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  Click here to go to the first staff post in this thread.   Thread: General Assistance for new Players understanding troops and defense tactics.

  1. #1
    Junior Member Jcraw's Avatar
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    Post General Assistance for new Players understanding troops and defense tactics.

    So, are you having problems with a certain troop? Well I hope I can help. A little about me, I have been playing since 2013 Oct but took a small break last year. Now the game is still fun as it was when I first started but will admit it has changed a bit. So, we will start with the basics in terms of troops and what they look for. Now this is very important because if you understand what the troops are designed to go for then you can effectively develop defenses against this. If I miss something please tell me, I am only human also if you want to suggest an edit that works too!

    TH11 - I am a new TH 11 so I will be learning about the critical elements of this Town Hall, if you are a seasoned Town Hall 11 and wish to share your knowledge please add below and I will add it to this post. Thank you.


    Name: Barbarian
    Unit Type: Ground
    Favorite Target: Anything
    Attack Style: Ground/ Melee
    Special: Small Meat shield
    Strengths: Numbers, generally X-bows, Archer Towers, Cannons and Single Target Infernos don't do too well.
    Weakness: Wizard tower, Mortars, Big Bombs, Tesla (I say this for the speed and can be effective but a middle between strength and Weakness) Multi target Inferno and Bomb Tower.


    Name: Archer
    Unit Type: Ground
    Favorite Target: Anything
    Attack Style: Ground Air/ Range
    Special: Can shoot over walls
    Strengths: Numbers, generally X-bows, Archer Towers, Cannons and Single Target Infernos don't do too well.
    Weakness: Wizard tower, Mortars, Big Bombs, Tesla (I say this for the speed and can be effective but a middle between strength and Weakness) Multi target Inferno and Bomb Tower.


    Name: Giant
    Unit Type: Ground
    Favorite Target: Defensive Structures
    Attack Style: Ground/ Melee
    Special: Good Meat shield
    Strengths: Strong against all defensive buildings generally with the High HP.
    Weakness: Only exception is the single target Inferno and spring traps can ruin your day. They are very strong but since the giant can die from traps, other brought down by defenses they are not as preferred say as much of the Golem. A multiple target inferno cancels out all healing types otherwise they would be very powerful in war. Slow speed.


    Name: Goblin
    Unit Type: Ground
    Favorite Target: Resource collectors/storages
    Attack Style: ground/ Melee
    Special: Just loves to swim in your resources and very fast but weak in terms of HP.
    Strengths: Destroys Resource collectors and Storage's quickly, and are very fast can avoid traps.
    Weakness: Wizard tower, Mortars, Big Bombs, Tesla (I say this for the speed and can be effective but a middle between strength and Weakness) Multi target Inferno and Bomb Tower.


    Name: Wall Breaker
    Unit Type: Ground
    Favorite Target: Walls
    Attack Style: Ground / Melee
    Special: Suicide.... yup! Also, effectively clear a path to your opponent’s core or desired structure.
    Strengths: Make da walls go BOOOOOOM! Very Fast!
    Weakness: Everything.... Everything hurts! Avoid wizard towers and Multi target Inferno most of all besides traps. Low HP.


    Name: Balloon
    Unit Type: Air
    Favorite Target: Defensive Structures
    Attack Style: Ground / Dropping bombs
    Special: Very effective at destroying defensive structures and when killed will become a bomb themselves! AOE (splash) Fly over walls
    Strengths: Destroy defensive structures fast.
    Weakness: Weak against pretty much anything that can shoot at the air. (They need a tank)


    Name: Wizards
    Unit Type: Ground
    Favorite Target: Anything
    Attack Style: Ground Air / Range
    Special: Shoot over walls and AOE (Splash)
    Strengths: Can fry skeleton traps, and are strong against any building with a tank in front.
    Weakness: Basically, all traps and buildings that can shoot ground hurt them. They are called Glass Cannons meaning they fire an impressive amount of damage but that robe doesn't do well verse projectiles.


    Name: Healer
    Unit Type: Air
    Favorite Target: Allies/ allied structures
    Attack Style: Ground / Healing
    Special: Heal all GROUND troops, Fly over walls
    Strengths: Behind a tank can be VERY effective in keeping the targeted ally up.
    Weakness: Anything and everything that fires at air and Air traps. Can’t heal verse Infernos


    Name: Dragons
    Unit Type: Air
    Favorite Target: Anything
    Attack Style: Ground Air / Melee (If not very short range)
    Special: Fly over walls, AOE
    Strengths: High HP, can destroy buildings fast, Archer towers aren't very effective along with Wizard towers.
    Weakness: Easily distracted, this lug may be strong but when it comes to smarts he is as bad as the Barbarian! Air Defense towers, Single Target Infernos and X-bows set to air can be an issue, biggest threat is the dreaded Air Mine!


    Name: Pekka
    Unit Type: Ground
    Favorite Target: Anything
    Attack Style: Ground / Hulk Smash
    Special: The laugh strikes fear in all who stands in her way. High HP and Massive damage
    Strengths: All defensive structures except 2 and all traps are weak.
    Weakness: Single target Infernos make that armor get too hot inside!
    Last edited by Jcraw; March 11th, 2017 at 11:50 PM.
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  2. #2
    Junior Member Jcraw's Avatar
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    Name: Baby Dragons
    Unit Type: Air
    Favorite Target: Anything
    Attack Style: Ground Air / Melee (Short range if anything)
    Special: When other allies’ troops present does twice the damage as normal becoming a small wrecking ball. Fly over walls.
    Strengths: Strong against any ground based defensive structures and air bombs don't do much.
    Weakness: Low HP Everything that shoots air and air mines are very deadly. This baby dragon has the same mentality as the dog in the movie up ... "Squirrel!"


    Name: Miner
    Unit Type: Ground
    Favorite Target: Anything
    Attack Style: Ground / Melee
    Special: Can go underground, passing under walls and when underground immune to ALL damage.
    Strengths: With Moderate health, these guys are resistant to all defensive structures.
    Weakness: Big bombs and Spring traps are no friends of these guys; inferno towers can fry them quickly if they don't get a hold of them first.


    Name: Minions
    Unit Type: Air
    Favorite Target: Anything
    Attack Style: Ground Air / Melee (Short range if anything)
    Special: Very Fast, Fly over walls
    Strengths: Can quickly destroy buildings behind a wall of tanks or stronger units.
    Weakness: Low HP, Air Bombs


    Name: Hogs
    Unit Type: Ground
    Favorite Target: Defensive Structures
    Attack Style: Ground / Melee
    Special: Jumps over walls dealing devastating damage to defensive structures. Moderate HP and High Damage
    Strengths: Very strong verse all structures with a heal spell.
    Weakness: Multi-target Inferno, Wizard Towers, Spring Traps and Big bombs make this guy’s life a living h311.


    Name: Valkyrie
    Unit Type: Ground
    Favorite Target: Tricky, generally anything but prefers to attack in between structures.
    Attack Style: Ground / Melee
    Special: Very fast, AOE, will make enemy troops a priority... she is blood thirsty when the opportunity arises.
    Strengths: High HP and Speed makes her very strong against all types of structures.
    Weakness: Spring Traps, big bombs but she is very fast so can avoid them.


    Name: Golems
    Unit Type: Ground
    Favorite Target: Defensive Structures
    Attack Style: Ground / Melee
    Special: VERY strong Meat shield and when it dies explodes doing AOE damage and breaking down into 2 Golemites that are basically equivalent to two Giants.
    Strengths: VERY strong very all tower types and traps
    Weakness: Only exception is the Single Target Inferno.


    Name: Witches
    Unit Type: Ground Favorite Target: Anything
    Attack Style: Ground Air / Range
    Special: Summons hordes of skeletons
    Strengths: Strong verse any single target defensive structure when 2 or more witches (X-Bow can be difficult)
    Weakness: Very weak verse Multi-target (Splash) towers and all traps hurt that focus on Ground.


    Name: Lava Hound
    Unit Type: Air Favorite Target: Defensive Structure
    Attack Style: Ground (Air when he dies)
    Special: Fly over walls and is a flying Golem, like the Golem when he dies releases Lava pups that are very much like a minion.
    Strengths: Very strong verse all traps and defensive structures
    Weakness: Only 2 exceptions would be the Single target inferno and 2 air mines.


    Name: Bowler
    Unit Type: Ground
    Favorite Target: Anything, however if he smells the blood of his comrades he will go to defend them by attacking any enemy as a priority.
    Attack Style: Ground / Melee Range (Bounce)
    Special: Can attack over walls and the giant rock bounces to then land doing slash damage.
    Strengths: A lot of damage
    Weakness: HP a bit on the moderate side so all structures and traps pose a threat.


    Name: Barbarian King
    Unit Type: HERO Ground
    Favorite Target: Anything
    Attack Style: Ground / Melee
    Special: When reaching level 5, he can summon Barbarians to assist along with making an aura that acts much like a rage spell enraging all Barbarians around him. This Special also heals him significantly.
    Strengths: Very strong verse all types of structures and traps.
    Weakness: Only exception would be the Single Target Inferno tower.
    Note: You can put him near the core but not inside, he will jump out of the core and engage the enemy but keep in mind he does have a possibility to bring troops into the core.


    Name: Archer Queen
    Unit Type: HERO Ground
    Favorite Target: Anything
    Attack Style: Ground Air / Range
    Special: Like the king summons troops except these are Archers, she doesn't boost their attack but instead turns invisible and breaking anything that was focused on her. Her attack damage increases significantly and she does recover a small amount of health.
    Strengths: Very power at taking down all structure types behind a shield. Spring traps are useless.
    Weakness: All structures that shoot ground hurt her, wizard towers and mortar aren't much of a threat at higher levels. Big Bombs do hurt a lot. * Pictures Courtesy of Clash of Clans Webpage.
    Note: Don't put her in the core as she will draw troops into the core which defeats the purpose of many defensive strategies.


    Name: Grand Warden
    Unit Type: Hero
    Favorite Target: Anything
    Attack style: Ground and Air / Range
    Special: Once he hits level 5 the enemy can trigger his ability which makes the troops invincible for a set period of time. He can also be set into two different modes of floating in the air or being on the ground. He also has a passive ability that boosts the health of all troops anywhere from 20% to 50% depending on level.
    Strengths: Very strong supporter of troops
    Weakness: If a defense locks onto him he will be sent to bed very quickly.
    Note: When using him as a defensive measure ensure to put him at least it is recommended near the clan castle or other troops as he will boost your troops health points. He isn't quite at the level yet to be put into the core to boost the defensive structures health points.
    Last edited by Jcraw; March 11th, 2017 at 11:36 PM.
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  3. #3
    Junior Member Jcraw's Avatar
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    Now that you know the basics of the troops and their favorite targets you can start to formalize how to deal with them. (If you need to learn about spells scroll past this part to spells)

    Let’s go over common attack types:


    Attack Type: Dragons
    Troop Composition: Dragons
    Spell Composition 1: All rage
    (Freeze when available)
    Spell Composition 2: All Lightning with Earth Quake
    Strengths: Very powerful attack that when done correctly can 3 star any base under TH 9
    Weakness: Very weak verse bases that have a core with gaps, and are tailored to take troops around the base. Relies heavily taking out the Air Defense with spells or with Comp 1 speed is the name of the game.
    Link:https://www.youtube.com/watch?v=FNLw9CpPkVo


    Attack Type: GoWiPe
    Troop Composition: Golem, Wizards, Pekkas
    Spell Composition 1: 4 Earth Quake spells, Rage Spell, Heal Spell with Poison or Haste (Freeze when available)
    Spell Composition 2: Jump Spell, Rage Spell, Heal Spell and either Haste or Poison (Freeze when available)
    Strengths: Very very strong attack can nearly 3 star any base under TH 10
    Weakness: Very weak verse bases that have a core with gaps, and are tailored to take troops around the base.
    Link:https://www.youtube.com/watch?v=izrttR9NNBc


    Attack Type: GiWiWi
    Troop Composition: Golem, Witches and Wizards
    Spell Composition 1: 4 Earth Quake spells, Rage Spell, Heal Spell with Poison or Haste (Freeze when available)
    Spell Composition 2: Jump Spell, Rage Spell, Heal Spell and either Haste or Poison (Freeze when available)
    Strengths: Very powerful attack that when done correctly can 3 star any TH 10 but if Infernos are set to Single target and very wide then a TH10 is very likely to be 3 starred.
    Weakness: Generally, bases with Eagle Artillery and Multi-Target Infernos make quick work of this attack type.
    Link: https://www.youtube.com/watch?v=7gubVebE0uo


    Attack Type: GoWiWiPe
    Troop Composition: Golem, Witches, Wizards, Pekka
    Spell Composition 1: 4 Earth Quake spells, Rage Spell, Heal Spell with Poison or Haste (Freeze when available)
    Spell Composition 2: Jump Spell, Rage Spell, Heal Spell and either Haste or Poison (Freeze when available)
    Strengths: Very powerful attack that when done correctly can 3 star any base under TH 9, this can 3 star a TH 10 but it is much more difficult as this is mainly very good at taking out the TH fast and witches providing cover to get the 50% mark.
    Weakness: Very weak verse bases that have a core with gaps, and are tailored to take troops around the base. Multi-target inferno can muck things up if witch is targeted but if Pekka can smash it then you are set.
    Link: https://www.youtube.com/watch?v=zS8LD4CmUcc


    Attack Type: GoWiValk
    Troop Composition: Golem, Wizard, Valkyrie
    Spell Composition 1: Jump Spell,Rage with Haste or Poison
    (Freeze when available)
    Spell Composition 2: Earth Quake spell, Rage spell with Haste and Poison.
    (Freeze when available)
    Strengths: Very powerful attack that when done correctly can 3 star any base under TH 9 and HIGH chance of getting 2 stars on TH 10 bae and even seen 2 stars on TH 11.
    Weakness: Very weak verse bases that have a core with gaps, and are tailored to take troops around the base. Also, to defend against this make your core uncluttered. DO NOT STACK BUILDINGS TOGETHER. This will make Valkyrie cut through your core like butter.
    Link:https://www.youtube.com/watch?v=ohgWVwBCgbE


    Attack Type: Houndloonion
    Troop Composition: Hounds, Balloons, Minions
    Spell Composition 1: Rage, Haste, Heal spell
    (Freeze when available)
    Strengths: This attack avoids all walls and is very powerful. This attack can 3 star any TH level if done correctly. This attack can be forgiving for bases under TH 10 (like if you mess up a spell)
    Weakness: Relies on spell placement like other attacks but timing is very crucial for bases over TH9. Bases with small gaps don’t pose much of a threat but bases with larger gaps can be an issue for the Balloons wont be able to get to the core without a lot of luck and skill.
    Link:https://www.youtube.com/watch?v=PdxnxzR2EbA&list=PLcO2ulm_Q6KsX8IyOc8AiW0e vNUODzYMz&index=8


    Attack Type: Dragloonion
    Troop Composition: Dragons, Balloons, and Minions
    Spell Composition 1: All rage
    (Freeze when available)
    Spell Composition 2: All Lightning with Earth Quake
    Strengths: Very powerful attack that when done correctly can 3 star any base under TH 9, haven’t seen it 3 star decent TH 10+ recently.
    Weakness: Very weak verse bases that have a core with gaps, and are tailored to take troops around the base.
    Link:https://www.youtube.com/watch?v=1GxeCLzI-90


    Attack Type: Hogs
    Troop Composition: Hogs
    Spell Composition 1: Rage, Heal and Haste
    (Freeze when available)
    Strengths: Very powerful attack that when done correctly can 3 star any base under TH 10
    Weakness: If the base has double Big bombs then this can pose a threat if a heal spell isn’t quickly available. Also, if the base design has a line of spring traps and path the hogs into them this also can devastate the attack. Multi-target Infernos are very deadly for these guys as all healing is disabled.
    Link:https://www.youtube.com/watch?v=ggQ_...AiW0evNUODzYMz


    Attack type: GoWiBowlin
    Troop Composition: Golems, Wizards and Bowlers
    Spell Composition 1 : Rage, Earthquake, Poison or Haste
    (Freeze when available)
    Spell Composition 2: Rage, Jump Spell, Poison or Haste
    (Freeze when available)
    Strengths: Any base Under TH 10 can be 3 starred by this attack and it is a VERY solid 2 star attack TH10+
    Weakness: Weak verse bases that have a gap to the core, this allows all defenses to slowly kill off the army.
    Link:https://www.youtube.com/watch?v=eTHjE2zQa4I

    Attack Type
    : GoVaHo
    Troop Composition: Golems, Wizards, Valkyrie, Hogs
    Spell Composition 1:Healing, Poison
    (Freeze when available)
    Spell Composition 2: Earthquake, Healing
    (Freeze when available)
    Spell Composition 3: Earthquake, poison, healing
    (Freeze when available)
    Strengths: Any base if designed with a cluttered core can be 2-3 starred by this attack.
    Weaknesses: A base with a good funnel and core gap will destroy this attack along with a Clan Castle that cant be easily lured without wasting a lot of time.
    Link: https://www.youtube.com/watch?v=jsIh...DzYMz&index=26

    More to come, as these are the most common I see as of now.

    Last edited by Jcraw; March 11th, 2017 at 08:05 PM.
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    Need help with troops, defending or understand basics of attack strategy? https://tinyurl.com/jpstlr2

  4. #4
    Junior Member Jcraw's Avatar
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    So now you know both the troops, traps and common attack style lets go into spells.


    Lightning Spell
    Type: Damage, Area Splash (Everything)
    Uses: Kill Enemy Clan Castle Troops, weaken buildings.
    Tip: Do not put Air defense or any vital towers clustered together as a lightning spell can severely weaken or even destroy these buildings when combed with Earthquake spell.
    Link: https://www.youtube.com/watch?v=Nf0gB1GPwoI



    Healing Spell
    Type: Healing, Area Splash
    Uses: Used to heal both air and ground troops
    Tip: The only real way to ensure these can’t be too useful is simple to have Multi-Target Infernos. Other than that there isn’t much you can do besides for hogs or Balloons by doubling up the Big bombs (Hogs) or the Air Bombs (Balloons).
    Link: https://www.youtube.com/watch?v=MHRu7Omi1Mk



    Rage Spell
    Type: Enhancer, Area Splash
    Uses: Used to berserk troops through boosting Damage output and movement speed.
    Tip: You don’t want a clustered core and have one of these babies go off, you will see it go up in smoke with a few seconds of time. To help minimize the effects of rage ensure the distance the troops must go will take them time or out of the radius to hurt your most vital buildings. Typically funneling, core gaps and compartments can help defeat this type of spell usage.
    Link: https://www.youtube.com/watch?v=BVo9To3MyQI



    Jump Spell
    Type: Enhancer, Area Splash
    Uses: Everybody have the power of the Hog riders and can now jump over walls!
    Tip: To help defend against this don’t put your walls too close together as in more than 3 layout squares apart. This spell is generally used to get troops into you core. If you make it where the troops have a closer target through a ring system or utilizing the core gap strategy, then they won’t take the Jump spell most of the time completely destroying the attack of the enemy. You can even set up an obvious jump spell trap by making a common mistake such as having critical buildings close to a wall but secretly having spring traps or big bombs waiting to blow up the enemy but this is VERY risky.
    Link: https://www.youtube.com/watch?v=a-aOWOMsf6o



    Freeze Spell
    Type: Disabler, Area Splash
    Uses: Used to freeze buildings that are critical to the defense of a base
    Tip: DO NOT stack critical buildings close together. Say Inferno next to a X-bow, Air defense or Eagle Artillery. If you have these buildings too close, then they will be easily disabled making it that much easier for the enemy to destroy your base. Common mistake is stacking Inferno towers too close to each other.
    Link: https://www.youtube.com/watch?v=PNH5vxHgo_E



    Clone Spell
    Type: Troop Creator, Area Splash
    Uses: This is used to clone strong troops or any desired troops to quite frankly increase the number of troops you have.
    Link: https://www.youtube.com/watch?v=hVbo4eyI9DU



    Poison Spell
    Type: Damage, Area Splash (Troop/Hero only)
    Uses: This is used for killing Clan Castle troops or dropping into the core to kill any skeleton traps
    Tip: Simple tip here would be to make it difficult for your Clan Castle to be lured. Don’t cluster your Skeletons traps as they 1 can be 1 shot by a splash damage dealing troop or this spell.
    Link: https://www.youtube.com/watch?v=sXJRSUv5VI4



    Earthquake Spell
    Type: Damage, Area Splash (Buildings only)
    Uses: Used to break your walls to opening up your core for troops to enter.
    Tip: Like the jump spell you don’t want your core wall and secondary / outer wall depending on level too close. You can help yourself by utilizing the core gap technique here as to entice the troops to ignore the giant hole and go around the core rather through it.
    Link: https://www.youtube.com/watch?v=TKeBCFuPQzQ



    Haste Spell
    Type: Enhancer, Area Splash
    Uses: This is much like a mini Rage spell except no damage enhancement but boy are the troops fast!
    Tip: See Rage Spell tip.
    Link: https://www.youtube.com/watch?v=ZN0cSzosFQk



    Skeleton Spell
    Type: Troop Creator, Area Splash
    Uses: This can be see used to trigger traps, see Hidden Tesla Placement, lure Clan Castle troops, distract the queen, take out an air defense that isn’t protected by a splash dealing tower, distract a single target inferno or even destroy an Eagle Artillery that is in the a large gap type base.
    Tip: Don’t make your traps too obvious as to be easily triggered. Like if you have the double bomb placement or a giant gap then anyone with experience will know there are big bombs and can get rid of these with a simple spell drop.
    Link: https://www.youtube.com/watch?v=rBmuu1SjJGo

    Okay, Defense against certain troops.

    I have found that bases with a gap in the core are very effective. I will post a few layouts I have seen and explain the strengths and weaknesses. In progress


    Red Lines:
    With this base design, you can see with the red lines the Ground troop such as Golems, Giants etc. would go. There is a funnel going from the North East to the North-West sides. This is a pretty decent base against different ground attack styles.


    Blue Lines: These are to represent the air attack of Balloons. The Yellow Lines are for the Hounds. This is where this base fails, the balloons are easily protected by the Hounds and can get to the core fast. Also with some skill the Inferno and AD can be frozen with the Sweeper. Making Air a natural enemy for this base. X-bows set to ground also makes this a yummy base.


    Fatal Flaw: Both infernos regardless of attack can be turned to ice with 1 spell.




    Red Lines: Primary Hog Path
    Pink Lines: Secondary Hog Path
    Yellow Box: Classic Death trap for hogs
    As you can see the hogs are pushed to go around the circle of death which gives all the traps a chance to kill and weakened this attack. The defense has a weakness that it can’t protect against an attacker that knows how to cut, meaning they focus on one side. If the hog attacker were to cut say the bottom teslas and the west Tesla/cannon with say Golem at each with a few wizards, then the hogs could be unleashed in the dead center of the SW corner which would then funnel the hogs into the secondary paths.




    Red lines: Ground troops such as Golem, Giants, etc.
    Yellow Line: Lava Hound
    Blue Line: GoValk/ Wipe, WiWi, Bowler attack
    White Line: Balloons
    Fatal Flaw: Double Freeze Inferno (Difficult but possible) Cluttered Core for Valks.
    This base is good at splitting the Golems but doesn’t consider that nowadays golems with a few wizards are used to clear distractions and have Valks go right on the Blue line track. This player was smart as they seen WB would be used to go up the middle and help defend against them with the small bombs. An Earth Quake spell place at the south tip of the TH should open that whole area up which is just yum yum time for Valks! Balloons also can wreck this base as they have direct line to the TH. With a double freeze and a rage, it’s over. The balloons would hope onto the red and Blue lines after a few seconds.




    Red Line: Path of all troops (most of the time)
    Yellow Line: Hound Path
    This base as you can see utilizes the gap weakness of many attack styles. If you look closely you can even see some resemblance to the anti-hog base in terms of pathing and traps. The core isn’t cluttered and the infernos cant be combo frozen which makes the spells literally only worth 1 defense structure. This base generally performs well and it is possible to get balloons into the core along with Valks but difficult. I don’t know of any fatal flaws at this time. Take note that the buildings are NOT touching each other for the most part. This is to disable the Valks ability to hit 2 buildings at once. It also buys more time for all defense structures to attack. Now this base is primed for a GoWiWi attack but because the base is set to Multi-Inferno it addresses this issue a bit. In the core there are traps and Teslas that make life for any remainder troops or the small amount that do generally get in ineffective.
    Fatal flaw:If the enemy player can knock out say with a queen walk on one side (For this example West Bomb Tower) and on the other(south Archer Tower w/ elixir storage) 1 Golem with a few wiz, then can funnel to the South-West X-bow(s) gain access to the core with Miners, loons or whatever they see fit and using EQ spells or Jump Spell.



    Red Line: Path of all troops (most of the time)
    Blue Line: Hound Path
    Yellow Line: Valks
    This base can be very effective against a careless attacker. The issue when it comes to a very patient attacker. When the player clears say the top with a golem/wiz combo and saves a small army of Valks they can then either jump or EQ into the core because the Valks with target the housing of the Clan Castle. Once in the core with a rage spell the Valks tend to tear up the core fast.



    * This is a box base.... DON'T DO A BOX BASE.


    TH 1-6
    ∑ Max out all defense and walls before going to next Townhall
    ∑ Your primary enemy is Giants, Hogs (Clan Castle), Wizards and Balloons
    ∑ Focus on placing Spring Traps in-between defenses for Giants and Hogs. Ensure your Air Defense with your CC are in the core.
    ∑ Never put the same type defense next to each other.
    ∑ Don’t double up your walls as a wall breaker with destroy both layers.
    ∑ NO BOX BASES! I CANT STRESS THIS ENOUGH!!!



    TH 7
    ∑ Your world changes drastically
    ∑ Primary new Enemy: Barbarian king, Hogs are available, Minions, Dragons
    o *Note anything in previous mentions are included
    ∑ Focus on Creating a core with a gap around it for protection.
    ∑ Don’t put your Air Defense Structures too close to each other
    ∑ Start learning about pathing troops around your base



    TH8
    ∑ Now it gets hard
    ∑ Primary new Enemy: Golems, Pekka, Witches (Clan Castle), Valkyrie
    ∑ Now your designs must be more unique
    ∑ Focus on a gap around your core
    ∑ Make sure your Teslas are in the core area for Pekkas
    ∑ Dragon attacks are common in this area still so you must start thinking of ways to make the dragons go around the base, gap between the core and the outer structures is key.
    ∑ Valks are now in play so start thinking about not stacking your buildings together.
    ∑ Use the double bomb classic death box for Hogs as they are common here too.
    ∑ Air mines next to Air Defense
    ∑ Air Bombs Next to Air Defense
    ∑ Make sure to put king somewhere he isn’t easily killed but can still defend the TownHall, not in the very core though.



    TH9
    ∑ Congrats you made it this far and you know about a lot of strategies by now
    ∑ Witches are the new player in this realm. Without an Inferno (Next TownHall level) these buggers can be very annoying saying with a GoWiWipe attack or just GoWiWi.
    ∑ Valks and all other troops are a lot stronger
    ∑ Keep the basics in mind and study your enemies attack styles from replay, learn from them and apply.
    ∑ Archer Queen is also here have fun with her, I can’t stress gap for the core at this point.
    ∑ X-Bow you can set to ground or air but look at your base and try to predict how they would attack and adjust
    ∑ DO NOT put your Heroes in the core, this will draw in the Valks and any other troop to the core.



    TH10
    ∑ Set your Infernos to Multi, I know Single is tempting but 9 times out of 10 Multi- is WAY better.
    ∑ Gap for Core is nearly mandatory
    ∑ So many people hoped on the GoValk band wagon you need this gap
    ∑ DO NOT CLUTTER YOUR CORE
    ∑ DO NOT PUT YOUR INFERNOS TOO CLOSE!
    ∑ Everything is unlocked except Warden
    ∑ DO NOT put your Air Bombs next to your Air Defense they will just be wasted on the Hounds
    ∑ Try to predict the paths of the Loons if they come to your core make sure your Air Bombs are there so this means make it where hound wont fly across your core. Or at least not dead center.
    * Don't put your air defense without a splash damage tower buddy, 2 skeleton spells can take out your Air defense by themselves!



    TH11 ( I am a new TH 11, any seasoned TH11 advice please comment below)
    -Do not put Eagle Artillery alone, asking for skeleton spell attack.
    -Ensure core-gap set up is in place, seeing a lot of 48 miner attacks
    -A lot stands true of the TH10 tips still
    -(Offense tip)Ensure your Warden matches the majority of army in terms of ground or air. Lavaloonion=Air, Gowiwi=Ground etc.
    -Remember Warden tower is a defense so treat as such, don't bring unnecessary defense hungry troops to the core if not needed.
    -Spread your buildings if possible for war, such as no buildings touch to prevent full utilization of Valkyrie based attacks and of Bowler attacks.
    -I have no recommendation for extra wizard Tower at this time.
    -Trap placement, literally watch your replays, watch how the enemy attacks on a constant basis, try to see what they see and adjust. For example if one area is prone to wall breakers leading to your core maybe put a spring trap or big bomb there to completely remove all momentum of their attack.

    *Basics of traps and Defensive structures.
    Last edited by Jcraw; May 15th, 2017 at 10:41 PM.

  5. #5
    Junior Member Jcraw's Avatar
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    Defense Buildings, trap breakdown and placement tips. If you need to know about basics scroll to desired trap or Defensive structure type.



    Wizard Tower: You generally want to put your Wizard tower around your resources for the wizard tower makes quick work of common quick farming attack strategies such as Barbarians and Archers and an attack with goblins.
    If you don't know about the Wizard tower please scroll down.




    Inferno Tower: You want your inferno towers at this point to cover your Dark Elixir storage just remember to not stack the inferno towers for if too close they can be destroyed fast by an attack that hits hard in the core with reliance on speed and also the fact you can freeze 2 inferno towers at once if too close.
    If you don't know about the Inferno tower please scroll down.


    *The red circles indicate the gaps, from a zoomed out view and a lot more on the map you can imagine this can be easily overlooked. Sadly when your walls get fire effects this trick is a lot harder because viusal you can see where the wall ends easier but everything under including the Black Skull walls makes the gap nearly impossible to detect at a hard glance.

    Archer Tower Hidden Pathway:
    You can also be sneaky with your enemy and hide gaps with towers, especially Archer Towers. By doing this they wonít see the gap and will divert the direction of the enemy and if you set things up right into traps or even a giant circle around your core.

    If you don't know about the Archer tower please scroll down.

    Trap Placement

    You want to ensure your traps are well thought out where you put them. Try to visualize where the enemy might go or set things up to make them go where you want them.





    Spring traps: You want to place these traps in-between defenses or problem area you know the enemy will go. These simple eject the troops out of the picture entirely. It is sort of a splash trap it just all depends on the troops housing cost.With Spring traps you will want to figure out the desired troop to be taken out. With Hogs a trap in the center of the defense will work but if you angle off the defenses and put the spring trap on the corner like seen between the cannon and Dark Spell factory (replace with defense building) there is a VERY high chance of troops of all kinds will path into the trap.
    Link: https://www.youtube.com/watch?v=m-SYrA0tMEs


    Giant Bomb
    : These are a huge help for Hogs and many other non-meat shield troop types. These like many trap types go in-between defenses or in problem areas. These do A lot of damage and a very good splash radius.
    Link: https://www.youtube.com/watch?v=1X5BvjmGj7o





    (Small) Bomb: These can go where normal traps go but if you put these traps along the wall just a space off they will disrupt wall breaks and give your defenses a lot of time to kill them or the small traps will themselves. Just donít put the small bombs on the wall because they do have a 1 second or so delay which right before they blow the wall breaker will do the damage. These do small amount of splash damage but if you stack all 6 together can do more damage then a Giant Bomb.I find this the best way to use these small bombs. I found a link below of someone else who enjoys this tactic.
    Link:
    https://www.youtube.com/watch?v=ex27GT_slZc
    *Notice how in red the Balloons will go around the Air Defense going into Air Bombs and that the yellow path of Hounds wont disturb the Air Bombs but straight into Air Mines.



    Air Mine: Air mines are deadly for big troops that love the air. Your primary target for these bad boys should be for Dragons and Hounds. These are generally wasteful if they go for a minion or Balloon. Healers are nice but when it comes to an air raid you want these next to your Air defense due to generally the big boys are tanks for small troops like the Balloon and Minion. These do massive amount of damage but only to 1 target so be wise who you wish to target.
    Link: https://www.youtube.com/watch?v=itKpr8VuCd0



    Air Bomb: Most people put these next to their Air Defense but this is a bad idea because generally they do little to no damage to Hounds and Dragons but to Balloons and Minions they can hurt quite a bit. You want to put these not too far away from the core but ensure to path how Hounds will go to avoid wasting these precious bombs on them. Remember these do a decent amount of splash damage and are best for Balloons and Minions.
    Link: https://www.youtube.com/watch?v=LB5O1eAUaa8



    Tesla: These are good at protecting your core, distracting the enemy or help path the enemy into the direction you want them. Since these are hidden they canít be planned for as well unless they are obvious in the layout design. I find these very useful to surprise the enemy with leading their troops or away or put near a wall where I know wall breakers will be used.
    Range: 7 tiles
    Damage Type: Ground & Air Direct
    Favorite Targets: Any
    Strong against: Barbarian, Archer, Goblins, Wizards, Wall Breakers, Balloons and minions
    Damage Strength: Moderate


    Skeleton Trap: Great at distracting, if you are being attacked by Pekka or other big hitter raids these guys can divert the enemy from the core or distract them in the core, just be careful not to bring the enemy into the core with these guys. They can be also very useful for Air Raids are if you put them near your core when the enemy comes with either minions, baby dragons or some other air troop they will be met with distracting skeletons, these guys also do good damage to Hogs and Balloons if given the chance.
    Link: https://www.youtube.com/watch?v=XS9L1bmnnp8



    Bomb Tower: This is a defensive tower and yet a Giant Bomb trap at the same time, you can view this as an addition but visible Giant Bomb.

    Defensive Buildings



    Archer Tower
    Range: 10 tiles
    Damage Type: Ground & Air / Single Direct
    Favorite Targets: Any
    Damage Strength: Moderate
    Strong against: Barbarian, Archer, Goblins, Minions, Wizards, Wall Breakers
    Special: Can be used to hide gaps in walls



    Cannon
    Range: 9 tiles
    Damage Type: Ground Direct Single Target
    Favorite Targets: Any Ground
    Strong against: Barbarian, Archer, Goblins, Wizards, Wall Breakers
    Damage Strength: Moderate



    Mortar
    Range: 4-11 tiles
    Damage Type: Ground Splash
    Favorite Targets: Any ground
    Strong against: Barbarian, Archer, Goblins, Wizards, Wall Breakers
    Damage Strength: Low



    Wizard Tower
    Range: 7 tiles
    Damage Type: Ground and Air Splash
    Favorite Targets: Any
    Strong against: Barbarian, Archer, Goblins, Wizards, Wall Breakers, Balloons and minions
    Damage Strength: Low - Moderate



    Air Defense
    Range: 10 tiles
    Damage Type: Air Direct Single
    Favorite Targets: Any Air
    Strong against: All Air
    Damage Strength: High



    Bomb Tower
    Range: 6 tiles
    Damage Type: Ground Splash
    Favorite Targets: Any Ground
    Strong against: Barbarian, Archer, Goblins, Wizards, Wall Breakers
    Damage Strength: Low initial attack but High for Giant Bomb component.
    Special: Once destroyed deploys a Giant Bomb



    Air Sweeper
    Range: 1-15 tiles
    Damage Type: N/A, Pushes enemy back
    Favorite Targets: Air
    Strong against: All Air
    Damage Strength: No damage but can push air troops away which is Strong.



    X-Bow
    Range: 11-14 tiles
    Damage Type:Ground & Air Direct Single
    Favorite Targets: Any
    Strong against: All ground troops generally have a tough time with being hit by one of these bad boys but Meat Shields can deal with them for a much longer time
    Damage Strength: Very High
    Note: Has two modes that with 1 increases range to 14 tiles but with lost of Air striking ability or reduction of range to 11 tiles with an added ability of both Air and Ground



    Inferno
    Range: 9 tiles
    Damage Type: Ground & Air Direct, Single or Multi
    Favorite Targets: Any
    Strong against: All
    Damage Strength: DeathÖ yup letís just say death.
    Note: Can be set to Multi-mode which targets multiple enemy troops and burning them to death while disabling healing effects or Single mode which only locks onto one target but gradually increases damage done and frying that enemy and again disabling healing effects.



    Eagle Artillery
    Range: 7-50 tiles
    Damage Type:Ground & Air Splash
    Favorite Targets: Any
    Strong against: All
    Damage Strength: Very High
    Special: Does 3 times damage to Golems.



    Most importantly DO NOT cluster your resources together in the center also you want to offset the Gold and Elixir storages from each other
    Last edited by Jcraw; March 12th, 2017 at 08:16 AM.

  6. #6
    Junior Member Luinil's Avatar
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    wow that is amazing and so full of information. Thanks!



  7. #7
    Junior Member Jcraw's Avatar
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    Thank you for the appreciation! Hope it helps!

    Quote Originally Posted by Luinil View Post
    wow that is amazing and so full of information. Thanks!
    Leader of Clashcalypse-------- ΞΛΑΣΗΟΞΑΛΨΠΣΕ----About Clan:https://tinyurl.com/y93m89hb

    Need help with troops, defending or understand basics of attack strategy? https://tinyurl.com/jpstlr2

  8. #8
    Junior Member Luinil's Avatar
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    it does especially the base schematics with lines. If i could upvote I would (might come back after 50 posts!)



  9. #9
    Junior Member Jcraw's Avatar
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    I wanted to also say if you have a design you would like me to look at no matter the TownHall I will analyze it for you and post it here. TH 4 even, I will tell you what you are to expect from your own level and even scenario if they get assistance from their clan verse you.
    Last edited by Jcraw; March 5th, 2017 at 07:26 AM.

  10. #10
    Forum Elder Barcher101's Avatar
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    This is some great work! Good job.

    Though base building might not be the best area. I suggest you could try posting 2 different ones - An attacking strategies one in Attacking Strategies subforum and a base building one here. If you can do it you might even bag a sticky in AS

    Again nice job

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