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What Defense is the Best for Pushing and Farming?

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  • Apr 15, 2014 (41 months ago)
What defense is the most important when farming and pushing?

Hello and I want to show you which defense is more important. So assume you are a Town Hall 10 and you have maxed out defenses. You are going to push to champion, so you need to know what defense you need closest to the town hall, and what defense needs to be the most protected.

We are going to use a formula to calculate them all.

Lets look at all the defenses first.

Cannon:
Damage Per Second = 86
Type of Shot = Single Shot
Cover Area = Ground, 9 tiles
Advantages = None

Formula = 86*1*1*9*1 = 774

Archer Tower:
Damage Per Second = 86
Type of Shot = Single Shot
Cover Area = Air and Ground, 10 tiles
Advantages = None

Formula = 86*1*1.5*10*1 = 1290

Mortar:
Damage Per Second = 13
Type of Shot = Splash Damage
Cover Area = Ground, 7 tiles (Weak Spot (4)- 11)
Advantages = None

Formula = 13*2*1*7*1 = 182 (no wonder no one uses them in high level gameplay)

Air Defense:
Damage Per Second = 320 (damn)
Type of Shot = Single Shot
Cover Area = Air, 10 tiles
Advantages = Takes down Dragons, Balloons like theyíre a piece of junk.

Formula = 320*1*0.5*10*1.5 = 2400

Wizard Tower:
Damage Per Second = 48
Type of Shot = Splash Damage
Cover Area = Ground and Air, 7 tiles
Advantages = None

Formula = 48*2*1.5*7*1 = 1008

Hidden Tesla:
Damage Per Second = 87
Type of Shot = Single Target
Cover Area = Ground and Air, 7 tiles
Advantages, *2 on P.E.K.K.A and go for them first, hidden until enemy 6 tiles within them.

Formula = 87*1*1.5*7*2*2 = 3654

Ground Only X-Bow:
Damage Per Second = 80
Type of Shot = Single Target
Cover Area = Ground, 14 tiles
Advantages = None

Formula = 80*1*1*14*1 = 1120

Ground and Air X-Bow:
Damage Per Second = 80
Type of Shot = Single Target
Cover Area = Ground and Air, 11 tiles
Advantages = None

Formula = 80*1*1.5*11*1 = 1320

Single Target Inferno Tower:
Damage Per Second = 36
Type of Shot = Single Target
Cover Area = Ground and Air, 10 tiles
Advantages = More Damage Per Second every second it latches on. But freeze spells can hinder the effect

Formula = 36*1*1.5*10*(5-2) = 1620

Multiple Target Inferno Tower:
Damage Per Second = 42
Type of Shot = 5 targets
Cover Area = Ground and Air, 10 tiles
Advantages = Can attack multiple targets (EZ Hog destruction)

Formula = 42*1.5*1.5*10*3 = 2835

Leaderboard:
Hidden Tesla - 3654
Multiple Target Inferno Towers - 2835
Air Defense - 2400
Single Target Inferno Towers - 1620
Ground and Air X-Bow - 1320
Archer Tower - 1290
Ground Only X-Bow - 1120
Wizard Tower - 1008
Cannon - 774
Mortar - 182

Based on calculations, Hidden Teslas are the best defense for pushing (no surprise). Many high level players put them close to their town hall because of that reason. They do lots of damage and plus, they do two times the damage to P.E.K.K.AS, which are used in the GOWIPE (Golem, Wizard, Pekka).

Now Mortars one the other hand are the worst rating with 182. Thats because in high level gameplay, no one uses weak troops. Many use tier 3 troops with high health, but they only have a couple of em. Most high-level compositions have meat-shields to protect them from the shells. Witches are the only thing they really hinder, but people still use Golems in the GOWIWI (Golem, Wizard, Witch) strategy, so they are not a hinder pretty much.

Surprising if the Air Defense is actually better than the Inferno Tower (Single Target)? Well first lets talk about the Inferno Tower. Now donít go in the comment section saying ďEvan, who thinks that a fricken Air Defense is better than the last defense you get in the game? Well, the Inferno Tower is hindered by Freeze Spells. Freeze Spells are used everywhere in high level gameplay, so donít be surprised if your Inferno Tower loses itís damage boost very quickly. Now Air Defenses are not ďas goodĒ. They attack only air troops, but they do massive amounts of damage. That hinders many high level gameplays of Balloonion (Balloons and Minions), All Dragon, and Giant Healer (not used in high level gameplay as much). Jorge Yao used an all Dragon attack strategy, and made 4000 trophies quicker than everyone (he got their with a little spice of cheating too XD). So now you can tell how Air Defenses are very important in defense.





Wonderful! But how do you get these upgrades. Now assume that you are farming with max level defense at Town Hall 10 (Makes no sense whatsoever. Only for demonstration purposes). What would be the best defense to protect all dat MONNIE?

You know the role. I do this calculation and see which is the best. But keep in mind, when you are farming, many other are farming with you. They will usually use Tier 1-Tier 2 troops so Splash Damage is stronger here. Donít be surprised to maybe see the Mortar on the top (Remember it only had 182 last time).


Cannon:
Damage Per Second = 86
Type of Shot = Single Shot
Cover Area = Ground, 9 tiles
Advantages = None

Formula = 86*1*1*9*1 = 774

Archer Tower:
Damage Per Second = 86
Type of Shot = Single Shot
Cover Area = Air and Ground, 10 tiles
Advantages = None

Formula = 86*1*1.25*10*1 = 1075

Mortar:
Damage Per Second = 13
Type of Shot = Splash Damage
Cover Area = Ground, 11 tiles (not counting blind area this time)
Advantages = Demolish Tier 1 troops. Disadvantage is the blind area.

Formula = 13*5*1*11*3*0.9 = 1931

Air Defense:
Damage Per Second = 320
Type of Shot = Single Shot
Cover Area = Air Only, 10 tiles
Advantages = None
320*1*0.25*10*1 = 800

Wizard Tower:
Damage Per Second = 48
Type of Shot = Splash
Cover Area = Ground and Air, 7 tiles
Advantages = Fast paced shooting. Drop tier 1 troops like nothiní.

Formula = 48*5*1.25*7*3 = 6300 (!!!! No wonder you get Wizard Towers so high !!!!)

Hidden Tesla:
Damage Per Second = 87
Type of Shot = Single Shot
Cover Area = Ground and Air, 7 tiles
Advantages = Hidden. Allow for sneaking tactics to save gold/elixir/dark elixir.

Formula = 87*1*1.25*7*3 = 2284

Ground Only X-Bow:
Damage per Second = 80
Type of Shot = Single Shot
Cover Area = Ground, 14 tiles
Advantages = Fast paced shooting. Single tier 1 troops are EZ to destroy.

Formula = 80*1*1*14*3 = 3360

Ground and Air X-Bow:
Damage Per Second = 80
Type of Shot = Single Shot
Cover Area = Ground and Air, 11 tiles
Advantages = Fast Paced shooting. Single tier 1 troops are EZ to destroy.

Formula = 80*1*1.25*11*3 = 3300

Single Target Inferno Tower:
Damage Per Second = 36
Type of Shot = Single Shot
Cover Area = Air and Ground, 10 tiles
Advantages = Build up pressure over time. Freeze Spells not used in farming (usually)

Formula = 36*1*1.25*10*3 = 1350 (Not good)

Multiple Target Inferno Tower:
Damage Per Second = 42
Type of Shot = 5 targets
Cover Area = Air and Ground, 10 tiles
Advantages = Hog pressure (none at farming level though). Multiple targets. EZ tier 1 destruction.

Formula = 42*3*1.25*10*2 = 3150

Leaderboard:
Wizard Tower - 6300
Ground Only X-Bow - 3360
Ground and Air X-Bow - 3300
Multiple Target Inferno Tower - 3150
Hidden Tesla - 2284
Mortar - 1934
Single Target Inferno Tower - 1350
Archer Tower - 1075
Air Defense - 800
Cannon - 774

Suprised? Well you should be. Wizard Towers are at a whopping 6300! You can see how powerful they are. When farming, you use mostly tier 1 troops. That includes the BAM (Barbarians, Archers, Minions), All Goblins, All Archers etc. They Wizard Tower is a continuously beam shooter that can knock them out quickly, in groups.

Air Defenses have gotten weaker. Thatís because most people donít use very good air troops when farming (usually only minions). There are only 4 air troops. Balloons, Healers, Dragons, and Minions. And remember, you have other defenses to knock them out. So Air Defense arenít very important (even though it seems like it). If you look closely, lots of practical bases (like the ones of YouTube), have bases that have the Air Defense centralized. Thatís because they have maxed out their use for elixir so they put them on the outside. If you have an elixir storage like that, go ahead and change it with an air defense.

Again, there arenít as many air troops to farm with. And they use more troops. So the splash and the multiple targets (Wizard Tower, Mortar, and Inferno Tower) are very effective.

Be sure to comment if my ratings are wrong or if you get any questions involving defenses. Also, be sure to check out my upcoming base plan and guides coming up soon :D







    Posted 39 months ago

    Alex #16

    lvl 1: Loincloth
    2
    here
    09/07/14
    Same here your guide is awesome yet I don't know which base to use for TH8 otherwise 5 stars
    Posted 39 months ago

    willion

    lvl 2: Hog "Rider"
    115
    03/07/14
    great guide 5 stars!
    yayayayyayayayayay pls make more
    Posted 39 months ago

    shambeezy

    lvl 2: Hog "Rider"
    54
    here
    29/06/14
    i really like your formula, and will be sure to keep coming back and referring to it in future.. I did have a question though..
    based on your formula.. what is the best T.H.9 FARM BASE??
    Posted 40 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
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    31/05/14
    IKR

    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    18/05/14
    inferno towers are OP
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
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    28/04/14
    Good thinking but the point of this is to see what defense should be more centralized and which shouldn't.......
    Posted 41 months ago

    MikeandIke1

    lvl 1: Loincloth
    30
    26/04/14
    I don't think that using formulas and numbers to evaluate the effectiveness of a certain defense is correct. The position of a certain defense matters a lot as well, probably more than any other variable in your equations, and there is no realistic way of using a number to represent the defenses' position. Also, what the defense is covered by and what it is covering is a key part of your defense's effectiveness as well. I suppose this guide could help low level beginners, but once you get higher and higher up the ranks, like in Champions league, so many more factors appear, and you simply cannot use numbers to take in consideration these factors.

    So knowing this, you should probably try your best to include as many different factors as you can into your formulas to actually figure the defenses' real effectiveness.
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
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    26/04/14
    GO ahead godmode (: Make it better....I just came up with the idea. Now it's your job to make it better. Now PLEASE don't advertise your clan in your guide. Just make some noticeable changes.
    Posted 41 months ago

    jvk1996

    lvl 3: Teslafried Chicken
    226
    25/04/14
    I like the overall idea. I see the overall concept for the difference in farming and pushing formulas, however, i agree with godmode; the numbers used and the way they changed have no justification. Yes the use of difference tier troops but why do the numbers change so much? I understand that you use max defenses for demonstrative purposes and believe the idea of what you are going for is for people to use the formulas themselves and then apply it to their base rather than just look at the answers and say "Okay! Thanks!" There is one flaw however; this guide and hint was developed in the point of view of the highest level of game play. In everyday game play for the entire Clash Community, a base that is farming protects it's resources well and has them deep in the base so someone who's doing a farming attack is more likely to skip it. It would actually be someone on a trophy push that a farmer with tier 1 troops would attack because they have easy access. A trophy pusher would attack a hybrid base because the defense doesn't defend the town hall as well as a trophy base. Also a farming base would just get hit for the Town Hall, however, if someone thinks afterwords that they could get another star or two out of it or see high loot and get wide eyed then they will crush through with their trophy pushing army consisting of higher tier troops. Also in everyday game play, many trophy pushers use army compositions that have a good amount of tier one troops. Even in higher game play, your example of the GOWIWI with wizards as a tier 2 troop is still somewhat vulnerable to splash damage. The Witch being a DE version of a tier 2 troop because it makes an army of tier 1 type troops constantly and has the health and damage of a tier 1 troop (my logic here is 1 1=2 here in calling it tier 2 but the concept of low health and damage still applies) would also be completely destroyed by splash defense. A wizard tower or mortar can destroy 50 skeletons made by 5 witches in one shot and then those witches are an easy one shot by a mortar and killed quick by other defenses. Anyone who's had a handful of GOWIWI or GOWIPE go wrong will probably tell you "those splash defenses wrecked me" for at least one of them. So think of that again in everyday game play where a lot of good trophy pushing raids still have tier 1 troops.
    Posted 41 months ago

    godmode

    lvl 1: Loincloth
    8
    here
    25/04/14
    I don't see any explanation for the variables and why they change from pushing to farming.

    For example, wizard tower has its 2nd variable change from 2 to 5, its 3rd variable change from 1.5 to 1.25 and its 5th variable change from 1 to 3. These are things your readers need to know so they can replicate your results.

    Also, there is still no explanation for the change in mortar's blind area in your calculations.

    If you edited the original article and it hasn't been accepted yet by the website admin, then disregard this. You could still explain it in the comments section though. I don't want to read your article over again just to find the changes to what you wrote.
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    24/04/14
    I just did (: I made it seem reasonable (hopefully)
    Posted 41 months ago

    godmode

    lvl 1: Loincloth
    8
    here
    24/04/14
    IronicNinja, Can you explain the different variables behind the formulas you are using? Take for example Wizard Tower. What does the 2nd 3rd and 5th variable mean?

    Wizard Tower(pushing):
    Damage Per Second = 48
    Type of Shot = Splash
    Cover Area = Ground and Air, 7 tiles
    Formula = 48*2*1.5*7*1 = 1008

    Wizard Tower(farming):
    Damage Per Second = 48
    Type of Shot = Splash
    Cover Area = Ground and Air, 7 tiles
    Formula = 48*5*1.25*7*3 = 6300

    Also, please explain why for mortars in farming, you don't subtract the blind area, but for pushing you do subtract the blind area?
    Posted 41 months ago

    LaxinEric

    lvl 1: Loincloth
    1
    here
    22/04/14
    I agree with you IronicNinja. Would u mind creating a TH8 base for me that is great for protecting trophies and resources? (more importantly trophies)
    Posted 41 months ago

    PlansAll

    lvl 1: Loincloth
    40
    here
    21/04/14
    This is the closest I've seen to accurate and a lot of it is opinionated and depends on the strategy they are using. Stop complaining about it original idea and it took time and he made a guide about this no one else did. Even if it sucked(which it doesn't) it still took time. Stop complaining its awesome!
    Posted 41 months ago

    Bryan714

    lvl 1: Loincloth
    5
    here
    21/04/14
    So... I still think you should post how the values you put in are right....
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
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    21/04/14
    Ok calum
    Posted 41 months ago

    calum01

    lvl 1: Loincloth
    21
    here
    21/04/14
    Overall I think the guide is very detailed but not entirely sure of the purpose.
    In terms of improvement I think you should square the ranges of the turrets, it will make a difference to the rankings and seeing as it is area affected not just range I think this is quite important, particularly in the multiple target inferno tower.
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    20/04/14
    Smex y thank you for your comments. Actually have you ever heard of the GOWIPE strategy (Golem, Wizard, Pekka).
    Billybobjo nice explanations. I forgot something you explained. I forgot about doing the hitpoints. But still air troops are important to destroy. Now that I think of this, I think I overexaggerated the power of the air (while some might argue no).
    Posted 41 months ago

    Billybobjo

    lvl 3: Teslafried Chicken
    404
    here
    20/04/14
    Nice work, but could you PLEASE post your formula?
    I also disagree with the ranking/points of the ground only xbow and archer tower on the trophy part (xbow is ranked lower). I have three reasons for this: 1) Overdamage. The xbow will take out 3 archers in under 2 seconds, while the archer tower will take 3 seconds. One might argue that at that trophy range this will not matter because higher tier troops are used. This might be true, but not always.
    2) Range. The xbow's ground range is 14, compared to 10. However, the area of the xbow is almost 200% that of the archer tower's even though in the equation 140% is given. This is what makes the ground only xbow so popular, and this should be recognized.
    3) Health. The xbow has 2800 hitpoints, while the archer tower has 790. This means that the xbow will last much longer, and will be able to deal more damage.
    This is why I believe the ground only xbow should be ranked higher than the archer tower.
    Posted 41 months ago

    Thunder Bolt

    lvl 2: Hog "Rider"
    81
    here
    20/04/14
    Wow it looks like you spent a long time making this well done!
    Posted 41 months ago

    Smex y

    lvl 4: Noobsauce Bob
    566
    here
    20/04/14
    Then again, AD is strong against dragon, but mind taking a look at all the others cupping that don't use dragons? It also looks like you did a multiplier of x2 for the tesla's cause they shoot on pekkas x2? You should really explain how you calculate... And I don't like making guides, unless I have a topic I find that aren't enough guides of so far. I know how to use attack strategies, but there are plenty of guides, why'd I make my own. I pushed to master as a TH 8, to crystal 2 as TH 7, but so did others, and the guides are already there... If you want original guides, you get guides like this, which I really don't see any use in. How deep into the base to put? it's not simply bigger value = deeper into the base. Mortars are strong against low troops, which are usually on the outside. AD are very high, but should be very spread out, not completely on the outside, not completely in the middle. It's all about how you come out in the end. In the end, when building a base, it's about your feeling where to put which buildings, and I doubt this numbers would help anything with that. Or is this guide made for what to upgrade first? Because you might want to upgrade stronger towers that take less upgrade time and less resources, but then again, you've got multiple factors for that.
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    20/04/14
    @renanrr what defense do you not agree with? If you don;t agree with something, tell me, but don't be like Smex y using bad language to tell me what I did wrong. This is my first guide and I think there will probably be some mistakes.
    Posted 41 months ago

    renanrr

    lvl 1: Loincloth
    1
    20/04/14
    @IronicNinja, can you explain your base of calculation? I think it should be on the guide... For the rest, I think it's an interesting guide, where you managed to create some indicators to it, even though some person don't agree with your values
    Posted 41 months ago

    XxYySwagScopeXx

    lvl 3: Teslafried Chicken
    221
    20/04/14
    Great guide! Don't listen to skittles like Smex y though
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    20/04/14
    @Smex y I'm sorry for making a guide that u don't approve. But you don't need to be that negative. And have you ever known about Jorge Yao? He used all dragons to get to 4000 trophies (the first). No Air Defenses and he would get to 5000 trophies. My values hopefully make sense...if they don't then I am sorry. How about you make a guide? I've never seen you make one.
    @Beasty Witch I am in The Oasis 2K. 1300 trophies to join.
    Posted 41 months ago

    Smex y

    lvl 4: Noobsauce Bob
    566
    here
    20/04/14
    This guide is bullshit. Those calculations are just multiplying things that you can't multiply. Different units are better against different types of troops. You've got no advantage from AD on a ground attack... you've got HUGE advantage of mortar in a ground attack, it's bullshit that the mortar has over 10 times lower rating than the AD. You're making up values. If you have double the range, it doesn't mean the multiplier for that should be double. You should calculate how much bigger it is. You should've learned that a circle with 2 times the diameter, is FAR more than just 2 times the area they can shoot.
    Posted 41 months ago

    Beasty Witch

    lvl 1: Loincloth
    29
    here
    20/04/14
    Oh I didn't realise, sorry. Great guide and this is helping me so much in game. What clan are you in? @IronicNinga
    Posted 41 months ago

    Amark13

    lvl 1: Loincloth
    none yet
    19/04/14
    Great guide, very useful
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    19/04/14
    lol lord of bacon. You made clan games (and training).
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    19/04/14
    @Beasty Witch Actually Hidden Teslas are activated when the enemy is 6 tiles away. Then they attack seven tiles. Pretty strange huh?
    @everyone Thank you guys for the support. Hope to make new helpful guides very soon :)
    Posted 41 months ago

    lord of bacon

    lvl 3: Teslafried Chicken
    242
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    19/04/14
    Best. Guide. Ever. beats "clan games and training" anyday
    Posted 41 months ago

    Beasty Witch

    lvl 1: Loincloth
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    19/04/14
    Best guide ever. Keep on doing them IronicNinga
    Posted 41 months ago

    Beasty Witch

    lvl 1: Loincloth
    29
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    19/04/14
    Just saying that the hidden tesla is activated when enemy is within 5 tiles. Not 6
    Posted 41 months ago

    JzJj

    lvl 1: Loincloth
    none yet
    18/04/14
    Thank you for this clan it has given me new base ideas on the best ways to defendūüėĄ!
    Posted 41 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
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    16/04/14
    I am making another guide that will be coming out in about a week or two. Be sure to check the guide section :D
    Posted 41 months ago

    Stryker

    lvl 4: Noobsauce Bob
    686
    here
    16/04/14
    Okay, I read through it again, and I think I see the reason for the type of target numbers. The value for splash goes to 5 when farming, but is only 2 when trophy pushing. Both times, the inferno is halfway between splash and single.
    Posted 41 months ago

    Stryker

    lvl 4: Noobsauce Bob
    686
    here
    16/04/14
    IronicNinja,

    Excellent guide for putting logic into the value of the defense buildings! However, I didn't see the base formula that you used to gather your numbers. Here's what I gathered from the guide:

    D*T*X*R*A=V

    D = Damage per second
    T = Type of damage (single, splash, 5 targets)
    X = ?? (I think it's for targets, but there are different values for the same type of targets so I can't be sure)
    R = Range
    A = Advantages
    V = Total Value

    As mentioned, I think "X" is for targets, where it's 1 for ground and .25 for air, but your Archer towers use 1.5 total which is throwing me off. Also, why does the type of damage for the inferno multi, which only targets 5 enemies rate a 3, while splash damage which targets any number of enemies in the vicinity rates a 2 (the mortar for farming rates a 5)? Finally, what determines the value of the Advantages? There doesn't seem to be any value marker other than what you've decided to give it.

    Thanks!
    -Stryker
    Posted 41 months ago

    Adam S

    lvl 2: Hog "Rider"
    188
    here
    16/04/14
    FANTABULOUS guide. This is actually wonderful! You should make this for all the Town Halls!
    Posted 41 months ago

    dylan152

    lvl 2: Hog "Rider"
    56
    16/04/14
    Must of taken some time! Good job! :D
    Posted 41 months ago

    njagga

    lvl 1: Loincloth
    16
    here
    16/04/14
    Very nice guide!
    Posted 41 months ago

    Stinsen

    lvl 2: Hog "Rider"
    114
    here
    16/04/14
    I agree with your calculations,we see what defenses are REALLY important for the base.Now I'm sure what buildings I should change in my base. :D

    PS: It would be cool, if you'll make a similar guide for farming and defense troops.
    Posted 41 months ago

    Demon of Doom

    lvl 3: Teslafried Chicken
    267
    here
    16/04/14
    Cheers man, nice guide!
    Posted 41 months ago

    lord of bacon

    lvl 3: Teslafried Chicken
    242
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    16/04/14
    Well dome man
    Posted 41 months ago

    Ndutz

    lvl 1: Loincloth
    none yet
    here
    16/04/14
    agreed, superb guide!
    Posted 41 months ago

    neggs

    lvl 5: Goblin Ponch
    Admin
    981
    here
    16/04/14
    This is probably the most interesting guide I've approved in months. Well done!