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Thread: Jump spell vs earthquake

  1. #11
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    Quote Originally Posted by jimmychoi View Post
    I think it strongly depends on base design. There are times in which two jumps would be better. There are certainly bases that you can open a better pathway to the core with just EQ.
    Agreed. Depends entirely on the base. Like someone posted before, the jump spell sometimes has to be placed correctly so the troops can jump where you want them to. The earthquake spell can be dropped at the corner of some walls in the middle of the village and open up a free ticket to the town hall. It's all just a matter of the base and the user.

  2. #12
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    Having completed an inner core of skull walls I was happy to continue on to complete all my walls to skull level. That is until someone dropped 2 earthquake spells and completely smashed 2 layers of skull walls, his troops just waltzed in to my TH through the resultant hole.

    I'll now stick to my level 7 and completed skull walls and spend the money on upgrades, not worth going further upgrading to a complete skull defence the earthquake spell renders them not worth the investment over other upgrades. Leaves jump spell for dead.
    Last edited by mozmoz7; July 19th, 2015 at 10:50 PM.

  3. #13
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    Quote Originally Posted by mozmoz7 View Post
    Having completed an inner core of skull walls I was happy to continue on to complete all my walls to skull level. That is until someone dropped 2 earthquake spells and completely smashed 2 layers of skull walls, his troops just waltzed in to my TH through the resultant hole.

    I'll now stick to my level 7 and completed skull walls and spend the money on upgrades, not worth going further upgrading to a complete skull defence the earthquake spell renders them not worth the investment over other upgrades. Leaves jump spell for dead.
    Walls were never more important than other defenses. They are something you work on concurrently with other defenses. Having all your builders busy should always be your top priority. Just try to stagger the completion of buildings so that you have one builder free each day and you can spend any extra resources on walls before putting the builder back to work.

    I'm a Th9 with around 50 more lava walls to go and I definitely intend to finish my walls as always before going to TH10, but never put walls as a higher priority than other upgrades.

  4. #14
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    It depends on the base, if there is lots of high hp building right by the walls, then I would use an EQ. Otherwise, Jump all the way.
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  5. #15
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    Quote Originally Posted by erethizon View Post
    Walls were never more important than other defenses. They are something you work on concurrently with other defenses. Having all your builders busy should always be your top priority. Just try to stagger the completion of buildings so that you have one builder free each day and you can spend any extra resources on walls before putting the builder back to work.

    I'm a Th9 with around 50 more lava walls to go and I definitely intend to finish my walls as always before going to TH10, but never put walls as a higher priority than other upgrades.
    Spot on thank you for the advice.

  6. #16
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    Quote Originally Posted by SanToKu View Post
    with jump spell, you need to place it outside on the ledge of wall, making its useful span at 6 grids in diameter, while earthquake, it's 8 grids in diameter that you can actually use.
    This changed in the last update and you actually get 7 tiles now.

  7. #17
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    Quote Originally Posted by SharkyFinn View Post
    Then you're using it wrong. Earthquake doesn't just open walls - it takes a big chunk out of high HP buildings. There's a growing shift in the game toward earthquake spells. It's being used in higher leagues quite successfully and will be trickling down to lower ones. Mark my words, earthquake is coming and it's pretty darn useful.
    Exactly this. I was highly skeptical of quake when it first came out... but I just spent a bunch of time in Champs 3-2 and guess what? Almost everyone attacking me used 4 quakes and I was using 4 quakes on everyone else. Absolutely amazing spell and I can't believe I was so hard on it to start with. Of course it is base dependent, but it is a big game changer in my opinion and more people will be like me who learn to love it I'm sure!

  8. #18
    Senior Member Chadwick1e46's Avatar
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    Quote Originally Posted by SharkyFinn View Post
    Then you're using it wrong. Earthquake doesn't just open walls - it takes a big chunk out of high HP buildings. There's a growing shift in the game toward earthquake spells. It's being used in higher leagues quite successfully and will be trickling down to lower ones. Mark my words, earthquake is coming and it's pretty darn useful.
    Hey Sharkey - you ain't kidding- I'm in Champs 1 and guys are definitely havin fun with the Quake- a guy can use 4 level 1 quake spells and wipe out any level WALL Structure he wants- including level 11 walls- lol
    I'm using the 7 golem 16 wiz with the 2 jumps myself...the jumps "funnel" troops better to the core- but I definitely dig the Quake- hopefully supercell doesn't nerf it- lol

  9. #19
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    I haven't seen it mentioned here yet, but one of the big advantages is with AQ AI. We all know she avoids jump spells as if it was a cloud of mutating gamma rays. Not so with the earthquake spell. It makes for a much more effective funnel when used correctly. Of course, it also does depend on the base you are attacking.
    Last edited by Selahvie; July 24th, 2015 at 02:13 PM.
    TH10 Level 131 / 256 Lava + 19 Magma / BK29 + AQ26 / GG:1.3B / EE:1.5B / HH:4.9m / 538 War Stars

  10. #20
    Pro Member Lando409's Avatar
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    Jump. EQ sucks

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