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Strategy and Base pictures needed
Introduction
Regardless of a player's objectives, a good base layout is crucial to success in their objective, whether information technology be trophy pushing, farming, or warring. A poorly designed base will easily fall to attacks, regardless of how much Golden is invested into the defenses. On the other hand, a well-designed base of operations will exist able to defend better fifty-fifty if the defenses are weaker.
This page is defended to sound strategy that will help you build your base of operations. You lot should never re-create any base of operations you run into on the web since any published base of operations tin can take all weaknesses known. However, knowing how to build a base and having examples will allow you lot to create your ain nuances in a base.
Foundation of a Great Layout
Building a defense ways understanding how the troops that assail it work, what they target and ways to target them. Knowing the types of armies your assaulter may be using goes a long mode toward this goal. No base is a perfect defence against every type of attack, however building against mutual attacks tin help ensure success.
Base of operations Types
The first thing is to know what you lot desire to accomplish. There are many different types of bases that you tin make in Clash of Clans and it is vital that y'all make a well designed base of operations for the job that you desire it to do. There are therefore a few fundamentals that you lot need to understand in order to achieve a good design.
Farming Bases
Farming Bases are designed against multiplayer opponents who are farming for your resource. Y'all are protecting Elixir, Golden and Night Elixir from hands being stolen by making other targets more viable than them. You lot are also giving up minor resource and keeping major ones highly protected.
- The resource storage(due south) that yous intend to protect well-nigh should be located in the center of the base, generally guarded by your about powerful defenses and the Association Castle. Frequently this may be the Nighttime Elixir Storage, but in some cases at lower levels (or by your choice) information technology can be the Gilded or Elixir Storages.
- Other resource storages should exist distributed evenly around the chief compartments, preferably in dissever compartments, and then the you lot won't lose all of the storages at once. In special cases where you lot do not consider a item resource to be important (for instance, Elixir at TH8 may often exist neglected), you can choose to leave information technology exterior of the walls in hopes of exchanging the resources for trophies from other farmers.
- Placing all of the storages in the same compartment is a high-risk strategy. If the attacker fails to enter the compartment where you identify the storages, they'll receive relatively low amounts of loot, but if they manage to breach it, information technology can often be easily cleared out especially with the aid of Rage Spells, which'll mean you lose all of the boodle available to them.
- Distribute the defenses around the compartments so that the storages are well-defended.
- If space allows, y'all tin can place your resources collectors inside the walls. This is especially the case if you lot are less agile and are unable to collect from them regularly.
- Placement of the Town Hall tin can be off-center or even outside of the walls of the base.
- Keeping the Town Hall closer to the heart will allow you to amend defend the resource it holds. If you place it far from the center, keep in mind that people that "snipe" your Town Hall will be less likely to achieve xxx% and give you a shield.
- Placing the Town Hall in the vicinity of the storages is recommended if you intend to defend your storages with its Giga Tesla or Giga Inferno if you have it installed. Nevertheless, keep in heed that the placement tin can exist exploited past Siege Machines, especially Wall Wreckers (which can approach your main compartments from the side opposite the Town Hall), so you should have some countermeasures ready for them. Additionally, the Giga Tesla does not engage until the Town Hall is attacked or at least 51% impairment is achieved; if you lot're defending your storages with it, chances are that a majority of the base has already been cleared out past and so.
Trophy Bases
Trophy bases accept the master intention of protecting trophies. You lot will often protect the Town Hall, as its destruction means a star and consequently, trophies for the aggressor. In add-on to protecting the Town Hall you may also wish to prevent 50% destruction every bit that is nonetheless another manner to score stars.
Preventing fifty% destruction is hard; many armies will be capable of achieving it by merely attacking the least-defended parts of your base (which will typically be near or exterior the forepart-line walls) and hoping for the best. However, some layouts can brand information technology very hard to destroy the Town Hall, thus limiting the assaulter to one star in nigh cases.
- The Town Hall is normally situated in a chief compartment with the Clan Castle, Air Defenses and Air Sweepers. If you lot are a higher level player, information technology should exist guarded with X-Bows, Inferno Towers, and the Hawkeye Artillery. This ways that any level you are, you demand to have a centralized Boondocks Hall that is heavily protected.
- There are also normally a few walled layers between the Town Hall and the edge of the base. This may have defensive buildings inside or information technology maybe one space between walls to brand attacking troops destroy another wall layer. Either of these methods is an constructive way of slowing down potential attackers.
- Equally an alternative to defending the Town Hall heavily, yous tin choose to isolate the Town Hall, and leave a large area around it unoccupied past buildings, using Walls to wall information technology off and make full up any gaps that ascend in the base of operations. This means that attacking troops will oftentimes move around the Town Hall rather than towards it. However, this opens your Town Hall up to Wall Wreckers and Battle Blimps sent out at the end of an set on which can acquit Clan Castle troops similar P.E.G.K.As to terminate off the exposed Boondocks Hall.
- To forestall attackers from attaining 50% hands, you should make sure that y'all don't leave besides many buildings exterior of the walls. If you do intend to exit many buildings outside the walls, be certain they are at least defended in some way (using an Archer Tower, for case), then that Archers and other lesser units cannot pick them off easily.
- Placing your resource storages outside the walls is one way of easily gaining trophies in low-mid leagues. Farmers tin can simply choose to steal from the storages using a few troops or with just their heroes. Withal, this is less probable to work at higher leagues.
Hybrid Bases
Hybrid bases intend to protect both the player'southward trophies and resources at the same fourth dimension and is the virtually typical type of base of operations. As such, information technology draws aspects from both farming and trophy bases.
- You generally want to protect the Town Hall with your nigh powerful defenses. Its destruction means both loss of trophies, too as the sizable amount of resources it holds. However, yous'll also want to protect the resource yous value the virtually. Have these defenses guarding both at once.
- You can have an interchangeable layout so you lot can bandy storages with defences and so that different things are more heavily protected. This is ofttimes achieved by leaving a reasonable amount of space inside your walls to move buildings around, but non too much space as to allow attackers to spawn their attacking forces in the middle of your base of operations.
- You may wish to do is to identify Wizard Towers around storages and inside range of each other. This way you can destroy large hordes of troops and Goblins and Barbarians easily.
- It is besides recommended that you lot have your Clan Castle and Hero Altars as cardinal as possible, so they tin cover your entire base. Prioritise the positioning of these defences over Cannons or Archer Towers, which can be placed on the outskirts of your base.
- Protect your resource storages, but too be sure to spread them out. Keeping them besides close together enables an attacker to easily steal from multiple storages at the same fourth dimension. Notwithstanding, placing them besides close to the outside of the base enables attackers to steal from them hands.
- About Hybrid bases are segmented by walls so that each compartment isn't very big. This is a expert idea so that the enemy doesn't steal all resources and destroy your Town Hall all at once.
War Bases
State of war bases aim to foreclose enemies from gaining stars. Typically they are designed in a style to prevent two or three stars, usually the latter. Successful war bases are capable of preventing the opponent from achieving their goal and forces them to make multiple attacks against your base.
- Bays layouts can often double every bit war layouts, depending on the role player's success with using the layout in multiplayer battles.
- Commonly, the defenses are the only ones barricaded by walls, leaving the collectors outside while storages may be left exterior or be placed within to protect defenses.
- The Clan Castle is commonly at the middle of the base where it is hard to accomplish as commonly in wars it is more common to take Clan Castle troops in war.
- Oftentimes, the defending Archer Queen tin can exist treated like a defence force when building war layouts due to her very high harm output.
- Engineered "anti-three star" bases lean away from common practices and apply troll-like lures to provide easy "two star" access while preventing three stars.
- These can include easy admission to the Town Hall to protect important defenses and subtle rings to funnel troops away from defenses.
- You tin heavily exploit troop behavior when building such a war base of operations. For case, you tin place your Air Defenses in a directly line germination, and so that Lava Hounds will movement in that direction and dissever away from Balloons equally they are picked off by Archer Towers and Hidden Teslas. Or, yous tin can identify defenses in a way that attacking Grunter Riders are forced to travel through two Giant Bombs at the same time, heavily damaging them.
- Group defenses together so that a item area is very heavily defended tin can help deny Queen Walks and Queen Charges through that surface area or forcefulness the use of a Rage Spell or Freeze Spell. X-Bows, bespeak defenses like Cannons, and single-target Inferno Towers do this job particularly well.
- Exploiting the power of Traps are as important equally proficient placement of defenses. For example, a well-placed Spring Trap tin can launch several Giants or a single Ice Golem at once, or dispose of Wall Breakers, while Seeking Air Mines are an easy fashion to get rid of Healers that announced in Queen Walks.
- When building a state of war base, it is important to think about how y'all would attack the base you lot built. Doing Friendly Challenges with clanmates enables you to visualise how your base would concur up against attacks.
Putting Defenses to Use
Each defense has a job to do. Stopping different troop types and assail strategies is i of the most common ways to succeed.
Wall Concepts
Defense force Against the Wall Breaker
Wall Breakers target walls that enclose Buildings. This means they ignore and become around free-continuing Walls. Wall Breakers don't but go to the nearest Wall; instead they go to the nearest compartment. Use this to your reward by channeling them into gaps, where your carefully laid Traps can instantly destroy them. This method can besides help defend against other Troops, such equally Giants. In addition, the more time the Wall Breakers (and other Troops) spend moving and non attacking, the more opportunities your defenses have to kill them.
Wall Layouts in Bases
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Base layouts can be divided into two basic commonly used categories: Symmetrical and asymmetrical. About bases have some amount of symmetry, whether they are partially, bilaterally or quadrilaterally symmetrical; others are bilaterally mirrored. They tin be further divided by their bones defensive concept. Hither are a few: - Unmarried Wall: A unmarried wall surrounding all or most of the buildings. Common at lower levels where y'all don't have many walls to work with, but rarer at higher levels. They are generally easy to destroy, since breaking open one wall opens admission to the majority of the hamlet.
- Double Wall: Same as a single wall except it has another layer (separated past at to the lowest degree a single-tile gap) on the outside of it. It prevents Archers from shooting over it and prevents Wall Breakers from penetrating both layers.
- Note: Archers take a three-tile (wall) range. This ways they can fire at buildings if they are 1 tile away from the wall. If a building is placed ii or more tiles away, the Archer will non be able to reach it. However some units, like the Archer Queen, volition be able to fire over the gap.
- Double- or Multi-Layered Wall: A portion or all of a wall segment with multiple layers. Note: Wall Breakers have splash damage that tin can break upward to triple wall layers as if they were a unmarried layer, then it is non recommended to use this wall type, at to the lowest degree not every bit part of the outer layer or ii where Wall Breakers can typically target them. Additionally, the walls can exist easily passed through with the use of Jump Spells and Earthquake Spells.
- Inner and Outer Wall: As the proper noun implies, an inner wall protects the most valuable structures, with an outer wall fully or partially enclosing the inner wall and its associated defenses.
- The Egg-Vanquish Defense force: Multi-layered walls (ordinarily three or more layers thick) in the center of the map with most buildings exterior the wall and resources (possibly Town Hall) inside the wall. This concept is generally used for 'farming' villages.
- Islands: A unmarried layer of walls enclosing a large space containing only a few (if not only one) buildings, such as the Boondocks Hall or an Ten-Bow or Inferno Belfry, with more than wall pieces used to close up space inside the "isle" to prevent attacking units from beingness spawned inside. This concept usually arises in war bases, usually to become attacks moving around information technology rather than through it. Several of these "islands" may appear in the same layout, and variants may exist where more than one layer of walls is used.
- Compartmentalizing, Enclosing or Section Defence: This manifests in different means. The basic concept is to have various compartments of i or more buildings. It helps a lot to accept multiple compartments inside your base as each must be breached separately, profoundly slowing down attackers and making it difficult for Wall Breakers to reach the inner compartments in order to blow up the walls. Two walls together without any space in between isn't a adept idea. It may stop Archers, simply a Wall Breaker's splash damage volition destroy both of the walls.
- Gaps and Bound Traps: Leaving a few gaps is OK. You tin can place Jump Traps in between them to maybe kill a few troops, just this means there is a open compartment which troops can go in, which means leaving too many gaps could consequence in your base becoming too easy to navigate. Usally a few is adept; just too many is a scrap risky.
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What to Put Inside Your Walls and Why
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- Splash Impairment Defenses. Why? Because this way, when you are existence raided, the assaulter's troops will constantly exist hammered by your Mortars and Wizard Towers. Splash harm defenses have an advantage over other defenses, such as Cannons, considering those tin only target ane troop at a time, where every bit Mortars and Sorcerer Towers tin can bargain impairment to multiple troops in a certain area. When yous put your Wizard Tower inside your walls by the storages, information technology tin hands take out groups of Goblins and Barbarians.
- Air Defenses. Why? If your Air Defense is unprotected, it allows attackers to hands destroy it with a just a few Giants, and and then your primary aerial defenses are gone. This allows the attacker to put downward hordes of Balloons, Dragons, Minions and/or Healers without worrying also much almost them being destroyed because the Air Defence is really the only defense that works exceptionally well confronting air units.
- Golden, Elixir and Nighttime Elixir Storages. Why? This is fairly arguable. If you lot are strongly bays pushing, and then feel gratis to put your storages out in the open up to gain some quick trophies from a farmer who wants your boodle. Also, it can gain yous some trophies if you don't really need that specific resource every bit much. (ex: Elixir) But because these storages hold all (or well-nigh all) of your resources, yous'll probably want to keep them well protected, and the resource storages also have loftier hitpoints. Without your resources, you tin can't train troops, upgrade buildings or exercise just almost annihilation else in the game.
- Town Hall. Why? As of the December 2015 update, the Town Hall serves every bit a storage holding pregnant amounts of Gold, Elixir and Nighttime Elixir. As its devastation no longer grants a shield, coupled with the fact that it holds a sizable corporeality of resources, information technology should always exist kept inside. If the Boondocks Hall is the destroyed, the assaulter instantly gains a star and y'all would lose trophies.
- Other Defenses. Why? If you don't continue at least a few of your other defenses inside your walls, you will be defeated relatively easily. It is understandable that one may not have as many walls every bit are required to do so, but it is best to keep your highest level defenses within walls whenever possible.
- Dark Elixir Drills. Why? Because they store your Dark Elixir when you are not online and it would be sorry if it were to exist lost (75% of Dark Elixir tin can be stolen from it)
- Clan Castle. Why? Troops in your Clan Castle volition exist able to defend unlike areas, gives Archers and Wizards walls to hide behind, and makes it harder for opponents to lure your troops out into the open space where there are no defenses, especially in wars.
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What should you Non put Inside Your Walls and Why
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- Army Camps, Barracks, Spell Factory and Laboratory. Why? Because these buildings have no existent purpose when you're existence raided (other than a percentage to gain Trophies/3 stars) to keep them within your valuable wall space.
- Upgrading Defensive Buildings. When Defensive Buildings are being upgraded, they cannot part or assist in defending your base. Instead, (especially in the core of your base) they may only prove to be detrimental, attracting troops, particularly those that target Defensive Buildings. Switching these with other buildings may distract defense-targeting troops, such as Golem/Golemites, Hog Riders, Lava Hound/Lava Pups, or Giants. Letting these upgrading defences occupy the interior of your base does not help yous at all. Though many consider this trivial, you take to remember that every footling thing counts; It could be the divergence between a devastating raid or a successful defense!
- Gilt Mines, Elixir Collectors (and potentially Nighttime Elixir Drills, though see previous department). Why? If you normally play every day, in that location shouldn't exist all that many resources in your collectors. Therefore, there'southward not really a need to keep them within your walls, even if you don't play very oft. In addition, Goblins will exist attracted to interior Gold Mines and Elixir Collectors, making it easier for the raider to admission your inner Gold Storages or Elixir Storages. The only reason to proceed these inside your walls is if you're a hardcore farmer, but it is strongly advised to use your walls for more important buildings such every bit Cannons or other defenses. Another reason to go on collectors within your walls is if yous are using a heave on them.
- Put your Aureate Mines and Elixir Collectors at a slight distance from the outside wall and have either a Mortar or Archer Tower inside the wall. Put a small Bomb at a slight altitude from where you put your Gold Mines and Elixir Collectors. This volition distract any opponent that commonly deploys an Archer in order to lure your Clan Castle troops towards attacking troops in order to kill them. The fundamental is to accept as little areas as possible on your base of operations from which the opponent can lure your Clan Castle troops far enough from your defenses. Experienced attackers will deploy their troops slowly in selective parts of your base of operations.
- Builder'southward Huts. Why? Builder'due south Huts are basically just a hut your Builder sleeps in when he's non working on something. Information technology has no defensive capability any, and then in that location's no reason to put information technology inside your walls. One exception would be to identify i temporarily inside your walls to take infinite of at least 3x3 that y'all're saving for another edifice. Some other exception is to protect these buildings making a i star fifty% win more difficult for your opponents.
- Decorations. Why? Because these are simply waste space you could take used for something important, and could really create a back door for enemies to place troops backside your defenses if the area they are in is at least 3x3 (see paragraph below).
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Other Wall Info
Obstacles (trees, bushes, stones, etc.) cannot exist used as walls or barriers! Troops can be placed directly on tiptop of them, in forepart of them, or behind them! The aforementioned goes for Decorations (flags, torches, etc), Traps (Bombs, Jump Traps, etc.) and even Subconscious Teslas. None of these (with the exception of Hidden Teslas, which are subconscious buildings) really accept hit points similar your buildings do either. Neither do they count every bit edifice infinite when you're nether assail (even the Hidden Teslas, until they are revealed). For example, if you lot have a large surface area of at least 3x3 with only decorations or traps inside that area, enemy troops tin can be placed directly into the area where those Decorations, Traps or Obstacles are during an attack on your village.
Communication
- Wall Breakers have a bigger splash damage, so it is not recommended to use Double Walls, since they will destroy both lines of Walls with one nail.
- If you find some buildings not necessary to protect, leave them outside as 'buffers'. Most enemy troops volition target those buildings, even while your defenses assault them.
Defensive Buildings
Well placed defenses and traps contribute to a solid layout that volition stop many attacks. To make the most of a defense, it is important to know the best places to put them.
Advices
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- Space out defenses and so they are neither besides close nor as well spread out. Defenses that are too shut together cannot adequately protect the entirety of your village (there will exist large areas that are completely defenseless). Defenses that are besides spread out cannot adequately protect each other and will be easily overwhelmed.
- In particular, you lot should also infinite out important defenses similar the Inferno Towers and Air Defenses then that they do not become frozen past a unmarried Freeze Spell.
- Encompass as many buildings as possible with a defense force then you practise not give abroad free percentage. This includes other defensive buildings as well.
- Cannons and Archer Towers are often get-go lines of defense, however you can consider placing a geared-up version of them deeper in the base if you lot believe their actress damage output is worth it there.
- Placement of Air Defenses and Air Sweepers are always important to prevent air attacks from rampaging nigh your base. You'll oft want to protect these buildings. With the Air Defenses you'll frequently want to place them in a triangular or rectangular/diamond-shaped arrangement to ensure they tin cover as much area every bit possible. Or, y'all can use the Air Sweepers as a deterrent to air attacks from one or two sides and use the Air Defenses to cover the other sides.
- At lower levels, Mortars are among the key defenses you should protect and place in the centre of your base. Nevertheless, do not put Mortars directly next to each other, as two well-placed Lightning Spells volition destroy them both (not to mention their common bullheaded spot will be a further weakness). At higher levels, you can also use the Mortars to cover the corners of the village so that single Archers or Barbarians exercise not snipe buildings easily.
- Placement of Hidden Teslas tin vary depending on what yous want to do. You can place them nearly the core of the base for actress damage in the core, or as a first-line of defence force alongside the Archer Towers.
- Sorcerer Towers and Bomb Towers are valuable defenses to protect storages from Goblins; placing them next to one will get in hard for Goblins to survive long without the use of Healing Spells. Mortars can also baby-sit storages from afar and will exist especially useful when they are sufficiently upgraded; their harm gets high plenty that they one-shot the Goblins.
- X-Bows are versatile and their high DPS can exist put to work by having them defend multiple compartments at once.
- Magician Towers can be placed in close proximity to each other, making it easier to impale large groups more speedily as both towers will target them.
- Placing a Sorcerer Tower near a Mortar can cover its weaknesses, particularly its bullheaded spot.
- Depending on what you desire to defend confronting, you should set your Inferno Towers accordingly. When farming and you wish to protect your storages, they should generally exist ready to multi-target mode to deter low-health troops such as Goblins and also do considerable impairment to other units similar Miners, Bowlers and Balloons. Single-target mode is excellent for when yous need to defend confronting high-wellness troops such as P.E.K.K.Equally and Electro Dragons, whose presence is more than typical in war scenarios, but can quickly be overwhelmed by swarms of troops.
- You can consider setting i Inferno Tower to single-target and another to multi-target and placing them in range of each other; both tin alleviate each other'due south weaknesses. However, you should never place them too shut to one another lest they both go hit by a single Freeze Spell.
- If you have the Eagle Arms, identify it in a way so that information technology can cover the master compartment (i.e. ensure its blind spot does not overlap with the main compartment), but besides be certain information technology can't be too easily reached. Yous should effort to avoid placing it next to other fundamental defenses (Inferno Towers and/or the Giga Tesla) and then to avoid getting frozen along with that key defense.
- Utilise non-defensive buildings to extend the boundaries of where troops cannot be deployed. You can also consider placing leftover walls outside for the same reason.
- Bombs work well at wiping out lesser troops tactically. Unremarkably two is sufficient to wipe out a pack of Goblins and attackers will often pay less attention to the activation of one. One Bomb is commonly able to defeat Wall Breakers, so yous tin can identify them in a location where you think Wall Breakers will exist deployed.
- Jump Traps are excellent at launching Giants, Goblins or Wall Breakers. You tin identify them in an intentional gap to launch these troops, but experienced attackers will oft recognise and know how to deal with these gaps.
- Placing Seeking Air Mines on the outside of the base tin ruin a Queen Walk before it even begins. Withal, experienced attackers will ofttimes mitigate this threat with a Balloon.
- Keep your Clan Castle towards the center of your village, so the troops inside can't be lured out easily.
- A symmetrical pattern can be skilful and bad: such a pattern volition hateful that no side of the base is particularly weak, however if a weakness is discovered on i side it tin can frequently be exploited on the others.
- When upgrading defenses, attempt to cover any weaknesses created from upgrading the defense. Often times substituting a defence force with another defence force works, but placing traps around the upgrading defenses can work well. Good substitution options include:
- Cannons, Archer Towers and 10-Bows can all substitute for each other
- Sorcerer Towers switch well with Bomb Towers. At lower levels they can substitute a Mortar
- Multiple Archer Towers and/or Hidden Teslas tin can substitute for a missing Air Defense
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Base Layouts
Here is where you tin can detect a variety of layouts which your fellow clashers decided to share, take fun picking!
Yous can upload images of your layouts here.
Town Hall 14
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Town Hall 13
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Boondocks Hall 12
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Town Hall 11
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Town Hall 10
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Town Hall ix
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Town Hall 8
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Town Hall 7
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Boondocks Hall half-dozen and Below
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Strategy and Base pictures needed
Introduction
A skilful defensive layout is one half of the things needed for success in Versus Battles. Without a good layout, your base of operations volition be easily torn apart, and winning Versus Battles will get hard, no matter how good your attacking skills and army are.
Layout Foundations
Edifice a Builder Base layout is vastly different from building a Abode Hamlet layout. Normally your layouts volition be built for the sole purpose of defending well so that Versus Battles can be won.
If contesting against opponents of the same Builder Hall level, y'all should expect that a competent aggressor (with a competent regular army) volition exist able to score at least 2 stars consistently. As such, you can build a layout that can limit opponents to depression 2-stars (i.due east. two stars with only over 50%), or you lot can choose to build layouts that exploit the AI of Builder Base units. The former is often much harder to do particularly if you rush the Builder Hall and thus leave the defenses underleveled for your BH level (which can exist more oftentimes the case), so oftentimes the latter is the best approach to building a layout.
One similarity arises; information technology is all-time to build layouts that work against the typical attack strategies institute at a particular bays level. So for example if you're facing lots of Night Witch attacks at your trophy level information technology is best to build a layout that can counter Night Witches well, such as one that protects the Roaster and/or Multi Mortar well, or if y'all are existence attacked mainly by Raged Barbarian based armies, you should build a layout that leads them into Crushers.
Defensive Tips
At that place are many guidelines to building a Builder Base of operations that can withstand roughshod attacks. Here are some tips to building a base layout:
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- Like with the Home Hamlet, information technology is often all-time to protect your nearly powerful defenses, and keep them in the core of the base. These include the Lava Launcher, Multi Mortar, Roaster, Mega Tesla and more.
- Similarly, not-defensive buildings should frequently be left outside walls, but high hitpoint buildings similar the Gold Storages can yet be placed tactically at locations where troops are often grouped upward in society to stall them.
- Note that if a edifice's edge is three tiles away from a Wall (for case, this occurs when a 3x3 building is side by side to a wall), Bombers volition be able to hit both the edifice and the wall backside it. Using 4x4 buildings (Star Laboratory and Clock Tower) forestall Bombers from hitting the Wall.
- You lot should try to make sure as many buildings are covered as possible. Undefended buildings tin be easily picked off past the attacker for free percent, which might be plenty for them to win the battle.
- Archer Towers can exist set to fast set on way to ward off hordes of attacking units, but their brusque range means they can't defend buildings in forepart of them from Sneaky Archers or Beta Minions in that instance. Setting i to long range mode to cover a corner tin be helpful to selection them off, but their low damage output allows them to be overwhelmed easily.
- Hidden Teslas generally do not contribute much to a defense, but their fast firing tin can stave off Bats and Skeletons, and their chemical element of surprise tin be unexpected to some troops like the Boxer Giant or Grunter Glider, both of which might end up using their power on it rather than on another defense.
- At lower levels, call back that keeping a Cannon on ane side of the Builder Hall can preclude information technology from existence sniped by a Sneaky Archer on the other side.
- Double Cannons are first-class at doing damage to footing units, and are perfect for picking off some types of troops like Cannon Carts and Night Witches, if they are not being protected by other troops or the Battle Machine.
- Crushers' devastating damage can be put to good use by forcing troops to face it. Ranged troops will ofttimes stay clear of it, only melee units can be funneled into 1 by good use of walls.
- At lower levels, they can be used every bit a deterrent to deter footing attacks from the side it covers. At college levels however, attackers will oft accept the tools necessary to tackle a Crusher (such as Cannon Carts and sufficient numbers of Raged Barbarians).
- The Guard Post troops tin describe the attention of troops that don't target defenses, which can easily derail an set on past forcing them to group when and where the assaulter doesn't want them to group. Yous tin can consider placing them in the center to cause trouble no matter where the attacker comes from, or on ane side of the base of operations and then that attackers from that side practise non take their units distracted when they get to your Builder Hall. Nonetheless, if the troops are exposed they can be easily picked off by smaller troops such as Raged Barbarians, Sneaky Archers or Beta Minions.
- Air Bombs are an excellent tool in defending air attacks. Be sure they are well defended - don't let them exist picked off by a few Beta Minions or the Battle Automobile before allowing an air attack. You can choose to place it adjacent to the Builder Hall to defend it from attacking Minions.
- Placing the Air Bombs side by side to the Builder Hall on a side with few buildings tin present air attackers with a dilemma: either attack on the side with the Air Bombs to easily go the Builder Hall just risk getting a depression percentage (due to being attacked past the Air Bombs), or attack contrary the Air Bombs to go a higher per centum but risk getting just i star. However, if your defenses are besides weak attackers can oftentimes succeed in destroying many buildings and destroying the Builder Hall.
- The Multi Mortar is a very versatile defense that should non exist neglected or left poorly defended. It can take care of low-health troops easily, and besides practise sizable damage to back up units similar Cannon Carts and Night Witches. All the same, information technology does poorly when occupied by a high-health unit similar a Boxer Giant. Take other high-damage defenses like the Double Cannon or Mega Tesla to protect it.
- The Giant Cannon can prove to be more mortiferous than virtually players think. Meat shields like the aforementioned Boxer Giants cannot protect other units completely from information technology. As such, it can be surprisingly effective against Night Witches and Raged Barbarians. Information technology is also a practiced tool at wiping out enemy Skeletons and and then tin be valuable in defending a Drop Ship assail.
- The Mega Tesla is most efficient when zapping high-wellness units; zapping ii Bats or Skeletons at a time certainly won't do your defense force proficient. Yous can help the Mega Tesla employ its full potential past protecting information technology with the Roaster and other splash defenses to wipe out smaller units.
- The Lava Launcher, if you have i, is a very valuable defence force against ground attacks. The lava works very well against ranged units, and can hands eliminate Bombers, Cannon Carts and Nighttime Witches if they linger long enough in one. Use the assist of walls to ensure they stay in the lava for as long as possible.
- Walls can make attacking with ground units especially difficult if the attacker does not utilize Bombers. This is specially the example if the Walls are placed in a way to make units funnel around them.
- Don't forget to set your Mines and Mega Mines to the appropriate mode depending on what you typically defend confronting. For example, a typical Nighttime Witch defence would have Mines set to air (to kill Bats) while the Mega Mines are set to ground (to kill Nighttime Witches).
- Well-placed Push Traps move the attacking force into a location that does non play in the assailant'due south favor. For case, you lot can set a Button Trap inside your walls to force troops outside the walls, or set up a Push Trap to displace troops on meridian of a Crusher.
- There are many ways to exploit the AI of Architect Base units, especially that of basis units (and the Battle Machine, in particular):
- Yous can utilize techniques of funneling that piece of work in the Abode Village, such as Spring Traps in gaps.
- Wall placement contributes very highly to how melee ground units such as Raged Barbarians and Boxer Giants conduct. If at that place are buildings backside a wall and a gap in the wall several tiles away, these troops will target the buildings behind the wall - but they volition travel through these gaps to become to the targeted edifice - often ignoring whatever buildings they may pass through in their path. This fact can be put to good use past placing Crushers to comprehend these gaps and crush the units every bit they laissez passer by, or placing high-damage defenses in the path they travel.
- Such wall formations tin can be easily broken past Bombers. Consider placing buildings or extra wall layers to forbid Bombers from reaching and breaking the formations.
- Yous can mask such a gap in the walls using tall buildings such equally the Clock Belfry, if you intend to have a gap in the corner.
- Guard Post troops often disrupt assail formations and strength them to clump upward, which can exist for the benefit of splash damage defenses.
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Base Layouts
Here is where you can detect a variety of layouts which your fellow clashers decided to share, have fun picking!
You tin can upload images of your layouts here.
Builder Hall 9
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Builder Hall 8
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Builder Hall 7
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Builder Hall 6
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Architect Hall 5
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Builder Hall iv and Beneath
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