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Thread: Clan Castle Defense - What to use now?

  1. #1
    Senior Member Lazure's Avatar
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    Clan Castle Defense - What to use now?

    So yeah, ever since the last update... every single war opponent (and everyone who attacks me in the wild, if going for my entire base) uses a poison spell. This poison spell, regardless of level, murders the best defensive troop combination in the game without giving them a chance to get one shot off. I have tried so many other combinations since, and nothing works nearly as well as tier 1 troops used to... Note I am TH10 with 35 spaces. 90% of attacks against me tend to be gowipe or gowiwipe (somtimes with giants included), so all the below are experiences against these ground attacks. None of them bother luring my CC, they just simply gowi* in and take them out full front.

    Dragon - Maybe gets a shot or two off on a golem, gets shrugged off, sniped down by AQ and wiz within 2 seconds once they catch up. Sometimes a poison is dropped on dragon anyways, which slows it way down (and dragons are already slow to start with!)

    Balloons - Moves very slow, usually gets shot down by wiz before they can get a shot off.. people poison them anyways and makes them practically immobile. I've yet to see balloons reach their intended targets (golems/pekka) and actually manage to hurt them before being destroyed in a poison slow/wiz attack.

    Wiz&Witches - What I used to use all the time, was very effective; now it is pointless. May as well have an empty CC.

    All Archers - Difficult to get filled if wanting all max troops, and now it also is made useless by poison.

    All Goblins - This was once interesting and sometimes very effective, but also now useless cuz of poison. Also extremely hard to get all 35 spaces filled with max level goblins, especially at war time, as most people won't train them or upgrade them.

    Golem - Basically gets ignored. Soon gets killed anyways in 2 seconds safely from a distance once the wizzes show up. May as well had an empty CC.

    Lava Hound - Same as Golem, except SOMETIMES the pups might distract a wiz or two in a different direction.. maybe... but they die super fast and basically it was a non-issue. Poison spell on pups ends any advantage there, anyways. May as well had an empty CC.

    Valkyries - You would think with their superior HP to giants, superior aoe damage to most other melee units, and their semi-fast movement speed... they would be effective? Nah, I see them run towards the golems and just disappear. I think the wiz gets in there and destroys them. Oh, and poison still slows them down to uselessness anyways.

    I also tried combining some of these things together in a mix. No special results either. So, what do I use now? Is there any effective defense CC left that actually helps? Nothing is helping me now. Poison spell is just too good. If not the damage, the extremely powerful slowing effect does the job of stopping CC troops in their tracks.

  2. #2
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    All sorts of troop variations work. Really the most important thing is to have a hard to lure clan castle and each castle in your war needs to have variety. Sure if you war 50v50 and 50 dragons come out, they will be effective at dealing with the dragon. You need to have variation in order to have them either misplace the poison spell or not be effective i.e. high hit point troops. The castle was never supposed to eliminate 50% of the opposing army. It's supposed to slow them down a bit, which it does.

  3. #3
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    Almost every WCC has a max dragon now. Second favorite is the max balloon, usually there is at least one of those. Some go with a valk or two.

    This war we have 35 in, and 34 of them have a max dragon. Some have a loon, or two loons, or a valk, some archers, maybe some wiz...mine has 3 loons, 1 valk, 1 wiz, 3 archers. I haven't been threed by air in a long time and my lure is difficult, we'll see if somebody is smart and talented enough (esp on cleanup) to efficiently pull them out and kill them with minions.

    But often the attacker doesn't lure. If they don't, and it's a ground attack, they are going to be sorry. I hope.
    Last edited by FisherPrice; August 12th, 2015 at 07:48 PM.

  4. #4
    Senior Member arpz2004's Avatar
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    Maybe a poison spell should also damage your own troops, or at least slow them down?
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  5. #5
    Pro Member Calin2015's Avatar
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    Quote Originally Posted by arpz2004 View Post
    Maybe a poison spell should also damage your own troops, or at least slow them down?
    JJust no. Lots of times i poison my giants when i want to heal them
    Quote Originally Posted by Biotec View Post
    Strongly recommend TH 1.5. Don't build your cannon.
    Quote Originally Posted by Flunkos View Post
    We told one of our newer members to lightning the cc....He dropped a lightning spell on the actual cc - no luring the troops or anything. Guess we should have been more specific...
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  6. #6
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    The only troop that bother me is dragon. But I've seen members losing time killing the lava hound and then have trouble with the pulp. I don't bother and attack on the other side.

    Anybody that still put witches in war castle could as well leave his CC empty.
    Level 155, TH 10. Quebec Land

  7. #7
    Millennial Club johnthepan's Avatar
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    Lava hounds are great.

    IDK what you're talking about. The point is to have the hound draw attack of troops while it gets pounded on by your defenses. Lavas and golems do that well if your CC is in a good place.

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  8. #8
    Forum Superstar sj74's Avatar
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    I am 100% in agreement OP. We have filled our CCs with a variety of high hit point and a few old school wiwi troops. Always with lots of variation to keep them guessing. The clans we have been up against have done the same - all absolutely useless. have never seen a dragon, valk or baloon significantly hamper an attack and golems and hounds are just a joke, might as well not even be there.

    People are still suggesting making your CC unlurable but in my mind the whole reason for doing that is now completely negated. I think base designs will change and the CC will be marginalised.


  9. #9
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    i have had sucess with 4 loons 2 gob 1 valk gobs and valk run ahead and distact stuff and the loons smash the golums

  10. #10
    Senior Member Lazure's Avatar
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    Quote Originally Posted by mathguy31415 View Post
    i have had sucess with 4 loons 2 gob 1 valk gobs and valk run ahead and distact stuff and the loons smash the golums
    If you had 35 spaces, what would you put in for the extra 5 in that composition? (Yours seems to be for 30 spaces, th9 level?)

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