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.
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