Saturday, November 8, 2014

Clash of Clans: Best Army Compositions By Town Hall Level



Picking the right units is essential to success in Clash of Clans. There are many considerations to make when trying to create the most powerful army. In general, there are three general types of armies you can build in CoC: trophy farming, resource farming, and power armies.
Trophy farming armies allow players to get trophies quickly. There is some consideration paid to both the amount of time it takes to train the units and the cost of those units. Resource farming armies are ideal for getting the Gold and Elixir you need to upgrade your base and spend on research. Resource farming armies tend to be inexpensive and train quickly, allowing players to farm more frequently.
Power armies are really only used for fun, completing difficult campaign missions, or pushing very high in the trophy count. Power army compositions are armies capable of taking out max-level defenses without regard to the cost or time it takes to create the units that make up these armies.
Town Hall 2
  • Trophies: Barbarians
  • Resource Farming: Barbarians or Goblins (See TH2 Farming Guide)
  • Power: Giants & Barbarians
There is not much variety at Town Hall 2 simply because you do not have access to many troops. An army consisting of nothing but Barbarians tends to be the best trophy farming option. You can mix it up with Goblins for farming purposes or mix in a few Giants for a power army.
Town Hall 3
  • Trophies: Barbarians
  • Resource Farming: Barbarians or Goblins (See TH3 Farming Guide)
  • Power: Giants, Barbarians, Wall Breakers
Not much changes with the introduction of Town Hall 3, although for the “power” army you can add a few Wallbreakers. At this level, Giants and Wallbreakers are too expensive and do not add enough to be very useful in either trophy farming or resource farming at this level.
Town Hall 4
  • Trophies: Barbarians and Archers
  • Resource Farming: Barbarians or Goblins (See TH4 Farming Guide)
  • Power: Giants, Wall Breakers, Balloons
By Town Hall 4, you can push for the 1250 trophy achievement (though it does take a lot of time). You can do this by sniping buildings and Town Halls that are exposed due to farming layouts, slowly clawing your way to the 1250 trophy achievement. This tip can help you pick up a third builder pretty quickly.
Farming should largely be done with Barbarians, Goblins, or a mix of both. You can add a few Balloons for a power army – they are very helpful at clearing some of the campaign missions. Use Giants or Barbarians to snipe any Air Defense towers then allow the Balloons to clear the undefended base.
Town Hall 5
  • Trophies: Barbarians, Archers, Wall Breakers
  • Resource Farming: Barbarians (See TH5 Farming Guide)
  • Power: Wizards, Giants, Wall Breakers, Balloons
By Town Hall 5, you will want to have a few Wall Breakers as part of your army in case you need to break through tough walls for trophy farming and power armies. You can still farm resources easily with mass Barbarians. I prefer this approach at this level due to the low training time required between runs. Wizards can be added to the power army at the expense largely of Balloons. Wizards scale extremely well with upgrades, so if you plan on using them regularly, do not forget to upgrade them!
Town Hall 6
  • Trophies: Barbarians, Archers, and Wall Breakers
  • Resource Farming: Barbarians (See TH6 Farming Guide)
  • Power: Giants, Healers, Wall Breakers, Wizards
At Town Hall 6, you get access to the healer. The Healer drastically alters the “Power” army dynamic, as you can mass up Healers and Giants and take out most bases. Drop your Giants and Wall Breakers to break down the closest Air Defense tower, then use Healers to keep the Giants alive while they take out most of the base. Eventually, the second Air Defense tower will take out your Healer, at which point you can either drop another one or drop your Wizards to clean up the rest of the enemy’s base.
You can also use the Giant and Healer army for Trophy farming, but you can also still use Barbarians and Archers to take out exposed Town Hall farming-style bases to earn trophies. You can also mix in a few Giants into your resource farming army at the cost of a few Barbarians.
Farming still involves mass Barbarians. Players may not agree with me but there are videos out there that show just how effective mass Barbarian can be at this level. At Town Hall 6, a well-placed healing spell can allow a full Barbarian army to take out most TH5 and TH6 bases.
Town Hall 7
  • Trophies: Giants, Healers, Wall Breakers, & Archers or Barbarians & Archers
  • Resource Farming: Barbarians, Archers, and/or Wall Breakers (See TH7 Farming Guide)
  • Power: Dragons or Hog Riders (See TH7 Clan War Attack Guide)
Once you reach Town Hall 7, your army compositions will change significantly. For farming resources, you can use Barbarians, Archers, and a handful of Wall Breakers. This composition is popular known as “Barcher”. I like to go with around 8 Wall Breakers, 90-100 Barbarians, and 78-88 Archers. This works to get Dark Elixir. If you just want Gold and Elixir, you can drop the Wall Breakers and just use Barcher.
For trophies, you can continue to snipe buildings and Town Halls with Barbarians and Archers, but eventually you may need to switch to a Giant and Healer composition if you want to push higher in the trophy count.
Once you get access to Dragons or Hog Riders, you now have one of the best “power” armies in the game. Mass Dragons + Lightning Spells can allow you to clear practically any base. You use the Lightning Spells to destroy an Air Defense tower, leaving little to stop the Dragons from clearing the base.
Hog Riders pair well with Healing Spells, as a few Healing Spells can cover most of an enemy’s base, allowing Hog Riders to take out enemy defenses with impunity.
Town Hall 8
  • Trophies: Giants, Healers, Archers and Wall Breakers or Barbarians & Archers
  • Resource Farming: Giants, Archers, Goblins, and Wall Breakers (see: TH8 Farming Guide)
  • Power: Dragons, Golems, Hog Riders, Wizards (See: TH8 Clan War Guide)
The major change at Town Hall 8 is the modification of the farming army. Not much changes for power armies or Trophy armies, aside from the fact that you can produce more units at a higher level. You get access to the Golem, which can be used as part of a ground-based army to take out high-level players bases, particularly used with Wizard back up (due to high Wizard damage).
The new resource farming army involves using Giants to tank damage and take out a few structures, while Wall Breakers bust down any walls guarding valued resource points. Archers can be used to clear out most of the trash buildings and a few defensive structures. When storage units are exposed, Goblins can be used to rush in and take them down. A healing spell plus a rage spell can be used to take down a remaining wall or two if that is standing in the way of your Goblins and a stocked Dark Elixir storage.
Dragons and Hog Riders still work well in taking out tough bases. Hog Riders + Healing Spells are stronger than a full Dragon army, but Hog Riders cost Dark Elixir. If you can upgrade your Dragons to level 3, a full Dragon army will come close to rivaling an unupgraded Hog Rider army. However, 25+ 3 star Hog Riders with a few healing spells has no equal at this level range and can even take out TH9 players.
Town Hall 9
  • Trophies: Giants, Healers, Archers and Wall Breakers or Barbarians & Archers or Ballon + Minion
  • Resource Farming: Giants, Archers, Goblins, and Wall Breakers
  • Power: Witch with Float Spell
The biggest change upon unlocking Town Hall 9 is the emergence of a new trophy farming army composition: Balloons and Minions, or Balloonion for short. This strategy involves making about 35 balloons or so and a handful of minions. Balloons are dropped against one side of an enemy’s base, and sped up with a Rage Spell or two. Healing Spells can be used as the Balloons approach Wizard Towers. Once most of the defense is destroyed, minions can be dropped to clear out the remaining buildings. This composition does not start working until TH9 because Balloons do not get strong enough until level 6.
The Witch is the major change at this level range. It is arguably the most powerful unit in the game, especially when Skeletons are given the Float spell to jump over walls and take out towers. You can use Witches and WIzards to take out the perimeter of an enemy’s defenses, then use the Float spell to allow the Skeletons to hit inner structures.
However, note that players will often still use Dragon or Hog Rider armies to take out lesser players in Clan Wars. Hog Riders are easier to use and Dragons do not cost any Dark Elixir, so both have their advantages. The extra supply space you get at TH9 means an extra Dragon, making a 3-star Dragon army capable of taking out any TH8 player.
Town Hall 10
  • Trophies: Giants, Healers, Archers and Wall Breakers or Barbarians & Archers or Balloons + Minions or “power” style armies (at higher trophy counts)
  • Resource Farming: Giants, Archers, Goblins, and Wall Breakers
  • Power: Dragons, Witches, Golems, Wizards, and Hog Riders
Town Hall 10 does not unlock any new units, so there are not many changes between Town Hall 9 and 10 armies. However, with Town Hall 10, you may find yourself with less bases susceptible to typical “farming armies” or “trophy armies” and may instead need to use power armies to hit high level bases that have large amounts of resources or trophies, especially if you are pushing for the upper brackets.

Clash of Clans Farming Guide: Strategies By Town Hall Level



In Clash of Clans, having an effective farming strategy is essential to be able to easily afford the various number of upgrades available to players. Clash of Clans enthusiasts can easily spend hundreds of millions of gold on walls and over a hundred million elixir on research upgrades alone. 
Your farming strategy varies drastically as your Town Hall increases in level. Since you can only efficiently loot players who are one Town Hall level lower than you (or higher), you must adjust your farming strategies as you increase your Town Hall level to take on tougher and tougher foes.
In this Clash of Clans farming guide guide, you will find a quick overview to the best farming compositions and strategies for each Town Hall level. You will also find a link under each overview that leads to a full guide discussing specific strategies for that particular Town Hall level.
Farming Guide: Town Hall Levels 1 & 2
You end up at Town Hall level 2 by the end of the tutorial. You can actually farm some at Town Hall 2 before upgrading – it is very easy. All you have to do is make 20-30 Barbarians (be sure to upgrade your Army Camp to hold 30 units as soon as you can) and then start matchmaking. Look for people with exposed resources and just drop your Barbarians right on top of the resources. You can easily loot to cap within a raid or two. Do not worry about losing your shield – most players will not attack you anyway as there is no point since you have so little loot to take.
Farming Guide: Town Hall Level 3
Recommended Trophy Range: 600 or less
Once you hit Town Hall 3, you can finally begin to farm off of other players. At this level, you can get two level 3 Army Camps, giving you a max supply count of 70. Your best bet is to just make 70 Barbarians and attack every time. Note that 70 Barbarians at 25 Elixir each will run 1750 Elixir. As long as you steal at least this much Elixir, you will be able to sustainably farm.
As a level 3 Town Hall player, you will have to fight against players with a single Mortar. You will want to spread out your Barbarians in order to avoid taking too much damage from it. Getting up to level 2 Barbarians will help you tank a Mortar much easier.
You can do the same thing with Goblins as well – the downside is Goblins take more time to train. They are more effective at taking loot though!
Farming Guide: Town Hall Level 4
Recommended Trophy Range: 800 or less
At Town Hall level 4, not much changes from level 3. You can upgrade your Army Camp another time, so your troop capacity will increase from 70 to 80. I still recommend just making Barbarians and attacking each time your troops are ready. Other units just are not worth the increase in training time at this point.
Frequent, medium-sized raids will be what brings in most of the resources at this level range. Shoot for 35k gold and 35k elixir per raid at a minimum, or 50k of one resource (if you are already maxed on Gold or Elixir).
I do not recommend worrying about Giants or Archers at this stage. Many players will start to think they need to use Giants, but remember that Giants cost a lot of Elixir. Given that most enemies you will be farming off of only have a single Mortar, you should not need anything other than Barbarians and maybe a Wallbreaker or two.
Farming Guide: Town Hall Level 5
Recommended Trophy Range: 500 to 1000
At Town Hall level 5, things may change slightly but overall remain largely the same. You get a major increase army supply, as you get a third Army Camp that can be upgraded to level 5 (45 supplies). This brings your total army size maximum up to 135. Mass numbers of Barbarians is still the best play at this level. You can also upgrade Barbarians to level 3 at the Laboratory, increasing their strength significantly.
You will have to be more careful of about how you attack the enemy due to the introduction of the Wizard Tower. The Wizard Tower is very strong against Barbarians so you have to be careful in approaching it if you are not going to lose all of your Barbarians when you attack it. You only want to use 5-10 Barbarians at a time against it while spreading them out so that the splash damage cannot hit more than a few Barbarians at once. Ten well-placed Barbarians will take out a Wizard Tower.
If the Wizard Tower is too hard to attack, you have two options: skipping to the next base or avoiding the Wizard Tower altogether. If the Wizard Tower is at the opposite end of the base from the resource storage points, you can possibly avoid it while going for the resources. If you cannot, skip on to the next base.
I do not recommend bothering with Wall Breakers or even Archers at this level. Barbarians train faster, and are just as effective. We will not incorporate these units until Town Hall 7.
Shoot for 50k gold and 50k elixir or 70k of one resource type (if you only need gold or elixir but not both) at this level range. Any less is not worth trying to get.
Farming Guide: Town Hall Level 6
Recommended Trophy Range: 600-1100
For awhile, I used to think that Town Hall 6 was the right level to switch over to other units aside from the Barbarian. I thought it would be best to at least work in Archers and Wallbreakers, or perhaps switch to a new composition altogether like Giant/Archer/Wallbreaker/Goblin.
However, after much testing, I have found that at this level range, mass Barbarians is still the way to go. Wall Breakers, Archers, or other units may increase yield on tougher bases, but overall it is faster to just hit “next” on those bases and skip on to a more Barbarian-friendly base. Keep your Barbarians queued up in the Barracks, and you will find that you are able to constantly attack.
At this level, you get access to the level 2 Spell Factory which will allow you to research the healing spell. This spell is extremely effective at allowing Barbarians to swarm the enemy and take down a Wizard Tower. Just make sure the loot is worth it – a healing spell runs 15000 elixir before upgrades.
Farming Guide: Town Hall Level 7
Recommended Trophy Range: 800-1200 (pre 4 star research, 1100-1400 (after 4 star research)
Town Hall 7 is a big level range, with many upgrades for the player to unlock. Fully maxing out at Town Hall 7 takes many times longer than fully maxing out at TH6. It is a much larger jump than any of the previous upgrades. As a result, our farming strategies will evolve as this level progresses.
Upon first reaching Town Hall 7, your top priority is to upgrade your Laboratory so that you can get Barbarian level 4, Archer level 4, and Wall Breaker level 4.
In order to gather enough resources to get this research started, I still recommend using a full Barbarian army and farming in the 800-1200 trophy range. You can go up to a 200 supply army count at this level, meaning that your Barbarian army will be much stronger than it has been in the past.
Once you unlock level 4 Barbarian and level 4 Archer, it is time to swap to a Barbarian, Archer, and Wall Breaker combination. I recommend using about 90-100 Barbarians, 8 Wall Breakers, and 84-94 Archers.
This new army is able to easily access resource nodes behind two walls (three walls with spells). Drop down a line of Barbarians to tank and place a line of Archers behind them for extra damage. The Archers will be able to take down defensive structures behind walls (as well as Storage units).
When enemy towers are distracted, you can drop your Wall Breakers. Drop Wall Breakers in pairs, as you need 2 level 4 Wallbreakers to break down both level 5 (gold) and level 6 (pink / magenta) walls. If you are planning on using spells, safe them until you break down at least one wall. Get a bunch of Barbarians inside that broken-down wall, then drop your healing or rage spell and flood in with Archers behind.
You also get access to the Barbarian King at this Town Hall level. The Barbarian King is great for taking out enemy resource points once you take out all the Cannons and Archer Towers. Barbarians and Archers are great at taking out these towers, allowing the Barbarian King to come in and clean up the remaining Wizard Towers and Mortars, both which deal little damage to the Barbarian King.
Farming Guide: Town Hall Level 8
Recommended Trophy Range: 1100-1450
At this level range, I recommend starting out with the same Barbarian, Archer, and Wall Breaker army that we used at TH7. However, you should start working on level 5 upgrades for the Archer, Giant, Goblin, and Wall Breaker.
Once you have completed this research, we can take on a new farming strategy altogether: Giants, Archers, Goblins, and Wall Breakers. The typical breakdown for an army should be about 10 Giants, 50-60 Archers, 10 Wallbreakers, and 70-80 Goblins for a total of 200 supplies.
To use this new army, you are looking for a place to distract the primary towers protecting the resource storage points. Make sure you trigger any traps with Goblins near where you want to start and drop your Giants and a few Wallbreakers. While the Giants are distracting the enemy towers, drop your Archers in a semi-circle behind the Giants. Also, save a few Archers for exposed resource points or other structures.
While your Giants are distracting the enemy, use the rest of your Wallbreakers to try and break towards the enemy’s storage points. You can then drop large numbers of Goblins, which will focus on grabbing the exposed loot. Healing Spells work best when used on the clustered group of Goblins. When you give 60+ Goblins a healing spell, they will chew through walls and move onto the next storage point with surprising speed.
When looking for bases to attack, you should try and find Town Hall 7 or Town Hall 8 bases. Town Hall 9 bases can be good for snagging Dark Elixir, but will be too tough to clear with this army.
However, even TH9 and TH10 bases can make great farming if the mines and elixir collectors are full. Goblins are great at collecting hundreds of thousands of gold and elixir in a single attack just by looting full collectors and mines. You can loot these full collectors for a massive resource gain. Do not worry about hitting the 50% clear on these bases – you can always get the trophies back later.
Note that with the Goblin, Archer, and Giant combination, you rarely clear the enemy’s base, but you almost always get all of the loot. Your Archers should help you hit 50% so you can maintain your trophy count.
Barbarian and Archer-based armies still work great if your primary focus is Gold or Elixir. The Giant/Goblin/Wall Breaker army is better for grabbing Dark Elixir while still effective at getting Gold and Elixir.
Farming Guide: Town Hall Level 9
Recommended Trophy Range: 1300-1800
Things do not change much at Town Hall 9 except that your army grows a little larger, you can get a few more upgrades, and you will have to farm mostly off of Town Hall 8 and above bases. I
It can be useful to switch back to Barbarians and Archers for a time at Town Hall 9, given how expensive level 6 research is; the Barbarian/Archer combination is stronger for farming the Elixir needed to jump start some of your research. You can still do quite well farming mostly with Goblins, Giants, Archers, and Wall Breakers. You may start having to use a few more Giants with your extra supplies. You can go up to 14 Giants now that the Town Hall 9 supply cap is 220 supplies.
Spells and heroes can be saved for tough bases, and are the major change of TH9. Players can now get 4 total spells, a new hero (the Archer Queen), and level up their Barbarian King all the way to 30. A high level Barbarian King (and to an extent, Archer Queen), really change the game at this level range. The same old Giant/Goblin/Archer/Wall Breaker army can suddenly start clearing Town Hall 8 bases (and putting a big dent into Town Hall 9 bases) if you get your heroes up in level. After all, a level 30 Barbarian King will be able to take out a significant chunk of a TH8 base in his own right.
If your elixir count gets high and you need to farm Dark Elixir, you may want to go with the GoWiPe or GiWiPe approach – that is a Golem (or Giants), Wizards, and a few P.E.K.K.As in your army. This can be used very effectively to hit 2k+ Dark Elixir Bases. Use your Wizards (or a handful of Archers) to clear meaningless perimeter buildings to encourage the P.E.K.K.As to core to the center of the enemy’s base.
Farming Guide: Town Hall Levels 10
Recommended Trophy Range: 1800-2200
Just like at Town Hall 9, things do not change much when you reach Town Hall 10 except that farming becomes harder. You will need to upgrade your units so that you can get level 6 of every unit category.
You may want to work in some tougher units like Barbarians at the expense of Goblins if you are having trouble with tough bases. You can also mix in a few Witches if you have spare Dark Elixir – they are among the best units in the game and can really boost an army’s strength.
The fastest farming tends to come from just skipping with the “Next” feature a lot and sniping full resource collectors. You can always go for exposed Town Halls as you see them to maintain your trophy count.
If your elixir count gets high and you need to farm Dark Elixir, you may want to go with the GoWiPe or GiWiPe approach as mentioned in the Town Hall 9 section.

Clash of Clans: Defensive Towers & Buildings List



As your Town Hall and trophy count increase in level, you will face opponents possessing with larger and larger armies consisting of stronger and stronger units. The higher your Town Hall level, the more loot enemy players can steal during raids.  Defensive structures (towers, walls, and the Clan Castle) will help protect your valuable loot so that you can save up for expensive upgrades in relative peace.
In this section, we will provide a full list of defensive structures along with an overview of the function of each structure and the best strategy for using it. You will also find a link to a full guide on each particular structure detailing specific stats like damage, cost, levels & upgrades, and additional strategy.
Wall
Full article: Wall Guide (Clash of Clans)
Walls can be used to build barriers around your resources and defensive structures. Enemy ground units must destroy walls before they can get to whatever is inside. Walls start out with very little HP, but a significant amount of health with each upgrade. As upgrades increase, Walls become very difficult for enemy units to break through.
Be careful with your wall placement. Enemy units can be dropped just two empty spaces away from any structure. As a result, if you make a big square wall but leave open space in the center of that wall, the enemy can drop units in that open space. Additionally, try to avoid 4-way intersections with your wall placement. This style of wall-in allows an enemy unit to break down just the midpoint in the intersection and access each area within the wall.
Ideally, you want your opponent to have to break through multiple walls in order to reach your resource storage points. You also want your enemy to have to break through multiple walls in order to reach all of your defensive towers. This ensures that your Towers have enough time to defeat the enemy’s army. Defensive towers do a lot of damage but do not have much health, so protecting them with walls is extremely important.
The Clan Castle is the most powerful defensive structure in Clash of Clans, although it is frequently terribly misused by new players. The Clan Castle allows you to store units inside (donated by Clan members) which will come out and attack enemy units when enemy units come within the Clan Castle’s range. Units will not leave the Clan Castle until enemy units come within its range.
Most new players make the mistake of sticking the Clan Castle on the outside of their walls and not considering the Clan Castle a defensive structure. The enemy can just drop 30 Archers on top of the Clan Castle and take out all of your units stored inside. Instead, the Clan Castle does best when placed at the heart of your base. This way, the enemy will be within range of your defensive structures by the time your units come out of the Clan Castle. The enemy will then have to deal with your Clan Castle units in addition to your towers.
Centralizing your Clan Castle becomes particularly important at Town Hall 7. Before Town Hall 7, you do not have enough structures to prevent enemy players from drawing out your Clan Castle units.
Cannon
Full article: Cannon Guide
The Cannon is the first defensive tower you get access to in Clash of Clans. It fires quickly with moderate range and can only hit ground units. The Cannon scales very well with upgrades and has many levels; it starts out very weak and becomes very strong by its highest level.
Cannons are good all-around defensive structures. They need to be upgraded regularly in order for a single Cannon to outpace the Healer’s output. Fully upgraded Cannons shine versus small numbers of units but easily get overwhelmed by large forces.
The Cannon should be placed towards the outside of the base; it has no minimum range and is not a crucial structure so it does best towards the outside of your defensive set up.
Archer Tower
Full article: Archer Tower Guide
Much like the Cannon, the Archer Tower is an early defensive structure that deals single-target damage. The Archer Tower does not deal quite as much DPS as the cannon, but has a longer range and can hit both air and ground units. Archer Towers, much like Cannons, are good all around structures that perform well against a handful of units but get overwhelmed by larger numbers.
Archer Towers do well spread out around the perimeter of a base given their long range and all-around strength. It is ideal to pair Archer Towers with Cannons so that Cannons cannot be sniped by enemy air units.
Mortar
Full article: Mortar Guide
Mortars are the first source of splash damage in Clash of Clans. The very slow but high-damage round that a Mortar fires out will explode upon impact, dealing damage to all units caught within its blast. Upgrading your Mortar is extremely important as this allows it to one-shot enemy Archers. A Mortar will one-shot Archers of the same level (or less). For example, a level 4 Mortar will kill enemy 4-star Archers in one hit. A Mortar that is able to kill a group of Archers in a single hit significantly reduces the effectiveness of mass Archer armies.
Mortars have long maximum range, but cannot hit any enemies that get too close (i.e. there is a minimum range). Due to their minimum range and their relative importance, Mortars should be placed towards the interior of a base so that they have some protection against enemy units.  Ideally, an enemy will have to break down at least two walls to reach a mortar. It is also helpful to pair an Air Defense tower with the Mortar to protect it from enemy air units.
Air Defense
Full article: Air Defense Guide
Air Defense towers are the only tower in the game that can only hit air units. While Air Defense towers can only hit air units, they have by far the highest single-target DPS of any defensive structure in the game. The Air Defense tower also has a very long range. As a result, no air unit can survive for long when within range of an Air Defense tower.
The Air Defense tower is crucial for defense against both Healers and Dragons. You will want to spread these out and keep them towards the interior of your base in order to simultaneously protect the Air Defense towers while allowing them to defend most of your base.
Unlike many other structures, Air Defense Towers do significant damage even at rank 1. You never want to upgrade more than one Air Defense Tower at once or you leave yourself very susceptible to enemy attacks that are supported by Healers.
Wizard Tower
Full article: Wizard Tower Guide
The Wizard Tower deals relatively low DPS, but has a fast attack that deals splash damage. It can hit both ground and air units. It has a short range (but no minimum range), making it like the opposite of the Mortar. The Mortar fires slowly and hits enemies far away, while the Wizard Tower fires quickly and hits nearby enemies.
The Wizard Tower does best when placed towards the interior of the base (but not in the complete center of the base). It especially shines when near resource storage buildings, as the Wizard Tower is particularly strong against clumps of Goblins that may come rushing in to steal your loot. The Wizard Tower is by far the best counter in the game to mass Goblins. Goblins will outrun Mortars but cannot outrun the Wizard Tower.
Hidden Tesla
Full article: Hidden Tesla Guide
The Hidden Tesla is a trap and defensive structure Hybrid. It can only fire once enemy units get close to it (or the enemy reaches 51% of a base destroyed). Once activated, it fires a very fast attack that can hit either ground and air units at a moderate range. When upgraded, it does very high single-target DPS, but upgrading it takes an unusually long amount of time. Upgrading a Hidden Tesla up to its max level takes nearly 2 months!
The Hidden Tesla only takes up 4 total units of space (2×2); other defensive structures take up 9 units (3×3).
X-Bow
Full article: X-Bow Guide
The X-Bow is a high-level tower that costs Elixir to fire. It fires a very fast attack that deals light damage with each attack. Despite the similar damage levels to the Cannon or Archer Tower, the X-Bow’s fast firing rate makes it a bit more effective against light units like Barbarians or Archers that can otherwise easily overwhelm a single Cannon or Archer Tower.
The X-Bow has two modes; one is a very-long range ground-only attack while the other can hit both ground and air units but has a shorter range – there is no difference in damage between modes. In either mode, the X-Bow has a very large range (11 units for ground & air, 14 units for ground-only). Due to its long range, the X-Bow does well when placed towards the center of the base. This allows it to cover a large portion of the base, allowing it to protect you from any side from which the enemy may make an attack.
The range of the X-Bow is its real strength. With the X-Bow, ring-shaped base layouts become viable, as the X-Bows are able to cover large areas to mow down enemy units that target defensive structures (Hog Riders, Giants, and even Golems) that may be being sent in a ring-shaped pattern. High level bases that rely on the X-Bow for a ring-shaped defense are often called “ringus” bases.
Inferno Tower
Full article: Inferno Tower Guide
The Inferno Tower is the highest-level tower in the game (you must have a level 10 Town Hall). It is powered off of Dark Elixir and will only attack when loaded with Dark Elixir. The Inferno Tower’s special effect is that units that are being targeted by it can no longer be healed. This prevents units like Healers or from Healing Spells for keeping units alive while attacking an Inferno Tower.
The Inferno Tower has two modes: multi-attack and single attack. The multi-attack feature allows the Inferno Tower to deal modest damage to up to five enemy units within range, whereas the single attack feature allows the Inferno Tower to deal extreme damage to an enemy unit, but only after targeting it for five seconds. The multi-attack feature works best against most units, but the single attack feature is very effective against high health units like Dragons or Golems.
Most players seem to prefer the 5 target setting, as the healing debuff is perhaps the real strength of the Inferno Tower rather than its damage alone. Some may put both towers near each other with one set to each mode so that the towers can protect one another from attacks.
The Inferno Tower generally should be placed in the center of your base. This not only ensures that the Inferno Tower is one of the last defensive structures to be destroyed, but it also ensures that the tower does not fire against weak attacks as it has to be reloaded with Dark Elixir to function.

Clash of Clans: Units List & Guide



Below, you will find a list of every unit in Clash of Clans. This units list provides a quick briefing on each unit and an overview of the best uses for that particular unit. You will also find a link to a full guide for each unit. On the full guide page, you will find specifics about each unit, including upgrades, stats by research level, cost, and more. This page provides a brief synopsis of each unit along with a link to its individual unit page.

Barracks Units

Barracks units cost elixir to produce and vary drastically in strength. As a general rule, the units that cost the most elixir and time to produce tend to be the most powerful based on their supply cost. However, the extra elixir cost and time requirements for these expensive units offsets their increase in strength. When farming, generally it is best to stick to the cheaper units to save on elixir costs and training time.
Barbarian
Full Guide: Clash of Clans Barbarian Unit Guide
Training Time: 20 seconds
Supply Cost: 1
Movement Speed: 16
Targets: Ground
Preferred Target: Any
Barracks Required: Level 1
The Barbarian is the first unit you get access to in Clash of Clans. This unit is a cheap melee unit that does well as the base of your army for the first five Town Hall levels. A good strategy is to use only Barbarians and overwhelm the opponent with a Barbarian swarm. Since Barbarians are so cheap and train so quickly, you can easily go on 5-6 raids per hour when using a Barbarian army.
At higher levels, Barbarians still can be used as damage shields for more fragile units, but mass-Barbarian armies do not work nearly as well as they do at early levels. You will need something to break down walls and shoot at high-threat targets like Wizard Towers and Mortar that are behind walls.
Training Time: 25 seconds
Supply Cost: 1
Movement Speed: 24
Targets: Ground & Air
Preferred Target: Any
Barracks Required: Level 2
The Archer is the basic ranged unit in the game. It does solid damage, but has very, very low health. However, its low health is more than made up for by its low cost and quick movement speed. The Archer’s range allows it to shoot over walls and hit defensive towers and resource storage buildings even with the walls around these structures are intact.
Players are best served by using a line of Barbarians (initially) and later Giants to tank for their Archers. These higher health troops will absorb tower hits so that Archers can stay alive longer. The Archer’s biggest weakness is clumping up with other Archers and having them all get hit by Mortars or Wizard Towers. Keep them spread out and do not drop them all in the same place to minimize this effect.
Archers also do very well in the Clan Castle when the Clan Castle is placed in the center of a base layout. Archers in this position will shoot over walls at melee units that will not be able to fight back until the melee units break through the wall.
Training Time: 30 seconds
Supply Cost: 1
Movement Speed: 32
Targets: Ground
Preferred Target: Resources (Damage x2)
Barracks Required: Level 3
Goblins are cheap, fast units that will focus entirely on collecting resources. Goblins will not attack anything other than resource collectors and storage units until every resource collector and storage building have been destroyed. Goblins also do twice their normal damage to collectors and resource storage structures. Their fast movement speed allows them to frequently avoid traps. Goblins are fast enough to trigger a spring trap without getting launched (as long as they do not stop on top of it).
At low levels, Goblins are not very effective. Their low damage and health does not give them enough survivability to be effective. However, the Goblin unit gets generous damage increases with each level of research, drastically increasing its effectiveness. By level 4, Goblins will easily start tearing through even high-level walls and wiping out storage buildings within a few seconds, making them very effective for farming.
By level 5, 20 Goblins + healing spell + rage spell are practically an unstoppable force, as they will tear through level 8-9 walls in just a few seconds. Great for coring deep into a player’s base to snag a Dark Elixir storage. Just make sure you take out the mines on the outside of the base or Goblins may be reluctant to attack walls.
Training Time: 2 minutes
Supply Cost: 5
Movement Speed: 12
Targets: Ground
Preferred Target: Defenses
Barracks Required: Level 4
Giants are the first units that players get access to that will specifically target defensive structures. Giants will not attack any other structures until all defensive towers have been destroyed. Hidden Tesla towers are considered defensive structures for the Giant.
Giants have three weaknesses: Spring Traps, their low damage, and their slow movement speed. Giants are very susceptible to well-placed Spring Traps since players have a good idea of how Giants will move. Be sure to try and trigger obvious Spring Trap locations with Goblins, Archers, or Barbarians before sending your Giants in to attack.
The Giant’s low damage can be best made up for by using Wall Breakers and Archers. Giants normally take forever to destroy high-level walls, so use a Wall Breaker or two to break down the walls and let the Giants in faster. Archers can also shoot and take down towers behind walls, limiting the number of walls that the Giants need to break down. Giants slow speed can be improved immensely via the Rage spell, but the cost of the spell prohibits its regular use.
Wall Breaker
Full Guide: Clash of Clans Wall Breaker Unit Guide
Training Time: 2 minutes
Supply Cost: 2
Movement Speed: 24
Targets: Ground (area splash)
Preferred Target: Walls (40x Damage)
Barracks Required: Level 5
Wall Breakers are an essential unit for most Clash of Clans armies. These units can very quickly destroy walls that other units would take ages to break down. Breaking down the first line or two of an enemy’s walls can be the difference between clearing the entire base or getting wiped without reaching 50%.
Wall Breakers are very fragile, so you will need to put down a few distracting units like Giants or Barbarians to allow your Wall Breakers to break down walls without getting hit. Be sure to time your Wall Breakers in between Mortar Shots so that they do not get taken out by splash damage.
Balloon
Full Guide: Clash of Clans Balloon Unit Guide
Training Time: 8 minutes
Supply Cost: 5
Movement Speed: 10
Targets: Ground
Preferred Target: Defenses
Barracks Required: Level 6
The Balloon is an interesting air unit that specifically targets defenses first. As an air unit, it is strong versus Mortars and Cannons, but weak versus Air Defense towers. The biggest weaknesses of the Balloon are its very low movement speed, its low HP, and its tendency to clump up with other Balloons. The low movement speed allows Air Defense towers to pick off many Balloons before they ever get in range. Its low HP and tendency to clump make the Balloon susceptible to Wizard Towers and Air Bombs.
The Rage Spell makes the Balloon many times better, as it allows the Balloon to quickly move between targets. A fleet of Balloons under the effects of the Rage Spell will quickly take out all defensive structures within the area of effect of that spell. Balloons also scale very well with research; max level Balloons do quite a bit of damage.
Balloons are an atypical unit, as they do not scale like the normal unit. Balloons are outright terrible outside of the campaign from levels 1-4. At level 5, they become pretty good, as the amount of damage and health they gain with this upgrade is significant.
At level 6, Balloons become an excellent unit and are even one of the strongest mid-tier (not cheap, but not overly expensive) units in the game. The reason is the amount of damage and health they gain from levels 5 to 6 is incredible. A level 6 balloon does twice the damage and has about double the health and well over double the damage of a level 4 balloon. No other unit scales this well and has such a jump at this level range.
Training Time: 8 minutes
Supply Cost: 4
Movement Speed: 16
Targets: Ground & Air
Preferred Target: Any
Barracks Required: Level 7
You can think of the Wizard like an upgraded Archer. However, the Wizard does not always get used in place of the Archer simply because one Wizard (a 4 supply unit) costs more Elixir than 4 Archers and the Wizard takes significantly longer to train.
Like an Archer, the Wizard should be used with something to tank in front of it, typically Giants or even Barbarians. This ensures that the Wizard does not get taken down by towers and can stay alive long enough to dish out its very high damage. The Wizard has a lot more health than the Archer – making it less vulnerable to the Mortar and Wizard Tower. Wizards are still weak against structures like the Archer Tower or Cannon, particularly if the Wizard is attacking something else while being fired upon by either of these two structures.
The Wizard scales very well with upgrades, getting a large damage increase with every level of research. When fully upgraded, the Wizard is the most powerful DPS unit in the game on the basis of the amount of damage it can deal based on its supply cost. A max-level Wizard does 180 DPS; divided by its 4 supply cost, and that yields 42.5 DPS per housing space – by far the highest of any unit.
Training Time: 15 minutes
Supply Cost: 14
Movement Speed: 16
Targets: Ground
Preferred Target: Any (your own units; heals with area splash)
Barracks Required: Level 8
Healers will issue steady area of effect healing to a group of nearby units (radius of a few units on the heal), keeping approximate pace with any AoE damage or damage from one single-target defensive tower. Healers tend to work very well when paired with Giants, as Healers can keep the Giants healed while the Giants slowly work down the enemy’s defensive structures.
The Healer’s primary enemies are the Air Defense tower, Seeking Air Mines, and to an extent the Inferno Tower. Air Defense structures will take down Healers in less than 10 seconds, so taking down these structures is a must. A common strategy is to use Wall Breakers and an initial wave of Giants to destroy one air defense tower, then send in the healer. This ensures that the Healer is able to follow the Giants until coming into range of the next Air Defense tower. At higher levels, sometimes a few Hog Riders can be used to take down exposed Air Defense towers in similar fashion.
With Giants and a healer taking out about half of a base’s defensive structures before coming into range of the next Air Defense, Goblins can easily be used to steal much of a base’s resources. If enough structures have been destroyed, it is possible that a follow-up wave of Archers may be able to take down any remaining Air Defense structures. Lightning spells can also be used to take down an Air Defense tower, allowing the Giant and Healer combo to become more effective.
Note: Healers will not target air units.
Training Time: 30 minutes
Supply Cost: 20
Movement Speed: 16
Targets: Ground & Air (area splash damage)
Preferred Target: Any
Barracks Required: Level 9
The Dragon is an extremely strong unit in Clash of Clans, dealing high damage to both air and ground units while possessing a massive HP pool. The Dragon also deals splash damage, allowing it to take out Clan Castle troops with ease. Even though the Dragon is technically weak against Air Defense structures, its large HP pool allows it to absorb many hits even from upgraded Air Defense turrets.
A mass Dragon army is actually quite effective. By using Lightning Spells to take down an Air Defense tower, a mass Dragon Army can get a 50% clear on even the best-designed, fully-upgraded base. Dragons are also very effective at clearing many of the single-player campaign missions.
The main problem with Dragons is the cost and time it takes to train them. Each Dragon costs 25,000 Elixir; a 200-supply 10 Dragon army would run 250,000 elixir in total! The cost of the Dragon also increases significantly with level. Level 3 Dragons cost 36,000 elixir, making a 10 Dragon army of this level cost 360,000 elixir.
Dragons are quite useful in Clan Wars, as a Town Hall 7 player can easily 3 star any other Town Hall 7 player by using 3x LIghtning Spell to take out an enemy’s Air Defense and then using Dragons to take out the rest of the base. A Town Hall 8 player can 3 star most Town Hall 8s with 10 level 3 Dragons (along with an 11th Dragon in the Clan Castle). A fully maxed Town Hall 8 with good base design and a loaded Clan Castle will not be 3 starred by level 2 Dragons.
P.E.K.K.A
Full Guide: Clash of Clans P.E.K.K.A Unit Guide
Training Time: 45 minutes
Supply Cost: 25
Movement Speed: 16
Targets: Ground
Preferred Target: Any
Barracks Required: Level 10
The P.E.K.K.A is the most powerful ground unit produced by the Barracks. It takes out most buildings in just 1-2 hits and has a massive HP pool. The only turret that is particularly effective against the P.E.K.K.A is the Hidden Tesla, but it still takes a single Hidden Tesla 15-30+ seconds to take out a P.E.K.K.A (depending on upgrade level).
P.E.K.K.A’s may not necessarily be more effective than the Dragon despite the fact that the P.E.K.K.A is a higher level unit. The Dragon has a lower supply cost than the P.E.K.K.A, allowing players to create more dragons than P.E.K.K.As. Dragons can also fly over walls, increasing the Dragon’s tendency to attack defensive structures.
P.E.K.K.As have a habit of attacking the perimeter of an enemy’s base, destroying all the structures typically left outside enemy walls – good for trophies, not always efficient for farming. You may want to clear the perimeter of structures with Archers and use a Wall Breaker to break down the first set of enemy walls in order to steer your P.E.K.K.A towards the center of the enemy’s base.
One great way to use the P.E.K.K.A. is for a strategy known as coring. Coring involves driving a hole straight into an enemy’s base in order to target their central storage (typically the Dark Elixir storage). High level players with strong base designs usually put their Clan Castle at the center of the base (at TH8 and beyond). P.E.K.K.A.s are drawn towards Clan Castle units, so if you drop your P.E.K.K.A.s with a rage spell when the enemy’s clan castle units pop, the P.E.K.K.A.s will tear through the walls of the enemy base (i.e. coring), allowing your other units easy access to an otherwise well-protected Dark Elixir storage.

Dark Barracks Units

The following 5 units are produced from the Dark Barracks and all require Dark Elixir for both production and their research upgrades. The Dark Barracks is available at level 7.
Training Time: 45 seconds
Supply Cost: 2
Movement Speed: 32
Targets: Ground & Air
Preferred Target: Any
Dark Barracks Required: Level 1
The Minion is a light flying unit and the first available out of the Dark Barracks. It is not particularly strong, but it is very mobile since it is an extremely fast flying unit. Its fast training speed and low cost make it quite popular as it allows the Dark Barracks to contribute production power to farming runs. Minions are quite popular for farming trophies as they can be deployed to attack buildings only defended by Cannons or Mortars.
Despite being a flying unit, the Minion is actually decent against Air Defense towers since the Air Defense tower can only attack one target at a time. Minions tend to clump up, making them particularly weak versus Wizard Towers and Air Bombs.
One of the best uses of the Minion is to kill the Barbarian King. You can lure the Barbarian King away from defensive structures and then drop a handful of Minions on it to take down the Barbarian King with minimal losses.
At Town Hall 9, Minions also pair well with max level Balloons. Balloons take out enemy air defenses, whereas the Minions come in and provide DPS after the Balloons have killed most of the towers.
Hog Rider
Full Guide: Clash of Clans Hog Rider Unit Guide
Training Time: 2 minutes
Supply Cost: 5
Movement Speed: 24
Targets: Ground
Preferred Target: Defense
Dark Barracks Required: Level 2
The Hog Rider is a specialty unit that is capable of jumping over walls. It also possesses high DPS and targets defensive structures first. Due to their ability to jump over walls, they can be used to quickly take out defensive structures. Unless you are making an army of mass Hog Riders, it is likely best to use Wall Breakers and standard units to take out the towers on the perimeter of the enemy’s base before using Hog Riders to take down interior towers.
An army of maxed-out Hog Riders along with a few spells (i.e. the Rage Spell and Heal Spell) can quickly destroy even fully maxed out bases. As a result, Hog Riders recently had their unit cost increased by 30%, as they were deemed to be a bit too effective when used in large quantities. While still effective when used in large number, the cost is not efficient for farming – a fully-maxed Hog Rider army costs over 3,000 Dark Elixir.
With that said, people still use 20+ Hog Rider armies to routinely wipe TH8 and TH9 players during Clan Wars. While the players spend more Dark Elixir than they earn, it may be worth it to guarantee the 3 star and propel your clan to victory.
Valkyrie
Full Guide: Clash of Clans Valkyrie Unit Guide
Training Time: 15 minutes
Supply Cost: 8
Movement Speed: 24
Targets: Ground (melee splash damage)
Preferred Target: Any
Dark Barracks Required: Level 3
The Valkyrie is a high-powered Barbarian-like unit that deals significantly more damage and possesses significantly more health. However, due to its supply cost, the Valkyrie actually does less damage per second per housing supply cost than the Barbarian. The Valkyrie does have more health than a Barbarian on a supply basis, making it much more survivable.
The Valkyrie’s high health makes it much more durable than a Barbarian, allowing it to soak up a large amount of damage and rendering Mortar and Wizard Towers ineffective in the process. Their splash damage also makes them great at taking out Clan Castle reinforcements (assuming they are ground units).
The biggest obstruction to using the Valkyrie is that it costs a significant amount of Dark Elixir (160 per Valkyrie at max level) and takes a long time to train (15 minutes for an 8 supply unit). The Valkyrie’s health was recently increased to promote its use, but I am not sure if it is enough. The cost for a maxed-out Valkyrie is just too high and its target choice (Any) too poor to use regularly. Maybe a single Valkyrie or two could be included for Clan Castle reinforcements and to take out regular structures, but I would rather conserve my Dark Elixir and use a P.E.K.K.A. instead for similar effect.
Training Time: 45 minutes
Supply Cost: 30
Movement Speed: 12
Targets: Ground
Preferred Target: Defenses
Dark Barracks Required: Level 4
You can think of the Golem like a hero Giant. It is the only high health, high supply unit in-game that specifically targets defenses. It has an enormous HP pool that tops out at 6,300 health at max level.
Upon death, the Golem deals massive splash damage (550 at max level) and splits into two Golemites, each unit possessing 1/5 the health of the Golem. Given that the Golem at max level has 6,300 health, this leaves its Golemites with 1260 health – quite beefy in their own right. Golemites also do modest splash damage upon death.
The Golem’s downside is that it does very little damage on a per-supply basis. The Golem barely hits harder than a Giant, despite the fact that Giants do not do much damage and only cost 5 supplies to the Golem’s housing cost of 30.
The Golem is considered by many to be the best unit for use within the Clan Castle. It has so much health that it can distract enemy troops for ages while your towers do damage. Also, its splash damage upon death makes it difficult to take out, not to mention the Golemites that spawn once the original Golem goes down. Note that Golems in the Clan Castle only really works for TH9 and TH10 players, as at lower TH levels, it is easy to lure out Clan Castle troops without committing with an army.
Golems are expensive and take up a lot of supplies; it is typical for high-level players to just use a single Golem and support it with ranged DPS units such as Archers, Witches, or Wizards (depending upon trophy range).
Training Time: 20 minutes
Supply Cost: 12
Movement Speed: 12
Targets: Ground & Air
Preferred Target: Any
Dark Barracks Required: Level 5
The Witch is the highest-level Dark Barracks troop (and for good reason). An army of well-used Witches can take out a maxed out TH10 base. Witches themselves are not very strong units, but the wave after wave of summoned Skeletons they bring to the battlefield can eventually wear an opponent out. Witches are able to summon a new set of Skeletons every six seconds (with a max of 6 at level 1 and 8 at level 2).
The Witch itself has extremely low health, so it needs to be positioned well. It is very vulnerable to the Mortar, as Skeletons may get in the Mortar’s minimum range and force the Mortar to fire at the Witch. It is important to find ways to take out the Mortar when using Witches. Use distracting units or Hog Riders to focus down any exposed Mortars. Lightning Spells can be used to take out central Mortars.
With no Mortars left, the Float spell can be used on Skeletons to send a steady stream of free units over walls and into the enemy’s base. When the units are free and never-ending, even the best-designed base does not stand a chance.
Lava Hound
Full Guide: Clash of Clans Lava Hound Guide
Training Time: 45 minutes
Supply Cost: 30
Movement Speed: 20
Targets: Ground & Air
Preferred Target: Air Defense Towers
Dark Barracks Required: Level 6
The Lava Hound functions like a flying Golem. The Lava Hound does very little damage, but has a very large health pool and specifically seeks out enemy Air Defense towers. While the low damage dealt by this unit is not likely to result in any tower kills, its high health pool can distract enemy tower fire long enough to allow other air units to take out the distracted towers.
The Lava Hound alone does not make an army, but it is an effective unit when backed up by Minions, Balloons, or Dragons.

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