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Clash of Clans (Official thread) (1 Viewer)

I mean think about this for overpowered attacks.

Take all max drags and cc loons.

Zap 2 L7 AA, yes two of them.

Now start raid towards the queen and let loons out when path is clear and haste them up to the third AA.

Probably now looking at the queen dead, 3 AA down and you have a dozen max drags. I don't think any TH9 can survive that.

 
L7 Lightning coming.

And they tightened up the zap pattern on the spell. Two max zaps leave a max AD with just a sliver of health left.
If this is true then would 2 L7 lightnings take out a L7 AD? Assuming yes, my first thought is TH10's could drag rush TH9's with ease. Bring 13 drags with 3 skulls or 12 drags and 7 skulls with 4 max lightnings plus a freeze and a haste. Seems like TH10 hitting TH9's would become a layup.
Yeah, if 2 zaps take down Max AA to basically no health then L7 should die to two no problem.

Another question will be, assuming TH9 get L6 zaps can they 2 pop a L6 AA now with the new damage pattern? That opens up some options as well.
L6 Lightning = 450 damage

L6 AD = 1110 HP

 
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First sneak peek is Lightning Lv7 - yawn for TH10

Promising a BIG upgrade which will be announced at ClashCon October 24th - which has to be TH11 imo
Introducing the poison spell was a mistake, of which lightning was a casualty. I'm not sure they can make zaps relevant again.

Regarding TH11, it is my goal to quit the game before that happens.
Negative. As has been mentioned elsewhere this is only a decision the entire clan can make and speaking on behalf of them this request has been denied. Put your big boy pants on and hit the button when the time comes.

 
First sneak peek is Lightning Lv7 - yawn for TH10

Promising a BIG upgrade which will be announced at ClashCon October 24th - which has to be TH11 imo
Introducing the poison spell was a mistake, of which lightning was a casualty. I'm not sure they can make zaps relevant again.

Regarding TH11, it is my goal to quit the game before that happens.
Negative. As has been mentioned elsewhere this is only a decision the entire clan can make and speaking on behalf of them this request has been denied. Put your big boy pants on and hit the button when the time comes.
I'm not sure I believe there will be a TH11 anytime soon. But, we'll figure something out when it comes. :suds:

 
This might be filed under 'obvious' for some, but I was recently asked why I saved cannons for last to upgrade:

At every TH level I've always done splash defenses first. Yes I know there are some reasonable arguments against prioritizing mortars at TH10. I still do splash first.

When it comes to Archer Towers vs Cannons, they do identical damage at every level (TH8 and up anyway) and are almost identical in upgrade cost. It used to be that AT had the better range (not to mention can target air), and Cannons had the better firing rate. In January they doubled the firing rate of AT, so now they win in this category as well.

Cannons do have more hp than AT, but are inferior in every other way, so to me it makes sense to always put them behind AT in upgrade priority.

 
For TH10 on TH10 action.....if the max ADs only have a sliver of health remaining after 2 max zaps then bringing 4 max zaps and 2 quakes should take out 2 max ADs. Should be easy to 2 star TH10's without heroes using a drag rush from there for TH10's.

 
TH9 splash is >>>>>>>>>>>>>>>> TH10 splash as far as value for defending the similar TH level. TH10 splash towers don't get near the bump that you get at TH9. Not a major priority imo.

Archer towers are the obvious upgrade to make at TH10. Max AT does 25 more DPS than a max xbow and has one less tile of range and just shred people both farming and in war.

 
For TH10 on TH10 action.....if the max ADs only have a sliver of health remaining after 2 max zaps then bringing 4 max zaps and 2 quakes should take out 2 max ADs. Should be easy to 2 star TH10's without heroes using a drag rush from there for TH10's.
Considering finding TH10 with max AA is rare I think the screen lick will be 2 zap two non max AA and just roll in with a haste for the core. Single targets will be the norm until you get AA maxed out. Will make wars more profitable. Won't really even require the use of DE troops.

I think this is more to flush people out of TH9 and start dropping money on gems again myself rather than tipping th11.

 
Archer towers are the obvious upgrade to make at TH10. Max AT does 25 more DPS than a max xbow and has one less tile of range and just shred people both farming and in war.
The difference is 18dps. And that one tile translates into 20% less area coverage. But comparing an AT to xbow misses the point.

The question was Cannon vs. Archer Tower

Before the January update you could make reasonable argument for either. But now the answer should almost always be Archer Tower.

 
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This might be filed under 'obvious' for some, but I was recently asked why I saved cannons for last to upgrade:

At every TH level I've always done splash defenses first. Yes I know there are some reasonable arguments against prioritizing mortars at TH10. I still do splash first.

When it comes to Archer Towers vs Cannons, they do identical damage at every level (TH8 and up anyway) and are almost identical in upgrade cost. It used to be that AT had the better range (not to mention can target air), and Cannons had the better firing rate. In January they doubled the firing rate of AT, so now they win in this category as well.

Cannons do have more hp than AT, but are inferior in every other way, so to me it makes sense to always put them behind AT in upgrade priority.
Extra HP was enough for me to upgrade them first. the only attack I ever get is a Gowoppy so the anti air capabilities of the archer towers didn't do anything for me.

 
This might be filed under 'obvious' for some, but I was recently asked why I saved cannons for last to upgrade:

At every TH level I've always done splash defenses first. Yes I know there are some reasonable arguments against prioritizing mortars at TH10. I still do splash first.

When it comes to Archer Towers vs Cannons, they do identical damage at every level (TH8 and up anyway) and are almost identical in upgrade cost. It used to be that AT had the better range (not to mention can target air), and Cannons had the better firing rate. In January they doubled the firing rate of AT, so now they win in this category as well.

Cannons do have more hp than AT, but are inferior in every other way, so to me it makes sense to always put them behind AT in upgrade priority.
Only things I have left to upgrade in the entire game . .

BK

Walls

Poison Lv4

Last 2 things on Defense I upgraded were Cannons and Archer Towers - for the same reason you stated - imo they are weak and do not deal splash damage. The first year I played this game I was solo - not part of a clan - just doing my own thing. I couldn't upgrade all the splash defenses quick enough. It was my only defense that mattered at the time - with no donated CC troops it was my only line of defense.

 
Maybe the math doesn't work like this but it certainly seems like:

TH9 with max zap/drags

  • Vs. a underleveled AA TH9 takes 4zaps haste 6 loons and max drag/loons cc.
  • Zaps 2 AA haste loons to get 3rd
  • Insta no skill 3 star
  • Vs. leveled AA TH9 likely still lacks firepower to get the 3 star. 2 zaps + eq takes one down leaving 3 up. Doubtful 3*
TH10 with max zap/drags

  • Vs. Max TH9 take 4 zaps haste and a rage.
  • Insta no skill 3 star
  • Vs. Underleveled AA TH10 Take 4 zaps haste and freeze. Should be a no skill 2 star.
  • Vs. Leveled AA TH10 Take 2 zaps + EQ and freezes. Should be a no skill 2 star depending on design.
This is all based on the assumption taken that every zap now has extra firepower and concentrated damage. Still needs to be seen in action. It's possible eq is required inside own TH level.

Bottom line, upgrade your AA to max for your TH level or expect to get treated like a TH7 imo.

 
Archer towers are the obvious upgrade to make at TH10. Max AT does 25 more DPS than a max xbow and has one less tile of range and just shred people both farming and in war.
The difference is 18dps. And that one tile translates into 20% less area coverage. But comparing an AT to xbow misses the point.

The question was Cannon vs. Archer Tower

Before the January update you could make reasonable argument for either. But now the answer should almost always be Archer Tower.
Yeah, the question at TH10 is whether you do splash before cannons. At TH9 that question, imo, is crystal clear. Splash just doesn't defend against the most common raids both in war and farming at any meaningful way over max TH9 towers (Gibarch/gowoppy), plus adds to war weight at TH10. Archer towers just crush barch now and the extra hp make them something you have to deal with on loon raids as well.

 
I wonder if they are going to change the strike pattern of the zap too. Any clues to that in the video?
Yes, it's much tighter. Only one zap falls outside an area which is the size of a standard defensive tower. This means anything you cluster next to an AA can die just as easily.

 
Awesome search function. Trying to find the post where Culd said don't upgrade lightning past L4 ;)
To be fair lightning 6 is the most useless upgrade I've done in the game so far. Hope this update makes it usable.
Yep. Point being, upgrade everything.
Can we agree that valks are pretty stupid?
Until the next update.

Along with the zap update, a witch/valk attack might become viable. Zap splash D and let them roll.

 
Awesome search function. Trying to find the post where Culd said don't upgrade lightning past L4 ;)
To be fair lightning 6 is the most useless upgrade I've done in the game so far. Hope this update makes it usable.
Yep. Point being, upgrade everything.
Can we agree that valks are pretty stupid?
Until the next update.

Along with the zap update, a witch/valk attack might become viable. Zap splash D and let them roll.
for what it's worth valks got a minor bump in attacks with slow moving cc like hounds/drags/loons. They just can't get to them.

 
I wonder if AQ zapping could become a thing. With a poison first to deal damage and slow her from moving away from the zaps. :moneybag:
About 1000HP at L16/17. Max poison is 540. Sounds like a max zap will be over 500.

Game changer
If using zaps w/ drags there probably is no reason to zap the queen. She dies basically instantly to drags without doing really any real damage and actually can speed the raid along pulling drags into the core.

 
Sneak peak 2: Poison works slower. Quake does 25% damage to buildings each drop.

Edit: 25% on the first drop.

 
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I wonder if AQ zapping could become a thing. With a poison first to deal damage and slow her from moving away from the zaps. :moneybag:
About 1000HP at L16/17. Max poison is 540. Sounds like a max zap will be over 500.Game changer
If using zaps w/ drags there probably is no reason to zap the queen. She dies basically instantly to drags without doing really any real damage and actually can speed the raid along pulling drags into the core.
Penta with AQ dead.

 
Sneak peak 2: Poison works slower. Quake does 25% damage to buildings each drop.

Edit: 25% on the first drop.
you missed freeze works on air troops now

also poison makes people shoot slower

and maybe the biggest, level 1 EQ will no longer bust open all walls.

 
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Thinking that spreading a single quake everywhere for GoWiXX is going to be really, really nice.

ETA> Or at least just in the core where the high HP buildings are located.

 
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Weird change to eq.
SC hates brainless one-use only type spells and troop comps.

4x any level EQ to take out any level walls qualifies in spades imo.
Yeah the original implementation of EQ was surprisingly dumb. Any change should be better than the original rollout.

I couldn't hear the audio with the vid, but it looks like a single max poison can nearly take out a dragon now. Not the change I would expect; however maybe it will bring back some diversity to CC's now (if even the high HP troops are vulnerable.)

 
Weird change to eq.
SC hates brainless one-use only type spells and troop comps.

4x any level EQ to take out any level walls qualifies in spades imo.
Yeah the original implementation of EQ was surprisingly dumb. Any change should be better than the original rollout.

I couldn't hear the audio with the vid, but it looks like a single max poison can nearly take out a dragon now. Not the change I would expect; however maybe it will bring back some diversity to CC's now (if even the high HP troops are vulnerable.)
2x max poisons can take down a drag.

 
Weird change to eq.
SC hates brainless one-use only type spells and troop comps.

4x any level EQ to take out any level walls qualifies in spades imo.
Yeah the original implementation of EQ was surprisingly dumb. Any change should be better than the original rollout.

I couldn't hear the audio with the vid, but it looks like a single max poison can nearly take out a dragon now. Not the change I would expect; however maybe it will bring back some diversity to CC's now (if even the high HP troops are vulnerable.)
I quit taking poison at all lately. :shrug:

 
Weird change to eq.
SC hates brainless one-use only type spells and troop comps.

4x any level EQ to take out any level walls qualifies in spades imo.
Yeah the original implementation of EQ was surprisingly dumb. Any change should be better than the original rollout.

I couldn't hear the audio with the vid, but it looks like a single max poison can nearly take out a dragon now. Not the change I would expect; however maybe it will bring back some diversity to CC's now (if even the high HP troops are vulnerable.)
I quit taking poison at all lately. :shrug:
You will be packing it again soon if one spell can deliver ~2500 dmg

This might just mean we see more hounds in CC now.

When attacking with GoWipe, I have still found 3x poison to be useful depending on the base. Too many times I see our Golems get blown up by loons before the trailing wiz decide to bring them down.

For air attacks, yeah, there's almost no time I will waste a spot on poison over haste. Dragon + loons is almost automatic in enemy CC now.

 
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In the video I heard "four eq spells will still take out any level wall but will be more powerful on lower level walls."

Am I missing something here? Seems like there's potential here for 3 eq spells to take out lower walls. That's how I heard it anyway.

 
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In the video I heard "four eq spells will still take out any level wall but will be more powerful on lower level walls."

Am I missing something here?
which video?
http://supr.cl/SpellsReworked
Well, maybe nothing to see here. It was cited that it took in the SC video 5 eq to do the wall. :shrug:
He put down 5 in total but they were spaced out a tad and you could see the wall was destroyed on the 4th one.

 

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