Showing posts with label All about gems. Show all posts
Showing posts with label All about gems. Show all posts

Friday, January 22, 2016

Making Multiple Clash of Clans Accounts

     I was asked just the other day if there was a way to have multiple accounts on Clash of Clans, and how to go about doing it, and I thought that this would make a good post since I'm sure there are plenty of us that have considered a second account but were unsure exactly how it works.  I haven't seen much information about this online either, so here I'll give you a detailed explanation about the various advantages, problems, and other issues with using multiple accounts. 
    

Can you Create a Second Account?

     Yes, and no.  Yes, you can certainly make other accounts on Clash of Clans, but there are only certain ways in which SuperCell will allow this to happen.  First, to maintain multiple accounts, you will need a separate device for each account you wish to have.  It doesn't matter what kind of device it is, or even if it is the same provider as your other accounts.  So you can have accounts on iPads, iPhones, Android versions of these devices, and any other kind of device that supports Clash of Clans, and it won't affect your ability to use and maintain multiple accounts. 
     All you have to do to start another account is simply download and open Clash of Clans on any device you own, other than a device you already have a Clash of Clans account on.  The game will start up just like it did when you started out on your original account, taking you through the tutorial and eventually asking you what you want to be called.  Just put in any name that you want, it doesn't make a difference what you choose even if it is the same name as your other account (not really recommended since it would probably get confusing for you). 
     It will also ask you if you want to link your device to your Game Center (or other provider's equivalent to this) and your Facebook accounts.  Decline this for now, we will talk about that in a moment, but for now you have a brand new Clash of Clans account and you can now play through the game doing everything the way you wish you had done it in your original account (that's what I did). 


Can I Link Multiple Clash of Clans Accounts to my Game Center and Facebook Accounts?

     This time the answer is a resounding no.  You can have as many CoC accounts as you have devices, but only 1 of those CoC accounts can be linked to your Game Center or Facebook accounts.  The game will allow you to continue to play the other accounts without needing to link them to anything, but not being linked means that your alternate accounts will be missing a few of the features you would see on a normal account.
     You will not be able to check your Facebook list of friends that play Clash of Clans from your alternate accounts, because you won't be linked to Facebook on any of the alternate accounts.  You will also not be able to compare achievements with friends and challenge them like you can on your main account, because you are not linked to Game Center on the alternate account. 
     Apart from these two minor differences, there really isn't any other major disadvantage to having multiple accounts.


What are the Benefits to Using Multiple Accounts?

     There are a few obvious advantages to using multiple accounts, and some not so obvious.  Obviously, you will never have to worry about waiting forever to get your troop requests filled again, because you can donate to yourself from your other accounts.  Now you can always get the best troops donated to you immediately upon requesting them!  Of course, at first you may not really want the low level troops your alternate accounts have, but they will grow quickly and in no time you will have good troops to donate to your main account.
     You will also have great troops to donate to your alternate accounts.  Because they will be such low levels, their multiplayer opponents will be low level as well, and you will have the great advantage of having a high level player (your main account) that is always willing to donate the best troops they have to you.  This should allow you to steal tons of resources from your fellow low level bronze and silver league players.
     Another fairly obvious advantage is that you can now play through the early levels of the game with all the knowledge you have gained while playing through the game on your main account.  Now you know to save those free gems you get at the beginning of the game and not waste half of them during the tutorial to instantly finish all your 1-minute constructions, and instead save as many as you can so you can get that third builder's hut without having to start from scratch.  You will know which defenses need to be upgraded first, and how to set up your walls to make raiders work for every penny they steal from you, and you will know the most efficient and effective farming armies to use when raiding others. 
     A less obvious advantage is the fact that you now have an extra (or several extra, depending on how many devices you have added CoC accounts on) clan member for wars, which can be wonderful if you have been having trouble keeping the required minimum of 10 members in your clan and as a result have had to miss out on having wars and leveling up your clan perks.  This is also helpful if your clan does have the required number of members, but many of the members of your clan have no interest or no aptitude for clan wars.  It can destroy your chances of victory when some of your members don't give it their all in wars, or don't have the necessary skills needed to succeed in war attacks and defense.  The problem comes when you have members like this, but have to include them to meet the minimum number to have a clan war, so it can be a godsend to have an extra account or two of your own that you can use to replace those kinds of clan mates. 
     Another less obvious benefit is that having a few secondary accounts can make your clan look that much bigger and therefore that much more appealing to potential new members.  When your clan is still small, it is easy for players to overlook you when they are searching for a new clan to join.  Adding 2-3 more members (even if they are all your alts) can really change the way a clan appears to potential members when there are only 10 or less members to begin with.  Then, all of the sudden, your clan jumps from barely being able to do 10 vs 10 wars to almost being capable of doing 15 vs 15 wars.  This makes your clan that much more appealing to potential applicants. 
     One last benefit to having multiple accounts is that if your secondary accounts have completely different names than your main account, you can pose as a completely different person when using your other accounts.  This has been used by players that try to spy in on the clans they are facing in wars to see what their war strategy will be, where their traps are set, and what they have in their defensive clan castles.  While I definitely look down on this, I wanted to include this for completeness and because I want this blog to be useful to all players, regardless of whether or not I agree with how they play the game. 
     You can also pose as another player to see how your clan mates act when they don't think you are around.  This is very useful as a clan leader or co-leader, because it can give you insight into how your clan mates truly feel about you and the job you are doing, and can help you figure out the things you need to change to make the clan work better for everyone.  It can also help you identify troublemakers that are trying to tear the good clan members apart and turn them on one another.  It sounds crazy, but apparently this happens rather often.  The way you go about this is to allow your alternate character to join the clan but never actually reveal that it is your alt.  Then, at some point make up a reason for your main character to leave the clan for a brief period, which will give your clan mates a chance to talk while they think you are gone. 
     I know this sounds kind of shady, but if you have noble intentions you shouldn't let that bother you.  Don't use this to get dirt on other players or do any underhanded things like that, this tactic should only be used to try to improve your clan and improve your leadership capabilities.  If a member of the clan says derogatory things about your main account or something of that nature, keep your cool and understand that they are just trying to express their frustration about how they feel that their leaders may need to improve in certain areas.  Use it as constructive criticism, and try to learn from it as best you can.

* Afterwards, you can choose to reveal your alternate account as yourself to your clan mates or decide to remain anonymous.  Think hard about it before you decide to tell your clan mates, as this could cause them to question how trustworthy you are, and there is not immediate benefit to revealing this information to them, unless you are doing so in order to confront someone that is causing trouble or was completely trashing you to your clan mates.  I hope this information is helpful, and remember that you should really think deeply about this before deciding to go undercover, as it is inherently shady and most clan mates would likely see it that way if you were to reveal it to them.  Keep in mind you could also find a way to let only the members you know and trust know that the alternate account is actually you; this way you don't betray the trust of your friends.


What if I Would Rather Link My Alternate Account Instead of My Main Account?

     If for some reason you really want to have one of your alternate accounts linked to your Facebook and Game Center accounts instead of your original account, it can be done. 

To switch the account that is linked to Facebook:

* Go to your settings (the button on the lower right of your home base screen that contains an image of gears, it is just above the button for the shop) and go to the tab that says "settings". 

* Here you will click the button below the word "Facebook" that says "Disconnected". 

* Most likely a window will pop-up that says "This Facebook account is already linked to another Clash of Clans game.  Link it to your current game instead?", and you will click "Okay"

* You will then go through the process of switching accounts by entering your Facebook information and confirming that you wish to do this.  Now your alternate account will be able to access your Facebook friends that play CoC list.

* You should also now be able to compare your achievements and challenge your friends.

* Note that your main account will no longer have access to these features, and will not be able to use this on this account again unless you switch your accounts back to their original state.

Thursday, January 21, 2016

Pulling the Clan Castle - The Golden Rule for Wars

     If you have ever been in a war or even been part of a clan during a war, you have most likely seen clan mates talking or even been told yourself about the importance of pulling the Clan Castle in war attacks.  This is one of the most critical (arguably the most critical) parts of any successful attack.  In all ground attacks and almost all air attacks, proper pulling of the CC can (and often will) mean the difference between a 100% 3-star victory and a 2, 1, or no-star defeat.  The CC pull is really a simple step in most attacks, but it can easily be overlooked or done improperly, resulting in not only troop losses and wasted spells, but also lost time which can cause the battle to end just as you reach the TH or just before you destroy the last building in the village.


Always Check the CC Range Before an Attack

     It is always a good idea to scout your intended war target before launching an attack so that you can plan out the details of your attack, like which side you will approach from, where the best spots are for dropping your funneling troops, where and when you want to deploy your wallbreakers, are there any buildings hiding in the corners, and many other things.  Unfortunately, one of the most overlooked and forgotten parts of a good scout is checking the range of the enemy CC and having a precise plan for getting the full CC pull, as well as defeating the troops inside once they are pulled.
     As a leader, co-leader or elder, it may be helpful to yourself and the rest of the clan to send out a clan mail during the prep day of each war reminding everyone of all the biggest things to look for when scouting their opponents.  This would include such things as CC radius, whether TH is located in center of off-center of base, how many walls to get to the TH from each direction, locations/levels of air defenses (for air attacks), locations of high hit point structures (like storages) and ways to avoid or bypass them, level of CC, level of defenses (making note of abnormally low or high level defenses), checking for hidden corner buildings (usually builder's huts in each corner), whether or not the enemy CC is full (clicking on the CC will show the number of troops it contains over the max capacity), level and location of hero (or heroes), level of walls, and layout of walls looking for weak points and points that if breached will allow access to multiple enclosures at once and looking for the path of least resistance to the TH.
     Reminding everyone of these things on prep day when most of them will be scouting and making their battle plans will ensure the best chance that everyone remembers to check all these important things, especially the CC and how best to pull it.  Another way of keeping people from forgetting about the CC as a clan officer is to ask that everyone participating in the war presents their battle plan, including how they plan to pull the CC, to the rest of the clan for review during the prep day or at least 12 hours before they plan to attack.  This way, everyone will be forced to check the CC or risk being left out of wars for failure to follow the rules.  The upside is that most of the time everyone will comply and the war will go much smoother with less attacks flopping, but the downside is that it is very tedious to search the clan chat for every member's battle plan and then going to the intended target to check that the plans make sense. 
    As a regular clan member, you should make it your responsibility to remember to always check the CC radius and make a plan for pulling and dealing with the CC troops.  Try to get into the habit of doing the same set of things each time you scout.  If you always use the same process and do things in the same order when scouting bases, you will quickly begin to get into a rhythm and before long you won't even have to think about it, it will just come naturally.  Since pulling the CC will be the first thing you do in most of your attacks, just make it the first thing you check when you scout a base.  That will make you much less likely to forget about it while you're planning out the rest of your attack.


Check the Number of Troops in the Clan Castle

     It sounds crazy at first, but it happens far more often than you'd think.  Clan either forget to finish topping off someone's defensive CC or are just trying to get by as cheap as possible and are warring more for clan perk experience than to actually win.  Since you are already going to have to click their CC anyway when you scout to check the range of the CC, go ahead and take an extra second to see if it is full.  This can be done by looking at the top of the CC when you have it highlighted (when the radius is being shown).  It will show something like "25/25" if the CC is full.  If it is not full however, the top number will be smaller than the bottom number, such as "22/25" or "15/25". 
     Checking this really pays off when you notice that the CC is actually empty.  There have been multiple occasions in my clan where someone noticed that their target had an empty CC while scouting, which prompted others to re-check their targets' CC which led to us noticing that the entire clan had no CC troops.  This was a huge bit of information to know, since we were then able to ignore pulling or worrying about any of their CC troops, and we could focus simply on attacking. 
     Getting used to doing this will also result in you becoming adept at making educated guesses at the kinds of troops the enemy may have in their CC.  When there are numerous smaller troops in the CC, you will need to use a stronger troop to pull them so it can stay alive long enough to get the full CC pull.  When there is just one or two larger troops in the CC you only need a troop to get into the range of the CC for a moment to get the full pull.  By checking the number you will have a better idea of whether there are smaller troops in the CC or not.  For instance, if you see that the CC has 23 units, there is a good chance that some of those units are small units that take a single space (like archers or barbarians), and if a CC is filled to less than 20 you can immediately rule out a dragon, PEKKA, or any larger troops like that. 


Planning the CC Pull

 Depending on the TH level of your opponent, their base layout and the position of their CC, it can be fairly easy, or very difficult to actually draw out the CC troops.  The difficulty of the pull can also be affected by the number of troops in the CC.  5 giants are much easier to pull than 25 archers!  If all you have to pull out of the CC is a dragon, you can use a weaker troop like a wallbreaker to pull it instead of something tougher that takes more space like a hog, balloon, or giant.  But if there is even the possibility that there are several archers or other single-space troop in the CC, it is always best to take a couple hogs or a giant or two and be over prepared rather than only getting a half pull.

Let's go over the most commonly used troops for pulling CCs and their advantages and disadvantages.

Giants - Upside: great troops for pulling CCs.  High hit points, and move past buffer buildings and walk right up to the outer walls (this can usually get them within range to pull the CC).  1 giant can pull a good number of troops, but if there are possibly many small troops you should probably take 2 to ensure a full pull.
Downside: Very slow, and will not be able to get past the outer wall without help, so if the CC range is within the walls or even on the walls and you're not sure, it may be best to use hogs or loons to pull.

Hogs -   Upside: very fast, moderate hit points, will move past the buffer buildings and jump right over the walls until they reach a defense.  Hogs can usually penetrate the furthest into the base, and can pull even the most protected CCs if they can survive long enough to get the full pull.  Taking 2-3 is usually a good idea if you can spare the space.
Downside: because they penetrate into the base so far, they get targeted by many defenses and die out before the CC is fully pulled, a group of 2-3 hogs can get the job done though if you have the space.

Wallbreakers - Upside: they are fast-moving, and can quickly close in on the CC range radius.  They also go right past the buffer buildings and head directly to the outer walls.
Downside: they are very easily killed.  Extremely low hit points can cause them to be killed before they can reach the edge of the CC range.  Wallbreakers will only go as far as the first (nearest) layer of wall, so make sure that will be enough to pull the CC; if the CC range is at or behind the wall, hogs or balloons may be a better choice to pull the CC.

Balloons - Upside: they are an air troop, so they don't have to worry about being targeted by mortars, cannons, or ground-only X-bows.  Have moderate hit points and will fly directly to the nearest defense, bypassing buffers and walls. 
Downside: they are extremely slow!  Although they don't get targeted by some of the defenses, they are vulnerable to the air defenses, and will only last a few seconds once they are targeted by one.  Best to use these when they can pull the CC from outside the range of the air defenses. Can also help to take 2-3 if you know they will have to deal with an air defense.


Poison Spell

     With the advent of the poison spell, dealing with CC troops has changed dramatically. In many cases, you no longer have to worry about pulling the CC troops out to the edge of the map out of range of the defenses and drop troops around them to despose of them.  Now the main concern is usually whether you got a full CC pull and making sure the CC troops are gathered  together close enough that they will all be affected by a properly deployed poison spell.
     The question now becomes this; which troops can be killed outright by a poison spell and which troops will need to be finished off in the traditional way? Now that the poison spell has been revamped and does increasing DPS the longer a troop remains inside it's area of effect, the poison spell is much more effective against heavier, tougher troops.  It still won't, however, outright kill troops like dragons, PEKKAs, lava hounds, golems, and heroes.  The poison spell will take down weaker troops just as it did before, the only difference is that now it takes a few more seconds to build up enough DPS to kill them off.  Archers, barbs, and goblins will die off after about 5 seconds or less depending on their level and the level of the poison spell, and wizards will go down in 5 to 10 seconds. 
     For those troops that are too tough to be killed by the poison spell, it is still worth it to use poison on them.  If you simply pull them and then drop the spell before deploying any of your troops, you should wait until the spell has ran for its entire duration before dropping any troops because if you start deploying troops, the enemy CC troops will move out of the area affected by the poison spell and will likely miss the most critical part of the spell; when it has had time to reach its maximum DPS.  This basically wastes the spell, so make sure not to drop any troops until the orange poison spell circle that appears when you initially drop the poison spell disappears.
     Another option is to first pull the CC troops, then begin your attack and allow the enemy CC troops to approach yours.  Once you see where your troops will meet the enemy CC troops, drop the poison spell right in the middle of that spot.  You can also just wait until they actually meet and start fighting to drop the spell if you are afraid of dropping it in the wrong spot and wasting it.  The main idea behind this strategy is to take advantage of the spell's effect on the enemy troop's attack and movement speed, allowing your troops to quickly defeat them without suffering heavy losses.  The problem with dropping the spell after deploying troops is that the actual damage of the spell is wasted because your troops will kill off the enemy CC troops before the poison spell has a chance to build up its DPS, so you waste that part of the spell.  So this strategy can work just fine, but it is essential to drop the spell so that it hits all the CC troops. 
    

Traditional Clan Castle Pull

     Sometimes an attack strategy may require that you use the space normally reserved for your poison spell in order to make room for another spell (such as using earthquake spells to punch a hole in the walls for a GoWiPe style attack).  In this case, you will have to pull the CC the traditional way. 
     The first thing to know about a traditional pull is that you will have to take extra troops besides your main army.  These troops will be picked specifically to help kill whatever is in the enemy CC.  One really good strategy is to use a couple barbs or archers to lure the CC troops to the edge of the base, then drop a witch immediately followed by the Archer Queen, so that the witch raises skeletons as a distraction to keep the CC troops occupied, while the Queen takes care of the CC troops.  Another good strategy is to use a few archers or barbs to lure the CC troops to the edge of the base, then surround them with barbs or archers and sprinkle in a couple of wizards to finish them off quickly while the barbs and archers act as a distraction.
     To do a traditional pull, you will start out the same; using a troop like giants, hogs, wallbreakers, or balloons to lure the CC troops out of the CC.  After that, instead of dropping a poison spell, you will drop a single barb or archer out in the nearest corner of the base (or the corner you choose based on your strategy) to lure the CC troops out to that area so they are out of range of the defenses.  Once they reach your chosen spot, you will deploy the troops you brought to kill the CC (often referred to as "the kill squad".  Depending on your specific strategy, you will surround the CC troops a certain way and proceed to dispose of them.  Once the CC troops have been taken care of, you can begin your main attack.  If you get good at it, you can even save a few seconds by deploying your main army just before the CC troops are defeated, once you know for sure your kill squad has their attention indefinitely. 
    
* The best troops to use as your kill squad and the best approach to pulling CC troops will depend on your play style, your TH level, your enemy's TH level, the enemy's base layout, and of course, the kind of troops the enemy has in their CC.  I will be creating more posts on CC troops and the best defensive troops as well as the best troops to counter various CC troops in your attacks.  Good luck, and if you have any questions don't hesitate to ask!  Thanks for reading!

Wednesday, January 20, 2016

Next Update: Loot Cart, Treasury, and Star Bonus!

     This is the latest on the upcoming update, quoted from a Super Cell employee:

"Hello Clashers,

As mentioned in our latest posts, we’re currently working on an update that we intend to roll out as soon as possible. In the meantime here is a preview of what’s coming:

Introducing the new Star Bonus! Win five stars in Multiplayer attacks in order to win a daily resource bonus! 

Housed in your Clan Castle, the Treasury is the safest place to store resources. Your daily Star Bonus and War Loot Bonus are automatically stored in the Treasury for safeguarding and only a very small percentage can be stolen. 

Last but not least, we’ll introduce the Loot Cart. After your village has been attacked, a percentage of the stolen resources will be added to a Loot Cart in your Village. Once you collect the resources from the Loot Cart, these will be transferred to your Treasury for safeguarding.

Besides these new features, the update will also include a few bug fixes and battle balancing tweaks. 

We’ll provide more details soon, stay tuned! 


- Clash of Clans Dev Team "


     So this update appears to be adding a few cool new features that should help balance out the changes that were made in the TH-11 update. It seems like many players are complaining of losing more resources and being attacked repeatedly without gaining a shield therefore losing even more resources. 

     It looks like this update is meant to at least partially remedy that by adding the Treasury which will safely store resources since only a very small percentage can be stolen from it.  The Star Bonus and Loot Cart feed into the treasury, so that you have resources being sent there from several places; war loot, star bonus (basically a reward for successfully attacking each day), and loot cart (a partial reimbursement from loot stolen by attackers) will all be sent to the treasury where it will be safer than presumably any other place in the game. Should this work as intended, it should stave off the slew of players that have been begging for Super Cell to revert the game to the pre-TH-11 version.

Obstacles Part 2 - Using Them to Your Advantage

     As most players already know, gems are the premium currency in Clash of Clans.  They are a huge part of the game, and can be used for anything from filling up your resource storages to boosting collectors and instantly finishing building and training and upgrading times.  One of the most essential things you can only purchase with gems is extra builder's hut which allow you to have multiple projects going at once. 
     One of the only ways to obtain gems in the game without paying for them with real money is to save up the gems you get from removing obstacles.  So here we will discuss all the details about obstacles and some ways to use this information to make the best choices when deciding whether or not to remove obstacles, and to help you understand why you sometimes get up to 6 gems from an obstacle and other times you don't get any gems. 
     After reading you will also know how to determine exactly how many gems you will get from each removal and why it makes no difference which kind of obstacle it is or how long you leave it before you remove it.


Obstacles

     Obstacles are one of the only consistent ways the game provides for squiring gems.  Obstacles are initially all over your village, and can make your village quite an eyesore when you are first starting the game.  Before long however, you will have most of these obstacles cleared from your village, and you may start to wonder what you are going to do to find gems after they are all gone.
     First let me put your mind at ease; you will never go very long without having a few obstacles pop up at random locations on the outskirts of your village.  They will automatically reappear at regular intervals multiple times per day.  One thing to note is that the only kind of obstacles that do not reappear are the stone type, once you remove a stone it is gone forever.  This may change at some point, but for now they are one hit wonders.  This has no ill effect on the production of new obstacles though, they will still appear a few times each day, so go ahead and get rid of those stones so they will no longer get in the way of your village design as it grows.
     The kinds of obstacles that will reappear however are the plant types; like bushes, trees, logs, and mushrooms.  Also special holiday obstacles that give special gold or elixir prizes will reappear while the holiday event is still ongoing.  Plants re-spawn every 8 hours at a rate of 1 obstacle per 8 hours, and this does not include Gem Boxes or holiday obstacles like the X-mas Tree and Halloween Headstone.  Plants are usually the only type of reoccurring obstacles that produce gems, with the exception of gem boxes (which are specifically made to give players a quick 25 gems at regular intervals, around once or twice per week).
     When you remove any stone or plant type obstacle, there is the possiblility that you will receive between 0 and 6 gems each time.  It appears random at first, but there is actually a pattern to whether or not you get any gems from an obstacle and if you do, how many you get.  This pattern repeats over and over as you remove more and more obstructions.  The actual pattern isn't all that important, as it can be very difficult to keep up with exactly where you are at in the pattern at a given time and even if you can keep up with it, you can't change the pattern so it will be the same regardless.
     I will still provide you with the pattern, but just remember that what is really important is the fact that there is a pattern and it is not just randomly determined each time you remove an obstruction.  By knowing this, you know that there is no difference in what time of day you remove an obstacle, or how long you leave it before removing it, or how many you remove in a row; no matter how you choose to remove an obstacle it will still be subject to this pattern.  Keep in mind that this pattern only applies to the plant and stone obstacles and does not apply to the holiday special obstacles.  Here is the repeating pattern of how many gems you receive from a given obstacle removal.

The Repeating Pattern:

6, 0, 4, 5, 1, 3, 2, 0, 0, 5, 1, 0, 3, 4, 0, 0, 5, 0, 1, 0...then it just starts back at 6 and repeats again.

     The fact that these obstacles re-spawn every 8 hours means that you actually have an endless (however slow) supply of gems.  If you spend your gems wisely and save them, you will have a fairly large amount of gems before very long.
     There are a few rules that determine whether or not you can get any more obstacles at a given time.  Most of these rules deal with spacing or the number of un-removed obstacles you have in your village already.  If any of the criteria are not met, obstacles will cease to spawn until the criteria are finally met.

Here are some of the criteria:

1. There must be enough open space to fit the obstacle.
2. There must also be enough space for a 1-tile buffer around the obstacle.
3. There must be less than 40 obstacles on the map already, if there are 40 already NO obstacle will appear until an obstacle is removed.


* Here are some general rules you should know when dealing with obstacles:

General Obstacle Rules:

1. Troops can be deployed beside or directly on obstacles; obstacles have no effect on troops deployment.
2. Buildings and structures such as walls cannot be placed over an obstacle, the obstacle must be removed before anything can be built in that spot.
3. No one type of plant obstacle yields more or less gems than any other plant obstacle, they all follow the same pattern.
4. Each removed plant or stone obstacle counts into the same pattern; there is no separate pattern for stones and plants or between different kinds of stone or plant obstacles.
5. Holiday obstacles typically re-spawn while the holiday event is active and will remain in the village until removed, in 2015 the X-mas Tree and Halloween Headstone cost 25,000 gold or elixir (gold for X-mas Tree, elixir for Halloween Headstone), and yield 75,000 gold or elixir, resulting in a net gain of 50,000.

Friday, January 15, 2016

Obstacles Overview

     Obstacles are objects that randomly appear in your base on a regular basis.  They are usually relatively cheap to remove, and can sometimes yield up to 6 gems each!  The cost of removal will depend on exactly which obstacle is being removed, this also affects the amount of time needed to remove the obstacle.  Here we will take a look at the various obstacles, their removal costs, and their uses.


Obstacle Types

There are 2 main types of obstacles:  Rocks and Plants.  The biggest difference between these is that once you remove a rock, it is gone forever, while plants will continue to return on a regular basis.  When you are first starting out in this game, this can seem frustrating because you don't have a lot of resources and these obstacles can pop up in the worst places; causing you to not be able to seal off an area of your village with walls or forcing you to place a building in a more vulnerable position.  But, as you progress through the game and you village grows in size and power, you will come to see these obstacles as a godsend, as they are one of the only sources of gems in the game apart from buying them outright, and as you grow the cost of removing them becomes a drop in the water compared to your stores of resources.  As a new player, you will notice that there are several obstacles surrounding the dilapidated clan castle on your village map.  You can focus on removing these first if they are in the way of your growing village, but keep in mind that once you restore the clan castle you will be able to move it anywhere you wish, so the obstacles really don't pose any problem for the clan castle.


Obstacles



The Rock obstacles are:


Type

Size

Removal Time

Removal Cost
Stone (small 1)
2x2
10s
500 gold
Stone (small 2)
2x2
10s
500 gold
Stone (small 3)
2x2
10s
500 gold
Stone (small 4)
2x2
10s
500 gold
Stone (pillar)
2x2
15s
10,000 gold
Stone (large)
2x3
15s
20,000 gold


The Plant Obstacles are:


Type

Size

Removal Time

Removal Cost

Re-spawn Chance
Mushroom
2x2
10s
100 elixir
10%
Bush
2x2
10s
250 elixir
20%
Trunk (1)
2x2
10s
1,000 elixir
10%
Trunk (2)
2x2
10s
1,000 elixir
10%
Trunk (3)
2x2
10s
1,000 elixir
20%
Tree (small)
2x2
10s
2,000 elixir
20%
Tree (medium)
3x3
15s
7,500 elixir
5%
Tree (large)
3x3
15s
10,000 elixir
5%
Gem Box
2x2
30s
1,000 elixir
N/A


There are also tombstones that appear after an attack at the spot your defenses killed a troop.  These can be tapped on for elixir or dark elixir depending on the type of tombstone (which depends on the type of troop that died there).  Make sure to clear these out after every attack, as potential attackers see un-removed tombstones as a sign of an abandoned base, which greatly increases the likelihood of them deciding to attack you.

Tombstones


Type

Size

Removal Time

Resource Received

Happens When
Tombstone
1x1
Instant
20 Elixir
Attacking/Defending Elixir Troop Killed
Dark Tombstone
1x1
Instant
1 Dark Elixir
Attacking/Defending Dark Elixir Troop Killed


There are also special objects that appear during special events and holidays.  Currently, these objects only appear for Halloween and Christmas, but in the future there will likely be others.  These holiday objects typically give you a great deal of resources compared to normal obstacles.  These objects can also vary from year to year, or may not even appear at all depending on what the developers decide to do on a given year. 

Special Obstacles

 



Type
Size
Removal Time
Removal Cost
Reward
Re-spawn Chance
X-mas Tree
2x2
30s
25,000 Gold
75,000 Gold
2%
X-mas Present
1x1
Instant
FREE
5,000 Elixir
N/A
Halloween Cauldron
2x2
30s
25,000 Elixir
75,000 Elixir
2%

This should give you enough information to pretty much be an expert on obstacles in Clash of Clans.  Good luck and clash on!!!

Gems - 2 Rules: Save, and Spend Wisely!

     Gems are the premium currency in Clash of Clans, they can be used to buy resources, speed up building times, boost resource collection and troop/spell creation times, and buy up to 4 extra builders so that you can build a total of up to 5 things at once. When you begin the tutorial at the start of the game, you will be given a substantial number of gems (500).  While going through the tutorial, the game will suggest you use gems to speed things up multiple times, don't use them! One time you will have to use your gems is when the game asks you to buy a second builder, but this is something you will want to do eventually anyway so go ahead and do it (it won't let you proceed until you do anyway).  This should be the only time it actually forces you to use your gems, so any other time you can just wait for the building to finish and the suggestion will go away.
     Gems are very valuable and difficult to get, so you definitely want to save them while you can. Besides the gems you are given upon starting the game, the only other ways to get them are from removing obstructions (the rocks and trees that are scattered around your village, which can only yield a maximum of 6 gems per obstruction), or being lucky enough to find a gem box (which appear as a box of gems somewhere around the edges of your village and net you 25 gems each), or simply by purchasing them with real money. The best thing you can use gems for is to purchase additional builders. I suggest having 3-4 total builders, and there is nothing wrong with having 5 if you can afford it. The price increases by a large amount each time you purchase a new builder, so it will take quite a while to save up enough gems to purchase all 5. The sooner you can get 3-4 builders, the better, because it will allow you to work on multiple upgrades at the same time which will allow your village to grow at a much faster pace.


Purchasing Gems

If you have some spare cash and want to buy some gems, here is the breakdown of how they charge for the various deals and packages:

500 gems       = $4.99
1,200 gems    = $9.99
2,500 gems    = $19.99
6,500 gems    = $49.99
14,000 gems  = $99.99


Gem Package Deals and Savings

As you can see, the deals get better the more money you are willing to spend.  I have also calculated your savings for buying at these different levels based on the amount of gems you get for the $4.99 package:

$9.99 package saves you   ~ $2.00 and you get 200 extra gems
$19.99 package saves you ~ $5.00 and you get 500 extra gems
$49.99 package saves you ~ $15.00 and you get 1,500 extra gems
$99.99 package saves you ~ $40.00 and you get 4,000 extra gems

* These savings are based on comparison to the price and number of gems you would get if you only bought the $4.99 package enough times to add up to the amount of the other packages.


Purchasing Extra Builders

Here is the cost of each builder:

1st builder    - FREE
2nd builder   - 250 gems
3rd builder    - 500 gems
4th builder    - 1,000 gems
5th builder    - 2,000 gems

One last quick tip:  always be on the look-out for special events on boosts.  They regularly have events where they make boosting either resource collectors, spells, or troops cost only 1 gem.  Normally, these boosts would cost several gems or more each, so this is a great opportunity to use a few gems and get the benefit of added resources or faster troop and spell training to allow you to attack multiple times in a very short period.  This is a great way to build up a ton of resources and trophies in no time.