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    Forum Contender devil9394's Avatar
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    Full information on major attack strategies and army compositions

    This topic represents a detailed list of all the major attack strategies and army compositions there are in Clash of Clans. To avoid any further concerns, here are the maximum number of troops and spells you can have at each Town Hall.

    Town Hall 7: 200 troops, 6 Spells
    Capacity
    Town Hall 8: 200 troops,
    7 Spells Capacity
    Town Hall 9: 220 troops, 9
    Spells Capacity
    Town Hall 10: 240 troops,
    11 Spells Capacity

    --CLICK on any of the attack styles from the map below and you will be
    redirected to the specific guide! --


















    For those who cannot click on the map above I also made a list below here to click for the specific guide.
    Please click on any of the following army compositions to get to attack strategy guide:


    Archers ()
    Giant+Healer ()
    Mass Dragons ()
    Hog Riders ( )
    GoWiWi ( )
    GoWiPe ( )
    GoWiVa ( )
    LavaLoonion ( )
    GoLaLoon ( )

    Legend:
    - Suggested for TH7
    - Suggested for TH8
    - Suggested for TH9
    - Suggested for TH10
    - Includes video content


    • Please note the above suggestions are for either farm or war, they do not aim at one in particular. Some of them may be more useful in a war attack, some in a farm attack. (Example: All archers won't be used in war, while hog riders won't usually be used for farming).
    • Please note I do not try to reinvent the wheel here; each of the above attack strategies have been explained from my own perspective and experience.


    Other attack strategies:

    (My topic focuses on the major attacking styles and therefore will ignore the small farming strategies)





    Please reply with: Any mistakes you find | Any suggestions you have | ​Any comments you want to make


    Last edited by devil9394; July 8th, 2015 at 10:22 AM.
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    Archers




    In this attack strategy you will only use archers! This attack is great for a fast and effective farming strategy.

    Key points to take into consideration about the all archers attack strategy:
    1. Splash damage is the worst enemy of an all archers attacks.

    2. Always check with few archers the possible spots where giant bombs could be placed!
    3. This attack strategy is worth to use in any league; there is no league that doesn't benefit the all archers attack strategy.
    4. TH10s should avoid bases with infernos set to multi, if they are closer to the edge of the base, because you will use way too many archers there. If the infernos are set to single target then you can deploy archers even if that inferno is close to the edge.
    5. This attack strategy is mostly used against the abandoned bases. Don't expect too much of this strategy, the chances that you get the town hall or a 100% overall damage are pretty low.


    Limits of archers/th level:
    Town Hall 7: 200 archers | 20 minutes 50 seconds to fill entire army
    Town Hall 8: 200 archers | 20 minutes 50 seconds to fill entire army
    Town Hall 9: 220 archers | 22 minutes 55 seconds to fill entire army
    Town Hall 10: 240 archers | 25 minutes to fill entire army

    Army: 200/220/240 archers
    Clan Castle: Archers/Wizards/Minions


    Spells:
    Most of the time bring ONLY Lightning spells! Bring them for:
    Option 1: Mortars, for TH9 and above (below TH9 they are not so bad to use elixir on them).
    Option 2: Wizard Towers, for TH9 and above (below TH9 they are not so bad to use elixir on them).
    Option 3: DE Storage, for TH7 and above.
    NOTE: For the additional space provided by the Dark Spell Factory, bring a Poison Spell. ONLY bring Poison Spell for the All archers attack strategy, since Earthquake and Haste spells are useless.

    Notes regarding spells:
    1. You may also take one rage spell with this army for your heroes, but the chances that will help you more than a lightning can are very small. It will be quite rare to use a rage spell with the archers.
    2. You should never take healing spells for an all archers army, because at most Town Hall levels, the defences will kill your archers in one hit, so a healing spell is useless in this case. Bringing healing spells is often a waste of elixir.
    3. You should NEVER take jump spells for an all archers army, if you find the need to break through some layer of walls, just bring few wall breakers, but don't waste the spells by bringing a jump spell.
    4. You should not bring any freeze spell with this army, the chances that such a spell would be useful are very rare. A lightning spell on a builder's hut or hero spot is much more useful for a TH10.
    5. Always bring for the additional space of 1 spell a Poison Spell from the Dark Spell Factory!

    Rules for the attack:
    1. Save up troops! You have 3 minutes for an attacks, so don't rush. Take the few outside buildings which are out of range of any defence using limited number of archers. This strategy will most of the time give you up to 10% overall damage.

    2. Place few archers (4-8) in the spots where giant bombs could be placed. This will help your attack avoid a painful loss of 30 archers blown by a single trap. Most of the time if you found a giant bomb outside the base, there are more.

    3. Try to lure out the CC. If you cannot reach the Clan Castle, then you might want to start your raid from the opposite side of the base and finish in the area where the clan castle is placed.
    4. Look for the location of the Archer Queen. She is very dangerous against this attack strategy because she can attack over a wall, which will force your archers to attack the wall in order to get to her. This situation can end up with a lot of archers wasted just to get rid of her. If the Archer Queen is in such unfavourable location, then you might want to wait for her to walk in the opposite side of her spot and place few archers to get rid of the buildings; repeat the process until the building is destroyed.

    5. Use relevant number of archers based on the building they are attacking! If you are to attack Hero spots, Builder's Huts, Army Camps, then 5 archers should be enough to take it down.

    6. When you start the attack, be fast with placing the archers by surrounding the area slowly but surely. If you will take all the buildings in one time then the defensive units cannot hold up to you. If you will take the buildings one by one, you will find that you need to use more archers than you would normally use if you surround the area.



    How to deploy archers. There are 2 general options for how to deploy your archers:
    1. Spread your archers in a line starting from a point you decide and slowly make your way around the base.

    This is my favourite way to deploy the archers in this attack strategy because when you finished to circle the base, you should have about 40-60 archers left, with which you are left to do the cleaning. If you do not have more than 35-38% at this point, you are in trouble. If needed at the end, use the lightning spells to get the extra percentage points which separate you from the 50% overall damage.

    Note: When you are left with the last archers, deploy them along with your heroes to guard them, especially the Archer Queen. By doing this, 10-20 archers can take up to 6-8% by also using Queen's ability.

    2. Surround the whole base with archers, using two fingers at a time. In this attack style, both fingers will each cover a corner. Deploy your archers around all the base and watch it burn. If needed, deploy the heroes in the danger zones (CC/Heroes) and at the end, use the lightning spells for some extra percentage points if needed.
    Personally I don't recommend this strategy because you do not have full control over your army, as in some spots may end up with wasted archers, archers which could've been deployed better if you analysed the based instead of jumping into it.



    This is all about the All Archer attack strategy; Images will come soon to support the text.
    Last edited by devil9394; July 8th, 2015 at 08:35 AM.
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    Giant+Healer



    In this attack strategy you will use one of the first notable attack strategies you can use in Clash. The Giant+Healer attack strategy can be used from TH6 up until TH10.


    Characterization: The key of this attack strategy is to keep alive the giants as much as possible so that the troops behind them have enough time to clear the base.


    The Giant+Healer strategy is perhaps the first powerful attack combination, considering the Healer is unlocked before the Dragons are. This attack strategy is the best option starting from TH6, which does not have any other powerful combination other than Giant+Healer. Starting from TH7, the Dragons come into action and play a more important role in 3 star attack strategies.


    Things to consider! Must Read!
    - CHEAPEST powerful attack strategy for TH7 and TH8. You might find this attack strategy very useful for 3 star attacks and much cheaper than an all dragons attack (TH7+) or a GoWiPe army (TH8+).
    - Always located the position of the Air Defences within the base you are attacking!
    - Do not bring Lightning Spells to take care of an Air Defence. Healing Spells+Rage Spells play a much more important role in this attack strategy so don't replace them!
    - Do not split your pack of giants in 2 intentionally! Given the limited number of Healers and Healing Spells, 2 packs of giants might not survive as much due to less Healing.
    - Remember! The Rage Spells amplifies the effect of the Healers! Use the Rage spell wisely so that the Giants will first benefit of it and afterwards the Healers will, as the Giants will advance.
    - Healers can only be killed by the Air Defence building or by the Air Skeleton traps if triggered. Do not fear the Anti Air mines as the Healers are immune to those and will not trigger them.
    - Always deal with the CC troops! If you face some Wizards in the CC, it can mean the end of all your Giants in couple of seconds!


    Comparison between costs of armies:


    Town Hall 7

    Town Hall 8


    Spells Cost Troops Cost Total Cost Spells Cost Troops Cost Total Cost
    Giant+Archer Army 80.000 elixir 108.460 elixir 188.460 elixir 88.000 elixir 134.200 elixir 222.200 elixir
    GoWiPe Army - - - 88.000 elixir 157.000 elixir 245.000 elixir
    All Dragons Army 80.000 elixir 300.000 elixir 380.000 elixir 88.000 elixir 360.000 elixir 448.000 elixir


    Army compositions for Giant+Healer attack strategy:

    TH7:
    - 4 Healers (Level 2)
    - 14 Giants (Level 4)
    - 13 Wizards (Level 4)
    - 8 Wall Breakers (Level 4)
    - 6 archers (Level 4)
    Spells: 1 Healing Spell, 2 Rage Spells.
    CC: 5 wizards OR 4 Giants.

    TH8:
    - 4 Healers (Level 3)
    - 14 Giants (Level 5)
    - 13 Wizards (Level 5)
    - 8 Wall Breakers (Level 5)
    - 6 archers (Level 5)
    Spells: 1 Healing Spell, 2 Rage Spells, 1 Poison Spell.
    CC: 6 wizards + 1 archer OR 5 Giants.
    Note: Do not take Haste Spells instead of Rage Spells for the Giants. They have low damage and despite the fact that Haste spell provides more speed, the Giants need more Damage than Speed inside the base. Also counting the radius of the Haste Spell, it is more effective to take Rage Spells.

    TH9 + TH10:
    I do not suggest using this attack strategy for TH9 and TH10, because of how fragile the Healers are to the anti air defensive structures and because of the multitude of them within a base. Against these TH levels, an attack strategy with Healing+Raging spells is more effective than using the troop Healer.


    Attack Strategies:

    Case One:

    The first situation you might face when you use the the Giant+Healer Strategy is when the base you are attacking has one or multiple Air Defences on the side of the base, either inside or outside of the first layer of walls.

    1. First thing you need to do is to drop couple of Giants to check for Spring Traps. Remember, it is always better to lose 1 instead of 3 at a time. Alongside with this step comes another one, as the location you will verify for Spring Traps should also be the location to drag the CC troops out.


    2. After you deployed the first 2 giants, you should have the CC troops out of the castle (if there are any inside). Now you need to drag them to the corner and kill them using some wizards and maybe one Giant as a bait.

    3. Now is the time to get inside the base. Like I mentioned before, you need to locate the position of the Air Defences and take care of the ones that are on the side of the base as quickly as possible. Deploy the rest of your giants, followed by some Wall Breakers to help them get quickly through the first layer of walls.


    4. As the Giants broke through the first layer of walls (with the help from Wall Breakers), deploy the first Rage Spell to speed up killing of the first Air Defence. When you realise the Giants will inevitably kill the Air Defence, deploy all the Healers.

    5. Deploy the Barbarian King (if TH7+) and some wizards behind the Giants in an arc shape. The wizards will follow the Giants inside the base. The Giants will act as tanks, while the Wizards will be the main power force, destroying everything in their way.

    6. Depending on the raid, you might find it necessary or not to drop any spells. Bases like TH7 only have 2 Air Defences, so 4 Healers might be enough to provide healing during an entire raid if deployed correctly, but bases like TH8 have 3 Air Defences so the spells are mandatory to achieve a 3 star attack against them. Bases like TH6 and TH7 are pretty much done in the moment you took care of the first Air Defence and deployed the Healers, as you just leave the raid carry on by itself.


    Case Two:

    The second situation you might face when you use the the Giant+Healer Strategy is when the base you are attacking has both Air Defences in the middle of the base; in the case of TH8, all 3 Air defences. In this situation the attack style for this army composition changes slightly.

    1. First thing you need to do is to drop couple of Giants to check for Spring Traps. Remember, it is always better to lose 1 instead of 3 at a time. Alongside with this step comes another one, as the location you will verify for Spring Traps should also be the location to drag the CC troops out.


    2. After you deployed the first 2 giants, you should have the CC troops out of the castle (if there are any inside). Now you need to drag them to the corner and kill them using some wizards and maybe one Giant as a bait.

    3. Now is the time to get inside the base. Now different than the attack style explained above, this type of bases required a different thinking. After you located the Air Defences and their position (central or semi-central), you need to look at the base, for which is the entrance point that is furthest from the Air Defences. This is the side you will start your attack from.


    4. Just like in the Case One, deploy the Giants followed by some Wall breakers, the King and some Wizards in behind. The difference in the Case two is that your Healers will provide enough healing power and health for the Giants to only go through the first half of the base. The Giants will get one Healing Spell as the Healers will die and the health of the Giants will get low. Following this step, the Giants will make it to the other half of the base and will either provide enough tanking power for the Wizards to finish the base, or will die at the latest buildings but will still ensure the 3rd star.

    Congratulations! You achieved TOTAL DAMAGE!


    NOTE: This attack strategy is the most powerful for lower Town Hall Levels and provides enough power to achieve quite easily 3 stars on any base you are matched with.

    This is all the information for the Giant+Healer attack strategy! Thank you!
    Last edited by devil9394; July 8th, 2015 at 08:38 AM.
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    Mr.Devil does have a quality that he gives formal and good posts. A man of intellect, sorry, a demon of intellect.
    Quote Originally Posted by DaOneNOnly799 View Post
    It seems that we have a devilish devil here; that even the devil himself approves.
    "Trust those who seek the truth but doubt those who say they have found it."

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    In this attack strategy you will mainly use dragons as main destructive force! This attack is great especially for low-level Town Halls!


    ! KEY POINT: For th7+th8, check the end of this reply for two videos with successful 100% attacks using the given army compositions from below. The two videos are available for you to watch, and also there is a full description of the attacks below the videos.

    Characterization: This attack strategy is characterized mainly by brute force and often considered as simple and trivial. However, you need to do more than spamming your dragons in a single spot if you want to achieve the best out of this army composition.


    Army Compositions based on Town Hall level:


    Town hall 7 Town Hall 8 Town Hall 9 Town Hall 10
    Army Troops 10 dragons 8 dragons+8 balloons 11 dragons 12 dragons
    Clan Castle Troops 4 balloons 5 balloons 1 dragon+2 balloons 1 dragon+3 balloons
    Spells 3 lightning spells 3 lightning + 1 poison 2 rage + 2 healing + 1 poison 3 rage + 2 freeze spells + 1 poison
    Heroes King King King+Queen King+Queen
    Destruction Targets 100% (3stars) 100%(3stars) 50% (2stars) 50% (2stars)


    Note (Regarding Dark Spell Factory Spells): The dragons are units which move a lot around the base and barely stay in place. They can easily change target and move from their original spot, therefore I do not suggest using Haste Spells for them. My only suggestion for dark spells is to use the Poison Spell for the CC.
    Note2: The percentages shown in the table above assume the opponent have a decent arrangements and level of the air defence units. If there is an air defence missing or they are not well upgraded for the specific TH level, then the percentages may expand and you may aim for more than the
    Note3: Depending on the opponent's base, for TH7 and TH8 you may remove one dragon and exchange it for more 4 balloons.
    Note4: The information given above represent my own experience with dragons over all Town hall Levels. I am currently sitting at TH10 and experienced using dragons across all 4 given TH levels.


    How to attack

    Town Hall 7 + Town Hall 8 - Aiming for 100% attacks

    1. The first thing you need to take into consideration before deploying your dragons into battle is to decide where you will attack from. Usually in a mass dragon attack, you will need to decide a whole line where you will attack, a line which needs proper preparations for the dragons to achieve their target, the centre of the base. You can do this by deploying your hero+1 dragon/2 dragons. After you decided the side you will attack from, deploy your hero, in one edge of the line, the other edge being covered by a dragon. By doing this, you will leave some buildings in the middle, but will secure the path for the dragons to the central area.


    In the example above, two dragons were deployed to form a path for the rest of the army into the central core. If you do this successfully then your second star is assured.

    2. After you made a clear path for the dragons to the middle, it is up for your spells and CC to get into action.
    Case A: If you chose to bring rage+healing spells, then you will deploy your CC troops(balloons) from behind your army of dragons. This will assure that the balloons will get in the centre up until the deepest air defence structure. Using the help of the spells too, you should have no trouble getting to the other side of the base and successfully defeat your opponent.
    Case B: If you bring lightning spells, then you will use them against the air defence which is the farthest unit from the point you decided to deploy your dragons. After you used your lightning spells, you will deploy the CC troops (balloons) following 2-4 balloons of yours against another air defence unit which is closest to the side. (see the videos at the end for an example)
    Note: See the end of this reply for two videos using the Case B technique successfully.

    3. After you finished step 2, there is nothing else you can do than watch how the attack goes. One thing which could be left here is if you did not deploy your king yet, you can deploy it later in the attack near an Archer Tower to allow the dragons continue without being hurt. By doing this, the King will distract an Archer Tower so that it won't ruin the attack.

    Town Hall 9 + Town Hall 10 - Aiming for 50% attacks

    1. The first thing you need to take into consideration before deploying your dragons into battle is to decide where you will attack from. Usually in a mass dragon attack, you will need to decide a whole line where you will attack, a line which needs proper preparations for the dragons to achieve their target, the centre of the base. You can do this by deploying your heroes/2 dragons. After you decided the side you will attack from, deploy your heroes, one in each edge of the line. By doing this, you will leave some buildings in the middle, but will secure the path for the dragons to the central area.


    In the example above, two dragons were deployed to form a path for the rest of the army into the central core. If you do this successfully then your second star is assured.

    2. After you cleared the path for the dragons to the central core, you can start to deploy all your dragons in the middle of the line you picked, followed by the CC troops (dragon+balloon). Once you did this, you can drop one rage spell right at the first set of walls, followed by a healing spell in front of it.

    3. After you finished with step 2, all is left is to drop the second rage and the healing spell for the dragons that managed to get into the central core, to assure the destruction of the TH.


    How to deal with the CC troops

    There are two options which you can choose from related to dealing with the CC troops.

    1. Ignore them. The dragons, with their splash damage, can deal with the CC troops quite easily.
    2. Deal with them by using one of your heroes or 2-3 balloons to drag them out. After you dragged them out of the CC, you can deploy a dragon at the side and then the rest to support the first one.
    SUGGESTION: If you are using Lightning spells as your main spell composition (th7+th8), then you might want to lure the CC troops in a way so that when you drop your Lightning Spells onto the Air Defence, the spells will destroy both the air defence and the troops. See the VIDEOS at the end of this reply for this technique.
    3. BEST: Use the poison spell to kill the CC. Always predict the path of the CC troops and place the Poison spell in front of them, predicting where they will stop!


    VIDEOS: Detailed technique for TH7 + TH8 Dragon attacks:
    The army composition used in both the videos is as follows:
    -8 dragons(level 3)
    -8 balloons(level 5)
    -Barbarian King(level 7)
    -CC troops - 5 balloons(level 6)
    -3 lightning spells (level 5)

    VIDEO 1


    Analysis of the video 1:
    1.
    3 balloons are deployed to drag the CC troops out of the castle. The Balloons are dropped against an Air Defence to minimize the amount of defences against dragons while also dealing with the CC troops. (minute 00:10)
    2. King is deployed in the other corner of the map to make the CC troops walk over an Air Defence. (minute 00:23)
    Note: you need to pick this Air Defence in time, don't try to decide which to choose when you are already attacking
    3. Patiently wait until the troops are close to the Air Defence, then when they reached the target - drop all 3 lightning spells in one time. (minute 00:27)
    Note: do not wait until the troops are already on the Air defence, because there is a channelling time for the Lightning spell until it starts to zap the area.
    4. While the CC troops and the defences are busy with the King, deploy one more Balloon to the Archer Tower which is distracted.(minute 00:32). If you will pay attention to this balloon in this video, it will achieve its goal and will destroy the Archer Tower from the top.
    Note: A level 5 balloon will need 2 successful hits to destroy an Archer Tower.
    5. With the remaining two air defences, decide which one will be destroyed by dragons and which one by the CC balloons. I picked the bottom one to be destroyed by dragons, so I started to deploy some at the bottom of the map. (minute 00:37)
    6. Deploy the CC balloons against the other Air Defence. The maximum amount of buildings they can get past until reaching the air defence is 1! If the balloons need to deal with 2 defences until reaching the Air Defence, then 5 maxed balloons won't be enough to reach the target. (minute 00:46)
    7. Finish deploying the rest of the dragons against the air defence which you picked. (minute 01:00)
    8. The CC balloons finished clearing their Air Defence. (minute 01:05)
    9. The dragons finished clearing their Air Defence. (minute 01:13)
    10. Deploy the rest of the balloons nice and slow 1 by 1 or 2 by 2 against the remaining defences against air troops. (minute 01:15)
    Note: In this step you will ONLY deploy the balloon(s) when the Archer Tower/Tesla started to target a Dragon. By doing this you assure the balloons will reach their target.
    11. A tesla popped up near the Air Defence. DANGER for the balloons! Deploy one more balloon against the Tesla. (minute 01:20)
    Note: in this step I did a mistake myself by deploying this balloon too far away from the base. This was a wasted balloon which did not reach its target.
    12. Dropped the last balloon against the last Air Defence.. TOO SOON. There was no dragon to tank the attacks of the Archer Tower and as a result, the balloon was wasted. DO NOT deploy the balloon unless there is a dragon tanking the attacks. Adrenaline of the attack Aye.
    13. Every troop has been deployed so now only watch how the attack goes. With 4 dragons left there were no chances that a single Archer Tower and a Wizard Tower could ruin the attack. Now is the time to breath normally again, the attack is done.
    WELL DONE!


    VIDEO 2


    Analysis of the video 2:

    1.
    3 balloons are deployed to drag the CC troops out of the castle. The Balloons are dropped against an Air Defence to minimize the amount of defences against dragons while also dealing with the CC troops. (minute 00:08) - SAME TECHNIQUE AS IN VIDEO 1
    2. King is deployed in the other side of the map to make the CC troops walk over an Air Defence. In this attack the king was deployed ALREADY against an Archer Tower, so no balloons needed on this side (minute 00:22)
    Note: you need to pick this Air Defence in time, don't try to decide which to choose when you are already attacking
    3. Patiently wait until the troops are close to the Air Defence, then when they reached the target - drop all 3 lightning spells in one time. (minute 00:25)
    Note: do not wait until the troops are already on the Air defence, because there is a channelling time for the Lightning spell until it starts to zap the area.
    4. Deploy few dragons against the anti air units close to the king WHILE they are distracted by the king. These dragons NEED to be deployed in the corner where an Air defence is situated. This air defence will be the one destroyed by the dragons. (minute 00:34)
    5. Drop 2 balloons FIRST against the cannon from the outside, and the rest of the balloons will be dropped after it is destroyed. If you wouldn't do this, in this video example, the mass of balloons might end up going after the Wizard Tower and so avoid the Air Defence which they are supposed to destroy. (minute 00:38)
    Note: In this situation, one balloon wouldn't have been enough against the cannon level 10. KNOW YOUR OPPONENTS!
    6. Deploy the CC with balloons and few of yours against the Archer Tower. Now since the cannon is gone, by deploying the dragons in the spot they were deployed, there was no doubt they would go for the Archer Tower. After the Archer Tower, you need to bet which target they will go after, since both are close. (minute 01:00)
    7. Deploy more dragons against the air defence they are supposed to destroy. (minute 01:03)
    8. Dragons finished their Air Defence! Wohoo. (minute 01:14)
    9. Balloons finished their Air Defence! x2 Wohoo! (minute 01:17)
    10. Deploy the last dragon and last balloon against the farthest Air Defence left. First the dragon to tank the attacks for the balloon. (minute 01:18)
    11. All the troops are deployed. Now take your coffee and enjoy the attack!
    WELL DONE!


    This is all the information for the Mass Dragons attack! Thanks.
    Last edited by devil9394; July 8th, 2015 at 08:51 AM.
    Quote Originally Posted by BRLESNAR View Post
    Mr.Devil does have a quality that he gives formal and good posts. A man of intellect, sorry, a demon of intellect.
    Quote Originally Posted by DaOneNOnly799 View Post
    It seems that we have a devilish devil here; that even the devil himself approves.
    "Trust those who seek the truth but doubt those who say they have found it."

  5. #5
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    Hog Riders



    In this attack strategy you will only use hog riders as main destructive force! This attack is great for pushing or for war attacks.



    KEY POINT: I do not recommend using Hog Rider attacks until you have them at level 3 or above. The Hog Rider level 1 and 2 are instantaneously destroyed from a giant bomb, while level 3+ require a second hit for a total destruction. Using Hogs level 1 or 2 is too risky to lose an entire army in a single giant bomb shot.
    Characterization: What might seem like a random placed troops attack, is in fact really strategical and analytical army composition - Hog Riders!



    Essential things you need to know about hog rider attacks:
    1.
    ALWAYS lure out the troops from the clan castle before you start to deploy all your army. NEVER deploy your hog riders in an attack without luring the clan castle, unless it is empty.

    Note: Even if there was added the Poison Spell, you still HAVE TO lure the cc out. You never know when a dragon is hiding there, that cannot be killed by the Poison Spell. NEVER only count on the Poison Spell to finish off the opponent's cc troops.

    2.
    Always locate the 2x2 spots from the base. If these are only one by one, then they shouldn't represent a problem for your army. However, if these are at least 2 empty 2x2 spots in the base (possible 2 giant bombs), then you need to think the attack better for how to activate those.
    Example:

    In this case the opponent has 2 empty spots of 2x2 which you don't have any information about. What you can do is to get advantage of the way the hog riders attack: they head to the defensive unit closest to them. Therefore, in this example if the hogs will go on the mortar, then on the X-Bow. Well, in this case the 2 bombs (if there are any) are useless and cannot harm the hogs. The hogs, in the given example, will go on the Mortar - X-bow - air defence, getting far of the giant bombs, if there are any.

    3.
    ONLY use healing spells for your hog riders. NEVER take rage spells because they do not stay for long enough in the same place. A healing spell well placed helps them much more than a rage could.
    For the last spell slot provided by the Dark Spell Factory, take a Poison Spell for the CC!


    4.
    ALWAYS put your healing spell in front of the hogs, where you anticipate they will head. Hog riders will always attack the defensive unit which is closest to them, so you can use this in your advantage to place the healing spell favourable for your attack.
    Example:


    5.
    NEVER deploy your Barbarian King or Archer Queen to deal with the Clan Castle UNLESS the archers which you brought with you were not enough to deal with the troops. In this case, you can also deploy a hero to help finish the Clan Castle troops.



    Things to consider BEFORE attacking somebody with hogs:
    1. When it is possible (case REVENGE or WAR), check the range of the clan castle to identify the spots where you can deploy hogs to drag the CC troops out of the castle. ALWAYS have at least 1 such spare spot, in case the main one is protected by a Hidden Tesla.
    Personally, I prefer to look for all the possible such spots and attack the base with at least 2 of them in my mind.
    Example:


    2. Check the whole base of the opponent and always have in your mind a place where you can drag the CC troops to kill them, outside the range of any defensive unit whenever it is possible.
    SUGGESTION: If you have the possibility, set this place to drag the CC troops in a way so the hog riders will also be deployed from the same spot. By doing this, you will assure the archers will be protected and you will keep cleaning the garbage buildings.


    Army composition suggestions:
    TH8
    :
    -32 hogs (level 4)
    -36 archers / 32 archers (level 5)
    -2 wall breakers / 4 wall breakers (level 4)
    -3 healing spells + 1 poison spell
    -5 hog riders in the CC
    TOTAL: 200 troops in camps + 25 troops in CC
    Note: The wall breakers are for the king to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king to the TH.


    TH9:
    -35 hogs (level 5)
    -37 archers (level 6)
    -4 wall breakers (level 5)
    -4 healing spells
    + 1 poison spell
    -6 hog riders in the CC
    TOTAL: 220 troops in camps + 30 troops in CC
    Note: The wall breakers are for the king+queen to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king and/or the queen to the TH.


    TH10:
    Even if I do not support hog rider attacks against TH10 bases, I will also propose an army composition for this town hall.
    -37 hogs (level 5)
    -39 archers (level 7)
    -8 wall breakers (level 6)
    -4 healing spells + 1 rage/freeze spell
    + 1 poison spell OR 5 healing spells + 1 poison spell
    -7 hog riders in the CC
    TOTAL: 240 troops in camps + 35 troops in CC
    Note: The wall breakers are for the king+queen to move easier through the base. In some attacks you may lose the hogs pretty fast, so having these wall breakers can be the key to get the king and/or the queen to the TH.
    Note2: Inferno Tower BLOCKS the effect of the healing spell. You might want to consider that before starting an attack against a th10 with multi target inferno towers.
    Note3: You might want to take a rage or freeze spell for the area with the infernos to speed up the destruction or freeze the defences.


    Time to attack!
    1. After you dealt with the CC troops by dragging them into a corner, you can start to deploy the hog riders. How you deploy them is based on the arrangement of the defences within the opponent's base. The hog riders NEED to be placed in the opposite side from where the defender heroes are, so that when the hogs reach the other side of the base and finish the defences, they will also deal with the heroes.
    If the hogs are placed where the defender heroes are, then those heroes will chase the hog riders through the whole map, and when/if the hogs reach the other side of the base, the heroes will head back to their original spot, winning nothing from this strategy. By doing this, the defender heroes hurt the hogs but still remain a danger for the 100% attack.

    In the image above, the attacker deployed the hog riders in a long line on the right side, so that they will finish the base where the Archer Queen is placed.

    2. I will repeat this, healing spells HAVE to be placed in front of the army of hogs, where they will head, based on the closest defensive units.


    3. ALWAYS have the plan B. It happens that the hog riders do not survive the entire enemy base. Also, we all know how naive our two heroes can be, so if you don't make a clear path for them to the Town Hall, they will just go on the side of the base and ignore the centre. This is why I take few wall breakers with me, for this situation. Having at least 4 wall breakers should allow you to go through 2 layer of walls, which should be enough at least for the Queen to attack the TH.
    So by doing this, even if the attack failed and there are small chances for 3 stars, at least you will secure the second start for the attack. After the hog riders cleared the path to the TH, you can start to deploy wall breakers in packs of 2, following the heroes to be placed.

    4. Your army should have around 40 archers in it. From these 40 archers, around 30 of them will be used for the CC troops. In case you are left with some archers, DO NOT place them all in the same spot, so you won't risk losing all due to a trap.


    And finally.. Hoooog Riiiideeeerr!



    Last edited by devil9394; July 8th, 2015 at 09:05 AM.
    Quote Originally Posted by BRLESNAR View Post
    Mr.Devil does have a quality that he gives formal and good posts. A man of intellect, sorry, a demon of intellect.
    Quote Originally Posted by DaOneNOnly799 View Post
    It seems that we have a devilish devil here; that even the devil himself approves.
    "Trust those who seek the truth but doubt those who say they have found it."

  6. #6
    Forum Contender devil9394's Avatar
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    GOWIWI



    In this attack strategy you will use the mighty GoWiWi attack strategy! This attack is great for pushing or for war attacks.


    Characterization: The key of this attack strategy are the multitude of tanks represented by the golems and the Skeletons spawned by the witches.

    The GoWiWi attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the Witch. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.


    Things to consider!
    - Never attack Th10s with both infernos set to multi-target! They will totally burn your troops so only attack them if you are really confident in your GoWiWi skills.


    Army composition:

    TH8:
    TH8 can attack with GoWiWi if they get 2 witches in their CC, but those are usually not enough for a great attack. At this TH level, you aim for 3 stars and it is hard to achieve that with the 2 witches attack, therefore I will not provide any army composition for TH8.

    TH9:
    - 2 golems (level 4)
    - 3 witches (level 2)
    - 6-8 Wall breakers (level 5)
    - 4-6 archers (level 6)
    - 19 wizards (level 5)
    - 6 balloons (level 6)
    - CC: 1 Golem (preferably level 5)
    - 1 Jump Spell, 2 Rage Spells, 1 Healing Spell + 1 Poison Spell
    TOTAL: 220 troops in camps + 30 troops in CC

    TH10:
    - 3 golems (level 5)
    - 4 witches (level 2)
    - 6 Wall breakers (level 6)
    - 8 archers (level 7)
    - 18 wizards (level 6)
    - 2 giants/hogs
    - CC: 2 witches + 2 wizards + 3 archers
    - 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells + 1 Poison Spell
    TOTAL: 240 troops in camps + 35 troops in CC


    Let's attack!

    1. The first thing you need to take care of when you attack with GoWiWi are the defender's Clan Castle troops. During a farming attack with GoWiWi there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find a dragon or witches in the defender's clan castle, however, dealing with them prior to the main attack is not a MUST but sometimes can save an attack.
    If you chose to drag the CC troops, then dealing with them in this attack strategy is much easier than in the GoWiPe attack. After you dragged the troops out of the base, you can deploy 1 archer, 2 witches 1/2 wizards and they will be more than enough to deal with the CC troops. If the defender has a dragon and you dragged it outside the base, then you will have to do the same as in the GoWiPe attack, to surround it with wizards.

    CASE A: You are able to lure the CC troops using one or two Giants.

    Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out.

    CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.

    Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.

    CASE C: You are UNABLE to lure the CC troops out of the base, so you will have the option to bring a Poison Spell with you for them, but this is not a MUST in this attack as the skeletons can deal with the CC troops most of the times without the need of a Poison Spell.

    In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, during a GoWiWi attack, you can skip the part of bringing any giants/hog riders and just go into the attack, since such bases usually hold wizards which are not such a trouble for the mass of skeletons.

    2. After you finished with the CC troops (either dealing with them or ignoring them),
    it's time to deploy the army. In the GoWiWi attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line and one golem in the middle of it, followed by a large line of wizards in behind and 2 Wall breakers for each Golem. After you did this, you will deploy all your witches, the cc troops, the heroes behind the golem in the middle!



    3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your Jump Spell to connect your troops to the central area where the Town Hall is. Unlike the GoWiPe attack, here you will wait a little more to drop your first rage spell.



    4. Once you reached this step, you should already have your troops in the central compartment of the base. Now is the time to drop your first rage spell and your healing spell. If you followed all these steps, you should by the end of this step already have reached the second star of the attack! For Th10s, usually the attack stops here because the chances of 3 stars are very rare. The next step is for Th9s ONLY!

    5. As a TH9, in the army compositions provided you should also have some balloons left to deploy. You will deploy these after all the air defences were destroyed. The Balloons will be deployed against the defences which are hiding far away from the central compartment and represent a danger for the 3 star attack. You need to watch the video provided at the next step to see exactly how this is done. (I chose not to include any image for this step because it is easier to understand by looking at an attack.


    VIDEO:


    I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing the need of balloons in the GoWiWi attacks and how they make the difference between a 2 star and a 3 star attack!

    1. The first two balloons were deployed on the top right corner against the Wizard Tower. (Minute 01:14)

    2. Another balloon is deployed against the cannon which is outside the base, on the left side. (Minute 01:21)
    3. Two balloons are deployed against the two cannons which are 1 outside the base, and one inside, on the bottom side. (Minute 01:23)
    4. The last balloon is deployed on the bottom-left side against the last cannon. (Minute 01:25)

    Congratulations! You achieved TOTAL DAMAGE!
    Note: There was no certainty that without the balloons, the attack would've still been a 3 star.


    NOTE: As a th9 you should usually aim for 3 stars using this attack! As a th10, the chances of getting 3 stars are mostly impossible so your attack will stop about the time of 50-60% overall damage.


    This is all the information for the GoWiWi attack! Thanks.
    Last edited by devil9394; July 8th, 2015 at 09:09 AM.
    Quote Originally Posted by BRLESNAR View Post
    Mr.Devil does have a quality that he gives formal and good posts. A man of intellect, sorry, a demon of intellect.
    Quote Originally Posted by DaOneNOnly799 View Post
    It seems that we have a devilish devil here; that even the devil himself approves.
    "Trust those who seek the truth but doubt those who say they have found it."

  7. #7
    Forum Contender devil9394's Avatar
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    GOWIPE



    In this attack strategy you will use the mighty GoWiPe attack strategy! This attack is great for pushing or for war attacks.


    Characterization: Despite the fact that this army is considered a Brute Force attack, it actually requires quite a lot of preparation and examination to achieve the best results - GoWiPe!

    The GoWiPe attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the P.E.K.K.A. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.


    Army composition:

    TH8:
    - 2 golems (level 2)
    - 2 P.E.K.K.A (level 3)
    - 8-10 Wall Breakers (level 5)
    - 8 archers (level 5)
    - 14 wizards (or 13 wizards if you bring 10 Wall Breakers)
    - 2 giants/hogs
    - CC: 1 P.E.K.K.A (preferably level 5)
    - 2 Rage Spell + 1 Healing Spell + 1 Poison Spell
    TOTAL: 200 troops in camps + 25 troops in CC
    Note: Considering the high amount of hit points of the troops and low damage of the TH8 defences, you might not need a Healing Spell in this attack strategy.

    TH9:
    - 2 golems (level 4)
    - 3 P.E.K.K.A (level 3)
    - 6-8 Wall breakers (level 5)
    - 7 archers (level 6)
    - 14 wizards (13 wizards if you bring 8 Wall Breakers).
    - 2 giants/hogs
    - CC: 1 P.E.K.K.A (preferably level 5) + 1 Wizard + 1 Archer
    - 1 Jump Spell, 2 Rage Spells, 1 Healing Spell
    + 1 Poison Spell (note: here there are rare the chances when you can avoid brining the healing spell).
    TOTAL: 220 troops in camps + 30 troops in CC

    TH10:
    - 2 golems (level 5)
    - 3 P.E.K.K.A (level 5)
    - 10 Wall breakers (level 6)
    - 11 archers (level 7)
    - 16 wizards (level 6)
    - 2 giants/hogs
    - CC: 1 P.E.K.K.A + 2 wizards + 2 archers
    - 1 Jump Spell
    + 2 Rage Spells+ 2 Freeze Spells + 1 Poison Spell
    TOTAL: 240 troops in camps + 35 troops in CC


    Let's attack!

    1. The first thing you need to take care of when you attack with GoWiPe are the defender's Clan Castle troops. During a farming attack with GoWiPe there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find wizard or witches in the defender's clan castle, so you MUST need to deal with them.
    After you dragged the troops in a corner, you can either surround them with wizards OR you can deploy the first Golem into the battle following by some wizards and the heroes too. The Golem will head to the closest defensive structure and the troops from behind will take care of the defender's CC troops.

    Note:
    If you unlocked the Poison Spell, you do not need to drag the cc troops to the corner any more. Just place the Poison Spell onto the troops. If the cc troops of the opponent has a dragon or any other high hitpoints troops inside, then you will have to drag them to the corner

    CASE A: You are able to lure the CC troops using one or two Giants.

    Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out.

    CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.

    Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.

    CASE C: You are UNABLE to lure the CC troops out of the base, so you will HAVE to bring a Poison Spell with you for them.

    In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, the best thing to do is to bring a Poison Spell with you.

    2. After you dealt with the CC troops, it's time to deploy the army. In the GoWiPe attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line following by some wizards in behind and some 2-3 Wall breakers for each side. After just few seconds, deploy your P.E.K.K.As, Heroes, CC troops, rest of wizards and Wall breakers in the middle part of that line. By doing like this, there will be NO distraction for the heroes and the P.E.K.K.As and they will head right in the middle.



    3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your first Rage Spell, following the Jump Spell to connect your troops to the central area where the Town Hall is. The final part of this step is to drop your Freezing spell (if you are a th10) or your second Rage Spell (if you are a th9) in the central area to either block the defences or increase your troops power.



    4. Once you reached this step, you should already have obtained the star from the Town Hall. Now is the time for you to use the abilities of the heroes, if you didn't already do so, and get the most of that central enclosure. If you did not get the 50% until now, it will be up to your remaining troops to get the extra percentage points.




    NOTE: Starting from late TH9 and all TH10 you will mostly aim for 50% and 2 stars using the GoWiPe attack! Do not expect too much of this attack strategy from the well developed bases.


    This is all the information for the GoWiPe attack! Thanks.
    Last edited by devil9394; July 8th, 2015 at 09:31 AM.
    Quote Originally Posted by BRLESNAR View Post
    Mr.Devil does have a quality that he gives formal and good posts. A man of intellect, sorry, a demon of intellect.
    Quote Originally Posted by DaOneNOnly799 View Post
    It seems that we have a devilish devil here; that even the devil himself approves.
    "Trust those who seek the truth but doubt those who say they have found it."

  8. #8
    Forum Contender devil9394's Avatar
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    GOWIVA

    In this attack strategy you will use the mighty GoWiVa attack strategy! This attack is great for pushing or for war attacks.

    Characterization: Despite the fact that this army is considered a Brute Force attack and spamming of troops, it actually requires quite a lot of preparation and examination to achieve the best results - GoWiVa!


    The GoWiVa attack strategy is mainly used by high level players, however, it started to be used by smaller ones too. The name of this army comes from the 3 main troops which form this trio, the Golem, the Wizard and the Valkyrie. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.

    Army composition:

    TH8:
    - 2 golems (level 2)
    - 6 Valkyries (level 2)
    - 8 Wall Breakers (level 5)
    - 10 archers (level 5)
    - 14 wizards (level 5)
    - 2 giants/hogs
    - CC: 3 Valkyries (level 4) + 1 archer
    - 2 Rage Spell + 1 Healing Spell
    TOTAL: 200 troops in camps + 25 troops in CC

    TH9:
    - 2 golems (level 4)
    - 9 Valkyries (level 4)
    - 6 Wall breakers (level 5)
    - 10 archers (level 6)
    - 14 wizards (level 5)
    - 2 giants/hogs
    - CC: 2 witches + 1 wizard + 2 archers / 3 Valkyries + 1 wizard + 2 archers
    - 1 Jump Spell, 2 Rage Spells, 1 Healing Spell (note: here there are rare the chances when you can avoid brining the healing spell).
    TOTAL: 220 troops in camps + 30 troops in CC

    TH10:
    - 2 golems (level 5)
    - 13 Valkyries (level 4)
    - 9 Wall breakers (level 6)
    - 8 archers (level 7)
    - 10 wizards (level 6)
    - 2 giants/hogs
    - CC: 2 witches + 1 Valkyrie + 3 archers
    - 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells
    TOTAL: 240 troops in camps + 35 troops in CC

    Let's attack!

    !
    The GoWiVa attack is not much different than the
    GoWiPe attack strategy, in fact you will use the exact same steps as in the GoWiPe attack, just the P.E.K.K.A unit being replaced by Valkyrie.

    1. The first thing you need to take care of when you attack with GoWiVa are the defender's Clan Castle troops. During a farming attack with GoWiVa there are less chances to find something dangerous or compromising for your attack; during a war attack there are all the chances to find wizard or witches in the defender's clan castle, so you MUST need to deal with them.
    After you dragged the troops in a corner, you can either surround them with wizards OR you can deploy the first Golem into the battle following by some wizards and the heroes too. The Golem will head to the closest defensive structure and the troops from behind will take care of the defender's CC troops.

    CASE A: You are able to lure the CC troops using one or two Giants.

    Having the possibility to check the radius you can set the points where you will drag the CC troops out of the defender's castle. In the example above, a simple giant can be deployed at the bottom of the base near the Archer Tower. Usually you will need 2 Giants to get the CC troops out.

    CASE B: You are able to lure the CC troops, BUT using Hog Riders instead of Giants. Two or three Hogs should be enough.

    Here you will use the same principle as in the case A, you will deploy your Hog Riders and then slowly using one archer at a time you will drag the troops in a corner. Depending if the on the case, you might need 2 or 3 hogs to drag all the troops out of the castle.

    CASE C: You are UNABLE to lure the CC troops out of the base, so you will HAVE to bring a Lightning Spell with you for them.

    In this case you are unable to drag the troops out of the castle, not without using around 6 hog riders which will use too much of your army and might ruin the entire attack. In this situation, the best thing to do is to bring a Lightning Spell with you and use it ONLY when at least half of the CC troops are already out. DO NOT use the Lightning spell too early because you might just miss a witch or some wizards.

    2. After you dealt with the CC troops, it's time to deploy the army. In the GoWiVa attack strategy, you do this by deciding a line which you want to start your attack from. After you decided your line of attack, you will drop 1 golem in each end of the line following by some wizards in behind and some 2-3 Wall breakers for each side. After just few seconds, deploy your Valkyries, Heroes, CC troops, rest of wizards and Wall breakers in the middle part of that line. By doing like this, there will be NO distraction for the heroes and the Valkyries and they will head right in the middle.



    3. Right now you should have your troops in the first compartment of the base. After your troops entered the in the first compartment of the base it is time for you to drop your first Rage Spell, following the Jump Spell to connect your troops to the central area where the Town Hall is. The final part of this step is to drop your Freezing spell (if you are a th10) or your second Rage Spell (if you are a th9) in the central area to either block the defences or increase your troops power.4. Once you reached this step, you should already have obtained the star from the Town Hall. Now is the time for you to use the abilities of the heroes, if you didn't already do so, and get the most of that central enclosure. If you did not get the 50% until now, it will be up to your remaining troops to get the extra percentage points.




    NOTE: Starting from late TH9 and all TH10 you will mostly aim for 50% and 2 stars using the GoWiVa attack! Do not expect too much of this attack strategy from the well developed bases.


    This is all the information for the GoWiVa attack! Thanks.
    Last edited by devil9394; June 6th, 2015 at 10:23 AM.

  9. #9
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    LavaLoonion
    --- Ever wondered which is the attack strategies to achieve fastest victory and 2 stars? Record:
    ~ 30 seconds ---




    In this attack strategy you will use the feared LavaLoonion attack strategy!
    REMEMBER: Most of the times they key of the lavaLoonion attacks are the heroes! Low level heroes don't go well with LavaLoonion attack strategy!


    Characterization: The aim for this attack strategy usually are 2 star attacks! However, with the help of two high level heroes, 3 stars are also an option for LavaLoonion attacks!


    The LavaLoonion attack strategy is mainly used by high levels players, since it is available only from TH9+. The name of this attack strategy comes from the 2 main troops which form this duo, the Lava Hound and the Balloon. Even if the name of this attack strategy is LavaLoonion, the Minion is an indispensable asset of the strategy!


    Things to consider! Must Read!
    - For the LavaLoonion attack strategy, it is not required to drag the CC troops out! However, if dragging them is fairly easy, dragging them is not excluded. Read the "Let's attack" chapter to see more about dragging the CC troops.
    - Spell placement is KEY of this attack! A Rage Spell or a Freeze Spell misplaced can totally make the difference between a 1 star and 3 stars!
    - Some people may consider this attack strategy easy, and it is fairly easy for a 2 star attack. However, in order to achieve total damage with this attack strategy you will also need some skill!
    - As mentioned before, high level heroes are a key of this attack strategy! You may find yourself stuck to get the 50% if you will use low level heroes.
    - Always locate the position of the Air Defence buildings! The LavaLoonion counts on the Lava Hounds to tank for the Balloons and if the Air Defence is on the side of the base, the Lava Hound will only take a small portion of the damage.
    - This attack strategy will ONLY work on some type of bases! It is not the perfect attack!
    - If the Archer Queen is on the side of the base, deal with her using your Heroes! It is essential to take care of the Queen if this is an easy option, because she can ruin a LavaLoonion attack.
    -! Do not take Balloons in the CC!
    They need to be spread out so it is better to have them as normal troops and have full control of how many are deployed and where.


    Army composition:

    TH8:

    This attack strategy is NOT available at TH8! The lack of the Lava Hound at TH8 makes it impossible to use LavaLoonion for TH8.

    TH9:

    Option 1

    Option 2

    Troops CC Spells Troops CC Spells
    3 Lava Hounds
    17 Balloons
    20 Minions
    1 Lava Hound 3 Rage Spells
    1 Lightning Spell
    3 Lava Hounds
    20 Balloons
    15 Minions
    1 Lava Hound 3 Rage Spells
    1 Healing Spell
    TOTAL: 220 troops
    + 30 in CC
    4 spells
    220 troops
    + 30 in CC
    4 spells

    NOTE: The level of the Heroes has to be as HIGH as possible!


    TH10:

    Option 1

    Troops CC Spells
    3 Lava Hounds
    20 Balloons
    21 Minions
    4 Wall Breakers
    1 Lava Hound
    1 Balloon
    3 Rage Spells
    2 Freeze Spells
    TOTAL: 240 troops
    + 35 in CC
    5 spells

    NOTE: The level of the Heroes has to be as HIGH as possible!



    Let's attack!

    1. Locate the position of the Air Defence building within the base you are facing.
    Case A: DO NOT ATTACK CASE A using LavaLoonion!

    The base from the case A is a really not adequate one for a LavaLoonion attack! This base from Case A is meant to bring the Lava Hounds in the centre of the base, thus leaving the Balloons and Minions unprotected and a perfect target of the Wizard Towers and the Archer Towers. Also, the Lava Hound having to travel half the base, it will most certainly grab all the Seeking Air Mines which will totally kill them, thus wasting them instead of offering protection.

    Case B:

    Only attack this base only if you know what you are doing with the LavaLoonion! If you have any doubts with this attack strategy try to avoid this base! This base is also against your LavaLoonion troops. It makes the Air Defences fairly accessible and easy to reach but once the first two of them are destroyed, the Lava Hounds will travel THE ENTIRE BASE up to the other side of it to reach the remaining Air Defences, thus grabbing all the Air Mines and either dying in the process or getting to very low health. In any case, this situation will also leave your Balloons and Minions unprotected against pretty much the entire base.

    Case C:

    The base shown at Case C is one example of a fairly good base for a LavaLoonion Attack! All you need to think about when picking a base for the LavaLoonion attacks is where the Air Defences are and what would be the path of the Balloons and the Lava Hounds within the base. At the Case C, a LavaLoonion attack coming from the top would bring the remaining Lava Hounds to the bottom of the base and would provide enough tanking for the Balloons to achieve at least 2 stars (50% + TH).

    2. If it is fairly possible and easy, drag the CC troops to the corner using 3-4 Minions and then drop a balloon on top of the packed CC troops. The troops that survived the balloon should be dealt with using couple more Minions. This step is meant to help you clear the CC troops by exchanging 6-7 minions to get the job done; if you do not remove them they may ruin an attack e.g. A Dragon in CC. If you do not have the possibility to drag the CC or simply don't want to, then go to the next step.
    NOTE: Do not use the heroes to deal with the CC troops. They need to be kept and used in case they will need to break in to destroy the Town hall or if you will need couple more % points for the 50% victory.

    3. It is only at this step where we actually start the attack! Start by dropping 2 Lava Hounds on one side of the base you decide to attack from, and another 2 on the other side you are planning to come from. DO NOT drop all 4 Lava Hounds against one Air Defence because that will just make the base kill them quicker because of the splash damage (Wizard Towers+Air Traps).


    4. After you dropped all your 4 Lava Hounds, it is time to drop the Balloons. You will drop half of them behind each of the 2 packs of Lava Hounds, BUT will not drop them all in one spot. The Balloons need to be placed in a line on each side of the base you decided to attack from, to ensure an equally distributed damage upon the defences of the base. This will also make the balloons finish faster with the far defences and move quicker to the central core.


    5. This step is quite a small one, where you will just drop your Minions behind your Balloons to ensure a total clearing of that side of the base, not only of the defences but also of the junk buildings. The minions should be dropped fairly later than the Balloons so that they won't waste time attacking the defences which will be dealt with by the Balloons, but will also not be destroyed by a splash damage dealing unit.

    6. At this point it is the time to drop the first spells, those being the Rage Spells. Drop one Rage spell on each of the sides you decided to attack from, usually in the middle of that side. This is also the step where the Balloons will reach the first Air Defences and kill them, making the Lava Hounds advance further into the base, still providing protection for the Balloons.


    7. This step now will be split between the TH9 and TH10.
    TH9: At this step, TH9s will drop their last Rage Spell and their one Healing spell in the middle of the base where usually the Teslas are, the Xbows and the Heroes.
    TH10: At this step, TH10s will drop both of their Freezing Spells in the central core, to cover the Inferno Towers and whatever they can catch more around the Infernos (preferably the Queen, the CC or Teslas). Finally, they will drop their last Rage spell also in the central core, to help the Balloons have enough speed and damage to finish all the buildings before they get out of the Freeze effect.

    8. This step will also be split, this time between four possible situations at this point.
    Situation A: The Balloons successfully survived the central core and are now moving to the other half of the base. In this situation, you will appreciate where the Balloons will go, and will drop your heroes on the opposite side so that the balloons will clear their side and will not have to move any more but will start clearing the remaining buildings.
    Situation B: The Town Hall did not fall BUT the central defences are cleared and the Minions can deal with the CC. In this situation you will also drop your heroes in hopes they will be enough to get the 3rd star.
    Situation C: You achieved 50% and the first star, but the TH did not fall and there are several defences left in the middle, which will make it impossible for the Minions to get the 2nd star. At this point it is very risky to go for 3 stars so the wisest choice will be to try to get your heroes in the central core and grab the 2nd star.
    Situation D: You did not achieve 50% and the TH did not fall, having several defences left surrounding it. This is the toughest situation and you will need to appreciate very well your status, your level of heroes and the chances you have to get the TH. In some cases in this situation you can get both the 50% and the TH by going with your heroes straight to the central core, BUT it is very risky and you can end up with NO STARS and a painful 48% or 49% attack.

    Congratulations! You achieved TOTAL DAMAGE! or if not .. 2 stars ALSO ROCK!


    NOTE: This strategy is known to be the quickest attack possible and may be considered by some fairly easy but it's not! Spell placement is CRUCIAL in this attack strategy so pay attention to your spells and where you place them!


    This is all the information for the LavaLoonion attack strategy! Thank you!
    Last edited by devil9394; June 7th, 2015 at 01:59 PM.
    Quote Originally Posted by BRLESNAR View Post
    Mr.Devil does have a quality that he gives formal and good posts. A man of intellect, sorry, a demon of intellect.
    Quote Originally Posted by DaOneNOnly799 View Post
    It seems that we have a devilish devil here; that even the devil himself approves.
    "Trust those who seek the truth but doubt those who say they have found it."

  10. #10
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    GoLaLoon

    --Ever wondered how to get 3 stars on maxed th10?--



    In this attack strategy you will use the ULTIMATE attack strategy! The GoLaLoon is the most powerful known attack strategy currently in Clash.
    REMEMBER: The true power of the clash attack strategies are when troops JOIN FORCES! Air Troops and Ground Troops fighting together in the GoLaLoon strategy!


    Characterization: The key of this attack strategy is to take down as many Air Defence buildings as possible with minimum amount of troops, the rest of the base being demolished afterwards.

    The GoLaLoon attack strategy is mainly used by high levels players, late TH9s and all along the TH10. The name of this attack strategy comes from the 3 main troops which form this trio, the Golem, the Lava Hound and the Balloon. Even if the army consists mainly on these three troops, it also has other troops in smaller numbers to help achieve the best results.


    Things to consider! Must Read!
    - Always locate the position of the Air Defences! If they are located in the centre of the base, then perhaps the GoLaLoon is not the best option to use, because by the time the Balloons would come and help the Lava Hounds, they would all be killed and so the attack would end with a failure.
    - Do not struggle to protect your Lava Hounds to the point they won't die! The point of the GoLaLoon attack strategy is that the Lava Hounds provide enough tanking so that the Balloons clear all the defences, BUT you need the Lava Hounds to explode into the Lava Pups if you want to get 3 stars, otherwise you will run out of time!

    Army composition:

    TH8:

    This attack strategy is NOT available at TH8! The lack of the Lava Hound at TH8 makes it impossible to use GoLaLoon for TH8.

    TH9:
    - 1 golem (level 4)
    - 3 lava hounds (level 2)
    - 4 Wall breakers (level 5)
    - 3 wizards (level 5)
    - 16 Balloons (Level 6)
    - CC: 1 Lava Hound (level 3)
    - 2 Rage Spells + 2 Healing Spells OR 1 Jump Spell, 2 Rage Spells, 1 Healing Spell
    TOTAL: 220 troops in camps + 30 troops in CC
    Heroes: As HIGH in level as possible!

    TH10:
    - 1 golem (level 5)
    - 3 lava hounds (level 3)
    - 4 Wall breakers (level 6)
    - 3 wizards (level 6)
    - 20 Balloons (Level 6)
    - CC: 1 Lava Hound (level 3) + 1 Balloon (Level 6)
    - 3 Rage Spells + 2 Freeze Spells OR 1 Jump Spell, 2 Rage Spells, 2 Freeze Spells
    TOTAL: 240 troops in camps + 35 troops in CC
    Heroes: As HIGH in level as possible!


    Let's attack!

    1. The first step in the GoLaLoon attack strategy is analysing the base! There are several things you need to spot and understand about a base before going into the attack.
    A. The first thing to consider before going into the GoLaLoon attack, and perhaps the most important one, is to locate the position of all the Air Defences within the opponent's base.

    In the example above, the base was chosen by the attack because of the position of the Air Defences. With just 3 Wall Breakers, the Golem and the Heroes he managed to destroy two Air Defences + the CC troops + The Defender's Queen.
    B. The second thing you need to consider is the position of the Archer Queen on the defender's base. If possible, pick a side which will provide you space to destroy 2 Air Defences + the Queen.
    C. The first batch of troops (golem+heroes+wb) MUST kill the defender's CC troops. Failing to kill the CC troops will most of the times ruin your second batch, the lavaloonion attack!
    D. Always assure that the side you pick for the Air Defences doesn't have too many junk buildings on the outside of the base, or else you will end up with your heroes running on the sides of the base instead of going inside the base.

    2. After you took into consideration all the steps from the Point 1, it is time to start the attack! The first step when you start the attack is to drop your Golem! Always drop your Golem first or else you risk losing the wizards/the Wall Breakers before they will do their job. After you dropped the Golem, you drop 2-3 Wall Breakers (depending on defender's wall levels) and then spread the few wizards around to assure a clear path for the heroes to the base.


    3. After you assured the path to the base with the Wizards and after the first wall was breached by the Wall Breakers, it is time to drop your Heroes. DO NOT wait too much to drop them or else they will not follow the path you created, but instead will go around the base.


    4. Once you reached this step, you should have both your Heroes inside of the opponent's base! Great, now it is time to let the nature follow its course. There is nothing important you need to do for the following 20 seconds, just sit and watch your Heroes demolishing the side you picked, while patiently waiting to activate their abilities when necessary! Refer to the Videos at the end of this attack strategy guide to see two examples of Hero deployment and special abilities usage. It is not necessary to wait until both heroes died! Once they destroyed the 2 Air Defences, or once their death is assured and imminent, it is time to head to step 5!

    5. As it was mentioned at the end of step 4, you do not have to wait until both heroes died. Once they did their job and destroyed the 2 Air Defences, it is time to deploy your LavaLoonion batch. DO NOT WASTE ANY TIME looking at the heroes, once you activated both of their abilities, select your Lava Hounds and be ready to deploy them! This step is another of patience, wait for the right moment and deploy the Lava Hounds and the Balloons just like in a normal LavaLoonion attack: Lava Hound First followed by some Balloons behind, the amount of balloons depending on the range of defences you are facing. Please refer to the Lavaloonion attack strategy guide within this topic to see how to deploy the Balloons; the GoLaLoon guide will not explain the deployment again.

    6. This point is about the situation when you only destroyed ONE Air Defence with your Golem+Heroes. In the situation when there are 3 Air Defences left after the first batch was destroyed, you MUST keep a spell for the last Air Defence, the most distant one from the other two. For this Air Defence you will keep 2 Balloons+a freezing spell/healing spell. The Lava Hounds which survived the other 2 Air Defences will obviously target the third one, the last remaining. In most bases, it will take a lot for the balloons to reach it, so you need to be prepared for this Air Defence or else it can ruin your attack and make it a 2 star instead of a 3 star attack!
    In the situation when you failed to destroy any Air Defences with your golem+ heroes, you need to start the attack just like in an usual LavaLoonion Attack, praying that you will get at most two stars.


    VIDEO 1:


    I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing all the steps explained above in action and pointing at the most important aspects!

    1. The Golem 2 Wall Breakers are deployed on the top side of the base. (Minute 00:08)
    2. The wizards are spread a little behind the golem to ensure the path of the heroes. (Minute 00:09)
    3. Both the heroes are deployed once the base was opened and the wizards did their job. (Minute 00:12)
    4. The other 2 Wall Breakers are deployed to assure a clear and direct path to the Defender's Archer Queen. (Minute 00:18)
    5. The King uses the path created at the point above. Without that the king would just be wasted. (Minuted 00:22)
    6. The CC troops are out. Attention on Queen and her ability, to activate it on the best moment possible. (Minute 00:44)
    7. The faith of the Queen is decided, there is no need to waste any more time. Start deploying the LavaLoonion. (Minute 01:06)
    8. Notice the area which the lavaloonion covered; the entire bottom side of the base. (Minute 01:15)
    9. The last rage spell is deployed right in the centre of the base to ensure the destruction of the last Inferno Tower. (Minute 01:25)
    10. the second and last freeze spell is deployed on the far Inferno Tower. This should give time for balloons to reach it. (Minute 01:30)
    11. Notice the Lava Pups and how spread they are around the base. This is the key for 3 stars. A Lava hound alive at this point would be a disaster for the raid. (Minute 01:47)

    Congratulations! You achieved TOTAL DAMAGE!



    VIDEO 2:


    I will not explain the whole attack; if you want an explanation for all the steps, check the chapter before this. This video is for the only purpose of showing all the steps explained above in action and pointing at the most important aspects!

    1. Drop the first Golem followed by the Queen, the wizards. The Queen was already deployed becasue of the layout of the base which cannot direct her anywhere but inside the base. (Minute 00:13)
    2. After the Mortar's bomb hit the ground, deploy 2 Wall breakers and open the base for the Queen. (Minute 00:16)
    3. Deal with the CC troops and the base as best as you can. (Minute 00:26 - Minute 00:55)
    4. Once the Queen's ability was activated, DO NOT waste any more time. Deploy the LavaLoonion. (Minute 00:57)
    5. Deploy the spells just like in an usual LavaLoonion attack. (Minute 01:00 - Minute 01:15)
    6. Like I suggeted you, keep a freezing spell for the third Air Defence. Deploy it when you consider it's the time. (Minute 01:20)
    7. The last Lava Hound is destroyed! This is a good thing in this attack. (Minute 01:45)
    8. Up until the end it's only about clean-up and time efficiency.

    Congratulations! You achieved TOTAL DAMAGE!


    NOTE: This attack strategy is the most powerful I know, that powerful that it can take down a completely maxed TH10. However, it is a very complicated technique and there will always be mistakes with these attacks, it is not the perfect technique so don't expect to always win with it.


    This is all the information for the GoLaLoon attack! Thank you!
    Last edited by devil9394; July 8th, 2015 at 08:24 AM.
    Quote Originally Posted by BRLESNAR View Post
    Mr.Devil does have a quality that he gives formal and good posts. A man of intellect, sorry, a demon of intellect.
    Quote Originally Posted by DaOneNOnly799 View Post
    It seems that we have a devilish devil here; that even the devil himself approves.
    "Trust those who seek the truth but doubt those who say they have found it."

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