Showing posts sorted by relevance for query Clash Of Clans Best Attack Army. Sort by date Show all posts
Showing posts sorted by relevance for query Clash Of Clans Best Attack Army. Sort by date Show all posts

Tuesday, October 21, 2014

How to hide elixir in Clash of Clans | Hide up to 600,000 elixir


Hello fellow clashers. So after a long day of farming and spending som elixir for an upgrade, you are left with a big amount of elixir in your storage no shield and time for bed is coming. What would you do ? 
I'll show you a way on how to hide up to 600,000 elixir from attackers. If you don't believe than read this tutorial.


1. Fill the Army Camps first !!!



First step is to fill the Army Camps first (whatever you want) because when the camps are full, Barracks allow you to queue troops inside with out being released into Army Camps and by that you basically fill the Barracks with elixir. So make sure your Army Camps are fill up till the "Full" sign pop-up.


2. Choosing what troops to queue in Barracks.

Here we are going to choose troops with which we are going to fill up the Barracks. Now everything depends on you Barracks capacity and your troops training cost.



This best troops or army combination is "Wagon Army" which is a army made by Dragons and Wall Breakers. Mostly i prefer Wall Breakers because they take 2 space and it cost 3,500 elixir when fully maxed. So after you fill the Barracks with "Wagon Army" you can see that your elixir which was is storages now it's queued up it Barracks. Below you have a list with the best combinations to queue up Barracks depending on you Town Hall.

Town Hall 10: Three level 4 Dragons + Seven level 6 Wall Breakers + One level 6 Archer in each of the four level 10 Barracks = 603,200 Elixir

Town Hall 9: Three level 3 Dragons + Seven level 5 Wall Breakers + One level 6 Archer in each of the four level 10 Barracks = 517,200 Elixir

Town Hall 8: Three level 3 Dragons + Seven level 5 Wall Breakers + One level 5 Archer in each of the four level 10 Barracks = 516,800 Elixir

Town Hall 7: Three level 2 Dragons in each of the four level 9 Barracks = 360,000 Elixir

Town Hall 6: Twenty-seven level 3 Wall Breakers + One level 3 Archer in each of the three level 8 Barracks = 162,360 Elixir

Town Hall 5: Twenty-five level 2 Wall Breakers in each of the three level 7 Barracks = 112,500 Elixir

Town Hall 4: Twenty-two level 2 Wall Breakers + One level 2 Archer in each of the three level 6 Barracks = 99,240 Elixir

Town Hall 3:  Twenty level 1 Wall Breakers in each of the two level 5 Barracks = 40,000 Elixir


3. Don't forget to remove the queued troops !!!

After a good sleep in the morning, with you elixir hided in Barracks don't forget before making any attack to remove the queued troops form your Barracks, because you wouldn't want to have a army camp with 240 Wall Breakers. To remove queued troops from Barracks, click on the red - to un-queue troops inside.




That's it for today's tutorial, hope you have understand it and enjoyed it. Make sure to leave a comment below for this tutorial and if you have suggestion feel free to comment below.



Sunday, November 30, 2014

Clash of Clans Tips and Strategy Defense #2

Welcome to Chapter 2. I sure was hoping to get this out a lot sooner than 3 weeks after Chapter 1, but stuff came up (mid terms) and I had some trouble with some tricky stuff (turret range details).

This chapter is much longer and much more detail oriented than the previous chapter. Where as I was trying to make Chapter 1: Base Defense, The Basics accessible to anyone, this chapter gets into the nitty gritty details which is probably more useful only at the higher levels of both gameplay and dedication. As such, it truly is a Wall Of Text™. I did still leave out some details that I thought were getting too specific, so if you want to know why I recommend something feel free to ask in the comments, PM me on reddit, or ask in clan chat in game of the clan I recently set up with the last patch. Now, without further ado, Chapter 2: Advanced base Defense!







Chapter 1: Base Defense, The Basics

Chapter 2: Advanced Base Defense
2.1 Are you a tempting target?
2.1.1 Large amounts of Loot!
2.1.2 Having easily accessible loot
2.2 Having a Good Base
2.2.1 The Standard Base
2.2.2 The Pocketed Base
2.2.3 The Large Pocketed Base
2.2.4 The Bulkhead Base
2.2.5 The Split Base
2.3 Funneling for Victory
2.4 Upgrading multiple defenses at the same time
2.5 Having a glaring flaw in your base
2.6 Buildings outside walls are too spread out
2.7 Turret Range Considerations: What can your towers defend?
2.8 Spawn Forcing
2.8.1 Trick Spawns
2.8.2 Why use trick spawns?
2.9 Messing with Wall Breakers
2.9.1 Decoy Walls
2.9.2 Outer walls with Buttresses
2.9.3 Using extra walls for Buffering
2.10 Upgrading walls
2.10.1 Oh, and DO NOT upgrade your walls in a polka dot manner.
2.11 Placing Traps
2.12 Clan Castle Placement
2.13 Tips and Tricks for Base Defense 





2.1 Are you a tempting target?The best way to not get attacked is to not make it worth your attacker’s time. There are several things that an attacker will likely attack to get, or not attack due to the presence of.

2.1.1 Large amounts of Loot!Loot is the #1 reason people will attack at low levels. If you don’t have much to steal, you’re safe! Spend as much as you can on walls prior to starting any upgrade. Spend on removing natural decorations when the builder is available. If you don’t have a worker available, start a research project in the Laboratory (elixir) or buy decorations (gold and elixir). 
Note that gold not collected (in Gold Mine or Elixir Collector) can be stolen. 

Other ways to spend resources - Queuing units (even when your army camps are full), building spells, starting research, buying defenses (bombs/spring traps), buying decorations (flowers and flags, they will prevent enemy spawning on top of them).

2.1.2 Having easily accessible lootAccessible loot comes in two types - accessible mines/collectors and accessible storage. Both are bad. Make sure your storage is either empty or in the middle of your base. Make sure your mines/collectors are next to your walls (and therefore next to your defenses). Uncollected resources are easier to steal then collected ones - the buildings are more spread out and the buildings have lower HP.

You should also intermix your elixir collections and mines as well as your elixir storage and gold storage. If an opponent really wants your gold, and all of your mines are together in a nice line, it is much more tempting of a target as not as much needs to be invested to steal the single resource they are seeking. 

Similarly, make sure your two gold storage are not next to one another. 

2.2 Having a Good BaseSee Chapter 1 for details (Common issues: not protecting your defenses, mortar and air defense placement, everything-inside-walls issue, spread out defenses). Also having defenses that are significantly below the ‘normal’ upgraded amount for your trophy count/level. Here are a few more common bases and what I think of each.

2.2.1 The Standard BaseThe standard base follows all of the rules laid out in Chapter 1 - Defenses and storage inside of the walls, army camps, barracks, mines, extractors, etc etc etc outside of the walls. There is a single wall dividing your precious base from the hordes of horrors outside. Now What? How can you improve your base? Well this standard base is weak to giants as once they breach your wall, they can attack all of your defenses without delay. It is also weak to mass goblin attacks for the same reason - Once inside they can often outrun splash damage and steal all of your goodies, possibly leaving you with a victory, but with many less resources to spend.

2.2.2 The Pocketed BaseThis base has the town hall in the center, and every defense around it is surrounded by its’ own 4x4 wall. They are good against giants as the walls slow them down, while keeping the defenses are close together. They are best attacked with giants and archer support.

2.2.3 The Large Pocketed BaseThis base is a variant on the pocketed base, where each pocket has 2-3 structures in each pocket. It is more efficient in terms of wall usage than the pocketed base, allowing for more buildings to be placed within the walls. People who love symmetry in their bases will like the 3 pocket base, as it creates a nice spiral with no wasted space or walls. The differences between this as the Pocketed base are minimal. This base type is more common than the Pocked Base at lower levels due to lack of walls.

2.2.4 The Bulkhead BaseA Bulkhead Base follows the rules laid down in chapter 1 about kicking unneeded buildings outside of the walls, then uses extra walls to segment defenses into different sections allowing for greater protection in case one section is breached (especially by giants). Bulkheads are used in large boats to prevent the entire boat from sinking in case of a leak below the waterline - The flooded sections are closed off via built in bulkheads, containing the flooding to only the affected sections. In the same way, bases use this strategy to contain (or slow) the flood of enemy troops to the breached bulkhead - Where as a single wall a breach would mean your clan is headed to destruction.

2.2.5 The Split BaseA somewhat common (but poor) base defense strategy is grouping your defenses into two groups, with critical non-defensive buildings between them (Town Hall, Resource Storage). This defensive strategy seems to not violate the rules I’ve put down in Chapter 1, but it actually violates the rule of keeping your defenses too spread out. Your defenses should be able to cover each other, ideally as much as possible - keeping them in two groups should be avoided. A split base defense is very vulnerable to giant attacks as they can clean up half of the defenses without taking fire from the other half. Split bases also mean that if either side is wiped out, your critical buildings in the center are very vulnerable to a few arche

Welcome to Chapter 2. I sure was hoping to get this out a lot sooner than 3 weeks after Chapter 1, but stuff came up (mid terms) and I had some trouble with some tricky stuff (turret range details).
This chapter is much longer and much more detail oriented than the previous chapter. Where as I was trying to make Chapter 1: Base Defense, The Basics accessible to anyone, this chapter gets into the nitty gritty details which is probably more useful only at the higher levels of both gameplay and dedication. As such, it truly is a Wall Of Text™. I did still leave out some details that I thought were getting too specific, so if you want to know why I recommend something feel free to ask in the comments, PM me on reddit, or ask in clan chat in game of the clan I recently set up with the last patch. Now, without further ado, Chapter 2: Advanced base Defense! 




Chapter 1: Base Defense, The Basics

Chapter 2: Advanced Base Defense
2.1 Are you a tempting target?
2.1.1 Large amounts of Loot!
2.1.2 Having easily accessible loot
2.2 Having a Good Base
2.2.1 The Standard Base
2.2.2 The Pocketed Base
2.2.3 The Large Pocketed Base
2.2.4 The Bulkhead Base
2.2.5 The Split Base
2.3 Funneling for Victory
2.4 Upgrading multiple defenses at the same time
2.5 Having a glaring flaw in your base
2.6 Buildings outside walls are too spread out
2.7 Turret Range Considerations: What can your towers defend?
2.8 Spawn Forcing
2.8.1 Trick Spawns
2.8.2 Why use trick spawns?
2.9 Messing with Wall Breakers
2.9.1 Decoy Walls
2.9.2 Outer walls with Buttresses
2.9.3 Using extra walls for Buffering
2.10 Upgrading walls
2.10.1 Oh, and DO NOT upgrade your walls in a polka dot manner.
2.11 Placing Traps
2.12 Clan Castle Placement
2.13 Tips and Tricks for Base Defense



2.1 Are you a tempting target?The best way to not get attacked is to not make it worth your attacker’s time. There are several things that an attacker will likely attack to get, or not attack due to the presence of.

2.1.1 Large amounts of Loot!Loot is the #1 reason people will attack at low levels. If you don’t have much to steal, you’re safe! Spend as much as you can on walls prior to starting any upgrade. Spend on removing natural decorations when the builder is available. If you don’t have a worker available, start a research project in the Laboratory (elixir) or buy decorations (gold and elixir). Note that gold not collected (in Gold Mine or Elixir Collector) can be stolen. Other ways to spend resources - Queuing units (even when your army camps are full), building spells, starting research, buying defenses (bombs/spring traps), buying decorations (flowers and flags, they will prevent enemy spawning on top of them).

2.1.2 Having easily accessible lootAccessible loot comes in two types - accessible mines/collectors and accessible storage. Both are bad. Make sure your storage is either empty or in the middle of your base. Make sure your mines/collectors are next to your walls (and therefore next to your defenses). Uncollected resources are easier to steal then collected ones - the buildings are more spread out and the buildings have lower HP.

You should also intermix your elixir collections and mines as well as your elixir storage and gold storage. If an opponent really wants your gold, and all of your mines are together in a nice line, it is much more tempting of a target as not as much needs to be invested to steal the single resource they are seeking. Similarly, make sure your two gold storage are not next to one another. 

2.2 Having a Good BaseSee Chapter 1 for details (Common issues: not protecting your defenses, mortar and air defense placement, everything-inside-walls issue, spread out defenses). Also having defenses that are significantly below the ‘normal’ upgraded amount for your trophy count/level. Here are a few more common bases and what I think of each.

2.2.1 The Standard BaseThe standard base follows all of the rules laid out in Chapter 1 - Defenses and storage inside of the walls, army camps, barracks, mines, extractors, etc etc etc outside of the walls. There is a single wall dividing your precious base from the hordes of horrors outside. Now What? How can you improve your base? Well this standard base is weak to giants as once they breach your wall, they can attack all of your defenses without delay. It is also weak to mass goblin attacks for the same reason - Once inside they can often outrun splash damage and steal all of your goodies, possibly leaving you with a victory, but with many less resources to spend.

2.2.2 The Pocketed BaseThis base has the town hall in the center, and every defense around it is surrounded by its’ own 4x4 wall. They are good against giants as the walls slow them down, while keeping the defenses are close together. They are best attacked with giants and archer support.

2.2.3 The Large Pocketed BaseThis base is a variant on the pocketed base, where each pocket has 2-3 structures in each pocket. It is more efficient in terms of wall usage than the pocketed base, allowing for more buildings to be placed within the walls. People who love symmetry in their bases will like the 3 pocket base, as it creates a nice spiral with no wasted space or walls. The differences between this as the Pocketed base are minimal. This base type is more common than the Pocked Base at lower levels due to lack of walls.

2.2.4 The Bulkhead BaseA Bulkhead Base follows the rules laid down in chapter 1 about kicking unneeded buildings outside of the walls, then uses extra walls to segment defenses into different sections allowing for greater protection in case one section is breached (especially by giants). Bulkheads are used in large boats to prevent the entire boat from sinking in case of a leak below the waterline - The flooded sections are closed off via built in bulkheads, containing the flooding to only the affected sections. In the same way, bases use this strategy to contain (or slow) the flood of enemy troops to the breached bulkhead - Where as a single wall a breach would mean your clan is headed to destruction.

2.2.5 The Split BaseA somewhat common (but poor) base defense strategy is grouping your defenses into two groups, with critical non-defensive buildings between them (Town Hall, Resource Storage). This defensive strategy seems to not violate the rules I’ve put down in Chapter 1, but it actually violates the rule of keeping your defenses too spread out. Your defenses should be able to cover each other, ideally as much as possible - keeping them in two groups should be avoided. A split base defense is very vulnerable to giant attacks as they can clean up half of the defenses without taking fire from the other half. Split bases also mean that if either side is wiped out, your critical buildings in the center are very vulnerable to a few archers attacking from that side, effectively meaning your base is half as weak as otherwise.

2.3 Funneling for Victory
Funneling is critical to getting the best results out of your splash damage dealing turrets. It basically means using buildings (mostly walls) to make your enemy go where you want it to go, and then die as you want it to die.

This is how my current base funnels enemies.

Proper funneling turns this into this

Do I need to say more? Funneling is also critical to proper trap usage. See section 2.11 below. 

2.4 Upgrading multiple defenses at the same timeYour defenses don’t attack if they’re in the middle of being upgraded when you’re attacked! Try not to be upgrading 40% of your defenses at the same time. This is doubly true for splash damage buildings (mortar, wizard tower) and air defense.

2.5 Having a glaring flaw in your base
Such as a spawn point where you moved a turret out of but didn’t put anything back. Or not having an air defense turret. Or putting your air defense turret outside of your walls. 


2.6 Buildings outside walls are too spread out
At higher levels, more players start caring about trophies. If an attacker sees your base is easy to 1-star (kill 50% of the buildings) without having to place too many troops they will see you as a good target. Keep your buildings close to your walls (and defenses) to prevent this, if you care about maintaining your trophy count.


2.7 Turret Range Considerations: What can your towers defend?
One of the goals of placing less valuable buildings outside of your walls is to slow down your attackers once they are within range of your defenses. NOT to make them spawn farther back - This is of secondary priority. This section covers what that range actually means. Range in this game is also sorta screwed up - Sometimes a turret will decide it can attack a unit standing in a given square, but on another base (with identical unit and turret placement) it won’t attack. This ambiguity is why it has taken me about 2 weeks longer to post Chapter 2 than I was hoping. I still haven’t figured out why it does this.

What can and can’t be attacked without taking return fire is summarized in these pics. 

Cannon - Range 9Archer Tower - Range 10
Archer - Range 4 


2.8 Spawn Forcing
Spawn forcing refers to forcing your opponent to spawn further away from your important buildings, or your base in general. The objective is to attempt to persuade your opponent to attack from a different side of your base and to delay their reaction time (placing reinforcements). You can create this gap outside of your base by arranging your exterior buildings, placing extra walls, placing decorations and utilizing natural decorations. It is not recommended to use buildings to force your opponent to spawn further away, as buildings are more useful to delay your opponent once they are in range of your turrets. However, if you spread out your walls in singles (optimal distribution to create a large no-spawn-zone) wall breakers will almost never attack them. Spawn forcing allows your defenses to kill many wall breakers before they get to your walls if they are unsupported. For other wall breaker defense tips, see decoy walls below. If allowed to spawn directly next to your wall, wall breakers are able to detonate before turrets can strike, even if the wall breaker would normally be one hit by the turret. 


2.8.1 Trick Spawns
Trick spawns are ‘mistakes’ in a spawn forcing situation. Usually a single hole, they are closer to the center of your base the rest of the spawn force allows. However they are intentional and you should make sure you have turrets (especially mortars) barely within range of the spawn square in question.


2.8.2 Why use trick spawns?
Spawn tricks are fun (I’ve had an opponent put down 31 archers in a trick spawn just to have them all die to a single mortar hit - they didn’t opt to continue attacking). Normally they don’t matter but occasionally they help. If created without care, they can allow your opponent an advantage (such as if they can deploy wall breakers). It is inadvisable to rely on traps to defend a trick spawn - if you get attacked twice in a row they won’t be there the second time, plus a smart attacker will place a single unit in the square in question to test for traps.


2.9 Messing with Wall Breakers
Wall breakers are often used in conjunction with giants to get them through the outer walls faster. Here are a few tips to mess with the Wall Breaker AI.


2.9.1 Decoy Walls
Decoy walls are segments of walls of at least 8 that wall breakers will target if they are closer than your real walls. They can also be used to funnel archers and barbarians into taking lots of splash damage from mortars and wizards. Segments of 7 or less don’t seem to work most of the time (seems to be partially based on spawn proximity). If you do further testing and discover any additional details, please report back (for science).


2.9.2 Outer walls with Buttresses
When used in game they look like this. The wall breaker will attack the buttress rather than the walls. Giants will ignore them and proceed straight to the inner walls. Only once the nearby buttress is destroyed will the Wall Breaker target the main wall. This works especially well with spawn forcing, as the farther away the wall breakers spawns the more likely they will target several buttresses, rather than several targeting one buttress and then the surviving ones re-targeting onto the main wall. They can also be combined with Decoy Walls - See pictures of my base in the funneling section for how I use them in such a situation.


If you're curious about the name, buttresses are these things on churches. They support the walls from outside of the church. 


2.9.3 Using extra walls for Buffering

Visual of buffering
If you have extra walls you can also use them to protect your defenses from archers. They simple prevent archers from getting close enough to fire, however they do cut down on the number of buildings outside the wall your turret can protect so I generally only recommend this for situations where you 1) DON'T want archers attacking form 2) have walls to spare 3) don't have buildings which can defend your turret instead. This situation can be considered the advanced method of 'Defending your Defenses' (from Chapter 1) but is generally not viable to lower level players due to the number of walls necessary. 



rs attacking from that side, effectively meaning your base is half as weak as otherwise.

2.3 Funneling for Victory
Funneling is critical to getting the best results out of your splash damage dealing turrets. It basically means using buildings (mostly walls) to make your enemy go where you want it to go, and then die as you want it to die. 


This is how my current base funnels enemies.
Proper funneling turns this into this

Do I need to say more? Funneling is also critical to proper trap usage. See section 2.11 below. 

2.4 Upgrading multiple defenses at the same timeYour defenses don’t attack if they’re in the middle of being upgraded when you’re attacked! Try not to be upgrading 40% of your defenses at the same time. This is doubly true for splash damage buildings (mortar, wizard tower) and air defense.

2.5 Having a glaring flaw in your base
Such as a spawn point where you moved a turret out of but didn’t put anything back. Or not having an air defense turret. Or putting your air defense turret outside of your walls. 


2.6 Buildings outside walls are too spread out
At higher levels, more players start caring about trophies. If an attacker sees your base is easy to 1-star (kill 50% of the buildings) without having to place too many troops they will see you as a good target. Keep your buildings close to your walls (and defenses) to prevent this, if you care about maintaining your trophy count.


2.7 Turret Range Considerations: What can your towers defend?
One of the goals of placing less valuable buildings outside of your walls is to slow down your attackers once they are within range of your defenses. NOT to make them spawn farther back - This is of secondary priority. This section covers what that range actually means. Range in this game is also sorta screwed up - Sometimes a turret will decide it can attack a unit standing in a given square, but on another base (with identical unit and turret placement) it won’t attack. This ambiguity is why it has taken me about 2 weeks longer to post Chapter 2 than I was hoping. I still haven’t figured out why it does this.

What can and can’t be attacked without taking return fire is summarized in these pics. 

Cannon - Range 9Archer Tower - Range 10
Archer - Range 4 


2.8 Spawn Forcing
Spawn forcing refers to forcing your opponent to spawn further away from your important buildings, or your base in general. The objective is to attempt to persuade your opponent to attack from a different side of your base and to delay their reaction time (placing reinforcements). You can create this gap outside of your base by arranging your exterior buildings, placing extra walls, placing decorations and utilizing natural decorations. It is not recommended to use buildings to force your opponent to spawn further away, as buildings are more useful to delay your opponent once they are in range of your turrets. However, if you spread out your walls in singles (optimal distribution to create a large no-spawn-zone) wall breakers will almost never attack them. Spawn forcing allows your defenses to kill many wall breakers before they get to your walls if they are unsupported. For other wall breaker defense tips, see decoy walls below. If allowed to spawn directly next to your wall, wall breakers are able to detonate before turrets can strike, even if the wall breaker would normally be one hit by the turret. 


2.8.1 Trick Spawns
Trick spawns are ‘mistakes’ in a spawn forcing situation. Usually a single hole, they are closer to the center of your base the rest of the spawn force allows. However they are intentional and you should make sure you have turrets (especially mortars) barely within range of the spawn square in question.


2.8.2 Why use trick spawns?
Spawn tricks are fun (I’ve had an opponent put down 31 archers in a trick spawn just to have them all die to a single mortar hit - they didn’t opt to continue attacking). Normally they don’t matter but occasionally they help. If created without care, they can allow your opponent an advantage (such as if they can deploy wall breakers). It is inadvisable to rely on traps to defend a trick spawn - if you get attacked twice in a row they won’t be there the second time, plus a smart attacker will place a single unit in the square in question to test for traps.


2.9 Messing with Wall Breakers
Wall breakers are often used in conjunction with giants to get them through the outer walls faster. Here are a few tips to mess with the Wall Breaker AI.


2.9.1 Decoy Walls
Decoy walls are segments of walls of at least 8 that wall breakers will target if they are closer than your real walls. They can also be used to funnel archers and barbarians into taking lots of splash damage from mortars and wizards. Segments of 7 or less don’t seem to work most of the time (seems to be partially based on spawn proximity). If you do further testing and discover any additional details, please report back (for science).


2.9.2 Outer walls with Buttresses
When used in game they look like this. The wall breaker will attack the buttress rather than the walls. Giants will ignore them and proceed straight to the inner walls. Only once the nearby buttress is destroyed will the Wall Breaker target the main wall. This works especially well with spawn forcing, as the farther away the wall breakers spawns the more likely they will target several buttresses, rather than several targeting one buttress and then the surviving ones re-targeting onto the main wall. They can also be combined with Decoy Walls - See pictures of my base in the funneling section for how I use them in such a situation.


If you're curious about the name, buttresses are these things on churches. They support the walls from outside of the church. 


2.9.3 Using extra walls for BufferingVisual of buffering
If you have extra walls you can also use them to protect your defenses from archers. They simple prevent archers from getting close enough to fire, however they do cut down on the number of buildings outside the wall your turret can protect so I generally only recommend this for situations where you 1) DON'T want archers attacking form 2) have walls to spare 3) don't have buildings which can defend your turret instead. This situation can be considered the advanced method of 'Defending your Defenses' (from Chapter 1) but is generally not viable to lower level players due to the number of walls necessary.


Thursday, February 7, 2013

Maintenance break and update 3.25 - Archer level 11 etc.



Clash of clans was down for a maintenance break today, it is now back online. There was also a new update for the game released last week which is now version 3.25. This increased the levels some units and buildings can be upgraded amongst other things.



here are the 4 units from the clash of clans Facebook page (minus the archer):

The archers looks as it does on the level 11 archer tower which is pictured below, one advantage of the level 6 archer is a level 5 mortar will not kill it with one hit.
The giant, balloon and barbarian all look quite impressive.

Check the video at the bottom of the post if you want to see them in action.

Here are the new buildings:

Laboratory, required for the new level 6 units.



Archer tower which has level 6 archer on it also.

Air defence level 7.
There are also local leaderboards, improvments to the clan leaderboard and 2 new airbourne traps which are these two:

Here are the complete update notes from the app store:

Cool New Leaderboards

- Climb to the top of your Clan; see who's on the rise and who's falling.
- New local Leaderboards: who's the best player in your country?
- Clan members who recently joined tagged as "New".
- Supersize my Leaderboards! More players now fit onboard.
New unit upgrades!
- Upgrade your Laboratory to unlock these mighty level 6 units:
- Barbarians get sharper swords and mighty horned helmets.
- Archers get new bow techniques and fashionable tiaras from their Queen.
- Giants are heartier and hairier than ever.
- Balloons are pimped out with spikes and the Jolly Roger.
Air-tight air defense!
- New deadly traps to stop airborne attackers: Air Bomb and Seeking Air Mine.
- Upgrade your Air Defense turrets to level 7 to shoot down the nastiest dragons.
- Turn enemy balloons into pincushions with the level 11 Archer Tower.
Hero improvements!
- Heroes recover health faster thanks to the Alchemists' new sleep potion.
- Hero level and stats are now displayed correctly when visiting villages.
- Heroes now patrol a larger area and show guard radius when tapped.
Gameplay improvements
- We discovered that metal armor conducts electrickery! P.E.K.K.A is now a priority target and receives extra damage from Hidden Teslas.
- Spell creation times reduced - blast more magic more often.
- Notification when your troops are ready for battle (Army Camps full).
- Wall levels 9 and 10 strengthened: hold off the rampaging hordes for longer.
- Shop now notifies when new items are available.
- New Achievements: Heroic Heist and Mortar Mauler.
- Tapping a trap shows its trigger radius.


Some level 6 units in action, also a good attack strategy.







Tuesday, December 2, 2014

How to make 6 million in 2 hours guide


Hey again, sorry that i didn't write or post anything for a while, i've been busy with school, exams and personal life. Back on topic today i'm going to show you how to fill your storage's full with gold and elixir in just 2 hours. The troops we are going to use in this strategy are Barbarians and Archers, this is simple barching for loot with some tips and tricks.



1. Make sure your Army Camps are always full with troops.


If you want to gather great amounts of gold and elixir you must make sure that you won't waste time for waiting troops to get trained and meanwhile you can get raided. Before going to raid make sure to fill you Barracks with 100 Barbarians and 100 Archers. If you want you can even boost 2 or 4 Barracks, by boosting them you will get troops 4 times faster so your Army Camps will be fill always.

2. Find the best time for raiding.


If you play Clash of Clans for atleast 2 or 3 month you might have noticed that in certain times of the day/night you find more bases with collectors and mines fill to the top. So make sure you know when is the perfect time for you to attack. Personolly i live in GMT +1 Time Zone and the best time for me is between 22:00 and 2:00 after midnight, this is the time when i find bases with +200k loot in few next clicks

3. Aim for elixir collectors and gold mines.


On thing is important, always aim for collectors and mines becuase from them you can steal atleast 60% of the loot and they are more easier to reach. In the image above you can see 3 gold mines filled 25%, 50% and 90%, you can steal up to 80,000 from a single collector/mine. Just place a line of barbarians and behind them a line of archers and you will get the loot in no time.


Here are some screenshots when i boosted my barracks few days ago, i was able to find every 5 minutes a base with up to 200k gold and 200k elixir.






As you can see i used only Barbarians and Archers, sometimes the King too. But the key point is always find the perfect time to start raiding, time when you will have at least 2 hours without anyone bothering or interrupting you. You can see from this last base that his collectors/mines are fill and storage's are empty, the whole loot is in the mines and collectors. Hope you liked this post, leave a comment if you need help or tip. Visit us for more post and guides.