Page 5 of 5 FirstFirst ... 345
Results 41 to 47 of 47

Thread: Pro's and con's of certain troops in CC

  1. #41
    Forum Elder CashClash22's Avatar
    Join Date
    Oct 2013
    Location
    Charlotte, NC, USA/Calamitys Wrath
    Posts
    2,296
    Seems like you are playing at lower levels... no one cares about barbs or wallbreakers in cc at high levels.
    Only 3/10 for PEKKA? What?
    CashClash22
    Retired.
    "Education is not the filling of a pail, but the lighting of a fire."
    -William Butler Yeats.
    "Problems worthy of attack prove their worth by fighting back."
    -Piet Hein.


  2. #42
    Forum Champion PhilISuppose's Avatar
    Join Date
    Jul 2013
    Location
    with the mushrooms
    Posts
    5,476
    Quote Originally Posted by Coolz View Post
    They use it for offense
    The top players are almost never offline, that's why they are top. So these aren't for defense.
    Curse you old posts resurrected!!!
    Last edited by PhilISuppose; November 7th, 2013 at 01:48 AM.

  3. #43
    Crab Claw
    Join Date
    Oct 2013
    Posts
    337
    I completely disagree

    Quote Originally Posted by 007ich View Post
    Archers are THE most donated troop in the CC. While defending every unit has its own pro's and con's. Now that defending units can jump over walls some units got alot better for defending, while others got less effective. In this topic I want to discuss the diffrent pro's and con's of having a certain troop in your CC.
    ------------------------------------

    Barbarians:

    Pro's:
    - Cheap to make (people will donate this easily)
    - Relative lots of HP so a descent surviveability (25x95hp)
    - many units/targets opponents can attack
    - Most people have researched barbs lvl 4/5
    - high damage output per second (25x23 = 575 dps).
    - short time to build

    Con's:
    - Cant attack air units
    - Need 5 players who donate to you

    notes:
    When looking at my attack logs around 95% of the attacks against me are ground attacks. Since barbarians can jump over walls, barbarians got much stronger when defending. a group of 25 barbarians can take down alot more units then 25 archers can (on a ground attack).

    Not ranged 6/10

    My personal score for barbarians: 9/10
    --------------------------------------------

    archers:

    Pro's:
    - Cheap to make (people will donate this easily)
    - many units/targets opponents can attack
    - Most people have researched archers lvl 4/5
    - high damage output per second (25x20 = 500 dps).
    - can attack air units
    - short time to build


    Con's:
    - Need 5 players who donate to you
    - Medium HP, taken down quite easily especially with barbs. (25x40hp)

    notes:
    Archers are only medium compared to barbarians in defence. Their big advantage is that they can also attack air units.

    My personal score for barbarians: 7/10

    8/10
    -----------------------------------------

    Goblins:

    Pro's:
    - Cheap to make (people will donate this easily)
    - many units/targets opponents can attack
    - Most people have researched gobs lvl 4/5
    - Verry high damage output per second (25x32 = 800 dps).
    - High speed
    - short time to build

    Con's:
    - Need 5 players who donate to you
    - Medium HP. (25x52hp)
    - Cant attack air units

    notes:
    Goblins have One of the highest DPS total per CC. Have high speed. can take down a bunch giants verry fast.

    My personal score for goblins: 8/10

    Fast, low hp. 6/10
    -----------------------------------------

    Wallbreakers:

    Pro's:

    - many units/targets opponents can attack
    - Most people have researched WB lvl 4/5
    - area damage!!
    - Verry high damage output per second (25x46 = 1150 dps).
    - medium/High speed

    Con's:
    - expensive to make (people will not donate this easily on regular base)
    - Need 5 players who donate to you
    - Medium HP. (25x42hp)
    - One time useage
    - Cant attack air units
    - long time to build

    notes:
    Can be verry strong against groups of units. They are the strongest if your CC is verry centered in your base (only come out when your walls are already breached and units are send in). The incoming units have to come in through one gate and even 1 WB can take down a huge ammount of archers (1 hit). they also can take down a stack of giants in no time. If used well they can be verry strong against people who deploy fast. If used wrong they can fail big time.

    My personal score for WB: 8/10

    why? Joke? 1/10 ofc
    ----------------------------------

    Balloons:

    Pro's:

    - area damage!!
    - medium damage output per second (5x108 = 540 dps).
    - balloons attack once every 4 sec. do stack always while defending. = 5x432 = 2160 damage per succesfull hit (area).
    - need only 1 person to donate
    - medium price
    - Can only be taken down by archers, dragon, mages!!

    Con's:
    - Only higher lvled players have them on lvl 4-5.
    - Only 5 units opponent can target.
    - slow speed!!
    - Long time to build.
    - HP. (5x310hp)
    - Cant attack air units

    Notes: balloons are verry slow, and can be taken down by a group of 10-15 archers verry fast. They are verry effective though if people cant lure them easily out of your CC (or distract them with a fast unit like goblins). This one is best used in large bases (have to breach walls before they come out CC). They are slow so harder to lure. they will take down a full stack of giants in 1 hit. also good vs large groups units. Even pekka can be taken out easily. If opponent is not using (or not enough) archers/mages, he will be in trouble. one dragon deployed at the right time, in the right place can ruin all the fun though.

    My personal score for balloons:
    8/10

    9/10 slow moving, stays within base and does mass DMg vs ground troops, also one hits infantry
    -------------------------------


    Giants:

    Pro's:

    - need only 1 person to donate
    - short building time
    - medium price
    - high HP

    Con's:
    - Low damage output
    - most players have them on lvl 4-5.
    - Only 5 units opponent can target.
    - slow speed!!
    - Cant attack air units

    Notes: Giants have a low dps. If someone deployed a group archers/barbs, it will take down the giants verry fast (giant attacks once and then all units in area target gaint and its down). I dont know any situation where a giant is verry good as a defence.

    My personal score for gaints:
    4/10

    3/10 Low DMg, easy to kill with some infantry
    ---------------------------

    wizards:

    Pro's:
    - Medium price
    - Verry high damage output per second
    - can attack air units
    - need only 2 players to donate to you
    - descent speed

    Con's:
    - Takes long to build (not many will make or donate)
    - Not many targets opponent can target
    - Many people have not researched wizards lvl 4/5
    - low/Medium HP, taken down quite easily by large group units

    notes:
    Although the high dps output, wizards are verry fragile in defence. For low/medium lvl players (who get attacked alot by alot weaker units), wizards dont work well in defence. On high lvl they are even less usefull in defending as archers are. the only diffrence is they have more DPS but less hp and less targets (so less time they sustain).

    My personal score for wizards in defence: 5/10

    8/10 Very high dps, if not taken out quickly, will wreak havoc
    ---------------------------------

    Healer:

    Pro's:
    - Medium price
    - Heals your buildings
    - need only 1 player to donate to you.
    - Can only be taken down by archers/wizards and dragons.


    Con's:
    - Takes long to build (not many will make or donate)
    - slow moving speed
    - Not many targets opponent can target
    - Many people have not researched healers lvl 2/3
    - Medium HP, taken down quite easily

    notes:
    The healer can start healing any building. I have seen situations where the healer kept healing a wizard tower, and this wizard tower took down a huge ammount of units. But also seen it trying to heal some random building while good defence and townhall get destroyed. works best in a large base (with cc centered, with wiz towers around CC and TH). especially for lower lvl players (where ppl have generally low dps in general and lower dps per unit). these can be verry strong and fun.

    My personal score for healers in defence: 6/10

    5/10 Slows down infiltration by a little
    ------------------------------------------

    Dragon:

    Pro's:
    - High HP
    - need only 1 player to donate to you.
    - Can only be taken down by archers/wizards and dragons.
    - relative High chance of returing to CC (survive fight).


    Con's:
    - High price
    - Takes long to build (not many will make or donate)
    - slow moving speed
    - Not many targets opponent can target
    - Many people have not researched dragons lvl 2/3
    - Low dps

    notes:
    Dragons are quite weak in defence. If u have a large base and place CC in a way that dragon cant be lured, It can do some descent damage and even survive the fight. Not awsome in defence.

    My personal score for dragons in defence: 6/10

    7/10 high dps ofc but Not hard to take out if targeted by a decent # of weak troops ie. archers, only is great vs hogs

    ----------------------------------------

    Pekka:

    Pro's:
    - High HP
    - need only 1 player to donate to you.

    Con's:
    - High price
    - Takes long to build (not many will make or donate)
    - Not many targets opponent can target
    - Many people have not researched lvl 2/3
    - Low dps

    My personal score for pekka in defence = 3/10

    5/10 I haven't had it myself but its like a dragon type on the ground. Doesn't target air, no splash, 1 shots basically everything but with weak infantry it won't last long
    ----------------------------------

    The writings above are my personal opinions. Lets discuss.
    Thoughts?

  4. #44
    Pro Member KENdiabolics's Avatar
    Join Date
    Oct 2013
    Location
    My barb king burps
    Posts
    651
    Quote Originally Posted by 007ich View Post
    Archers are THE most donated troop in the CC. While defending every unit has its own pro's and con's. Now that defending units can jump over walls some units got alot better for defending, while others got less effective. In this topic I want to discuss the diffrent pro's and con's of having a certain troop in your CC.
    ------------------------------------

    Barbarians:

    Pro's:
    - Cheap to make (people will donate this easily)
    - Relative lots of HP so a descent surviveability (25x95hp)
    - many units/targets opponents can attack
    - Most people have researched barbs lvl 4/5
    - high damage output per second (25x23 = 575 dps).
    - short time to build


    Con's:
    - Cant attack air units
    - Need 5 players who donate to you

    notes:
    When looking at my attack logs around 95% of the attacks against me are ground attacks. Since barbarians can jump over walls, barbarians got much stronger when defending. a group of 25 barbarians can take down alot more units then 25 archers can (on a ground attack).

    My personal score for barbarians: 9/10
    --------------------------------------------

    archers:

    Pro's:
    - Cheap to make (people will donate this easily)
    - many units/targets opponents can attack
    - Most people have researched archers lvl 4/5
    - high damage output per second (25x20 = 500 dps).
    - can attack air units
    - short time to build


    Con's:
    - Need 5 players who donate to you
    - Medium HP, taken down quite easily especially with barbs. (25x40hp)

    notes:
    Archers are only medium compared to barbarians in defence. Their big advantage is that they can also attack air units.

    My personal score for barbarians: 7/10
    -----------------------------------------

    Goblins:

    Pro's:
    - Cheap to make (people will donate this easily)
    - many units/targets opponents can attack
    - Most people have researched gobs lvl 4/5
    - Verry high damage output per second (25x32 = 800 dps).
    - High speed
    - short time to build

    Con's:
    - Need 5 players who donate to you
    - Medium HP. (25x52hp)
    - Cant attack air units

    notes:
    Goblins have One of the highest DPS total per CC. Have high speed. can take down a bunch giants verry fast.

    My personal score for goblins: 8/10
    -----------------------------------------

    Wallbreakers:

    Pro's:

    - many units/targets opponents can attack
    - Most people have researched WB lvl 4/5
    - area damage!!
    - Verry high damage output per second (25x46 = 1150 dps).
    - medium/High speed

    Con's:
    - expensive to make (people will not donate this easily on regular base)
    - Need 5 players who donate to you
    - Medium HP. (25x42hp)
    - One time useage
    - Cant attack air units
    - long time to build

    notes:
    Can be verry strong against groups of units. They are the strongest if your CC is verry centered in your base (only come out when your walls are already breached and units are send in). The incoming units have to come in through one gate and even 1 WB can take down a huge ammount of archers (1 hit). they also can take down a stack of giants in no time. If used well they can be verry strong against people who deploy fast. If used wrong they can fail big time.

    My personal score for WB: 8/10
    ----------------------------------

    Balloons:

    Pro's:

    - area damage!!
    - medium damage output per second (5x108 = 540 dps).
    - balloons attack once every 4 sec. do stack always while defending. = 5x432 = 2160 damage per succesfull hit (area).
    - need only 1 person to donate
    - medium price
    - Can only be taken down by archers, dragon, mages!!

    Con's:
    - Only higher lvled players have them on lvl 4-5.
    - Only 5 units opponent can target.
    - slow speed!!
    - Long time to build.
    - HP. (5x310hp)
    - Cant attack air units

    Notes: balloons are verry slow, and can be taken down by a group of 10-15 archers verry fast. They are verry effective though if people cant lure them easily out of your CC (or distract them with a fast unit like goblins). This one is best used in large bases (have to breach walls before they come out CC). They are slow so harder to lure. they will take down a full stack of giants in 1 hit. also good vs large groups units. Even pekka can be taken out easily. If opponent is not using (or not enough) archers/mages, he will be in trouble. one dragon deployed at the right time, in the right place can ruin all the fun though.

    My personal score for balloons:
    8/10
    -------------------------------

    Giants:

    Pro's:

    - need only 1 person to donate
    - short building time
    - medium price
    - high HP

    Con's:
    - Low damage output
    - most players have them on lvl 4-5.
    - Only 5 units opponent can target.
    - slow speed!!
    - Cant attack air units

    Notes: Giants have a low dps. If someone deployed a group archers/barbs, it will take down the giants verry fast (giant attacks once and then all units in area target gaint and its down). I dont know any situation where a giant is verry good as a defence.

    My personal score for gaints:
    4/10
    ---------------------------

    wizards:

    Pro's:
    - Medium price
    - Verry high damage output per second
    - can attack air units
    - need only 2 players to donate to you
    - descent speed

    Con's:
    - Takes long to build (not many will make or donate)
    - Not many targets opponent can target
    - Many people have not researched wizards lvl 4/5
    - low/Medium HP, taken down quite easily by large group units

    notes:
    Although the high dps output, wizards are verry fragile in defence. For low/medium lvl players (who get attacked alot by alot weaker units), wizards dont work well in defence. On high lvl they are even less usefull in defending as archers are. the only diffrence is they have more DPS but less hp and less targets (so less time they sustain).

    My personal score for wizards in defence: 5/10
    ---------------------------------

    Healer:

    Pro's:
    - Medium price
    - Heals your buildings
    - need only 1 player to donate to you.
    - Can only be taken down by archers/wizards and dragons.


    Con's:
    - Takes long to build (not many will make or donate)
    - slow moving speed
    - Not many targets opponent can target
    - Many people have not researched healers lvl 2/3
    - Medium HP, taken down quite easily

    notes:
    The healer can start healing any building. I have seen situations where the healer kept healing a wizard tower, and this wizard tower took down a huge ammount of units. But also seen it trying to heal some random building while good defence and townhall get destroyed. works best in a large base (with cc centered, with wiz towers around CC and TH). especially for lower lvl players (where ppl have generally low dps in general and lower dps per unit). these can be verry strong and fun.

    My personal score for healers in defence: 6/10
    ------------------------------------------

    Dragon:

    Pro's:
    - High HP
    - need only 1 player to donate to you.
    - Can only be taken down by archers/wizards and dragons.
    - relative High chance of returing to CC (survive fight).


    Con's:
    - High price
    - Takes long to build (not many will make or donate)
    - slow moving speed
    - Not many targets opponent can target
    - Many people have not researched dragons lvl 2/3
    - Low dps

    notes:
    Dragons are quite weak in defence. If u have a large base and place CC in a way that dragon cant be lured, It can do some descent damage and even survive the fight. Not awsome in defence.

    My personal score for dragons in defence: 6/10
    ----------------------------------------

    Pekka:

    Pro's:
    - High HP
    - need only 1 player to donate to you.

    Con's:
    - High price
    - Takes long to build (not many will make or donate)
    - Not many targets opponent can target
    - Many people have not researched lvl 2/3
    - Low dps

    My personal score for pekka in defence = 3/10
    ----------------------------------

    The writings above are my personal opinions. Lets discuss.
    I think that archers and barbs are both amazing, because the enemy has to sort through 30 of them
    wizards are also a high ranker, because of the splash and ability to have multiple ones in the castle
    Healers are 0 out of 10, they suck because they never heal fast enough, and they just are horrible all around
    giants 1 out of 10 because they are slow and have little damage

    those are the ones that just stood out to me

  5. #45
    Senior Member Jont828's Avatar
    Join Date
    Jun 2013
    Location
    127.0.0.1
    Posts
    488
    I feel like Wizards are probably the best CC troop available since in high level gameplay they can easily destroy packs of giants and hog riders. However, witches are probably better since there's no limit to amount of troops they spawn (besides time), and their skeleton minions can provide good cover and be a meatshield for Wizards (level 5-6) to dish out damage.

    Overall:
    - Wizards: 9/10
    - Witches: 9/10
    http://i.imgur.com/PrVlIwa.png
    Fresh TH9.5 | AQ: 31, BK: 30 | GG: 627m, EE: 616m, HH: 3.3m | Lavas: 139, Legos: 111 | updated 5/26/16
    Clash Royale - Level 10, Trophy Record: 3551

  6. #46
    Centennial Club Cheifbuzz's Avatar
    Join Date
    Oct 2013
    Location
    Finally got of the couch to get food
    Posts
    113
    Also wizards and archers can hide behind walls and wreck

  7. #47
    Crab Claw
    Join Date
    Oct 2013
    Posts
    337
    I think a mix of wizards, and archers, and minions is VERY effective. With a mix and a difference in speed of troops, hard to take out with lightning. Takes some patience. Also, lvl 6 giants are very annoying for attackers because they move outside slow, AND have a ton of HP, wasting about a minute against even infantry based armies. Also, against the right attack (not always good), balloons are fantastic.. They are slow moving, good in center of bases (taking lots of time out), do splash DMg, (awesome vs infantry). Side note, it's really fun to take out groups of CC archers with balloons. Place balloon to go to a defense, with archers closeby. Plan out so balloon goes on top of archers, archers shoot it down, it falls, and kill all of them! Have to aim right.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •