pekkas, Lava Hounds, and Heroes. At Level 3, It can kill any single unit in less than 10 seconds.
- On Multiple Mode, the Inferno Tower excels at constantly roasting multiple units at once. It is especially effective against Wizards, as well as units that flood your base like Witches.
- The ability to block out Healing Effects is a unique and very effective ability of the Inferno Tower. It can stop Hog Riders right in their tracks, and is capable of rendering Healers almost useless.
- Inferno Towers have a decent amount of hitpoints, and this is a great advantage in Hog Rider attacks, as this allows the Inferno Tower to survive multiple hits while burning through the Hog Riders.
Disadvantages:
- Inferno Towers, like X-Bows, have to be reloaded, but with Dark Elixir instead of regular Elixir. This means that inactive defenders might have their Inferno Towers run out of fuel during an attack.
- On Multiple Mode, 5 Golems can be used to soak up all 5 beams of the Inferno Tower, rendering it useless against the rest of the attacking force.
Placement:
- Been as Inferno Towers are the best Defense in the game, it makes sense that they should be heavily protected by your first + second line defenses. Put them behind 3, or if possible, 4 layers of walls.
- Don't put your Inferno Towers too near to each other. Although this concentrates their power, one Freeze Spell can be capable of freezing both Inferno Towers simultaneously.
Chapter 9: Clan Castle Troops (TH3+)
http://images2.wikia.nocookie.net/__...an_Castle2.png
Barbarians (Level 1+ CC)
Now, Barbarians have a great amount of damage and health for their low housing space requirement, but they walk slowly that they will tend to bunch up more, and be taken out more quickly by splash damage. Plus, air units like Dragons and Minions can take them out easily.
Archers (Level 1+ CC)
Archeres are extremely versatile; they only take up 1 housing space, they can shoot from behind walls, and also target air units. They have a good amount of DPS for their housing space, and although they don't have much health, they can distract meleé troops to attack a wall to get to them.
Giants (Level 1+ CC)
Giants can provide a good temporary distraction, but are generally ineffective clan castle troops because of their low damage output. Troops like wizards can deal some massive damage, and Pekkas can sometimes 1-shot them. Other splash damage troops like Valkyries are also effective at taking out Giants.
Goblins (Level 1+ CC)
Now, been as there are no resources to steal, Goblins will head straight towards the nearest enemy troop, and they can get there quickly too. But, they have such little hitpoints, and being a meleé troop, they tend to bunch up, which is a perfect target for a Wizard or Valkyrie to mass kill large groups of Goblins.
Wall Breakers (Level 1+ CC)
*Sigh* Wall Breakers can only blow themselves up, with 1 small splash damage attack. Generally doing nothing at all to affect the attack, Wall Breakers are often donated by trolls to War Castles. Their only real advantage is being able to deal splash damage.
Balloons (Leel 1+ CC)
Now, generally speaking, Balloons are relatively decent at defending. Although the slowest unit in the game, they can deal devastating splash damage to the enemy below. However, fast troops like Goblins are normally too fast for Balloons to catch up, and Minions and Dragons are capable of wiping out Balloons without fear of counter attack.
Wizards (Level 1+ CC)
Wizards, in my opinion, are one of the best clan castle troops. They have the highest DPS per housing space of any troop in the game, and are capable of wiping out Giants, and even Pekkas with the amount of damage they do. They also can survive multiple arrows from Archers, but Valkyries can wipe out a full clan castle of Wizards.
Healers (Level 2+ CC)
Healers are also one of those troops that are... inexplainably bad at defending. They can't even attack anything at all, let alone one small attack from the Wall Breakers. They can only heal heroes and other clan castle troops, and after those are down, they will do nothing for the rest of the defense other than simply be a minor distraction.
Dragons (Level 3+ CC)
Dragons are often overrated as clan castle troops, where in reality, there are plenty of better options to choose from when picking a clan castle setup. Although their DPS and health for a single troop is good, their DPS per housing space is among the lowest of all the Elixir troops. They are also easy to kill if you can circle the Dragon with Archers or Minions.
PEKKAs (Level 4+ CC)
Although Pekkas do have a great amount of health, they are single target, and can be overwhelmed by large groups of smaller units. Also being unable to target air units, Minions and Dragons can also take care of them with no problem. Their effectiveness is only when battling other Pekkas, or when slashing a Golem.
Minions (Level 1+ CC)
Minions are often underrated clan castle troops, and are actually better than most people think. At maximum level, their DPS per housing space is slightly more than an Archer, but can also shoot from above, and won't get targeted by some troops. They also have around the same hitpoints per housing space as well.
Hog Riders (Level 1+ CC)
Hog Riders are generally unpopular as defending Clan Castle troops, because the fact that all defending Clan Castle troops can already jump over walls negates the primary advantage of the Hog Rider. Their decent DPS makes them somewhat useful, but their low hitpoints per housing space makes them a generally bad choice for a clan castle troop.
Valkyries (Level 1+ CC)
Valkyries are particularly good clan castle troops at lower levels. They are the only meleé splash damage unit in the game, and the Valkyrie can wipe out large groups of bunched up units, particularly meleé troops. She also has decent hitpoints, which allows her to survive many hits.
Golems (Level 5+ CC)
Golems are not only a great tank on offense, but also on defense as well. He can distract enemy units for a long time, and although not dealing much damage, the defenses in the area can deal a lot of damage while the Golem is distracting the attacking troops. The added bonus of splitting into Golemites also makes the Golem a decent clan castle troop.
Witches (Level 2+ CC)
Witches are one of the best clan castle troops. She can distract the attacking force by constantly raising an army of skeletons. 2 Maximum Level Witches is enough to kill a maximum level hero, and work well in combination with Wizards. She is vulnerable to lightning spells however, due to her low hitpoints.
Lava Hounds (Level 5+ CC)
Lava Hounds are similar to Golems, and are mainly used as a distraction rather than a damage dealer. He doesn't deal much damage on his own, but the surrounding defenses during the distraction, as well as the combined DPS of all 12 Lava Pups ensures that the Lava Hound is a very worthy clan castle troop.
Recommended Clan Castle Troop Setups
TH3 (10): 1 Valkyrie + 1 Minion
TH4 (15): 1 Witch + 1 Minion + 1 Archer
TH5 (15): 1 Witch + 1 Minion + 1 Archer
TH6 (20): 1 Witch + 2 Wizards
TH7 (20): 3 Wizards + 4 Minions OR 1 Witch + 1 Valkyrie
TH8 (25): 4 Wizards + 4 Minions + 1 Archer OR 2 Witches + 1 Archer
TH9 (30): 1 Lava Hound OR 2 Witches + 1 Wizard + 1 Minions
TH10 (35): 1 Lava Hound + 2 Minions + 1 Archer OR 2 Witches + 2 Wizards + 1 Minion + 1 Archer

