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Clash of Clans (Official thread) (2 Viewers)

the worst part about leaving Honda will be missing Clayton's awesome attacks...guy is a Picasso.
No one says you have to.
Hint: he doesn't want to.
I'm hoping he doesn't but as time has passed, I've felt him moving more and more toward the exit.
Because you have basically been drop kicking him out the door!

Trip, war is 24 hours so if u can only make attacks during a certain time then just make two attacks during that time frame.

 
Earthquake Spell: Rattles away the hitpoints from buildings and Walls!

Forum exclusive: All resource storages are now immune to all direct spell damage

Forum exclusive #2: You can now filter offensive Clan Chat by enabling the Clan Chat Filter in the Settings
i just finished maxing zaps this weekend, and the two new spells seem intended to replace it.

 
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Earthquake Spell: Rattles away the hitpoints from buildings and Walls!

Forum exclusive: All resource storages are now immune to all direct spell damage

Forum exclusive #2: You can now filter offensive Clan Chat by enabling the Clan Chat Filter in the Settings
i just finished maxing zaps this weekend, and the two new spells seem intended to replace it.
No more zapping DE :pickle:

 
Earthquake Spell: Rattles away the hitpoints from buildings and Walls!

Forum exclusive: All resource storages are now immune to all direct spell damage

Forum exclusive #2: You can now filter offensive Clan Chat by enabling the Clan Chat Filter in the Settings
i just finished maxing zaps this weekend, and the two new spells seem intended to replace it.
Well I was in a coinflip between zaps and wallbreakers to max and chose wallbreakers so...scoreboard?

 
If the pattern holds the haste spell will be half of a rage spell. The speed part.

This has the potential to be a monster boost to laloon and gowoppy.

 
Poison is also going to be a boost to gowoppy. Being able to melt all the stupid distracting troops (skels or CC) from delaying pekkas is going to be great.

 
For the record, Quattro generally kicks off its first search on Saturday between 8:30 and 9:00 pm EST. Which makes its first weekly war on Sunday evening 9:00 - 9:30pm EST.

Next war search immediately begins after each war end (Monday PM and Wednesday PM), and resets on Saturday. Sometimes the Wednesday war ends up ending pretty late (+11pm EST) depending on search times throughout the week.

 
What should be the next DE push for me at TH9?

Only DE troop upgrade I have left is valk which I haven't touched. Do I focus on that given the upcoming upgrade and the perceived boost ground & pound will get from said update or;

AQ & BK @ 10, do I focus on getting them to 15? If so, which one first?

 
What should be the next DE push for me at TH9?

Only DE troop upgrade I have left is valk which I haven't touched. Do I focus on that given the upcoming upgrade and the perceived boost ground & pound will get from said update or;

AQ & BK @ 10, do I focus on getting them to 15? If so, which one first?
Definitely heroes. Probably the AQ.

 
What should be the next DE push for me at TH9?

Only DE troop upgrade I have left is valk which I haven't touched. Do I focus on that given the upcoming upgrade and the perceived boost ground & pound will get from said update or;

AQ & BK @ 10, do I focus on getting them to 15? If so, which one first?
I'm gonna guess poison spell is the next big DE push for TH9 and Haste is the push for TH10.

I would start hiding DE

 
What should be the next DE push for me at TH9?

Only DE troop upgrade I have left is valk which I haven't touched. Do I focus on that given the upcoming upgrade and the perceived boost ground & pound will get from said update or;

AQ & BK @ 10, do I focus on getting them to 15? If so, which one first?
AQ to 15

 
What should be the next DE push for me at TH9?

Only DE troop upgrade I have left is valk which I haven't touched. Do I focus on that given the upcoming upgrade and the perceived boost ground & pound will get from said update or;

AQ & BK @ 10, do I focus on getting them to 15? If so, which one first?
I'm gonna guess poison spell is the next big DE push for TH9 and Haste is the push for TH10.

I would start hiding DE
Really catching me at a bad time during my lab upgrade cycle :hot:

 
From what I can tell culdeus is talking about attacks on max bases that are good. Try to go find a replay of a max th9 thay the was 3 starred by another th9. Success rate is very low now.
The same holds true for well-designed bases at any level. My max TH8 is never 3*ed by another TH8. You rarely see maxed TH10s getting 3*ed. It's been a while but I imagine as a TH7 you have a hard time wiping another maxed TH7.
 
Tech Savvy COCers...

If I'm on a PC using Bluestack and want to link that account to an iPhone am I hosed? Looks like the options at the SC site are IOS to IOS or Android to Android.

ETA: never mind. Google is my friend.

 
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From what I can tell culdeus is talking about attacks on max bases that are good. Try to go find a replay of a max th9 thay the was 3 starred by another th9. Success rate is very low now.
The same holds true for well-designed bases at any level. My max TH8 is never 3*ed by another TH8. You rarely see maxed TH10s getting 3*ed. It's been a while but I imagine as a TH7 you have a hard time wiping another maxed TH7.
Not for TH7. 3 zap with L2 drags is damn near impossible to screw up.

 
What is a gowoppy attack??
Also known as a Gowipe attack - ground attack which usually involves a combination of the following . .

2-3 Golems

2-3 Pekkas

14-22 Wizards

Couple WB's

Gowiwi is the same but with 2-4 Witches thrown in insteda of Pekkas

Spells are usually 2-3 Rage with 2 Freeze Spells

 
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Agree on Quake being useless.

Can see Haste being used on Laloon instead of Rage - Skulls have great DPS but lack speed. Using Haste instead of Rage can save some spell spaces - add'l freeze maybe?

Haste and Poison will help Laloon.

2nd Leaf Blower is a problem though

 
Agree on Quake being useless.

Can see Haste being used on Laloon instead of Rage - Skulls have great DPS but lack speed. Using Haste instead of Rage can save some spell spaces - add'l freeze maybe?

Haste and Poison will help Laloon.

2nd Leaf Blower is a problem though
I think you just hope people don't know how to setup the leaf blowers.

Assuming the above is correct, this update went from being death to laloon to a big boost to laloon and gowoppy. Hogs take a hit if 10 more walls do get added (and thus now easier to get DGB to fit) and quake doesn't pop traps. Hogs have to lure no matter what and deal with both heroes so poison mainly just helps to deal with ground skeletons, which while annoying, tend to not be a massive big deal. haste doesn't really do anything for them.

Laloon and gowoppy now can drop zaps for poison/hastes. And really can drop one of the rage for two hastes, becuase loons main weakness was not dps, it was the speed.

I also think you also see penthound possibly come back in vogue if you can manage low level queens. Poison also not only hurts queens, but it slows them down. That may be enough for pups to manage her.

 
this quake spell looks pretty damn useless
Does it trigger bombs/traps?
not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.
:lol:
Have you found one? Just curious? Or just trolling?
For those attacks that just fall short? Either a 49%er of where a TH is left with a sliver of health?

Last second quake spell to finish off the attack.

Hard to plan for that though - don't go into an attack expecting 49%.

 
this quake spell looks pretty damn useless
Does it trigger bombs/traps?
not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.
:lol:
Have you found one? Just curious? Or just trolling?
might find one when it actually comes out
Takes a % of hp from walls and buildings based on level. Have a hard time finding a use for this.

 
this quake spell looks pretty damn useless
Does it trigger bombs/traps?
not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.
:lol:
Have you found one? Just curious? Or just trolling?
For those attacks that just fall short? Either a 49%er of where a TH is left with a sliver of health?

Last second quake spell to finish off the attack.

Hard to plan for that though - don't go into an attack expecting 49%.
Won't work like that. It's a percentage. I mean I guess it rounds down so maybe a 1 hp drops to 0. But a th with 2 hp will go to 1.

 
this quake spell looks pretty damn useless
Does it trigger bombs/traps?
not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.
:lol:
Have you found one? Just curious? Or just trolling?
might find one when it actually comes out
Takes a % of hp from walls and buildings based on level. Have a hard time finding a use for this.
Might be able to use it a couple of quakes instead of a jump.

 
Might be able to quake your witches as they raise their skeletons. That would probably look pretty cool.

 
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this quake spell looks pretty damn useless
Does it trigger bombs/traps?
not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.
:lol:
Have you found one? Just curious? Or just trolling?
might find one when it actually comes out
Takes a % of hp from walls and buildings based on level. Have a hard time finding a use for this.
Might be able to use it a couple of quakes instead of a jump.
So you would use the same spell slot to eliminate 75% of a wall (quake) vs 100% (jump)?

I just don't see a situation where you plan going in on having a wall you'd like to knock off some of the HP. Now you are counting on your troops finishing off that wall and not just going around somewhere else.

Maybe, maybe, maybe you find a base like clover, you get some troops in the core, witches, and just quake the #### out of the core. Now you've knocked down a good chunk of hp so your low dps troops can do work. I still don't see why a rage wouldn't provide more value in that instance.

 
the worst part about leaving Honda will be missing Clayton's awesome attacks...guy is a Picasso.
No one says you have to.
Hint: he doesn't want to.
I'm hoping he doesn't but as time has passed, I've felt him moving more and more toward the exit.
Because you have basically been drop kicking him out the door!

Trip, war is 24 hours so if u can only make attacks during a certain time then just make two attacks during that time frame.
I'm not kicking him anywhere! As a matter of fact, I've stated several times that I want trip to stay. However, he's gotta make his own choices. The point is, if someone wants to stay in a clan cause they're happy there, they make it work. If they don't, they find reasons to leave, they complain about things that they can deal with and bring up leaving on multiple occasions.

If he wants to stay, stay and just deal. Sometimes war times may be worse than others. If he wants to go, than no one can stop him.

 
this quake spell looks pretty damn useless
Does it trigger bombs/traps?
not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.
:lol:
Have you found one? Just curious? Or just trolling?
might find one when it actually comes out
Takes a % of hp from walls and buildings based on level. Have a hard time finding a use for this.
Might be able to use it a couple of quakes instead of a jump.
So you would use the same spell slot to eliminate 75% of a wall (quake) vs 100% (jump)?

I just don't see a situation where you plan going in on having a wall you'd like to knock off some of the HP. Now you are counting on your troops finishing off that wall and not just going around somewhere else.

Maybe, maybe, maybe you find a base like clover, you get some troops in the core, witches, and just quake the #### out of the core. Now you've knocked down a good chunk of hp so your low dps troops can do work. I still don't see why a rage wouldn't provide more value in that instance.
A jump isn't damaging the surrounding defences.

 
this quake spell looks pretty damn useless
Does it trigger bombs/traps?
not that I can tell. I'm finding a hard time coming up with a use for this spell for any attack for any reason whatsoever.
:lol:
Have you found one? Just curious? Or just trolling?
might find one when it actually comes out
Takes a % of hp from walls and buildings based on level. Have a hard time finding a use for this.
Might be able to use it a couple of quakes instead of a jump.
So you would use the same spell slot to eliminate 75% of a wall (quake) vs 100% (jump)?

I just don't see a situation where you plan going in on having a wall you'd like to knock off some of the HP. Now you are counting on your troops finishing off that wall and not just going around somewhere else.

Maybe, maybe, maybe you find a base like clover, you get some troops in the core, witches, and just quake the #### out of the core. Now you've knocked down a good chunk of hp so your low dps troops can do work. I still don't see why a rage wouldn't provide more value in that instance.
A jump isn't damaging the surrounding defences.
It looks like the quake is doing not nearly 50% of damage to buildings. More like 5-10%

 

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