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Thread: Clancastle troops for clanwar!

  1. #1
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    Cool Clancastle troops for clanwar!

    Hey,

    After the update with the changes of Lavahound and the poisonspell what do you put in your clancastle for defense in the clanwar? Thanks!

    Clash on,
    Linkert (TH 10 almost maxed!)
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    Last edited by LINKERT; September 20th, 2015 at 06:06 PM.

  2. #2
    Forum Superstar TheJ's Avatar
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    Dragons are still good...

    Retired Clash of Clans Base Designer | TH9 Base Design Compilation







  3. #3

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    It will continue to be a mixture of things, as it was before this update, and as it also was before the poison spell was introduced.

    Poison initially increased the number of dragons, but although some have said that it would reduce diversity, we never found that it did so completely.

  4. #4
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    still dragons, loons and vlakyrie.

  5. #5
    Cowboy Holps's Avatar
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    I have tried a speed mix of 1 witch, 2 wizards, 1 valk, 4 archers and 3 Goblins...Theory is obviously to spread them across the map and if you make CC nasty to lure too to try and delay them as long as possible while they round them up. Valk in there to slow down the spell once it's dropped. Im thinking hitting them as a moving target will be impossible with such a mix?
    I will let you know if it's useless as a combo and if so back to drags it is..




  6. #6
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    Lava is still very good, no change for me... takes too long even for the new poison to kill them, will keep the AQ busy for quite some time, and even if they stay in the poison circle long enough for being killed, lava pups are a pity for your AQ and wizards !

    As far as air attacks are concerned, the only one I had, the guy didn't manage to get the TH using his lavaloonions army, so he tried to break through with heroes at the end. Lava came out, he lost both heroes before they could make it to the center of the base as a remaining xbow was shooting them while the lava was keeping them busy !
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  7. #7
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    We've been using varying speed troops since poison came out. Loons are still good as the spell invariably gets used on the valk running ahead.

    Our th6s are getting pretty expert at taking down cc dragons though, so I can't complain about it

  8. #8
    Cowboy Holps's Avatar
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    Quote Originally Posted by bbdoc View Post
    Lava is still very good, no change for me... takes too long even for the new poison to kill them, will keep the AQ busy for quite some time, and even if they stay in the poison circle long enough for being killed, lava pups are a pity for your AQ and wizards !

    As far as air attacks are concerned, the only one I had, the guy didn't manage to get the TH using his lavaloonions army, so he tried to break through with heroes at the end. Lava came out, he lost both heroes before they could make it to the center of the base as a remaining xbow was shooting them while the lava was keeping them busy !
    I just find with Hounds they are almost anaemic re damage. I have come up against a couple and simply drawn them away from the attack force and kept them busy in a corner while I totally ignore them with my main attack force. They are often un-popped as the TH goes down for second star.
    Having said that I have also seen people panic and fail as they allow it to engage their attack in the face of the full defensive core..
    If my experiment bombs totally I might try a Hound next




  9. #9

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    Quote Originally Posted by Holps View Post
    I just find with Hounds they are almost anaemic re damage. I have come up against a couple and simply drawn them away from the attack force and kept them busy in a corner while I totally ignore them with my main attack force. They are often un-popped as the TH goes down for second star.
    But you do have to draw them away for that to work, and then commit a few troops to keeping them there.

    The main issue with taking on lava hounds isn't the damage they do, but the damage they can take, since any troops that can attack them will do so, thus lengthening the time defensive building have to fire on your attack.

  10. #10
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    Quote Originally Posted by Holps View Post
    I have tried a speed mix of 1 witch, 2 wizards, 1 valk, 4 archers and 3 Goblins...Theory is obviously to spread them across the map and if you make CC nasty to lure too to try and delay them as long as possible while they round them up. Valk in there to slow down the spell once it's dropped. Im thinking hitting them as a moving target will be impossible with such a mix?
    I will let you know if it's useless as a combo and if so back to drags it is..
    Thanks! I will try!

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