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Thread: Best Clan Castle troop for Clan Wars?

  1. #51
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    Quote Originally Posted by CocoDaBobo View Post
    Only saw two people answer this question right... The best war cc is a centralized cc with all archers!.. Reason.. The length of time it takes to lure all troops out of the cc and the difficulty of getting into the base to trigger the lure.
    Yeah I agree. The main job of a defensive, war cc is to be strong, but also to be as inconvenient as possible. For this reason personally I like a centralised cc with only 1 or 2 wizards and the rest archers. But I like to throw in 5 barbs or even goblins or even both to create different speeds and range of fire too. This makes it harder to clump them all together for lightning spells or wizard splash. Also, attacking wizards and archers then focus on the closer troop, so gobs or barbs, while the range attackers fire from afar. I personally find taking out a witch and wizard combo is no problem at all compared to the inconvenience of having, strength, numbers and variation all in one.
    I do agree with a high lvl dragon in th6 too.

  2. #52
    Centennial Club BlackJewl's Avatar
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    Wizards, dragons or witches. Archers can be taken out with a single lightning strike or a mortar shell. Splash damage troops have more health. Therefore they can withstand more heat.

    Name: Jewl Le

  3. #53
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    wow

    Its pretty sad to see how bad most of you guys replying here are. Golems.. no. Giants.. no. Best cc troop is witches, wizard and arch. Honestly witches are good but take too much space. Use 3 wiz and the rest arch. Only one person hit it on the nose so far so I'll enlighten. You want a large number of archers. 8 or more. Luring them all out is a pain and as once mentioned previously, often times they'll think they've lured out all your troops and BAM, theres 3 wiz coming in your face. You need "cannon fodder" so to speak. The reason 1 or 2 witchs aren't good is because they lure out way to fast. 2 witch, 2 wiz and an Arch? All those are lured out in 5 seconds, tops. 3 wiz and 13+ archers is best. It takes a long time to lure out all the CC troops. What does time buy you?.. STARS. I can't count how many times someone would have gotten 2 or 3 stars but didnt because they spent 60 seconds trying to lure all the cc troops out. As for placement of CC, you're an idiot to place CC anywhere but in the middle. It is THE most important building in wars. Dragons, although nice. So easy to kill once lured to the side. Trust me on this. Try it.

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    Last edited by Extirpate; October 1st, 2014 at 09:21 PM. Reason: mis spelling

  4. #54
    Senior Member dbolg22's Avatar
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    I usually use witch wiz archers, but...

    I think I'm going to go with 2 wiz and the rest archers (22)!

    Lets see how it goes!


  5. #55
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    1 witch, 3 wiz, 1 valk, 3 archers for a lvl 6 CC. All max level of course.

    Has worked well for me.

  6. #56
    Warriors are OP remired's Avatar
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    Quote Originally Posted by dbolg22 View Post
    I think I'm going to go with 2 wiz and the rest archers (22)!

    Lets see how it goes!
    Quote Originally Posted by DocJC View Post
    1 witch, 3 wiz, 1 valk, 3 archers for a lvl 6 CC. All max level of course.

    Has worked well for me.
    Wrong!! I would suggest the Necromancer. They constantly raise the dead threads and can be pretty anoying

  7. #57
    Senior Member Tyler25419's Avatar
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    I like 1 valk, 3 minions, and rest archers. Still a pain to lure and valk can kill wich with ease if the attacker doesn't stagger his witches. Minions are also good witch fighters.
    IGN: Tyler Le | TH10 | Level 130

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  8. #58
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    More total composition, not a single troop

    Ive been watching th9/10 youtubers and have noticed a trend that I have started to think works.

    In my opinion th9's are best served using 1 witch, 1-2 wizards, then archers. This makes it difficult to lure the entire cc because of the time it takes to clear the archers. If the full cc is lured there is a lot of distance and bodies between the first archer and the witch/wizard which gives the wiz bodies to protect them when blasting a potential kill squad and witches time to spawn several rounds of skellies.

    If there is a valk or more wiz the witch would be very close to the first troop to be lured from the cc which makes the grouping of cc troops small and easy to manipulate with a few arch/barb... and therefore easier to bunch into a small group to take out with a loon or a couple wiz

    Bascially im a fan of a witch and a wiz or 2... but a bunch of archers afterwards maximize your cc's effectiveness

  9. #59
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    Quote Originally Posted by Tyler25419 View Post
    I like 1 valk, 3 minions, and rest archers. Still a pain to lure and valk can kill wich with ease if the attacker doesn't stagger his witches. Minions are also good witch fighters.
    Lavaloon seems to be the new OP th9 /10 attack... Im in a war with guys who use lots of valks/loons..... both aren't a factor against lavaloon which makes our cc lures and kills very easy... Id recommend against using either as a th9..... Valks demolish against lower ths tho

  10. #60
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    Seriously guys?

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