Showing posts with label Upgrading. Show all posts
Showing posts with label Upgrading. Show all posts

Tuesday, January 26, 2016

Dark Troops Overview and Upgrade Priorities

The dark barracks is the only place in Clash of Clans that you can use dark elixir to train dark elixir troops.  Each dark elixir troop is specialized for use in certain kinds of attacks.  These troops make great additions to certain armies, and even make some armies possible.  The dark barracks becomes available at TH-7, and you can upgrade it to level 2.  At TH-8 you can upgrade the dark barracks to level 4, and you can max it out at TH-9 at level 6.  So this means at TH-7 you can get the minion and hog rider, at TH-8 you can train the valkyrie and golem, and at TH-9 you can get the witch and the lava hound.  Here we will briefly go over each dark elixir unit, then talk about some ways these troops can be prioritized in their upgrades.

*A few tips on the dark barracks:

The dark barracks will stop any troop training when being upgraded.  Any troops that were being trained when the barracks upgrade began will resume training once the upgrade is complete.  Upgrading a dark barracks will greatly increase the amount of time it takes to train your dark elixir troops for your army because you will only have one barracks to use until the other is finished upgrading.  If you are TH-7, you will only have one dark barracks and upgrading it will cause you to lose the ability to train dark elixir troops until your upgrade has finished, so keep that in mind when you decide to upgrade.  If the dark barracks is destroyed in battle, troops being trained inside will continue to be trained and sent to the army camps just like normal.

There are 2 ways to speed up the dark barracks.  When you are training troops, you can instantly finish their training time by using gems.  The amount of gems needed is proportional to the amount of time the training has left to completion.  The other way to speed up the dark barracks is by boosting it.  You can boost it by tapping the boost button and spending 10 gems.  This speeds up all training times by 4x for 2 hours, but remember to make the most of your boost, it will continue to count down even when you are not training any troops.

One last tip is to start training more troops even when you have full camps.  This is for 2 reasons:  One, troops will train until the first troop that would put your camps over the limit is finished. At this time, training will pause until there is more room in the camps.  This is very beneficial because you can actually have your next army training while you are searching for and attacking an opponent.  If the training time has been paused as I said above, it will automatically resume as soon as you begin looking for a multi-player opponent or single player map, and it will continue to train the entire time you are searching for an opponent and the time you are actually fighting an opponent.  The other reason for doing this is hiding your resources.  If you know you will be away from the game for a while and know you won't have a shield or will lose your shield before you play again, hide your elixir and dark elixir by filling your camps then training as many troops as your barracks and dark barracks will hold.  This spends elixir and dark elixir, taking it out of the pool of loot that can be stolen from you, and when you get back, you can remove the troops from the training queue and get 100% refunded.  This is a great way to decrease the amount of loot that can be stolen from you while you are away!  Just don't forget to remove the troops when you log back on, or they will start training as soon as you donate or attack someone and you will not be able to get your resources back.

The troops that will hide the most elixir for you is the witch (she is the most expensive dark troop per housing space).  Put as many witches as you can in the queue and finish off filling up with hogs then minions if you have more space.  In this way, you can hide over 5,000 dark elixir with max level dark barracks and max level troops for your TH level.


Dark Barracks (Dark Elixir) Troops

Minion
 Minion:

The minion is an air troop that has low hit points, high movement speed, and moderate damage.  Minions only take up 2 housing space, so you can take a lot of them to battle.  They are relatively cheap as well, only costing a few dark elixir each.  Minions cannot be targeted by seeking air mines, so you cannot use them to check for seeking air mines but they can be used to look for normal air mines.  They can attack both ground and air troops, and only attack one target at a time.  Minions work great with balloons and lava hounds, as part of the very effective Lavalooion, Balloonion, and GoLaLo attack strategies.  Minions are rather strong against point defenses like the archer tower, because they can overwhelm these defenses since point defenses by definition only target one troop at a time.  They are weak against splash damage though, and groups of minions that are caught in the explosion of an air mine or hit by a wizard tower can be quickly wiped out.  For this reason, it is usually best to use minions with a tanking unit to distract the defenses while the minions do their work.


Hog Rider
Hog Rider:

The hog rider is a favorite of many clashers, if not for his battle prowess at least for his hilarious and actions in the Clash of Clans commercials and advertisements.  The hog rider is the only ground unit that can jump over walls.  Hogs are fast moving, with moderately high health, and do high damage while also having a fairly high attack speed.  These mounted units specifically target the defenses, and being able to jump over the walls means that they will path much like a balloon would (if a balloon was much faster that is).

In this way, many players like to use hogs for their attacks because it is much simpler to determine what their path will be when released from a certain location.  Since the walls are not a factor for hogs, it is much simpler to calculate how they will path through the base from one defense to another, and therefore much easier to plan out exactly how to engage the base in your attack.  You can attempt to locate any double giant bomb locations (which are 2x4 tile spaces where enemies can set two giant bombs beside one another and will kill a group of hogs instantly), hidden teslas that may throw off your planned path, and any other small bombs or spring traps, and choose the safest route to send your hogs to keep them alive the longest.

Also take heal spells that you will drop ahead of the hog groups on top of several defenses you know they will spend some time at, to make sure they get the most out of each heal.  You also HAVE to TAKE OUT THE CC TROOPS or your attack will fail for sure.  You will have to use 1-3 hogs to ensure a full CC pull, then have some separate troops ready in case your poison spell doesn't finish off all the troops, so you can finish them off the traditional way.  You cannot forget to pull the CC in a hog attack or you will no doubt fail the attack with no stars.  This is because the hogs focus on defenses, and they will ignore everything else including CC troops attacking them, until every defense has been destroyed.  So, the CC troops will simply follow the hogs all over the map attacking them until they are all dead.

More recently, hogs have been used with golems in what is called a GoHo attack.  The GoHo attack adresses the problem of both the CC troops and the enemy heroes, specifically the Archer Queen.  The archer queen is almost as bad as the CC for hogs, she can shoot at them from a long way away and does massive damage.  Upgrading hogs increases their damage and substantially increases their hit points.  I will be posting a detailed guide for this attack as well as straight hogs soon, and we will discuss these topics much more there.


Valkyrie
Valkyrie:

The valkyrie is a dark elixir troop with high damage, moderately high speed, and high health.  She also has a unique attack style.  While she is a melee troop, she attacks by swinging her large ax in a circular, whirlwind-like fashion.  This allows her to strike foes and buildings all around her at the same time, effectively causing area of effect damage in a circle around her.  She is great for taking out smaller CC troops, even wizards cannot stand up to her swings.  Players have began taking her along for GoVaPe strategies, making use of her unique attack, high damage and health to give the army more longevity and fire power.

Upgrading the valkyrie increases her life and damage by moderately high amounts.  She is also fun to take along on farming raids as she is not too expensive and takes the same amount of time as a wizard to train.  The biggest fault of the valkyrie is that she cannot attack any air troops, they will just sit there and shoot her down while she is helpless to defend herself.  She can make a great CC troop, but if you think there is a good chance of being attacked by air troops, you may be better off with wizards or some other troop that can target air units as well as ground units.


Golem
Golem:

Ah, the golem... The golem is the ultimate tanking unit in Clash of Clans.  Golems have a huge amount of health, but do almost no damage and are extremely slow.  They specifically target defenses, just like giants, hogs, and balloons.  The golems take up 30 spaces and because of that most players will only take 2-3 with them into a fight.  Golems have their value in the fact that they can take insane amounts of damage from multiple defenses, and when they go down 2 golemites (smaller versions that have 1/5 the hit points of a golem, but do higher damage) rise and continue to target defenses and tank for the army.
Golems are used in several variations of attacks where they are the key unit.  I will have some posts out soon on all these attacks so I won't go into all the details here.

Upgrading the golem increases it's life substantially, but doesn't do much for the damage.  It is still very much worth upgrading because the amount of life gained from the upgrade is significant.  They don't make the best CC troops on defense, since they don't do much damage.  Some players still find them useful because their high hit points really slow down the attacking army.  Golems are great offensive CC troops however, for lower level clan mates attempting to perform a golem based attack, a high level golem can make a huge difference in the success of the attack.


Witch
 Witch:

The witch is a specialized dark troop whose strength lies not in her life or damage, but in her ability to relentlessly raise skeletal warriors similar in health and damage to barbarians.  These skeletons deal fairly good damage, and also distract the defenses while the witch hangs back and continues to raise skeletons as they fall.  Her skeletons are highly vulnerable to mortars and wizards towers, as well as bombs and other traps, and can quickly get wiped out.  Once the skeletons are wiped out, the witch is extremely vulnerable and will usually fall soon after her skeletons if she cannot raise more in time.

Upgrades to the witch will increase her life and damage, but more importantly, will also increase the number of skeletons she can have summoned at a time.  This is a very useful troop to upgrade, because with more life, damage and skeletons the witch get much more useful with each level.  Currently, the max level for a witch is only 3, but this will continue to rise as new TH levels and new defenses are added to the game.  She is also a useful troop in offensive and defensive CCs, as well as in GoWiWi and other golem based attacks, especially when upgraded.


Lava Hound
Lava Hound:

The lava hound is the newest dark elixir troop, specifically designed as a tank for the air troops against the air defenses.  They have a very high amount of life, low damage, and moderate speed.  They specifically target air defenses and will pass by any other building until all air defenses are down.  A unique aspect of lava hounds are the lava pups that result from the explosion of a lava hound when it is killed.  An upgrade to the lava hound will greatly increase it's health, and slightly increase it's damage.  Since the lava hound takes up a whopping 30 spaces, you must carefully decide how many you need to take to a battle.  Usually, 4 hounds is the most a player will use, in the attack known as Quatro Lavaloonion.  But, it can also be beneficial to only take 1, 2, or 3 of them, depending on your situation and the base you are attacking. 

The lava pups are a similar troop to minions, and because of this lava hounds are often used as an added unit in balloonion attacks.  They explode out in all directions, causing havoc and confusing defenses.  They don't last very long, but are much better at damaging structures than the lava hound, especially when they are accompanied by minions and balloons.


Upgrade Priorities

The dark troops are highly specialized, and like your elixir troops you should first upgrade the troops that you use the most.  I suggest upgrading both your favorite ground unit and your favorite air unit, so that you will have a good option for attacking both anti-air bases and anti-ground bases.  Eventually, all these troops will need to be upgraded, but you should first focus on the ones you will be using in war attacks.  Dark elixir troops are not normally used very often in farming attacks, unless you are in a higher league.  So for a long time you will only be using the dark troops that are included in your war attacks.

You should definitely upgrade them when you can though, because high level hogs can devastate a base when used correctly, and high level golems can survive attacks from almost all defenses at once for a surprising length of time, witches at level 2 can seemingly create an endless army of skeletons that constantly resupply your army with soldiers to fight for them, and the minions and hounds are great for using with balloons or dragons.  Valkyries are a great support troop in GoVaPe or other golem based attacks. 
   

Tuesday, January 19, 2016

Heroes - Barbarian King

     Once you hit TH-7, you will get your first taste of the heroes of Clash of Clans.  Your first hero will be the Barbarian King. He is an oversized version of a regular barbarian, wearing a crown, holding a sword, and wearing a metal fist in his other hand.  Aquiring the Barb King is a game changer; he opens you up to new troop formations, more flexibility in your armies and attack styles, and adds a whole new dimension to the defense of your base. Heroes are immortal; they can be knocked out during fights but never killed.  To recover, they will require resting for a certain period of time related to the amount of damage they received in battle.
     When attacking, the King can be used as a tank, as well as a dps troop.  He has a high amount of hit points, so he can take a beating and keep on going especially after hitting level 5 when he gets his ablility.  When defending, the King can be set to defend or turned off so that he will be ready when you want to use him for an attack.  If you set him to defend, the King will help defend your base but if he takes damage he will be down and unable to be used for a period of time while he rests and heals.  The amount of time it takes to heal depends on the level of health he has left at the end of an offensive or defensive attack, but ranges between 0-30 minutes (at lvl 1) and 0 minutes-1 hour 48 minutes (at lvl 40).  If he is healing, his altar will be empty and he won't show up to defend your village. He can be instantly healed using gems, or for 10 gems his cool down time can be sped up by 4x for 2 hours.

Here is the breakdown for the Barbarian King's max level at each TH level:

TH-7   = Max level is 5
TH-8   = Max level is 10
TH-9   = Max level is 30
TH-10 = Max level is 40
TH-11 = Max level is 40

     When you are first able to get the Barb King, it is pretty expensive to initially build his altar so you can begin using him. It costs 10k dark elixir, which you are only able to start collecting at level 7 TH and can only hold a maximum of 10k with your storage at level 1.  While it will take you some time to save up this amount and actually get the King, it is very much worth it so start saving as soon as you can by upgrading your drill as high as possible and raiding for dark elixir (you will get the most from raiding).  

Here is a table showing the cost and stats initially for the Barbarian King and the cost to upgrade to each subsequent level, training time, normal damage, damage during ability, time to heal if knocked out in battle, hit points, and damage per hit at each level:

Level
Damage Per Second
Damage Per Strike
DPS During Ability
Hit Points
Regeneration Time
Iron Fist Level
Training Cost (DE)
Training Time
1
120
144
N/A
1,700
30m
0
10,000
Instant
2
122
146.4
-
1,742
32m
-
12,500
12h
3
124
148.8
-
1,786
34m
-
15,000
1d
4
127
152.4
-
1,830
36m
-
17,500
1d 12h
5
129
154.8
185
1,876
38m
1
20,000
2d
6
132
158.4
188
1,923
40m
-
22,500
2d 12h
7
135
162
191
1,971
42m
-
25,000
3d
8
137
164.4
193
2,020
44m
-
30,000
3d 12h
9
140
168
196
2,071
46m
-
35,000
4d
10
143
171.6
244
2,123
48m
2
40,000
4d 12h
11
146
175.2
247
2,176
50m
-
45,000
5d
12
149
178.8
250
2,230
52m
-
50,000
5d 12h
13
152
182.4
253
2,286
54m
-
55,000
6d
14
155
186
256
2,343
56m
-
60,000
6d 12h
15
158
189.6
305
2,402
58m
3
65,000
7d
16
161
193.2
308
2,462
1h
-
70,000
-
17
164
196.8
311
2,523
1h 2m
-
75,000
-
18
168
201.6
315
2,586
1h 4m
-
80,000
-
19
171
205.2
318
2,651
1h 6m
-
85,000
-
20
174
208.8
369
2,717
1h 8m
4
90,000
-
21
178
213.6
373
2,785
1h 10m
-
95,000
-
22
181
217.2
376
2,855
1h 12m
-
100,000
-
23
185
222
380
2,926
1h 14m
-
105,000
-
24
189
226.8
384
2,999
1h 16m
-
110,000
-
25
193
231.6
438
3,074
1h 18m
5
115,000
-
26
196
235.2
441
3,151
1h 20m
-
120,000
-
27
200
240
445
3,230
1h 22m
-
125,000
-
28
204
244.8
449
3,311
1h 24m
-
130,000
-
29
208
249.6
453
3,394
1h 26m
-
135,000
-
30
213
255.6
511
3,478
1h 28m
6
140,000
-
31
217
260.4
515
3,565
1h 30m
-
145,000
-
32
221
265.2
519
3,655
1h 32m
-
150,000
-
33
226
271.2
524
3,746
1h 34m
-
155,000
-
34
230
276
528
3,840
1h 36m
-
160,000
-
35
235
282
589
3,936
1h 38m
7
165,000
-
36
239
286.8
593
4,034
1h 40m
-
170,000
-
37
244
292.8
598
4,135
1h 42m
-
175,000
-
38
249
298.8
603
4,238
1h 44m
-
180,000
-
39
254
304.8
608
4,344
1h 46m
-
185,000
-
40
259
310.8
673
4,453
1h 48m
8
190,000
-

This is an additional table showing the effects of his Iron Fist ability at different levels:

Iron Fist Level
Added Damage Per Second
Hit Points Recovered
Speed Increased By
Speed During Ability
Number of Summoned Units
Iron Fist Duration
1
56
500
18
34
6
10s
2
101
620
19
35
8
-
3
147
752
20
36
10
-
4
195
899
21
37
12
-
5
245
1,063
22
38
14
-
6
298
1,247
23
39
16
-
7
354
1,455
24
40
18
-
8
414
1,692
25
41
20
-

* Note:  The Iron Fist ability forms a rage spell that surrounds the area around the Barbarian King that instantly recovers a portion of his hit points, and increases his speed and damage.  This ability also affects any friendly barbarians (either summoned, from your CC, or from your army) in the area around the King.  It doesn't however have an effect on any other troops, only the friendly barbarians, and it only increases their speed and damage, it does not heal them (the only troop healed by this ability is the Barbarian King himself). 


Offensive Strategy

     When used in attacks, the King can be deployed just like any other troop.  To activate his ability, you simply click his portrait again.  Keep in mind his Iron Fist ability does not stack with rage spells, so don't waste rage spells when his ability is active.  He works really well when used in conjunction with support from archers and the Archer Queen as well as healers or healing spells.  Barbarians are also a good choice to use since they can also benefit from the King's ability; the King and a large group of barbs enraged can really deal some heavy damage to an opponent's base quickly. 
     When using Iron Fist, try to hold off until the King has taken enough damage to get the full amount of heal from his ability.  Also try to use the ability when there are several barbs nearby that will also be affected by it.  This will ensure that you make the most out of the Iron Fist ability.  Always use the ability before the battle is over, even if there was never a good time to use it, you can still heal a significant portion of his health with the ability and reduce his down-time between battles. 
     Make sure not to pull the CC with your King.  He can be easily overpowered by several smaller troops because he only attacks one target at a time and has a slow attack speed, so by the time he is able to kill the CC troops he will have lost a significant portion of his health.  The King can also turn a 0-star attack into a 2-star attack by being deployed behind the main army.  He is very good at clearing buildings and walls especially with his Iron Fist activated, so he can quickly destroy the remainder of a village or the TH once the bulk of the defenses are destroyed.
     When facing an enemy's Barbarian King in battle, don't waste a poison spell on him if you are planning to use it strictly for damage purposes.  For one thing, heroes are all but unaffected by the poison spell; it doesn't do nearly as much damage to heroes as it does to normal troops, and you will see this when it barely puts a scratch in his health.  Also, the heroes seem to instinctively move away from the poison spell once it has been dropped.  If at all possible they will avoid standing in the area affected by a poison spell, unless they are actively engaging troops. 
     There is however a use for poison with heroes in certain situations.  When your troops engage the King, you can then drop your poison on top of him in order to slow him down significantly.  While the damage part of the poison spell has almost no effect on heroes, the slowing effect on their attack and movement speed seems to work just fine.  This allows your troops to quickly deal with the King without suffering heavy losses.

Defensive Strategy

     When the King is on defense, he can be set to defend or sleep.  When sleeping, his altar will be empty when seen by the enemy and he will not defend against an attack.  If he is set to guard, he will actively defend the village from any attackers that come within his targeting radius.  If they try to pull him outside the base, he will not go out any further than his targeting radius, which is a moderately sized circle surrounding his altar. 
     The only way an enemy can pull him outside and engage him out of range of the defenses is if his altar is set on the outer edge of the village, so try to place his altar somewhere near the center or between the center and the outside to avoid this.  It can also help to place him near storages or the TH or other buildings you wish to protect. 
     Some players prefer to have the King constantly set to sleep, since he can only attack one target at a time and isn't a great defender.  The value of the King as a defender doesn't so much come from his ability to attack enemy troops, but more so his high hit points causing troops to get slowed down and eaten up by defenses.  So place him near the center with a bunch of other high hit point structures to maximize this effect.  This can save you from losing resources on your home base, or save you from getting 2 or 3-starred in wars. 
     One last thing to remember is that the King will only attack when his targeting radius is breached by enemy troops.  When troops get close to his radius, he will step toward them to prepare to defend, but he will not attack until they have breached the radius or started attacking him.  Once he clears out any troops in his radius he will return to patrolling until more enemies approach.  He cannot attack any air units, so he is useless against air attacks except to slow them down while they attack him.