1.0. – Introduction
First of all, for those that aren’t rushing, don’t read this! You’ve already made the right choice.
Rushers are different from “Premies.” Rushing is power play. In contrast, the world of CoC harshly ridicules premies (the ones clueless to what they’re getting themselves into). Most clans reject or kick premies. Others (the slightly merciful ones) accept them but get excluded from war for lacking necessary firepower and defense.
If you haven’t read anything about rushing, I’ve quoted some very well-written guides about it along the way. Some of these guys even labeled themselves as premies (on thread titles) but they aren’t. They are, in fact, full-blooded rushers. Links to other topics that are related or serve as references for this guide are provided as well.
This guide introduces the “Alternate Rushing” method. While this is sort of comparable to other guides, the categorizing tool, the “Phases,” used to execute the method sets it apart. That is highlight of this guide and I could have titled it with that but I didn’t and I don’t know why. Ha-ha! Anyway, like other rushing methods, it was designed to keep your offensive capability at par with the game’s progressing difficulty as you climb up the CoC ladder.
For more info on why rushing could be better, visit Sservis’ thread, Sservis Theorycrafting, at http://forum.supercell.net/showthread.php/625089-Sservis-Theorycrafting
2.0. – General Guidelines of Rushing
2.1. Being Active Is the Key to Rushing. Knowing if you’re going to be an active clasher for the next several months is important. This fact will shape most of the variables you have to consider in planning. One of which is whether you should buy all 5 Builders early on or just settle on a few. Back then, I knew I was going to be active so I bought my 5th Builder at TH6. It was worth every penny.
2.2. “Loot Penalty” Is Manageable. This is one of the main reasons why rushing is frowned upon in the CoC community. Loot Penalty is based on TH level and it applies as a (final) multiplier to “calculated loot.” When raiding bases lower than yours, the “lootable” (Available Loot) amount shown is, in truth, just a percentage of the actual amount of calculated loot in that base. The table below shows the Loot Penalty when raiding lower bases.

Loot Penalty seems unnoticeable on lower TH levels. But as soon as you enter TH9, you will start to feel its ill effects. Those who have rushed (the premie way) straight to TH9 or TH10 without considering this found themselves facing a grim dead-end. They can’t loot satisfactorily (because of substandard troops) and can’t keep their loot safe (because of substandard defenses). They had no choice but to abandon their accounts and start anew. However, if you didn’t rush like a premie towards the top levels, you can just brush Loot Penalty off your shoulders with swagger.
2.3. Prioritize Your Offensive Capability Before You Jump to the next TH Level.
2.3.1. Quality of Offense. Make sure that your Loot/Farming and War Troops are fully upgraded via the Laboratory. Leaving out your loot troops will directly translate to weak looting (as per 2.2.). As for war troops, this is a no-brainer. You can’t perform well in war against your mirrors or those that are just a few steps below you if your troops aren’t at par with the TH level you’re currently in.
The variety of arsenal you can use in war contributes to the game’s overall fun factor. If you aren’t rushing, you can use all the major war attacks that devil9394 mentioned, as a rusher you can only afford few. I’ve selected 6 war attacks, namely, MassDrags, GoWiPe, GoWiWi, Hogs, LavaLoonion and GoLaLoon. And, as a supplementary info on devil9394’s guide, the individual troops composing these 6 armies can further be classified into “Common” and “Exotic” war troops.
2.3.1.1. Common War Troops include those composing the MassDrags, GoWiPe and GoWiWi attacks.
2.3.1.2. Exotic War Troops. These are very strong but intricate attacks and the upgrading of the troops that compose them is entirely optional, hence the term exotic. This includes the troops comprising the Hogs, LavaLoonion and GoLaLoon attacks (only Hog, LH and Loon since Golem is part of GoWiPe, and Minion is a part of BAM, if you opted for that as your loot army). BTW, I’m opting for LavaLoonion and GoLaLoon once I get to higher TH levels. As for Hogs (although it’s a good strategy), it has a short lifespan so I left my Hog at level 1.
The necessity of sub classifying war troops into commons and exotics will be discussed later on the “3 Phases of Researches” (4.2.).
2.3.2. Quantity of Offense. Prioritize the upgrade of your Barracks, Clan Castle, Army Camps, Spell Factory and Dark Spell Factory. These buildings determine “how quickly” and “how much” firepower you can bring to the battlefield.
How quickly is determined by your Barracks, e.g., training 10 Drags for war with 1 Barracks will be an ordeal, why not be practical instead and make 2, 3 or all of your Barracks level 9 so that you wouldn’t wait for several hours just to train MassDrags. On the other hand, how much is determined by your CC, Camps and Factories, i.e., the number of troops and spells you have at your disposal.
2.4. Selective Priorities on Defensive Buildings. Although maxing defensive buildings shouldn’t be on top of your priorities when under a TH level that is being rushed, there are a few exceptions. This depends on which types of troops are frequently used against your base during war. To give you an idea, prioritize the maxing of your Air Defenses as early as TH6 (AD x1) because in TH7 (AD x2) to mid TH8 (AD x3) you’ll encounter a lot of MassDrags in war.
2.5. Selective Priorities on Resource Buildings. When rushing, of course it is natural to max your Storages in order to afford the jump to the next TH level. But only max your Storages after adhering to 2.3. (and 2.4., relatively). As for Gatherers, i.e., Gold Mines, Elixir Collectors and Dark Elixir Drills, you can leave them at the level where the Gem boost feature is unlocked (Level 5 for Mines and Collectors, and just at Level 1 for Drills). You have to be prepared if ever SC decides to throw down another “1 Gem Resource Boost” event again. Ha-ha! But, seriously, since you will be an active player, the rate of resources generated by raids will far outweigh that of Gatherers. Only upgrade your Gatherers when you’ve got nothing else to.
3.0. – Alternate Rushing
This rushing method proceeds as follows:
•Rush TH1 to TH4
•Max TH5
•Rush TH6
•Max TH7
•“Variable-Rush” TH8
•Max TH9
•Max TH10
See, there’s nothing fancy about it. Ha-ha! Well, the alternate selection of TH levels for maxing provides clear stages where you can catch up with your defenses. And, because of that, it’s quite a bit slower than other methods of rushing but, in exchange, the aspect of defense is slightly alleviated. Moreover, half of your base’s defensive profile really relies on layout. There are lots of good base layouts out there.
BTW, for lower TH levels, visit Jietoh’ thread on rushing TH1 to TH6, Jietoh’s Total Newbie Guide with Tips, Tricks and Special Attention to Clan Wars at http://forum.supercell.net/showthread.php/330185-Jietoh-s-total-newbie-guide-with-tips-tricks-and-special-attention-to-clan-wars
4.0. – The Phases
Now, the highlight of this guide (BTW, I could have titled this as “Dovahkiin’s Guide to Phasing,” ha-ha!). This can also form a part of 2.0. but I separated it to give due focus.
Anyway, categorizing your upgrades into phases is the ultimate tool which will help you know what and what not to upgrade and/or prioritize. It also draws clean lines between when to catch up, when to max and when to forget and move on. Each TH level (ought to be maxed) has “4 Phases of Upgrades (for buildings)” and “3 Phases of Researches.”
The example that I will use is TH7. According to Alternate Rushing, this is a level that should be maxed. And prior to that, you would have maxed TH5 and rushed TH6 (but still adhered to 2.3.).
BTW, the buildings are sorted alphabetically in each phase. Prioritize them to your liking (but still within their respective phases) depending on how much resources you have at hand, number of builders and build time. They are also written as Building[Level] x[Quantity (if more than 1)]. Same goes for troops and spells (research) but, of course, without the quantity.
For more info on the source of the items in charts below, check out Resource, Offensive and Defensive Buildings Available and Resource, Army, Defensive and Other Buildings Max Level by Town Hall charts of the Town Hall page of CoC Wiki at http://clashofclans.wikia.com/wiki/Town_Hall
4.1. 4 Phases of Upgrades.
4.1.1. Phase 1: The Newly Unlocked Phase. Once the TH upgrade is done, build all newly unlocked buildings and leave them at level 1. If you have prepared a base layout for this new TH level, this would be the perfect time to reconfigure your base.
If you have Gold (or Elixir) to spare, perhaps, this early, you can upgrade your Walls (and other new buildings with very short build times at lower levels) a couple of notches higher or so. After all, Phase 2 is going to be a long one.
4.1.2. Phase 2: The Offensive Max Out Phase. Now, in adherence to 2.3.2., max your Lab, Barracks, CC, Camps and Factories. Maxing out your Storages early on also has its benefits (as per Loot Cap) and this is the perfect phase to do it.
In regards to Barracks, I’ve also mentioned in 2.3.2. that you should be practical in upgrading them. If you can live with only a couple of Barracks9 for training MassDrags, then so be it, postpone the maxing of your other Barracks to a later phase. Anyhow, I just made the chart this way to better illustrate the idea.
If this is a TH level that should be rushed, immediately jump to the next TH level after completing this phase and forget about Phases 3 and 4. Except if 4.2. is not done yet or if this is TH8, wherein the term “variable-rush” has its own dynamics (will be explained later).
4.1.3. Phase 3: The Defensive Catch-Up Phase. This is the phase wherein you need to catch-up your new buildings to the last TH level you maxed, which is TH5. At the end of this phase, your base should be described (defense-wise) as a “TH7 (in quantity) with TH5 quality.”
Anyway, this list will be shorter if you have upgraded some buildings (with very short build times) a few notches higher in Phase 1 as per recommendation.
4.1.4. Phase 4: The All Max Out Phase. Well, except for Gatherers (as per 2.5.)
In respect to 2.4., the maxing of your Air Defenses can be moved to an earlier phase and not like this. Again, I just placed it here to better illustrate the idea.
4.2. 3 Phases of Researches. Unlike 4.1.2. (wherein the clear line that determines whether to jump or not is drawn), all 3 Phases of Researches should be considered before jumping to the next TH Level. Except 4.2.3. if it can’t be applied.
4.2.1. Phase 1: The Farmers Phase. After upgrading your Lab, research your farming/loot troops.
I personally prefer BArch with Giants and a Healer for my loot troops. But the length of this list really depends on what you’ve opted to use.
4.2.2. Phase 2: The Commons and Spells Phase. Research those that are listed under 2.3.1.1. and the spells that will be essential for these war attacks.
Lightning is vital to MassDrags but it is not listed here because you should have maxed it by TH5 (Lightning4).
4.2.3. Phase 3: The Exotics Phase. If you’re planning to use exotic war troops later on (as per 2.3.1.2.), this is the phase where you set ‘em up. If not, then omit this phase.
In this example I didn’t opt for Hogs for future use. As I’ve said, I’m going for LavaLoonions and GoLaLoon later. And, perhaps you’re wondering where Gob and Valk (available at TH8) are. I’m not planning on using them so they remained at level 1. Possibly at TH10 when I have nothing else to research, I’ll make ‘em catch up (along with Hog). Again, this is entirely under your discretion
4.3. TH8: What is Variable-Rushing? I’ve mentioned this term a few times already. Here it is finally.
Variable-rushing is the same as rushing (adhering to 2.3. before jumping to the next TH level). However, since TH8 researches are very long, you can afford to proceed to the 3rd and 4th Phases of Upgrades (for buildings) before jumping to TH9. The variable is the moment when you need to make that jump. Whether you’re still in the middle of Phase 3 or 4, as soon as necessary researches finish, you must make that jump and not look back. The chart below shows the total time of all necessary researches in TH8 to give you an idea how long it is. It’s based on the same preferences I’ve set for TH7. Again, your preference might not be the same as mine.

3.4 Months is a very long time. It’s funny in my case however. I wasn’t able to apply variable-rush for TH8. I did mention I have 5 Builders. Now, imagine they had virtually no days off (pity them, ha-ha!). Well, let’s just say that none of them went idle for more than 24 hours (except when I was “walling,” obviously) because I made it a habit to prepare the necessary amount of resources to fuel the next set of upgrades all throughout this level. They’re not that expensive yet (in contrast to that of TH9-10). Thus, I ended up maxing my TH8 before I could even move to the 3rd Phase of Research for Troops. And, while waiting for the slow stupid Lab to finish, I upgraded my Gatherers. Ha-ha!
For more info on the duration of all upgrades and researches, visit the
Time Costs section of the Cumulative Costs page of CoC Wiki at
http://clashofclans.wikia.com/wiki/Cumulative_Costs The Total Build Time for each TH level are located at the bottom of the Buildings chart. If you want to know how fast you can (ideally, if your Builders wouldn’t enjoy days of vacation) build your base and level-up your Heroes in a certain TH level here’s the formula: (Total Build Time + Total Hero Upgrade Time) / (# of Builders). Also, under the
Time Totals section, the values in red italics clearly illustrates that Total Research Time (+ Laboratory Upgrade Time) can take much longer than maxing your base and Heroes depending on the number of Builders.
This is where these other well-written guides come in handy as they are (somehow) related to the inefficiency (time-wise) that is caused by exaggerated length of Lab researches at higher TH levels. Again, although some of these guys labeled themselves as premies, they aren’t. I hail them full-blooded rushers!
•rhymquimghyf’s
No Reason Not to Be a Premie? at
http://forum.supercell.net/showthread.php/178728-No-reason-not-to-be-a-premmie
•sharonsym’s
A TH7/TH8/TH9/TH10 Premie Journey… at
http://forum.supercell.net/showthread.php/196158-A-TH7-TH8-TH9-Premie-Journey
•Morgauth’s
Min/Max Power Play Clash of Clans, Fastest Journey to the Top at
http://forum.supercell.net/showthread.php/382597-Min-Max-power-play-clash-of-clans-Fastest-journey-to-the-top
•UcsfTeeth’s
My Clash of Clans Journey Thus Far (Maxer to Rusher) at
http://forum.supercell.net/showthread.php/485795-My-Clash-of-Clans-Journey-Thus-Far-%28Maxer-to-Rusher%29
•SinOfDusk’s
Guide for Rushing to TH9 and My Experiences at
http://forum.supercell.net/showthread.php/502277-Guide-for-rushing-to-th9-and-my-experiences
•Counterpoint’s
Journey (with Pictures) of My TH10 Experience. at
http://forum.supercell.net/showthread.php/619029-Journey-%28-with-pictures-%29-of-my-th10-experience
Furthermore, variable-rushing can be applied as a rushing method on its own for all TH levels (except TH10, of course), as some of the guides above have manifested it somehow.
4.4. Variable-Upgrading Heroes. The term variable is used once more. I’m becoming fond of it. Ha-ha! Anyhow, the upgrading of Heroes wasn’t included in any of the phases mentioned above. Well, it’s really kind of similar to
4.3., wherein the variable is the moment when you need to upgrade. While in any phase, as soon as you have enough DE, level-up your Heroes ASAP. In short, “insert it” whenever possible. That’s it, again, nothing fancy.
5.0. – Wrapping Up
I need not document my progress here because, as I’ve said, this method is slightly slower than others. If theirs worked, then there’s no doubt that this one does. Besides, if you fully read this guide, you should have noticed its flexibility. That flexibility manifests that most sections written here can be viewed as part of the General Guidelines of Rushing (2.0.) Hence, feel free to view it that way (merely as recommendations) in order to develop your own style of rushing/power play.
For full-bloodied maxers, there’s no need to remind us that rushing is bad. We know it is. In fact, you’ve already won at Introduction (1.0.), read the very first sentence. Ha-ha! But, seriously, peace out to all maxers and rushers out there! Feel free to pitch in.