Guides:

Clan Castle Troop Defense Guide

    (login to rate)
  • May 03, 2014 (41 months ago)
Clan Castle Troop Defense Guide
This is a guide I thought would be a good topic for some new players to read. There are tons of guides detailing which troops are best used with which attack, but I haven't found any good guides on which troops you should ask for to defend your base from attack. I am going to borrow and tweak a usefulness rating I liked from Thino007's guide on The Usefulness of Troops, Hero's and Spells.

Usefulness Rating
1. Very Useful
2. Can be Very Useful
3. Useful
4. Can be Useful
5. Not Useful

1. Barbarian
Usefulness: Not Useful
Housing Space: 1
DPS: 8 @ LVL 1 to 26 @ LVL 6
Health: 45 @ LVL 1 to 110 @ LVL 6
Special: N/A

Barbarians seem like they may be good as you can stuff a bunch of them in a clan castle together, but don't. Never ask for barbarians to be your Clan Castle troop for defense as they are very easy to take out by most attacking troops, and will do nothing at all to defend your base from any flying troops. Keep the barbarians where they belong, raiding other villages!

2. Archer
Usefulness: Useful
Housing Space: 1
DPS: 7 @ LVL 1 to 22 @ LVL 6
Health: 20 @ LVL 1 to 44 @ LVL 6
Special: Can Attack Air Units

Archers, it seems like everyone loves them as their defenders, and with good reason. With good Clan Castle placement you can keep your archers standing behind your wall shooting out past them to kill hordes of enemies. However that is where their usefulness ends. They are extremely low health combined with low DPS. When at lower levels they may help you defend your base well, but once you are past that point their usefulness drops to average at best.

3. Goblin
Usefulness: Not Useful
Housing Space: 1
DPS: 11 @ LVL 1 to 42 @ LVL 6
Health: 25 @ LVL 1 to 68 @ LVL 6
Special: 2x DMG on Resources (Useless for defense)

Goblins, they never get any love. Most people seem to never use goblins, yet I do, and argue that 10 well placed goblins can be the difference between a defeat and victory. That being said though, you never want to see these sitting in your Clan Castle defending your base. They are good DPS but very low health. But the good DPS really shines against resource buildings, which enemies do not attack with (Though wouldn't that be nice?) Just skip these.

4. Giant
Usefulness: Useful
Housing Space: 5
DPS: 11 @ LVL 1 to 43 @ LVL 6
DPS Per Space: 2.2 @ LVL 1 to 8.6 @ LVL 6
Health: 300 @ LVL 1 to 940 @ LVL 6
Health Per Space: 60 @ LVL 1 to 188 @ LVL 6
Special: 2x DMG vs Defenses (Useless on defense)

I know this is may be blasphemous to not place them as the greatest defender of all time! But I must. They are decent defenders because of their high HP, but that's all. They have really low DPS, and move slower than a snail. I definitely won't scoff at a giant being placed in my Clan Castle, but at the same time, I never want to see one in my War Clan Castle. The one reason they are ranked as high as they are is because they can sit there and soak up the enemies troop damage while your defensive weapons take them out.

5. Wall Breaker
Usefulness: Not Useful
Housing Space: 2
DPS: 12 @ LVL 1 to 60 @ LVL 6
DPS Per Space: 6 @ LVL 1 to 30 @ LVL 6
Health: 20 @ LVL 1 to 54 @ LVL 6
Health Per Space: 10 @ LVL 1 to 27 @ LVL 6
Special: 40x Damage against walls (Useless for defense), suicide bombing. (Detrimental for
defense), Splash Damage

Ok.... you never ever ever want these in your Clan Castle. It's as simple as that. They will die to 1 or 2 hits from an archer even and even if your lucky enough to get the Wall Breaker to the enemies troops alive, it's going to drop a firecracker, not the bombs your used to against walls. Keep in mind the only reason they are good against walls is the 40x damage bonus. Again only reason to ever donate these to your clan mates in a war is if you're a spy trying to sabotage them. Lol

6. Balloons
Usefulness: Can be Useful
Housing Space: 5
DPS: 25 @ LVL 1 to 162 @ LVL 6
DPS Per Space: 5 @ LVL 1 to 32.4 @ LVL 6
Health: 150 @ LVL 1 to 545 @ LVL 6
Health Per Space: 30 @ LVL 1 to 109 @ LVL 6
Special: Flying Unit, 2x DMG to Defenses (Useless for defense), Splash Damage

The only reason that Balloons get this high of a rating is the fact that they fly. They can only damage ground troops and they move extremely slow. Their splash damage if you get attacked by a horde of tier 1 troops though may be nice. That is the only time I would ever want balloons in my Clan Castle though is if I knew I was up against a weak horde, which you shouldn't know, so keep these out of there.

7. Wizards
Usefulness: Very Useful
Housing Space: 4
DPS: 50 @ LVL 1 to 180 @ LVL 6
DPS Per Space: 12.5 @ LVL 1 to 45 @ LVL 6
Health: 75 @ LVL 1 to 164 @ LVL 6
Health Per Space: 18.75 @ LVL 1 to 41 @ LVL 6
Special: Splash Damage, Can Attack Air Units

Alright, we are finally there! The first troop in my opinion that is a big game changer as a defender. I will even argue that a wizard is a better defender than attacker! The reason being that they do splash damage, which is useless against buildings for the most part, but against a horde of incoming troops a Clan Castle full of wizards can easily take out an entire army of barbarians archers or even giants. They attack both ground and air. The one major weakness I hear over and over is lack of HP, however most of those same people use archers. Lets look at 4 maxed archers vs 1 maxed wizard. LVL 6 Archer is 22 DPS and 44 Health, vs lvl 6 Wiz at 180 DPS and 164 Health. To even them out add the 4 archers together and we get 88 DPS and 176 Health. So yes, 1 wizard has slightly less health than 4 archers combines, but it is only 6.8% less for a 51% increase in DPS. Also the main enemy to low health troops is mortars. 1 mortar takes out all 4 archers much quicker than it does the 1 wizard. But I digress, Wizards are awesome, and easily one of the best defending troops you can have in your Clan Castle.

8. Healer
Usefulness: Not Useful
Housing Space: 14

Ok.... They are healers... They can't heal buildings... Don't use them.

9. Dragon
Usefulness: Very Useful
Housing Space: 20
DPS: 140 @ LVL 1 to 200 @ LVL 4
DPS Per Space: 7 @ LVL 1 to 10 @ LVL 4
Health: 1900 @ LVL 1 to 2500 @ LVL 4
Health Per Space: 95 @ LVL 1 to 125 @ LVL 4
Special: Flying Unit, Splash DMG, Can Attack Air Units

These are the best defenders you can get for your base. They combine the individual strengths of every useful defender on the list. High Damage, High Health, Splash Damage, and THEY FLY! The one down side is that because they cost 20 troop space, you cannot even get one donated to you, until you hit Town Hall lvl 6. But once you do, take every dragon in there you can.

10. P.E.K.K.A.
Usefulness: Can be Useful
Housing Space: 25
DPS: 240 @ LVL 1 to 340 @ LVL 4
DPS Per Space: 9.6 @ LVL 1 to 13.6 @ LVL 4
Health: 2800 @ LVL 1 to 4000 @ LVL 4
Health Per Space: 112 @ LVL 1 to 160 @ LVL 4
Special: Weak VS Lightning (Detrimental to Defense)

This one you will almost never see defending a village. It is because they are super expensive, take a long time to train, and take 25 troop space, meaning you would never see one defending a TH under level 8. That being said they are very beefy, and do tons of damage, but same downsides of giant, slow and only attack single ground units. Plus they are weak to lightning, which I would assume includes the lightning spell. Over all I would say don't use this troop as a defender if you get it, take it out and let it die attacking!

11. Minion
Usefulness: Can be Very Useful
Housing Space: 2
DPS: 35 @ LVL 1 to 54 @ LVL 6
DPS Per Space: 17.5 @ LVL 1 to 27 @ LVL 6
Health: 55 @ LVL 1 to 84 @ LVL 6
Health Per Space: 27.5 @ LVL 1 to 42 @ LVL 6
Special: Flying Unit, Can Attack Flying Units

Small, quick, and deadly. These flying gargoyle looking things are a nasty surprise for many attackers. Your Clan Castle can hold a lot of them, and many troops could not defeat them due to the fact that they fly. These are by far the most common Dark Elixir troop to hand out to clan mates, but also against the right attacker can easily make the difference.

12. Hog Riders
Usefulness: Useful
Housing Space: 5
DPS: 60 @ LVL 1 to 105 @ LVL 5
DPS Per Space: 12 @ LVL 1 to 21 @ LVL 5
Health: 270 @ LVL 1 to 475 @ LVL 5
Health Per Space: 54 @ LVL 1 to 95 @ LVL 5
Special: Jumps Walls (Useless on defense), 2x DMG vs Defense (Useless on Defense)

Hog Riders are awesome on offense. They jump walls and head straight for the enemies defenses! However on defense they lose their top 2 selling points. Every defending troop jumps the wall, and there are no favored troops to attack. That being said though they are still very solid defending troops. Good health, great dps, and they are quick as hell meaning they won't waste much time running from troop to troop. I like them, but I would not ask for them.

13. Valkyrie
Usefulness: Very Useful
Housing Space: 8
DPS: 88 @ LVL 1 to 124 @ LVL 4
DPS Per Space: 11 @ LVL 1 to 15.5 @ LVL 4
Health: 900 @ LVL 1 to 1200 @ LVL 4
Health Per Space: 112.5 @ LVL 1 to 150 @ LVL 4
Special: Splash Damage

Ahh Valkyries... Gotta love these beastly women. They have great health, very great damage, and it's splash damage. As an added bonus they blend in well with a lot of other troops (unlike other great troops like dragons) so an unwary attacker may not even notice the Valkyrie is there until she has destroyed all of his swarm. The one downside to this woman is her lack of an air attack. That being said she is powerful enough I would still use her and rely on my guns and towers for anti air support.

14. Golem
Usefulness: Can be Very Useful
Housing Space: 30
DPS: 38 @ LVL 1 to 54 @ LVL 5
DPS Per Space: 1.3 @ LVL 1 to 1.8 @ LVL 5
Health: 4500 @ LVL 1 to 6300 @ LVL 5
Health Per Space: 150 @ LVL 1 to 210 @ LVL 5
Special: Upon Death explodes for splash damage around golem. Upon Death spawns 2 Golemites with 1/5 Health and DPS

These are beasts as well. However these beasts take up 30 housing slots in your Clan Castle, meaning you will never see one defending a base below Town Hall level 9. If you are lucky enough to get one defending your base though, here are the main key points of golems on defense. They are extremely high health. Their DPS is very low though, especially when you take it on a per housing space basis. However Golem's strength comes from its death. When a golem dies 2 things happens. First there is a small explosion that does between 350 and 550 damage to all troops within a small radius of it. Yea, I just dare you to take out my golem with your horde of barbarians! Next thing is when the golem dies, it spawns 2 golemites in its place, each with 1/5th the health and damage. and if your keeping track that means even a lvl 1 golem to destroy it and it's 2 golemites will take 6300 damage, up to 8820 damage at lvl 5. Very rare that you will see one defending, but be wary when you do.

15. Witches
Usefulness: Very Useful
Housing Space: 12
DPS: 25 @ LVL 1 to 30 @ LVL 2 (With Skeletons 175 @ LVL 1 to 230 @ LVL 2)
DPS Per Space: 2.1 @ LVL 1 to 2.5 @ LVL 2 (With Skeletons 14.6 @ LVL 1 to 19.2 @ LVL 2)
Health: 75 @ LVL 1 to 100 @ LVL 2
Health Per Space: 6.25 @ LVL 1 to 8.3 @ LVL 2
Special: Summons 6 to 8 skeletons to fight with her. Can attack Flying Units, Splash Damage

These little witches are surprisingly good at defense! They have very low health per troop spacing, and again very low damage. But these witches will stand back and constantly summon waves of skeletons. So if you are going to use these as defenders make sure your Clan Castle is behind the wall where hopefully your witches will stand behind the wall and send their skeleton minions out over the wall to engage the enemy, and then when they die, the witch just summons more. And even though her damage isn't very good, it is splash damage and it attacks both land and air. So with her skeletons involved she is a very good well rounded defender of your base. (I did not include the skeletons in the health stat like I did with the DPS stat cause the skeletons will just keep spawning. In Ideal situation Health would be infinite)

There is no invincible defenders of your base. Any troop can be drawn out and taken out by a smart attacker, but if you use what is stated in this guide you may just find you win a few more defensive battles. Anyways, I hope this has helped at least a few of you, and please feel free to leave feedback in the comments below.
    Posted 21 months ago

    gemv3app

    lvl 2: Hog "Rider"
    60
    09/12/15

    Posted 39 months ago

    akels

    lvl 1: Loincloth
    5
    here
    19/06/14
    like this guide but I got confused on the wizard explanation u made the point that 4 archers would get destroyed by a mortar but we are on defense so it wouldn't matter
    Posted 40 months ago

    Viddas

    lvl 1: Loincloth
    11
    here
    05/06/14
    Balloons don't do 2x to defenses fyi, their AI is just set to destroy them
    Posted 40 months ago

    Tucker123

    lvl 1: Loincloth
    6
    28/05/14
    Barbarians are good if your CC is in the right place where it can not be reached easily and have to spend about 3 wallbreakers to reach it for 2 troops to come out, the can come out to avoid the wizs or drag or whatever else is in there.. therefore they have some use to them.
    Posted 40 months ago

    KnowYourFacts

    lvl 1: Loincloth
    3
    here
    19/05/14
    Man, I keep hitting the comment button once, but it does like 3 :/
    Posted 40 months ago

    KnowYourFacts

    lvl 1: Loincloth
    3
    here
    19/05/14
    Currently, P.E.K.K.A.s do not receive any extra damage from Lightning Spells, only Hidden Teslas.
    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    18/05/14
    yeah thats a good idea thnx
    Posted 40 months ago

    Clurichaun

    lvl 2: Hog "Rider"
    180
    here
    18/05/14
    @Soniti Thanks for the positive feed back! And yes, there are quite a few very deadly combination of troops, but this guide is on the individual merits of each troop.

    @Aragorn222 Yea, I wish I could edit the guide to reflect that healers do in fact heal buildings, though I do still think that they wouldn't heal enough to make a difference. a single max level healer heals 71 health per second, which because troops far out damage defenses isn't as helpful as healers are on an attack. That being said though if you find yourself getting 3 stared at 2:50 seconds plus consistently the healer just might slow the attackers enough to save you that last star.

    @blah3 Like I said in the guide I wasn't sure whether P.E.K.K.As would be vulnerable to lightning spells, though seems like that is something supercell should add in. But your build of 1 witch, 3 wizards, and an archer would indeed be very deadly. Might try trading out one of the wizards for a couple of minions as well to round it out even more!
    Posted 40 months ago

    Aragorn222

    lvl 1: Loincloth
    1
    16/05/14
    Sorry, just realized you know that healer heal buildings.
    Posted 40 months ago

    Aragorn222

    lvl 1: Loincloth
    1
    16/05/14
    I would like to point out that healers DO heal your buildings, and are extremely useful especially when combined with other troops in the Clan Castle. However, they are vulnerable to being drawn out and killed by Wizards/Archers. If you don't believe me about healers healing buildings, ask for one yourself. I often ask for them as they are awesome.
    Posted 40 months ago

    Soniti

    lvl 1: Loincloth
    8
    here
    15/05/14
    Nice to get another opinion on defending troops, I find I agree with pretty much every point. I would argue archers serve a greater purpose when accompanying wizards or witches, but I figure this is more to focus on each unit as an individual garrison.

    A lot of good advice here.
    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    14/05/14
    it is only weak to teslas, which do twice the damage.
    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    14/05/14
    lol, a PEKKA is not weak to a lightning spell
    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    13/05/14
    i have a defense in which a guy used a bunch of lvl 5 wizards, lvl 6 archers, lvl 10 archer queen, lvl 5 hogs, and lvl 10 barb king and couldn't kill them lol
    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    13/05/14
    actually two witches are really strong too. also becuz i have a hard to lure cc, it takes forever.
    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    13/05/14
    i currently have a lvl 4 cc (25 housing space), and my favorite combo is 1 witch, 3 wizards, and 1 archer
    Posted 40 months ago

    blah3

    lvl 2: Hog "Rider"
    77
    here
    13/05/14
    Witches are amazing at defense!! ☺
    Posted 40 months ago

    TheKGamer

    lvl 2: Hog "Rider"
    51
    here
    13/05/14
    Great guide, quick thing about the healers tho, they can slightly heal your buildings, but not much. Great guide though!
    Posted 40 months ago

    Clurichaun

    lvl 2: Hog "Rider"
    180
    here
    12/05/14
    @KnowYourFacts Thank you, I wish there was an edit function on the guides.

    @Nogville Yes, I messed up on the healers. But like has been stated even though they heal buildings they dont do it effectively. But no where in my guide do I state that someone should use all wizards. No where in my guide do I say to use all of any one troop. This is a guide on the merits of troops when used defensively. I personally like a mix of troops, in both offense and defense. Every troop has weaknesses so the best thing to do is shore up the weakness with the strength of other troops. And I thank you on the complement of my guide being black and white. If people use the black and white I provided them they can then mix them to create the shade of grey that best suits them.
    Posted 40 months ago

    Nogville

    lvl 1: Loincloth
    7
    12/05/14
    WHAT? Dafuq???

    Who wrote this steaming pile of garbage??

    Only a noob wouldn't know healers do in fact heal buildings.

    This guide is very black and white, and the best answer is a shade of gray. Meaning all wizards aren't the best strategy, but a combination of troops. I know what top 100 players use for defense troops and it definitely isn't all wizards.
    Posted 40 months ago

    KnowYourFacts

    lvl 1: Loincloth
    3
    here
    10/05/14
    You can stop saying "healers heal buildings" cuz he's already acknowledged this.
    Posted 40 months ago

    Epicness13

    lvl 1: Loincloth
    15
    10/05/14
    healers do heal buildings
    Posted 40 months ago

    Clash my Clan

    lvl 2: Hog "Rider"
    178
    here
    10/05/14
    This is my thought on the cc (clan castle) in defense for war:
    If your cc is very easy to lure, wizards dragons are best
    If your cc is possible but very difficult to lure, all archers are by far the best
    If your cc is impossible to lure (which i recommend), valks, wizards, dragon or witches are best
    Posted 40 months ago

    KnowYourFacts

    lvl 1: Loincloth
    3
    here
    09/05/14
    Co0lestcat... 10 seconds is a pretty long time in CoC... And as for your barbs, with your knowledge
    Posted 41 months ago

    Co0lestcat

    lvl 1: Loincloth
    24
    here
    09/05/14
    Giants also suck cuz 10 archers can easyily take them out in like 10 seconds
    Posted 41 months ago

    Co0lestcat

    lvl 1: Loincloth
    24
    here
    09/05/14
    Barbs suck i had some in my cc they died in 2 seconds they suck like hell
    Posted 41 months ago

    Clurichaun

    lvl 2: Hog "Rider"
    180
    here
    08/05/14
    The only reason I put giants as useful is their Health. If not drawn out properly the enemy can spend alot of time just trying to kill them while your defenses take out the enemy troop. However you wouldn't be wrong in naming them "Can be Useful." As far as barbs go I simply do not like them as they are too easy to defeat by too many troops. And if you place 1 wizard down the entire horde of barbs is gone before one can even get close enough to hit the wiz. If you want the benifit of troops taking a while to come out of CC stick with archers, as even though they are weaker they are also much less likely too group up where 1 splash hit will kill them all.

    And TheRake, yes giants do double damage to defenses, but again that is useless for this cause enemies will not be attacking with defenses.
    Posted 41 months ago

    Destroyer of n00bs

    lvl 2: Hog "Rider"
    151
    08/05/14
    Wtf! Giants are really really bad. Barbarians are so much better. They do a lot of damage and have reasonable health. THEY ALSO TAKE A LONG TIME TO LURE OUT SINCE THERE ARE SO MANY. 5 barbarians has nearly as much health as a giant and there aren't that many attacking units that do splash damage.
    Posted 41 months ago

    TheRake

    lvl 1: Loincloth
    22
    here
    08/05/14
    giants dont do 2X damage against defences dude
    Posted 41 months ago

    Dam_Dat_Uknown212

    lvl 1: Loincloth
    none yet
    08/05/14
    Giants are not useful but the Rest Are Right ✔
    Posted 41 months ago

    NC0990

    lvl 2: Hog "Rider"
    112
    07/05/14
    Great guide, I agree with all of the ratings given to each individual troop for defense. As far as combinations of troops there are just so many combinations and possibilities it's hard to really tell but I can't wait to eventually try out the witches lol
    Posted 41 months ago

    hansolo128

    lvl 1: Loincloth
    13
    here
    06/05/14
    As pointed out, Healers do heal buildings (not that useful against even mid level troop DPS though). I HATE getting Giants in my CC, they take up so much space that you can't get enough of them to be useful, the only thing worse would be WBs. I think Archers are one of the best because while they are low health and DPS, having a CC of them can take a long time just to pull them all out, forcing them to waste a good chunk of troops. Once out, if you had say 25 even lvl4 archers we're talking 400DPS, or 30 lvl6 would be 660DPS. That's mean. I personally ask for 2-4 Wizards and the rest archers. If you don't pull them you lose, if you pull them wrong you lose a lot just dealing with them.
    Posted 41 months ago

    KnowYourFacts

    lvl 1: Loincloth
    3
    here
    06/05/14
    I'd much rather have 2 archers than a wall breaker that takes out like, 2 or 3 archers, one time.
    Posted 41 months ago

    mehranJ

    lvl 6: Giant Sideburns
    2,072
    here
    06/05/14
    as you know the troops that are attacking you will only attack the cc troops when one of the cc troops hit one of them so that the wb can go in a large bunch of archers or barbs and explode which can be very very useful to kill everyone and with their very high speed of 32, they can simply not get hit by many troops
    Posted 41 months ago

    mehranJ

    lvl 6: Giant Sideburns
    2,072
    here
    06/05/14
    healers can heal buildings
    Posted 41 months ago

    Clurichaun

    lvl 2: Hog "Rider"
    180
    here
    05/05/14
    That would indeed be a very deadly combination Tfirsty. I'm going to have to watch that one. Though i just might trade the minion and archer for 3 barbs to play tank along with the skeletons, just to make sure the witches are targeted last.
    Posted 41 months ago

    Tfirsty

    lvl 1: Loincloth
    35
    05/05/14
    The best is 2 witches, 2 wizards, a minion and a archer
    Posted 41 months ago

    Memmons1

    lvl 3: Teslafried Chicken
    213
    here
    05/05/14
    Healers can heal buildings.
    Posted 41 months ago

    Clurichaun

    lvl 2: Hog "Rider"
    180
    here
    05/05/14
    Ok, I apologize I didn't think healers healed buildings, either way though they heal at most for a max level healer 71 HPS, which 3 barbs out damage, 3 archers almost out damage that. Healers remain not useful as defenders as the 14 housing space could be much better used on other troops.

    Barbarians rely too much on the horde aspect and overwhelming numbers. Sure they would do good against someone trying to kill them with archers, but a single wiz can take out the entire CC full of barbs easy. And as far as dragons go vs wizards I put Dragons as the wizards slight better simply because it is much harder to kill, and a live dragon is going to do much more damage than a dead wizard. No doubt though about wizards usefulness. I'd give the dragon a 95, and a wizard 93 out of a hundred.

    And as far as having a mix of troops, I agree completely. I'd go with this setup as my ideal per CC level.
    1: 10 slots, 2 Wizards and either 2 archers or a minion
    2: 15 slots, 3 wizards, 3 archers or a minion and archer
    3: 20 slots, 1 dragon or 5 wizards
    4: 25 slots, 1 dragon, a wizard, and an archer
    5: 30 slots, 1 dragon, 2 wizards, and a minion
    Posted 41 months ago

    bussy9

    lvl 2: Hog "Rider"
    164
    here
    05/05/14
    Healers do heal buildings ad they are very useful if your opponent cant hit them
    Posted 41 months ago

    TDM

    lvl 2: Hog "Rider"
    196
    here
    05/05/14
    I also don't really like Dragons for defense. Sure, they're decent, but they aren't as good as Wizards.
    Although imo having a mix of troops works well as if all your troops are the same type, they're all weak to the same thing.
    Posted 41 months ago

    KnowYourFacts

    lvl 1: Loincloth
    3
    here
    05/05/14
    Healers do heal buildings on defense, so...
    And barbarians are actually pretty useful, although they can't attack flying units or from a distance.
    Dragons are decent on defense, but by far are not "Le Best Troop Evah."
    Posted 41 months ago

    Clurichaun

    lvl 2: Hog "Rider"
    180
    here
    05/05/14
    Thank you! I'm glad you've found it useful.
    Posted 41 months ago

    Hutner

    lvl 1: Loincloth
    13
    here
    05/05/14
    Pretty good guide! Will be very useful when requesting for troops.