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scattered misc
There are a number of excellent videos on you tube that describe how to use a particular attack strategy such as a Hog Rider or Dragon Army Strategy. Additionally, there are a number of videos that show how to build base layouts. These are specific to your town hall level and type of base (e.g. War base, Farming base, Hybrid base, etc.). Please feel free to add links to good strategies you have found as well.

 Hog Rider Attack Videos 

https://www.youtube.com/watch?v=ggQ_X635Ksw

Dragon Army Attack Videos

http://www.dailymotion.com/video/x25r1zw_guide-to-war-battles-at-town-hall-8-in-coc_videogames?start=9

Dragoloon Army Attack Videos (Dragons + Balloons in Clan Castle)

https://www.youtube.com/watch?v=1GxeCLzI-90

(This is a very solid TH8 attack strategy if used correctly, but is dependent upon having max level balloons in your Clan Castle).

 Funneling 

https://www.youtube.com/watch?v=zZdQUuVSfoo

Base Design

Town Hall 8: https://www.youtube.com/watch?v=CHwspFA0VwU

This video shows several examples of a serious, crazy trophy push using specifically targeted Balloons and Minions.

For a comprehensive list of base layouts, attack strategies and more, you can always check out the Clash of Clans subreddit: http://www.reddit.com/r/clashofclans

Giant/Healer
The Giant/Healer strategy is one of the first effective strategies available in a clan war. If a Healer is not available for your army yet, upgrade your Clan Castle to carry 15 troops and request one.

Giants will only attack defenses as long as any defenses are standing. Provisions to protect Giants from enemy Clan Castle troops must be taken. This can include having Archers and Barbarians in your army or having good troops in your Clan Castle (even a Dragon) or a Lightning spell.

After the Clan Castle troops are lured out and taken care of, one Giant should be deployed near a Air Defense to check for traps. Then the rest of the Giants are deployed to destroy the air defense. Once the Air Defense is down, the Healer(s) can be deployed behind the Giants. Archers should be deployed opportunistically "behind the line" of the assault to clean up the outer buildings. Archers can also be deployed to take out threats to any Healer.

Once your Giants are destroyed, the attack is much less effective. Protect your Healer(s) to keep your Giants alive as long as possible.

Note on Giants
Giants are effective, cheap tanks. They can be used to augment almost any strategy, getting the aggro of the enemy and soaking up damage for a long while.

Giants are the first "best" troop available to use in a clan war. They can effectively destroy all enemy defenses in the lower Town Hall levels.

Giants deal moderate damage, however, they are very slow so they are not usually able to destroy an entire base without other troop support. In order to destroy an entire base, there should be a large amount of Giants as well as support troops. These usually include Archers, Barbarians or Mages.

Note on Healers
While Giants will get the aggro from defenses, the Air Defense(s) will ignore ground troops and start killing any Healer. No Healer should be deployed while there is any close Air Defense. Watch out for Archer Towers that the Giants move out of range from because they can target a Healer. Deploy Archers to engage any Archer Towers that threaten any Healer.

As soon as the threat of Air Defense is gone, immediately drop Healers to keep Giants alive. Again, once the Giants are destroyed the attack is usually over.

Note on Wallbreakers
Wallbreakers help Giants move quickly to destroy a Air Defense that is behind a wall. This allows Healer deployment more quickly to heal the Giants. There should be at least enough Wallbreakers in your army to destroy 2 walls. Deploy Wallbreakers after the Giants get the aggro.

Balloon/Minion
The Balloon/Minion strategy uses high level Balloons to destroy defenses and Minions behind to clear everything else.

Since a pure Balloon/Minion army is weak against enemy Clan Castle troops, some provisions should be used against enemy troops. This can be including Archers and a few Barbarians (as well as the Barbarian King) in the army. A Dragon should always be included in your Clan Castle in case the enemy has a Dragon in theirs. A higher level Dragon in your Clan Castle as well as some Archers in your army should be able to take care of any enemy Clan Castle troops. If not, some of the normal Balloon/Minion army must also be spent before the real attack can begin.

Note on Balloons
The biggest threats to Balloons are Air Defenses and Wizard Towers. Balloons should be deployed to go after the Air Defenses while keeping in mind the position of the Wizard Towers. If all Air Defenses can be hit relatively soon as well as a Wizard Tower, it is probably a good base to hit with the Balloon/Minion strategy. In other words, if the core of the base has the Air Defenses on one side, that is the side to deploy on.

Note that the level of the Air Defenses and Wizard Towers should also be taken into account.

To avoid mass damage from splash and/or to mass damage the enemy, the Balloons should be spawned in a wide half moon on the outside of one half of the enemy base nearest to the most of core Air Defenses.

The Balloons naturally start clumping together to inflict high damage and a Rage spell should be at the ready as well as a Heal spell. Both Heal and Rage are important but it is situational to have 2 Heal spells and 1 Rage spell or vice versa.

Note on Minions
Minions are weak to any damage and should trail back behind the Balloons so that the Balloons can get the aggro, leaving the Minions virtually untouched. Whatever wide attack pattern the Balloons were spawned in, the Minions should be spawned the same at a later time.

Note on the Enemy
Not all bases should be attacked with a Balloon/Minion army. These include bases that have higher level Air Defenses and Wizard Towers compared to your Balloons, bases that have too many Air Defenses and Wizard Towers, and bases that defend the path to the Air Defenses and Wizard Towers or spread them out too much.

In general, Balloons should be at least level 3 to attack a Town Hall 7 and level 5 to attack a Town Hall 8.

Videos
This video shows level 6 Balloons and level 3 Minions as a high end example. Note that with the low level Wizard Towers, the Balloons really don't need Heal spells.

This video shows level 6 Balloons and level 5 Minions going after high level Wizard Towers and Air Defenses with Heal spells.