Showing posts with label Guide. Show all posts
Showing posts with label Guide. Show all posts

Wednesday, July 20, 2016

Dragoon ZapQuake Strategy for TH-7/8


     Since the update changed how quake spells work, they have become much more useful in battles and new strategies have sprung up that make use of them.  One new way of attacking that takes advantage of the new quake spell mechanics is referred to as the "Zap-Quake Strategy".  This strategy can be used with different types of armies and even air attacks benefit from the use of quake spells if used correctly.

     If you have already checked out my post on the Dragoon Strategy, you will already be familiar with how to perform the attack.  If you haven't already looked at my Dragoon Strategy post, I highly suggest you check it out because I will not be going into all the details of the Dragoon attack here; I will mostly only be pointing out the ways this attack will differ from a normal Dragoon attack and some of the benefits and drawbacks to each.  So, if you haven't read my post on how to perform a Dragoon Attack , I will post the link here so you can check that out first.

http://soyouwannaclash.blogspot.com/2016/02/zap-quake-strategy.html

Battle Preparation:

     There are only a few differences in how you start the raid when using the Zap-Quake strategy.  Using this strategy will result in you having no extra spells to help your dragons and balloons once they are deployed, which is a really uncomfortable feeling the first few times you attempt this style of attack.  But in place of the normal heal, rage, and/or haste that you are used to, you will be taking 2-4 lightning spells and 1-2 quake spells.  The idea is the same as when players used to use lightning spells to take out air defenses before sending in their air troops, but instead of using 3 lightning spells you can now use only 2 lightning spells and a quake can finish it off.  This is a major difference because instead of using 3 lightning spells that would take 6 spell spaces, you can take 2 light and a quake and only use 5 spaces, which gives you room to take an extra dark spell (or another quake if you opt to use the "Double Zap-Quake Strategy").

     To begin the battle, you will want to have already chosen which air defense(s) you will use your spells on.  Preferably you will have done this prior to attacking, while scouting the base beforehand.  The key to this strategy is choosing the best air defense to remove from the battlefield.  In a base that is asymmetrical, you will likely find an air defense that will be more difficult for your dragons and loons to reach than the others; this is almost always going to be the best one to take out.  If there isn't an air defense that really stands out as more protected, see if there are any that have been placed away from other defenses and/or buildings near the center of the base.  These are usually designed this way so that your air troops will go around the air defense instead of through it, allowing it to pick them off while your troops attack all the buildings nearby.  These kinds of air defenses are ideal targets for this strategy because removing them from the battle gives your air troops a much higher chance of survival.  It is a different situation when attacking symmetrical bases.  There will likely not be any air defense that is any more difficult to reach than the others.  In this scenario, you will choose the air defense based on which side you are planning to attack from.  Look for which side has the most storages, the cc, and other high hit point buildings and attack from the opposite side.  This way, when you encounter all the high hit point structures, you will have most likely already gotten rid of most or all of the air defenses.

Execution:

     Once you have chosen an air defense to target with your spells, you will hit it with 2 lightnings (or possibly 3 if you have low level lightning spells and are attacking someone with high level air defenses).  If you are unsure how many lightnings you will need, scout the enemy base and tap on their air defenses and see how many hit points they have.  Then, check your lightning spells to see how much damage they do; if 2 lightning spells will do enough damage to put the air defense under 15-25% (depending on the level of your quake spell), then you only need 2.  But if they do not put the air defenses under that percentage, you will have to take an extra one.  This is extremely important to make sure of, because it will be a total waste if you use all those spells and the air defense is still standing (and still able to hit your troops until they can reach it to finish it off).

     One final important consideration is deciding whether to only take enough spells for 1 Zap-Quake, or taking enough spells for 2.  If you take only enough for 1, you will be able to also take your choice of heal, rage, or haste spells; but if you take enough for 2 Zap-Quakes, you can take out a second air defense.  Both strategies have their benefits and drawbacks; having the extra supporting spells like heal/rage/haste can really give your troops a boost if things begin to go awry, but using being able to destroys a second air defense right from the get-go can also really boost your attack, so this choice is completely up to you.

Pro Tips:

1.     If you are really good at judging the range of your spells, it is possible to take out 2 air defenses with a single set of Zap-Quake spells!  You have to really know the exact range of you spells to make this work, so it is definitely taking a risk because you may wind up missing slightly and end up not destroying either air defense!  The only real way to get 2 air defenses with a single set of Zap-Quake spells is if the air defenses are butted right next to each other or are within one tile of each other.  Any further than that and your lightning spells will not do enough damage to them to allow the quake to finish them off (since the lightning spell does significantly more damage in the center of it's range and less damage the further from center you go).  However, some players will opt to take 4 lightning spells and drop 2 directly on each air defense, then simply use a single quake spell to finish off both air defenses if they are in range.  While this takes up more spell space, it greatly increases the chances of destroying both air defenses.

2.     Another tip involves attacking TH-9 bases that have an Archer Queen.  If she happens to be located directly next to one of the air defenses, you can sometimes take her out as well when you take out the air defense.  To do this, simply wait and watch as she walks around patrolling the area of her altar; eventually (if she is close enough) she will step right on top of the air defense and stand there.  As soon as she approaches the air defense, drop both of your lightning spells right on top of her and the air defense.  In many cases if timed accurately, you will be able to destroy the air defense and kill the enemy Queen at the same time!!!  It is a good idea to just sit and watch her patrol while scouting the base to get familiar with how she patrols and how long she stands still when she stops.  Needless to say, pulling this off will go a very long way in helping your attack succeed, because she can take out balloons in 1-3 hits and do substantial damage to dragons as well.







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.

Wednesday, January 13, 2016

Overview of Clan Wars

     Clan Wars is an exciting and intense feature of Clash of Clans, where your clan gets matched against another clan of relatively equal strength and size, and you compete to see which clan will be able to get the most stars from their attacks!


Rules and Requirements to Participate in Clan Wars

     Any clan can participate in clan wars provided they meet a few simple requirements.  First off, you must have at least 10 members in your clan in order to start a clan war as 10 versus 10 is the smallest size war currently available in the game.  If you have 10 or more members, there must be at least 10 of them willing to participate in clan wars.  If you find that you have less than 10 members willing to play in clan wars, you can override their "opt in/opt out" preference if needed.  Bear in mind that only the leader or co-leaders of the clan may start a clan war.  If you have more than 10 willing members, you will need to select a number in multiples of 5; either 15, 20, 25, etc., with the maximum number being 50 (this is also the maximum number of members allowed into a clan at a time).  Once you have your war roster chosen, tap the "Start War!" Button at the bottom right of the screen, and the system will begin searching for a clan of similar strength to match you with.  The matchmaking is based solely on the members participating in the war, not on your clan as a whole.  You will have the option to cancel the search any time, but once a match has been found there is no turning back!


How to Start a Clan War

     Your clan can join a war by tapping the War Button (the button with the crossed swords) on the lower left side of the screen.  You will then tap the "Start War!" Button in the center of the screen that pops up.  This will bring up a list of your clan members ranked in order of highest to lowest trophy count, with an icon that has a shield and crossed swords to the left of each member.  This shield will either be colored red or green, which indicates that member's desire, or lack thereof, to participate in clan wars (Red means they do not wish to participate or are "opted out", and green means they do wish to participate or are "opted in").  You will select members by tapping the button to the right of their name so that it says "In" and is colored green.  Once you have the appropriate number of members selected, the "Start War!" Button in the bottom right of the screen will change from grey to orange and you will be able to tap it to start the war search.  After the search has started, you can return to your village screen and you will be notified when an opponent has been found, there is no need to wait at the search screen.  Good luck!


Clan War Procedure

     Once an opponent has been found, the preparation day immediately begins.  Tapping the war button from your village screen will bring up the war map screen, where you will notice a countdown timer at the top of the screen counting down from 24 hours.  This screen also shows all the members of both clans that are participating in the war.  The map ranks each clan member based on their village strength, not their trophies!  The strongest player of each clan will appear at the top of the map and will be ranked number 1, with the next strongest member below them ranked number 2, and so on in that fashion.  During the prep day, your main focus will be donating defensive troops to all the members of the war and working on strategies for attacking each of the enemy bases.  You can donate troops to teammates by clicking on their TH in the war map, then donating the desired troops. Please note that this is the only way to donate defensive troops for war, if you donate troops through clan chat it will only be able to be used for attacking or defending that player's home base, not their war base.  Choose defensive troops wisely, they can mean the difference between winning and losing in a close war.
     Once the prep day has ended, war day immediately begins, and a new 24 hour timer begins counting down.  At this point, players from both clans can begin attacking one another, and no more changes can be made to war base layouts or defensive clan castle troops.  Now is the time to play out the strategies you created during prep day, and attempt to get 3-stars with your attacks.  Each player has 2 attacks to attempt to get as many stars as possible on the opposing clan members, therefore it is extremely important that each member use their attacks wisely and choose opponents they truly believe they can 3-star.  Failure to do this will almost certainly result in a loss, so each member should use the prep day to work out a strategy with the other clan members so that each member knows who to attack and how to attack them.  If all goes well, you will come out with a win and a nice chunk of loot for your efforts.
     The winner is the clan with the most stars at the end of the war day.  A newly added feature is the tiebreaker function.  In the event that both clans have the same number of stars when the war ends, the winner will be determined based on the average destruction of all attacks for each clan.  Because of this, it is important to never end a fight before all your troops are used and killed, because every building you destroy adds to the overall average destruction, and ending fights early could cause you to lose if it comes down to a tiebreaker.  So even if you are certain you will not get any more stars from an attack, you should not end it until every troop and spell has been exhausted and the game automatically ends the attack.
     Clan wars is one of the most enjoyable features of Clash of Clans, so make sure not to take the fun out of it by taking it too seriously.  I will be posting plenty more material about clan wars, so in the mean time have fun, and good luck!