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Clash of Clans Goblin Unit Guide: Stats, Upgrade Levels, & Strategy

The Goblin is the third unit you get access to in Clash of Clans and the only one that will target resources as a priority. Goblins are a very fast unit, deal high damage, and deal double damage to Gold Mines, Elixir Collectors, Dark Elixir Drills, and resource storage structures. As a result, these units are well-suited for farming.
In this guide, we will be covering all aspects of the Goblin unit, from stats and level upgrades to specific strategies for maximizing its effectiveness.

Goblin Basic Information, Stats, and Levels

Training Time: 30 seconds
Supply Cost: 1
Movement Speed: 32
Targets: Ground
Preferred Target: Resources (Damage x2)
Barracks Required: Level 3
LEVEL
DAMAGE PER SECOND
ATTACK SPEED
DAMAGE PER HIT
HITPOINTS
1111 attack per second1125
2141 attack per second1430
3191 attack per second1936
4241 attack per second2443
5321 attack per second3252
6421 attack per second4268
LevelTraining CostUpgrade CostLaboratory LevelTown Hall Requirement
125NoneNone1
24050,00013
360250,00035
480750,00057
51002,250,00068
61504,500,000810
The Goblin has low health, does above average damage, and is among the fastest units in the game with a speed of 32 (only Minions can move as quickly). As long as the Goblin does not stop to attack, it will easily outrun bombs and Mortar blasts.
The Goblin is the only unit in Clash of Clans which specifically targets an enemy’s resources. The Goblin will go for the closest mine, collector, drill, or storage structure. It does not differentiate between these structures and will attack the one closest to where the Goblin is deployed. Since the Goblin already does high damage and deals double-damage to resources, it takes out these structures very quickly.
Early in the game, I find the Goblin to be fairly weak. As it progresses in upgrades, it gains significant strength. The Goblin improves massively when upgraded from level 4 to 5 and from 5 to 6. Most units only get a small upgrade from levels 5 to 6, while the Goblin gets its best upgrade level during this range. Only the Balloon has a larger improvement when moving from level 5 to 6.

CoC Goblin Strategy

In Clash of Clans, the Goblin is the only unit which is completely dedicated to farming. You will never use a Goblin for anything outside of farming, as Farming is simply what this unit was meant to do. While Goblins deal high damage and move fast, they do not make great offensive units simply because they will target resources first and typically die on their way to getting to said resources. Goblins dropped after all enemy resource points are destroyed are surprisingly strong, but this is not a practical use for this unit.
Goblins for Farming
There is really only one use for the Goblin: for farming. With that said, there are two types of farming that you can use the Goblin for: Elixir Collector and Gold Mine sniping or storage farming.
Collector, Mine, and Drill Sniping
The easiest way to use the Goblin is to farm an enemy’s Elixir Collectors, Gold Mines, and Dark Elixir Drills. The strategy really comes down to finding a good base and being patient. When farming, keep clicking next until you find a base with full Elixir Collectors or Dark Elixir Drills.
Full Elixir Collectors are easy to spot because the elixir turns a very dark pink/purple color, whereas partially full Elixir Collectors have a bright pink color. Full Elixir Drills are a little harder to spot, but easy when you know what you are looking for – the box on top of the drill will be full and black when there is a good amount of Dark Elixir to steal. You may have to zoom in to see the little box on top of the Drill.
I like looking for Elixir Collectors over Gold Mines, as Elixir Collectors are much easier to spot quickly. If Elixir Collectors are full, so too will be the Gold Mines. Once you find a base, just drop about 5-10 Goblins on each Gold Mine, Elixir Collector, and Drill. Collect your loot, end the battle, and move on to the next one.
Farming Storage Buildings or Dark Elixir
If you want to try and target Gold Storage, Elixir Storage, or Dark Elixir Storage structures, the Goblin is a good unit choice, but it requires much more strategy than just taking down mines or collectors.
The primary issue is that Goblins do not have much health and will get easily killed by enemy Wizard Towers or Mortars when trying to get to the enemy’s storage units. As a result, you need to use a distracting unit (like Giants) as well as damage-dealing units (like Archers) to soak up fire and take down towers, respectively. Additionally, you will need Wall Breakers to take down walls to help the Goblins get access to the storage structures.
Goblins can generally take down a wall or two if they are supported by a Healing Spell. Goblins’ damage is very high and they can tear down walls quickly, but when they are attacking walls, Goblins are vulnerable to Mortar fire or Wizard Tower hits. The Healing Spell will allow Goblins to take these hits, as long as several Mortar shots do not land at the same time.
A full Dark Elixir Storage is usually well defended and at the center of an enemy’s base. You need to first take down part of the enemy’s base on the way to storage structure, coring a hole in the enemy’s base so your Goblins can get close. For lower tier bases, Giants, Wallbreakers, and Archers (Tier 7 or 8) can typically handle the job, but for higher tier bases (Tier 9), you may need to supplement the Giants with a few P.E.K.K.As and swap in Wizards for the Archers.
Once you get within a wall or two’s reach of the Dark Elixir Storage and the Goblins will target the wall surrounding it, the storage is as good as yours. Make sure collectors on the perimeter of the base are not still up, so the Goblins are more likely to attack the wall surrounding the Dark Elixir. Once the wall is exposed, you can use a Rage Spell and a Healing Spell stacked on top of each other then quickly flood in with Goblins. Twenty Goblins under the effect of a rage spell will take down a level 8+ wall in just a few seconds. If you can flood in with 50, they will take it down in a second and then the storage in a second later. The Healing Spell and Rage Spell will help keep them alive and make sure they get the structure down.
Goblins As a Clan Castle Unit
Goblins do not make a good Clan Castle unit and you will only irritate your Clan Members if you donate Goblins. While Goblins do solid damage and move quickly, they move so fast that they are so easy to lure out into the open and take down with Archers.

Clash of Clans Archer Unit Guide: Stats, Upgrade Levels, & Strategy

The Archer is the second unit and first ranged unit you get access to in Clash of Clans. Despite having low hitpoints and dealing only moderate damage, it makes up for it with its range. The short range of the Archer’s attack allows it to shoot over walls to attack defensive towers, resource storage buildings, or even enemy troops (from the Clan Castle).
In this CoC Archer guide, we will be covering this unit in its entirety. We will start with stats and upgrades and then move into unit strategy.

Archer Basic Information, Stats, and Levels

Training Time: 25 seconds
Supply Cost: 1
Movement Speed: 24
Targets: Ground & Air
Preferred Target: Any
Barracks Required: Level 2
LEVEL
DAMAGE PER SECOND
ATTACK SPEED
DAMAGE PER HIT
HITPOINTS
171 attack per second720
291 attack per second923
3121 attack per second1228
4161 attack per second1633
5201 attack per second2040
6221 attack per second2244
7251 attack per second2548
LevelTraining CostUpgrade CostLaboratory LevelTown Hall Requirement
150NoneNone1
28050,000 (12 hours)13
3120250,000 (2 days)35
4160750,000 (3 days)57
52002,250,000 (5 days)68
63006,000,000 (10 days)79
74007,500,000 (14 days)810
The Archer possesses below-average health, average damage, and above average speed. While it does not win any contests in terms of survivability or damage, its low cost, fast training time, and range make it a very common unit for use both offensively and defensively.
Like its counterpart the Barbarian, the Archer scales well with upgrades and improves noticeably between levels 3 and 4 and 4 to 5. Level 5 Archers are many times more durable than their predecessors, gaining enough health by level 5 to survive getting hit by a level 4 Mortar. As a result of its steady improvement with each level, the Archer remains a viable unit throughout Clash of Clans.

CoC Archer Strategy

In Clash of Clans, the Archer is a unit which you will use regularly. It is useful as a trophy pushing unit as soon as it is introduced (great for sniping Town Halls in farming base setups). The Archers is also one part of the popular “Barcher” (Barbarian and Archer) army composition. I believe Barcher is the best farming composition at Town Hall 7 and is also useful for low-cost trophy pushing and war battles.
Archers for Farming or Trophy Pushing
Archers are one of the most commonly-used units in Clash of Clans. While I think Archers are a bit over-used at low levels, I do believe that It is practically impossible to farm effectively at Town Hall 7 and above without using the Archer in some capacity.
For all of their strengths, Archers are very fragile. It is important to understand how to strategically use these units in order to get the best use out of them. Below, we will discuss deployment and attack strategies, how to attack towers, and how to handle Clan Castle troops and heroes with Archers.
Unit Deployment and Positioning
Archers should always be spread out. Since Archers are ranged, you can even spread them out when you want them to attack the same target. Archers constantly need to be spread because it limits the damage they take from area of effect (AoE) towers.
One of the most important things to learn about using Archers is that even if you want your Archers to attack the same target, you never have to deploy all your Archers at once. You generally only need to deploy around 20 to attack a given section of your enemy’s base, deploying the next set of 20 after the first set starts to thin out. This limits the effect of traps (bombs) and Mortar attacks.
Additionally, it is very useful to deploy tanking units ahead of the Archers, such as Barbarians or Giants. These units can soak up hits from Wizard Towers or Mortars deep in the enemy base, allowing your low health Archers to deal damage over the walls without taking damage.
Archers are great at destroying junk buildings (Barracks, Mines, Army Camps, and so on) on the perimeter of the enemy’s base. If you plan on using Barbarians to tank for your Archers, be sure to get rid of all the junk structures you can safely attack (i.e. buildings your Archers can attack without being hit by enemy towers) so that the Barbarians do not have to spend time taking out these junk structures while being hit by enemy towers.
Note that if you core into an enemy’s base and almost reach a valuable storage structure (but a wall still blocks your way), you can often pile on it with Archers and take it out in a sacrifice-style of attack. This works great when you reach a Dark Elixir storage, but you do not have the strength needed to take down the final wall. Drop a rage spell on the Archers in this case and they will typically take out the structure even under heavy fire from Mortars.
Taking Out Towers
The primary advantage of Archers is their ability to attack structures behind walls. Archers excel at taking out Cannons and Archer Towers behind walls; 12+ Archers will easily take out a Cannon or Archer Tower.
Your biggest problems will be Mortars and Wizard Towers. When taking out Mortars, no unit can easily tank for you, as melee units attacking a wall directly attacking a Mortar cannot be hit by that Mortar. You can drop a distracting Giant or hero unit, but as soon as that unit goes down from Archer Tower or Cannon fire, the Mortar will switch back to your Archers.
Instead, your best bet is to generally spread your archers so that one Mortar shot cannot hit more than one-third of the Archers. You should also spread out your Archers in waves so that you do not lose more than 3-4 Archers from a Mortar shot. If you attack the Mortar this way, you will only lose a handful of Archers.
Attacking a Wizard Tower is much easier with distracting units. Giants work best, but Barbarians also can work. You usually have to refresh the Barbarians if you are using Barbarians to tank for the Wizard Tower. In other words, if a Wizard Tower is behind a wall, drop 4-5 Barbarians, spread out a bit so that the Wizard Tower can only hit 2-3 per attack. Drop 5 Archers behind this Barbarian wall, then immediately drop 5 more Barbarians. As the first set of Barbarians is going down, the second set will be in range. By the time the second set goes down, your Archers should have finished off the Wizard Tower.
One great strategy for using Archers once you have your Barbarian King is to use your Archers to kill off all single-target DPS buildings like Archer Towers, Cannons, and Hidden Teslas. At Town Hall 7 or Town Hall 8, the enemy will only have Wizard Towers and Mortars left. Since these towers do very little DPS, your Barbarian King can then come in and wipe out the enemy’s base. This works surprisingly well when the enemy stacks their resources, Mortars, and Wizard Towers in the deep center of the base and puts all the single-target towers on the perimeter of their base.
Dealing With Enemy Clan Castle and Hero Units 
Archers are the best unit in the game for dealing with enemy Clan Castle and hero units. The first step is to drop a unit within range of the enemy’s hero or Clan Castle in order to get its attention or to get the units to come out of the CC. Typically a melee unit like a Goblin or Barbarian is best for this purpose.
Once the enemy units have been alerted, you can drop an Archer in a safe spot where it can hit an enemy building but it not be in range of any towers. The alerted enemy hero units as well as any Clan Castle units will now head for this Archer. Once you have safely lured these units away, deploy Archers to take out the enemy units. Drop 15 archers to handle an enemy hero unit. For enemy Clan Castle units, drop approximately the five more Archers than the enemy has in their Clan Castle.
Archers As a Clan Castle Unit
Archers are hands-down the best cheap unit to use in the Clan Castle. There are three primary advantages of using Archers: high damage, range, and ability to shoot air units. While the Archer’s damage is typically not considered high due to its propensity to get easily killed, it is not so easy to take out Archers on defense.
Since enemy Giants or Hog Riders always target towers first, your Archers can just plow into these enemy units without any recourse as these enemy units always go for towers first. Melee units like Barbarians will have to take down walls before they can access Archers, allowing the Archer’s damage to add up thanks to its range.
Finally, the ability to hit air units is very useful for the Archer. Balloons are particularly susceptible to Archers in the Clan Castle, as Balloons always target towers first. If you have 25 level 5 Archers in the Clan Castle at Town Hall 8, the Archers can deal a combined 500 damage per second – enough to take out an enemy Balloon or Giant every second that the Archers are alive!

Clash of Clans Barbarian Unit Guide: Stats, Level Upgrades, & Strategy

The Barbarian is the first unit you get access to in Clash of Clans and one that you should get very accustomed to using. For the first few months of your Clash of Clans experience, the Barbarian will be the backbone of your army (if not the entire composition of your army) as you build up your resources and increase your trophy count.
In this guide to the CoC Barbarian, you will find a full guide to Barbarian stats, levels, and strategies so that you can maximize the strength of this unit.

Barbarian Basic Information, Stats, and Levels

Training Time: 20 seconds
Supply Cost: 1
Movement Speed: 16
Targets: Ground
Preferred Target: Any
Barracks Required: Level 1
LEVEL
DAMAGE PER SECOND
ATTACK SPEED
DAMAGE PER HIT
HITPOINTS
181 attack per second845
2111 attack per second1154
3141 attack per second1465
4181 attack per second1878
5231 attack per second2395
6261 attack per second26110
7301 attack per second30125
LevelTraining CostUpgrade CostLaboratory LevelTown Hall Requirement
125NoneNone1
24050,000 (6 hours)13
360150,000 (1 day)35
480500,000 (3 days)57
51001,500,000 (5 days)68
61504,500,000 (10 days)79
72006,000,000 (14 days)810
The Barbarian is a slow melee unit that attacks its nearest target and has relatively low health and damage. While not a exactly flattering traits, it makes up for it by only taking up 1 supply and having both the shortest training time and elixir cost in the game.
Note that the Barbarian scales very well with upgrades, netting particularly large jumps in strength from levels 3 to 4 and from 4 to 5. As a result of the strength of its upgrades, Barbarians remain a viable unit to use in farming and trophy army combinations even at Town Hall 8 and above.

CoC Barbarian Strategy

In Clash of Clans, the Barbarian is a unit you should get accustomed to using. If you have read my farming guide, you know that I believe all Barbarian armies are the best army composition to use from Town Hall levels 1-6 and still can be used as a significant chunk of your army composition beyond Town Hall 6. I will discuss specific strategies below.
Barbarians for Farming or Trophy Pushing
Barbarians make for a great farming and trophy pushing unit. Barbarians train quickly and cost very little elixir. Even if you fail in a raid, you hardly lose anything given these units’ low cost and training time. However, in order to make up for their low health, it is important to understand how to deploy Barbarians, how to attack towers, and how to deal with enemy Clan Castle troops.
Unit Deployment and Positioning
While a Barbarian has low stats by itself, its overall health is solid and its damage is very high when you consider its low supply cost. Imagine a player at Town Hall 7 with level 4 Barbarians and level 4 Giants. Consider that at players can get 5 Barbarians for the same supply cost as 1 Giant. Added together, five level 4 Barbarians have 390 health and 90 damage per second. Meanwhile, one level 4 Giant has 520 health and 24 damage per second. While the Giant has 33% more health than the Barbarians, the Barbarians deal 275% more damage than the Giants!
In order to get access to all that extra damage, you first have to keep the Barbarians alive long enough to take advantage of their strength. As a general rule, you never want to place all your Barbarians in one spot or in one wave. Instead, you will want to spread them out and deploy them a handful at a time. This helps prevent you from being taken out by area of effect (AoE) towers like Mortars or Wizard Towers as well as bomb traps.
There is a careful balance between not deploying enough Barbarians and deploying too many at once. You will generally need 10-15 Barbarians per wave per Tower in range of the Barbarians. If you drop 5 Barbarians to attack an Archer Tower, the Archer Tower will just kill the Barbarians before the Barbarians can do much damage.
Taking Out Towers
As noted in the last paragraph, you need to deploy your Barbarians differently based on the type of tower you want to attack. Single-target towers like the Archer Tower, Hidden Tesla, and Cannon can just be piled on with Barbarians (assuming no AoE towers in range). It is best to hit those with many Barbarians, as these towers do not do extra damage to clumped up units.
AoE towers like Mortars or Wizard Towers on the other hand need more finesse to deal with. If you pile a bunch of units onto a Wizard Tower, you will just lose all of your units to AoE attacks (unless you can get in melee range of a Mortar). Instead, it is best to spread out your units and attack from multiple sides, only dropping a handful of Barbarians with each wave. If the enemy AoE tower is only hitting 1-3 Barbarians at once, you are doing great.
At lower levels, you can often attack the enemy’s resources while ignoring the Wizard Towers (since players only have 1 or 2 Wizard Towers at these levels). When using an all Barbarian army, it is often advisable to just avoid the Wizard Tower altogether if the Wizard Tower is protected by a wall. Attack the opposite side of the base from the Wizard Tower and get as many resources as you can that way.
At higher levels, you can drop a healing spell on high-threat targets like a Wizard Tower and then pile on with Barbarians, particularly if that AoE structure is all that is blocking you from penetrating deeper into the base or if there are multiple AoE towers nearby that can all be taken out during the duration of one healing spell.
Dealing With Enemy Clan Castle Units 
One of the biggest weaknesses of Barbarians is the enemy’s Clan Castle. Barbarians will always target Clan Castle units once these units come out. This presents a problem when there are Archers or other ranged units in the enemy’s Clan Castle, as these units will be able to hit your Barbarians from behind the enemy’s walls. Barbarians will stop attacking structures and instead work to break down the wall to get to those troops.
Always drop a Barbarian or two near the enemy’s Clan Castle at the start of an attack to see if any units are inside. If there is units inside, lure them out with a few Barbarians, then drop more Barbarians far away from the enemy’s defenses. This will allow you to take out the enemy’s CC troops without losing too many Barbarians.
Barbarians As a Clan Castle Unit
Barbarians are not the best Clan Castle unit. While better than nothing, their slow movement speed and melee range means that they can easily be picked off by enemy ranged units. Since they are melee units, they will jump over all of your walls to get to your enemy’s troops as well, negating the primary advantage of Clan Castle troops.
At low levels, picking Barbarians up is better than nothing, but the recommended cheap low-level troop would be Archers.