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Best Clan Castle War Defense

Having strong defending Clan Castle troops tin be the difference between an attacker getting 3 stars confronting your village or failing to even get a single star. They tin likewise be used to help defend your village from people raiding your resources, however they are most important for Clan Wars, then make certain that your Association's Clan Castles are filled during preparation mean solar day.

In that location are a number of stiff troop combinations you lot can use in your Clan Castle, below are some suggestions for each Boondocks Hall level forth with an explanation of its strengths.

Full general Tips

Donate max level troops - Try and ensure the troops are maximum level. If y'all clan is at least level v, donated troops will be boosted by 1 level and if your clan is level 10 of greater, they will be boosted by 2 levels. This will let lower Boondocks Hall levels to donate higher level troops.

Lower level troops are meliorate than no troops - If the preparation twenty-four hour period is coming to an end and some Clan Castles are even so empty, donate suitable troops fifty-fifty if they won't exist max level.

Multifariousness is of import - Although it may exist easier to donate the same set of troops to every Clan Castle, this makes information technology predictable for the enemy when they are planning their attacks. If they know what Clan Castle troops volition sally, they will exist prepared. Keeping them on their toes can help give your clan the border.

Avoid filling a Association Castle with the same troop - There tin be exceptions to this rule, however in general it is all-time to accept a mixture of troops in the Clan Castle. For example, if you were to simply use Balloons, they volition sally and motion at the same speed and management equally a grouping, making them easy to cover with a Poisonous substance Spell and accept out with splash damage troops. A mixture of troops moving at unlike speeds will brand this more difficult.

Ensure the Clan Castle tin protect confronting both air and ground attacks - If the Clan Castle troops can merely attack footing units, they will exist ineffective confronting air attacks and vice versa. Having a mix of troops so that both attack types can be defenses against is key.

Consider the likely attacks the Town Hall level will defend against - Donate troops that are effective counters for attacks you think will be used confronting that town hall level. If you expect Hog Riders or Valkyries, a Infant Dragon and/or Balloon tin can be constructive at clearing groups of footing based troops. If you wait a LaLoon attack, a Dragon or Baby Dragon can be effective at taking out groups of Balloons.

Avoid mixing a Baby Dragon and other air troops - The Babe Dragon receives a 2x harm boost when non about friendly air troops, then ensuring it's the merely air troop in the Association Castle will ensure this harm bonus is ever in issue.

Troop donation order does not touch deployment order - The guild that troops are donated to the Clan Castle does not touch the deployment order. The order troops will deploy is determined by the everyman housing infinite first, and then lowest level beginning.

Leap To


Town Hall 8

Town Hall 8

Town Hall 9

Boondocks Hall nine

Town Hall 10

Town Hall 10

Town Hall 11

Boondocks Hall 11

Town Hall 12

Town Hall 12

Town Hall 13

Town Hall 13

Town Hall 14

Town Hall fourteen


If yous haven't upgraded your Clan Castle for your current Town Hall level, use troop suggestions for Clan Castle capacity you have bachelor.

Boondocks Hall 8 - 25 Troop Space

At Town Hall 8, the priority for the for the defending Clan Castle troops is harm, peculiarly against the mutual groups of troops unremarkably seen such as Grunter Riders, Valkyries and Balloons.

i x Dragon, 1 ten Airship - Hog Riders, Valkyries or Balloons can exist mutual attacks at TH8 and the expanse of effect damage from a Dragon and Balloon tin quickly accept out groups of attacking troops.

1 10 Babe Dragon, 1 10 Witch, three x Archer - The Baby Dragon tin can exist very effective at taking out groups of troops. The skeletons spawned by the Witch can exist effective at weakening Hog Riders or fifty-fifty slowing down a low level Archer Queen from a TH9 attacker.

Town Hall 9 - 30 Troop Infinite

At Boondocks Hall nine, the priority is a combination of higher hit indicate troops and damage, peculiarly combinations that tin can deadening down or stop a Queen Walk.

1 x Lava Hound - A Lava Hound tin can be very constructive at slowing down the enemy Archer Queen due to its high amount of striking points and the Lava Pups spawned can do a substantial corporeality of damage to her. Smashing for slowing down Queen Walks or the Archer Queen in a group of troops.

1 10 Baby Dragon, i x Witch, 1 x Valkyrie - The Baby Dragon can exist very effective at taking out groups of troops, the Witch spawning Skeletons tin distract unmarried target troops or the Barbarian King/Archer Queen and the Valkyrie can accept out groups of low HP troops/Skeletons spawned by Witches.

1 x Electro Dragon - The Electro Dragon tin can take a lot of damage due to its high striking points and can be very constructive at taking out groups of troops such every bit Bowlers, Squealer Riders, Valkyries and tin even take out a medium level Archer Queen (level 23 or lower) from full health with a single hit.

1 x Dragon, 2 x Balloons - The Dragon has loftier hit points and will move faster than the Balloons out of the Association Castle. This should issue in the attacking troops targeting it get-go while the Balloons motility into position and practice large amounts of splash impairment to them.

Town Hall 10/Town Hall 11 - 35 Troop Infinite

At Town Hall x and 11, a Queen Walk/Queen Accuse tin be a mutual get-go to an attack, and then defending troops capable of slowing that part of the attack down can be effective. Groups of Bowlers and Witches can also be unremarkably seen, so splash impairment troops (such as a Infant Dragon) are a good choice.

ane x Baby Dragon, 1 x Ice Golem, 1 ten Valkyrie, 2 10 Goblins - A Baby Dragon tin be very effective at taking out groups of basis based attacking troops or Balloons. The Ice Golem tin can keep attacking troops occupied/frozen, providing the Valkyrie and Babe Dragon with additional time to damage the attacking force. Goblins may seem like a strange selection of troops, however their high motility speed and comparative DPS ensure they reach the attacking troops first, distracting them while the other Association Castle troops movement into range.

i x Baby Dragon, two x Witch, 1 x Archer - The Witches spawning Skeletons tin can be a keen lark for the attacking troops while the Baby Dragon takes out groups of lower HP troops.

one x Lava Hound, 1 x Balloon - A Lava Hound can exist very effective at slowing downwards the enemy Archer Queen due to it's high amount of hit points and the Lava Pups spawned can do a substantial amount of impairment to her. Unless the assaulter has a lot of DPS troops in range, the Balloon will be in range of their troops before the Lava Hound has been taken out and it will exist able to articulate out groups of basis troops.

two x Super Minions, one 10 Headhunter, five x Goblins - Super Minions are very effective at putting an stop to a Queen Walk due to their initial assault being out of the Queen's range and doing high damage. If your aggressor isn't prepared with a Freeze spell, they will rapidly overpower her. The Goblins will exit the Clan Castle outset and distract the Queen, allowing the Headhunter to poisonous substance her.

Town Hall 12 - xl Troop Space

At Town Hall 12, a Queen Walk/Queen Charge can still commonly be seen at the start of an attack, so defending troops capable of slowing that part of the attack down tin can be effective. Troops with area of issue damage for taking out groups of Hogs, Bowlers, Witches or Balloons can also be a sensible option.

1 ten Babe Drag, 1 10 Ice Golem, 1 x Witch, 3 x Goblin - A Baby Dragon tin can be very effective at taking out groups of ground based attacking troops or Balloons. The Ice Golem can keep attacking troops occupied/frozen, providing the Witch and Infant Dragon with boosted time to damage the attacking force. Goblins may seem like a strange choice of troops, even so their high motility speed and comparative DPS ensure they attain the attacking troops showtime, distracting them while the other Clan Castle troops motion into range.

one x Lava Hound, 2 ten Balloon - A Lava Hound tin can exist very effective at slowing down the enemy Archer Queen due to its loftier amount of striking points and the Lava Pups spawned can practice a substantial amount of damage to her. Unless the attacker has a lot of DPS troops in range, the Balloons volition be in range of their troops earlier the Lava Hound has been taken out and they will exist able to clear out groups of footing troops.

2 x Ice Golem, 1 x Infant Dragon - Ice Golems in the defending Clan Castle are very effective at slowing down an attacking force. If your Clan Castle is placed deep within your village, information technology will ensure the attacking troops are in range of multiple defenses while they are frozen. The Baby Dragon with loftier splash damage volition brand low-cal work of groups of Bowlers and Witches while they are frozen.

3 ten Witch, iv x Archers - Witches can be very effective at stalling a Queen Walk. If the aggressor doesn't have a Poison Spell or has poor placement of one, the Witches can spawn Skeletons at a charge per unit greater than the Queen can take them out. This can force the attacker to waste time, use the Queen'due south ability prematurely or take to send in additional troops to assist.

twoscore x Archer - Normally a large number of the same troop in the Clan Castle isn't every bit effective as a mixture, nonetheless with the larger capacity Association Castle at TH12, this many Archers can brand it difficult to lure all of them in a single group. This can result in the attacker using a Poison Spell prematurely leaving a number of Archers in the Clan Castle even so, ready to emerge later. A group of Archers this big tin can do a loftier corporeality of DPS, enabling them to take down Heroes and other troops effectively.

1 Witch, 4 x Headhunters, 4 Goblins - This tin can be a stiff counter for a Queen or Warden walk. The Goblins will be the first troops out of the Association Castle, followed by the Headhunters and finally the Witch. The Goblins can distract the Queen or Warden, allowing the Headhunters to poison them and can strength early on use of the ability or even take them out.

two 10 Super Minions, 2 x Headhunters, four 10 Goblins - Super Minions are very effective at putting an end to a Queen Walk due to their initial assail existence out of the Queen'southward range and doing loftier damage. If your assailant isn't prepared with a Freeze spell, they volition quickly overpower her. The Goblins volition leave the Clan Castle beginning and distract the Queen, assuasive the Headhunters to poison her.

Town Hall thirteen/Town Hall 14 - 45 Troop Space

Boondocks Hall 13 sees similar attacks as Town Hall 12 with groups of Hogs, Miners and Yetis beingness common. Slowing these groups of troops downward to allow the high harm defenses more than time attacking them tin be constructive.

3 ten Ice Golem - Ice Golems in the defending Clan Castle are very effective at slowing downward an attacking force. If your Clan Castle is placed deep within your village, it will ensure the attacking troops are in range of multiple defenses while they are frozen. With 3 Ice Golems, the attacking troops volition exist held in identify under fire from the defenses, which should result in a number of troops existence taken out.

1 x Baby Drag, 1 x Ice Golem, ane x Witch, 1 10 Valkyrie - A Baby Dragon can be very constructive at taking out groups of ground based attacking troops or Balloons. The Ice Golem can proceed attacking troops occupied/frozen, providing the Witch, Valkyrie and Baby Dragon with additional time to damage the attacking strength.

3 x Witch, ix x Archer - Witches tin can be very effective at stalling a Queen Walk/Queen Charge. If the assaulter doesn't take a Poisonous substance Spell or has poor placement, the Witches tin spawn Skeletons at a rate greater than the Queen can take them out. This can force the attacker to waste fourth dimension, use the Queen's ability prematurely or send in additional troops to help.

1 x Lava Hound, 1 x Ice Golem - A Lava Hound tin can be very effective at slowing down the enemy Archer Queen due to its high amount of hit points and the Lava Pups spawned can do a substantial amount of damage to her. The Ice Golem will further slow her progress downward potentially resulting in a "time fail" on the attack.

45 x Archer - As with using mass Archers at TH12, this many Archers can make information technology difficult to lure all of them in a single group. This can issue in the attacker using a Poisonous substance Spell prematurely leaving a number of Archers in the Clan Castle still, set to emerge later on. A grouping of Archers this large can do a loftier amount of DPS, enabling them to take downward Heroes and other troops finer.

1 Witch, 4 x Headhunters, 9 Goblins - As with this combination at TH12, this tin be a potent counter for a Queen or Warden walk. The Goblins volition be the first troops out of the Clan Castle, followed by the Headhunters and finally the Witch. The Goblins can distract the Queen or Warden, allowing the Headhunters to poison them and can force early use of the ability or even have them out.

1 x Ice Golem, 1 x Witch, three x Headhunters - This can be an effective combination against air based attacks due to the Witch and Ice Golem distracting Dragons while the Headhunters rush towards the G Warden (or other heroes). This can cause them to trigger their abilities prematurely, allowing the Giga Inferno and other key defenses to inflict substantial harm.

2 x Super Minions, 1 x Witch, 1 x Headhunter, 3 x Goblins - Super Minions are very effective at putting an end to a Queen Walk due to their initial assault being out of the Queen's range and doing loftier damage. If your attacker isn't prepared with a Freeze spell, they volition quickly overpower her. The Goblins will leave the Clan Castle kickoff and distract the Queen, allowing the Headhunters to poison her.

Best Clan Castle War Defense,

Source: https://www.clash.ninja/guides/what-defending-clan-castle-troops-should-you-use

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