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Thread: Best spells for Barching!

  1. #11
    Junior Member Ansmessi007's Avatar
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    Quote Originally Posted by SlayerNick View Post
    I do mainly barch and BAM, i use 3 rage spells when needed. You be surprised how easy 100 barbs and 100 archers 100% a base when you use 3 rage spells. they move insanely quick dodging mortarshots and the 80% damage increase helps bringing down defences and walls.

    Ive had countless of 500k+ raids with barbs and archers because i used my ragespells
    Good job bro....I'll try subbing one of my healing for rage!...thx!

  2. #12
    Junior Member Ansmessi007's Avatar
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    Quote Originally Posted by Bfoz View Post
    I'm a th8 the jump spell sounds good and for the other 3 i use 2 rage and 1 lightening for cc and the odd de zap hehe jk bout de
    Yeah...jump spell is cool.....and u better be joking about de! ....lol

  3. #13
    Junior Member Ansmessi007's Avatar
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    Quote Originally Posted by Atropos View Post
    I always roll with 2 heal + 2 rage. If you drop one of each in the area that you're breaching, the barbs will tear right on through, and the archers will kill everything. The trick is mass deployment with two or three fingers. Plus the rage makes everything dodge mortar shells (hopefully, but not always).
    Yeah...thats how i like it too...but I keep a jump to avoid high level walls and yeah...i sub my jump with rage sometimes for a revenge

  4. #14
    Junior Member Ansmessi007's Avatar
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    Quote Originally Posted by AFRO View Post
    I normally use Heal as my go to spell; it cooks in 1/2 hour. Rage is awesome but takes a while when the SF is not being boosted.
    Recently however, I have been taking some Thor (lightning) spells with my Barch build. as we all know lvl 5-7 Mortar do serious damage to the Barch combo, (if your troops can be one shot killed by the turret, then heal is useless anyhow) so if you can Thor a mortar (with two max spells) that is deep in the base, it can buy your Barchers significant time to bust a base up. to me that is the main use for it.. I usually lure the troops and kill them in the corner away from defenses before I launch my main attack anyhow (heros included) so I don't use it to zap archers or other CC troops. it also cooks in 1/2/ hr so you can use it frequently, especially if the SF is being boosted. a perfect compliment to Barch.. I never used to use it either, but some clown neutralized my mortar(s) once with Thor and Starred/looted my base with Barch!
    Cool....i used to "Thor " the motars when I was at th8...but with lvl 6 troops and a few spells i find no probs...lol....and I too lure of the heros and cc troops to the side and destroy them with few barbs and arch and even minions sometimes .

  5. #15
    Junior Member Ansmessi007's Avatar
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    Quote Originally Posted by AFRO View Post


    Also about the Thor on the DE tank..its typically a TH7 thing, which would be less of an issue if SC would just give a damn drill at TH7.. but that is another topic for another day, in the end since people have the ability to do it, it will happen, they buffed the HP to help combat it so it is not nearly as profitable a tactic as it once was. (and there is always the Revenge factor, if you can catch them...which again is another story for another thread)

    But Thor on the mortars boss. works like a charm when pushing w/Barch make sure you have maxed your spell tho! it is a great tactic.. if you have 4 Thors you can take out 2 mortars lvl 7, and can really pound a base, and get those loots!
    Yeah exactly...they should give them a drill....and yeah they buffed it but is till lose 1000de when I have 40000+ in my storages.... And thx a lot for ur inputs!

  6. #16
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    4 lightnings are great if you can make them; you spend most of your raids on collector and easy bases, but if opportunity rises, getting 2 mortars out of the way is an easy path to massive DE storage or vault bases.

  7. #17
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    Rage......alot of rage

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