19 Mayıs 2015 Salı

Clash of Clans Clan Castle Guide: Upgrades, Capacity, and Strategy

The Clan Castle is arguably the most important defensive structure in Clash of Clans. This building can store units that will defend your base from enemy attack. Given that many units in Clash of Clans deal far more damage than your towers, the Clan Castle can be the strongest building you have on defense.
The Clan Castle also holds the loot rewards earned from Clan Wars. After a Clan War, your reward is automatically stored in the Clan Castle. It is not transferred into your normal storage structures and available for spending until you select the Clan Castle and select the “collect loot” option.

Clan Castle Upgrade Levels by Town Hall Level

As the Clan Castle increases in level, both its unit capacity and Clan War loot capacity will increase. As a result, it is important to keep your Clan Castle upgraded as you level up your Town Hall.
Note that the Clan Castle’s units can only be given to you via members of your Clan. Clan Castle units are all considered “donations”. One of the primary extrinsic motivators for joining a clan is to be able to receive units from clanmates in the form of donations. Note that donating units provides the donating player with credit towards an achievement along with a small amount of experience points based on the unit donated.
Clan Castle Upgrade Costs and Capacity by Town Hall Level
CLAN CASTLE LEVEL
COST
UNIT CAPACITY
GOLD CAPACITY (WAR)
ELIXIR CAPACITY (WAR)
DARK ELIXIR CAPACITY (WAR)
BUILD TIME
TOWN HALL REQUIRED
140,000 Gold1075,00075,000100Immediate3
2100,000 Gold15200,000200,0005006 Hours4
3800,000 Gold20400,000400,0001,0001 Day6
41,800,000 Gold25700,000700,0002,0002 Days8
55,000,000 Gold301,000,0001,000,0005,0007 Days9
67,000,000 Gold351,500,0001,500,00010,00014 Days10
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Clan Castle Strategy

The Clan Castle is one of your best defensive structures (if not the best defensive structure), but only when used appropriately. Below we will discuss the types of units you should try to get in your Clan Castle, where to place your Clan Castle, and the relative importance of upgrading your Clan Castle in comparison to other structures.
Unit Choices
The Clan Castle is only as good as the units inside of it. Of utmost importance is to always keep your Clan Castle stocked with units, particularly if you are holding a lot of resources. A fully-loaded Clan Castle can literally be the difference between losing nothing and losing everything in an enemy raid.
For the purpose of cheap defensive units, Archers are the best bet. They are moderately effective due to their ability to shoot over walls. They also have solid DPS, making them good Clan Castle units. The biggest weakness of the Archer is that they are easily taken out by a Lightning Spell. Archers are also very weak when lured away from the base.
If you are in a clan that is willing to donate more expensive units or if you have an alt account, there are better options than the Archer. In particular, Wizards as well as the Dragon make some of the best Clan Castle units. Wizards deal great damage (and deal area of effect damage), while Dragons also deal area of effect damage, are flying units, and are difficult to kill (a Lightning Spell is not going to cut it).
Note that the Clan Castle can also be used for offensive purposes, especially for war battles. Trading powerful offensive units with clanmates or passing them along from an alt account can improve the strength of an attack significantly. One player donating a Golem (if high enough level), Hog Riders, Balloons, or a Dragon can significantly improve the strength of your attack.
Clan Castle Placement
Clan Castle placement is not terribly important before Town Hall 7. At Town Hall 7 and beyond, placement becomes very important. Players tend to neutralize the Clan Castle’s units by using a unit or two to pull the units out, then drawing these units to the corner of the base where these units are then summarily destroyed with little loss. At Town Hall 7 and beyond, players have enough buildings where it can be made difficult to lure out Clan Castle units.
In order to prevent Clan Castle units from being lured out, the Clan Castle must be placed in the center of the base. You can see the Clan Castle’s trigger range by selecting the Clan Castle and viewing the white circle. Make sure there is no drop zone within the white circle, and try to place buildings along the perimeter of this white circle to prevent enemy units from easily triggering your Clan Castle units.
Clan Castle Upgrade Priority
The Clan Castle should be considered amongst your higher upgrade priorities. Increasing its capacity will significantly improve your defensive strength. However, it is not your number one upgrade. It is usually a better use of builders to grab brand new structures and buildings while focusing upgrades on the Laboratory. Imagine the Clan Castle as the strongest defensive tower; it should be upgraded first before you upgrade any other old towers, but upgrading other structures and setting up an appropriate base layout for your new Town Hall level takes precedence.

Clash of Clans Inferno Tower Guide: Upgrades, Levels, Strategy

In Clash of Clans, the Inferno Tower is the last and most powerful defensive structure that players can get. Unlocking at Town Hall 10, the Inferno Tower not only deals high damage, but it also stops healing effects, has high health, and only occupies a 2×2 space (most towers occupy a 3×3 space). To top it off, the Inferno Tower has solid range (9 units) and hits both air and ground units.
The most unusual aspect of the Inferno Tower is that it can be set to either single-target or multi-target mode. Single-target mode allows the Inferno Tower to charge up and defeat any enemy unit in 6-9 seconds, even high-level heroes and high health units like Dragons or Golems. Multi-target mode allows the Inferno Tower to deal modest damage to up to 5 targets. With its ability to block healing effects, the multi-target Inferno Tower helps wipe out large numbers of weak units.

Inferno Tower Stats, Upgrades, and Number Available by Town Hall Level

Damage Type: Single Target and Multi Target Modes
Attack Speed: 1 attack per .128 seconds
Range: 9 units
Targets: Ground and Air
Building Size: 2×2 tiles
Inferno Tower Upgrades and Stats by Town Hall Level
INFERNO TOWER LEVEL
TOWN HALL REQUIREMENT
HITPOINTS
COST (GOLD)
BUILD TIME
LOADING COST
1101,5005,000,0007 Days500 Dark Elixir
2101,9006,500,00010 Days600 Dark Elixir
3102,2008,000,00014 Days700 Dark Elixir
INFERNO TOWER LEVEL
SINGLE TARGET DPS - START
SINGLE TARGET DPS AFTER 2 SECONDS
SINGLE TARGET DPS AFTER 5 SECONDS
MULTI TARGET DPS (UP TO 5 TARGETS)
1241001,00030
2301251,25038
3361401,40042
Number of Inferno Tower By Town Hall Level
TOWN HALL LEVEL
10
Number of Air Defense Towers2
The Inferno Tower is a strong tower right from level 1, although it does receive solid increases in strength with each level upgrade. When set to single target mode, the Inferno Tower will need to “charge up”. It starts off dealing very little damage for 2 seconds, increases to high DPS from 2 seconds to 5 seconds (while on the same target), and after 5 seconds it goes up to 1,000+ damage per second. If the Inferno Tower finishes its current target and starts on a new target, the charging up process will start all over again. The multi-target inferno tower deals a moderate amount of damage right from the start and does not charge its attacks.
Note that the Inferno Tower has to be “loaded” with Dark Elixir in order to work. The full load (500 Dark Elixir at level 1, 700 Dark Elixir at level 3) is good for 750 “rounds”. With an attack speed of 1 attack per .128 seconds, an Inferno Tower will stay charged off of a single load for 96 seconds of attacking.
Fortunately, the amount of Dark Elixir you have to spend on reloading is directly proportional to the amount of “rounds” the Inferno Tower fires off. If your Inferno Tower only attacks for 9 seconds (about 10% of its ammo), you will only have to spend 10% of the full load cost (~50 Dark Elixir for a level 1 tower, ~70 Dark Elixir for a level 3 tower). As a result, Inferno Towers will often be able to defend your base from 3-10 attacks (depending on attack duration) before needing to be reloaded.
Visual Cues
You can see what mode an Inferno Tower is set to be investigating it closely. When set to single-target mode, the fiery orb on top of the inferno tower should be a large, uninterrupted circle. When set to multi-target mode, there is a thin metal wiring that divides the large orb into multiple small orbs. You may have to zoom in in order to see the thin metal divider, but it is easy to spot.

Inferno Tower Strategy

Below, we will discuss the strengths and weaknesses of the Inferno Tower, where to place it in your base, and what priority this building has for upgrades amongst all towers.
Strengths and Weaknesses
The Inferno Tower is by far your highest-threat tower in Clash of Clans. The single-target tower is the bane of enemy heroes and Golems, while the multi-target tower shuts down waves of light units like Hog Riders, Wizards, Barbarians, and Archers.
The Inferno Tower is weak against the opposite unit type of its current setting. An Inferno Tower set to single-target mode is weak against light units (Barbarians, Minions, Archers, Witches, and so on), while an Inferno Tower set to multi-target mode is weak against powerful single-target units (particularly heroes).
One good way to shore up this weakness of the Inferno Tower is to put the Inferno Towers relatively close to one another, setting one to single target mode and another to multi-target mode. These towers can then protect each other against their weakness.
Inferno Tower Placement
Since the Inferno Tower is such a powerful tower, it is naturally a major target for enemy players. As a result, it is best to place the Inferno Tower towards the center of your base in order to prevent it from getting destroyed too easily. For farming bases, it can be centrally located near your Dark Elixir storage.
Most TH10 players are likely to start to push up in trophies and are less concerned with farming; these players will be best off keeping their Inferno Towers in the center of their base near their Town Hall, hero altars, and Clan Castle.
Your Inferno Towers should be close to one another, but they should not be touching. Inferno Towers are so dangerous that players often use their spells in order to shut down these towers. The most popular method for doing this is with the Freeze Spell. If your Inferno Towers are touching, then the opponent will be able to Freeze both of them with the same spell. If your Inferno Towers are touching and are level 1, 5x LIghtning Spells will actually be able to take out both towers outright (though players rarely travel with 5x Lightning Spells). Regardless of the cause, never have your Inferno Towers touching, as you leave them vulnerable to spells.
Upgrade Priority
Inferno Towers are a very strong tower, and receive a solid boost in stats with each upgrade. As a result, it is very beneficial to upgrade these towers as a high priority amongst your defensive towers. I would not recommend upgrading both towers at the same time, as a Town Hall 10 player with both Inferno Towers out of commission is very vulnerable to enemy attack.

Clash of Clans X-Bow Guide: Upgrade Levels, Strategy

The X-Bow has the longest range of any tower in Clash of Clans. When set to ground-only mode, its range of 14 is significantly longer than even the Mortar (which has a range of 11); when set to both air and ground defense, its anti-air range of 11 is longer than the Air Defense tower’s 10 tiles. This long range allows the X-Bow to be placed centrally in a base and still hit enemy units on the outside of the base.

X-Bow Basic Stats, Upgrades, and Number Available by Town Hall Level

Damage Type: Single Target
Attack Speed: 1 attack per .128 seconds
Range: 14 tiles (ground only), 11 tiles (ground and air mode).
Targets: Two modes. “Ground Mode” hits only ground units, Ground & Air hits both unit types.
Building Size: 3 tiles by 3 tiles
X-Bow Upgrades and Stats by Town Hall Level
X-BOW LEVEL
TOWN HALL REQUIREMENT
DAMAGE PER SECOND
DAMAGE PER HIT
HITPOINTS
BUILD COST (GOLD)
BUILD TIME
LOAD COST
19506.41,5003,000,0007 days50,000 Elixir
29607.681,9005,000,00010 days60,000 Elixir
39759.62,4007,000,00014 days70,000 Elixir
4108010.242,8008,000,00014 days80,000 Elixir
Number of X-Bows By Town Hall Level
TOWN HALL LEVEL
9
10
Number of X-Bows23
Like the Inferno Tower, the X-Bow must be reloaded periodically. One full load (50,000 Elixir at level 1) is worth 1,500 shots. Unlike traps, the X-Bow is able to continually function across multiple battles without being reloaded. It only needs to be reloaded every 1,500 rounds (although it can be reloaded earlier at a pro-rated fee). Given that the X-Bow fires 1 round every .128 seconds, it can fire for approximately 192 seconds off of a full charge. This means that if it only attacks for five seconds in a given battle, you only lose five seconds off of that 192-second charge. The X-Bow will then be able to fire for 187 seconds before needing to be reloaded.

X-Bow Strategy

There are really only two decisions you will have to make regarding the X-Bow: whether you want to set it to ground-only or ground and air mode and where you should place it in your base. We will discuss both below.
Strengths and Weaknesses
The X-Bow’s primary strengths are its long range and fast attack speed. The long-range allows it to be placed centrally in a base while still allowing it to fire on perimeter targets, while its fast attack speed ensures it does not waste damage in the form of overkill on low-health units. Fast attack speed is much more efficient when dealing with light units like Archers and Goblins than a slower attack speed.
The X-Bow also has unusually high health for a tower. At max level, its 2,800 health makes it very difficult for a small group of units to handle alone. Even though the X-Bow is single-target, its high health means that it will need either many light units or a few powerful units in order to take it out.
The primary weaknesses of the X-Bow are its status as a single-target tower and its fast attack speed. Like any single-target tower, it can get overwhelmed by enough enemy units. While its fast attack speed is a virtue against very low-health units like Archers, the fast attack speed is actually a liability against moderate health units like Wizards and Hog Riders. The reason is that while fast attack speed ensures little wasted damage, it also means no “burst” damage.
A lack of burst damage is countered very readily by healing. A low-health unit like a Wizard can “tank” two X-Bows if the Wizard is standing inside a healing spell. Meanwhile, a pair of slower attack-speed towers like the Archer Tower would have a better chance of taking out the Wizard in the same scenario, especially if there was other ancillary damage coming in such as from a Mortar.
Anti-Ground or Anti-Air?
X-Bow users have the option of setting their X-Bow to hit only ground units from a range of 14 tiles or both air and ground units from a range of 11 tiles. At Town Hall 9, I think there is no question about which mode to pick: you always set both X-Bows to anti-air and anti-ground. The reason is that “Balloonion” attacks (Balloons and Minions) are extremely popular and effective amongst and against Town Hall 9 players.
The idea is to use Balloons to take out perimeter defenses, and then allow the Minions to come in and clean up the remaining structures and towers. X-Bows set to anti-air mode are very effective against both Balloons and Minions. Balloons move slowly and as a result can be hit by the X-Bow from far away, while the fast attack speed of the X-Bow is very effective against the Minion. Setting the X-Bow to anti-air mode significantly limits the effectiveness of Balloonion attacks.
At Town Hall 10, the option is not so cut and dry. Maxed out Town Hall 10 players typically experience attacks by ground, and as a result, the anti-air capabilities of the X-Bow often go unused. While Minion and Balloon-based play may still be prevalent at low TH10; once Inferno Towers go up, air attacks in general are not nearly as common. As a result, some TH10s may prefer to go all-out against the ground attack and opt to move some or all of their X-Bows to ground only mode.
X-Bow Placement
Fortunately, placing the X-Bow is a fairly easy decision: it should be located centrally in the base. Whether you put it in the center-most core of your base or in the next ring out, it should be located towards the middle. The X-Bow works so well because of its long-range; with 2-3 X-Bows near one another, they can protect the center of the base from attacks in any direction and overlap firepower. X-Bows have no business on the perimeter of a base.
X-Bow Upgrade Priority
Upgrading the X-Bow should be a relatively low priority. While the X-Bow’s stats improve solidly with each level, the high cost and long upgrade time cause it not to be a top priority. I would however try to upgrade only 1 X-Bow at a time; if you upgrade two or more at once, your base will be at a defensive disadvantage.

Clash of Clans Hidden Tesla Guide: Upgrade Levels, Strategy

The Hidden Tesla tower is the only tower that functions like a trap in Clash of Clans. It occupies just 2×2 tiles and remains hidden until enemies get within 6 tiles of the tower. Despite functioning like a trap, the Hidden Tesla has a health pool like a normal tower and counts as a building for purposes of unlocking the stars resulting from 50% and 100% of a base being destroyed.

Hidden Tesla Basic Stats, Upgrades, and Number Available by Town Hall Level

Damage Type: Single Target
Attack Speed: 1 attack per .6 seconds
Range: 7 Yards
Targets: Ground and Air
Building Size: 2 units by 2 units
Preferred Target: P.E.K.K.A (2x damage)
Hidden Tesla Upgrades and Stats by Town Hall Level
HIDDEN TESLA LEVEL
TOWN HALL REQUIREMENT
DAMAGE PER SECOND
DAMAGE PER HIT
HITPOINTS
BUILD COST (GOLD)
BUILD TIME
173420.46001,000,0001 day
2740246301,250,0003 days
374828.86601,500,0005 days
4855336902,000,0006 days
586438.47302,500,0008 days
6875457703,000,00010 days
798752.28103,500,00012 days
8109959.48505,000,00014 days
Number of Hidden Teslas By Town Hall Level
TOWN HALL LEVEL
7
8
9
10
Number of Hidden Teslas2344
The Hidden Tesla is the only tower in-game which has a preferred target: the P.E.K.K.A. Hidden Tesla towers not only deal double damage to the P.E.K.K.A, but they will also specifically target the P.E.K.K.A over other targets if a P.E.K.K.A is in range.

Hidden Tesla Strategy

The Hidden Tesla is the only tower in the game that you get to hide. There are many ways to deploy this tower, as its small size allows it to be placed in tighter places than the average tower.
Strengths and Weaknesses
The Hidden Tesla’s primary strengths are its fast attack speed, its high DPS, its ability to be hidden, and the double-damage this tower deals against the P.E.K.K.A.
The Hidden Tesla’s fast attack speed makes it very effective against light units. Since an appropriately-leveled Hidden Tesla will 1-shot an Archer, it is very effective at destroying Archers given that the tower gets to attack once every .6 seconds. While many other towers will also 1-shot an Archer, none will do so as readily as the Hidden Tesla given the Tesla’s fast attack speed.
The High DPS of the Hidden Tesla (the highest in the game outside of a single-target Inferno Tower) makes it very strong against high-health targets. This is especially the case with enemy P.E.K.K.As, given that the P.E.K.K.A is preferentially targeted by the Hidden Tesla and takes double damage from this tower.
The tower’s ability to be hidden can also be leveraged to the player’s advantage. Note that the tower triggers at a range of 6 tiles, but has a range of 7 tiles. This means that an enemy unit needs to get within 6 tiles of the Hidden Tesla for it to pop, but once the tower pops, it can then hit enemy units from up to 7 tiles away. Hidden Teslas automatically pop when an opponent clears 51% of a base.
All around, the Hidden Tesla is a fairly strong tower and does not have any one particular weakness. It has fairly low HP, and as a result like any single-target tower can get overwhelmed by a large number of enemy units, or by a single very high HP unit (such as a Dragon).
Hidden Tesla Placement
There are many ways to place the Hidden Tesla tower, and there is no right or wrong answer to their placement. Hidden Teslas can often use surprise to their advantage by forcing units that target defenses (like Giants) to go into a funnel where it appears that these units otherwise would not enter (as in there is no other defensive structures located in that funnel).
Lower level players (TH7-early TH9) tend to place their Hidden Teslas on the perimeter of the base. They are less likely to run into high-health units like P.E.K.K.As and high-level heroes coring into the center of their base. Instead, Hidden Teslas on the perimeter are great for picking off Wall Breakers and Archers that players often use to attack the perimeter of the base.
High level players using trophy layouts often place their Hidden Teslas in the center of their base around their Town Hall. Hidden Teslas are strong towers and take up little space, so it is easier to squeeze them in the center of the base than it is to include larger towers here. Hidden Teslas compliment Inferno Towers very well, which are also commonly located centrally in a high-level base.
Hidden Tesla Upgrade Priority
Upgrading the Hidden Tesla should be a very low priority. The reason for this is that Hidden Teslas take a very, very long time to upgrade compared to other towers. They are also not such an essential tower (like the Air Defense or Mortar) where your base will suffer if you upgrade multiple Hidden Teslas at the same time. You can easily have all 4 Hidden Teslas being upgraded simultaneously and still mount an effective defense against enemy attacks.