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Warmongers Guide to Clash of Clans

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  • Aug 04, 2014 (38 months ago)
As a long time Clash gamer/player with a very respectable lvl 117 TH10 base, I recently started a new account (mostly to occupy time while waiting for my 14 day upgrades to finish) and rediscovered the fun of playing and especially warring at lower TH levels and was quick to be thankful to lean on the lessons of the past and the rapid growth and effectiveness it yielded this time around, so this guide is is intended as a concise A-Z guide for beginners and even some experienced players on how to maximize your growth potential (without gems), your fighting effectiveness and defensive base design BOTH FOR FARMING AND WAR. Any comments or questions are welcome.

First things first, if you want to grow fast and cheap, the golden rule is NEVER LET YOUR TOWN HALL (TH) GROWTH OUTPACE THE REST OF YOUR BUILDINGS AND RESEARCH! Always, Always, Always max every building including walls, and RESEARCH before you upgrade your TH. Why you ask? see below (thanks to badwolf007 for doing the math.)

Secondly, the more builders you have the faster you'll grow, so don't spend any of your free gems on speedups or buildings, save every one to acquire builder huts, complete as many achievements as you can quickly to earn free gems , you can easily attain the 3rd builder by trophy hunting to 1250 trophies within a couple of weeks. Donate as many troops as you can (250 gem bonus for 25k troops donated) you'll have fun and grow quickly with only 3 huts and by the time you get to crystal league (2000 trophies) (another 250 gem bonus), you'll have enough for the 4th! (free gems can also be earned with social media 'likes' etc. if you're willing to spend a few minutes claiming them on the promotions tab)

Gold/Elixir Loot:

The percentage of gold/elixir that can be stolen from storages is 20% and is capped at 198k. This means that if more than 992k is being held in storages, it is subject to the cap.

The percentage of gold/elixir that can be stolen from mines/collectors is 50% and is capped only by the storage capacity of the mine/collector.

There is an additional 1k of each resource that can be stolen inside the Town Hall.

Therefore, calculated loot = (20% x stored resources, up to 198k) + (50% x amount in mines/collectors) + 1k.

This means that the maximum calculated loot, for each resource, that can be stolen from 1 opponent (with maxxed mines/collectors and full storages) is: 198k + (7 x 75k) + 1k= 724k.

These figures are BEFORE the multiplier is applied. The multiplier is what is behind the loot "penalty" and the loot "bonus". The amount of AVAILABLE loot= calculated loot x multiplier. The multiplier is determined as follows:

5% for attacking someine with a TH 4+ levels lower than the attackers.
25% for attacking someone with a TH 3 levels lower than the attackers.
50% for attacking someone with a TH 2 levels lower than the attackers.
90% for attacking someone with a TH 1 level lower than the attackers.
100% for attacking someone with a TH level equivalent to the attackers.
110% for attacking someone with a TH 1 level higher than the attackers.
150% for attacking someone with a TH 2 levels higher than the attackers.
200% for attacking someone with a TH 3+ levels higher than the attackers.


Maximum loot after the multiplier is applied is [(200%) x (198k + 7 x 75k)]+1k = 1.447 million of either gold or elixir. This is, of course, highly unlikely for someone to actually raid, though.

The comprehensive formula for finding available loot is:
(multiplier percentage) x [(20% x storage amount, capped at 198k) +(50% x mine/collector amount) + 1k]=loot
NOTE: The 1k that the TH stores is subject to the PENALTY, but not the BONUS, as 1k is the most it can ever store.
In addition to what is won in battle, there are loot bonuses for being in trophy leagues.

Dark Elixir Loots:
Dark elixir storages have 5% available for raiding and dark elixir drills have 75% available for raiding. The cap for raiding from the storage is 2k, while the drills are raidable according to (75% of uncollected DE) x (loot multiplier) or the maximum capacity of the drill, whichever is lower.
The maximum amount of DE that can be looted from a single raid is: (200% x 2k)+(3 x 1.6k)=8.8k
The formula for dark elixir loots is:
(multiplier percentage) x [(5% x storage amount) + (75% x amount in drill(s))]= loot.

In other words, upgrading your TH prematurely will waste a lot of time and loot, you will develop at an accelerated rate and never be worrying about empty storages.

Upgrade order:

Ill break this down into building types for ease of viewing by Defensive, Offensive and Economic.

DEFENSES:

#1 Splash weapons - Mortar and Wizard Towers
#2 Air defense
#3 Walls
#4 Primary Weapons - X-Bow and Inferno Tower (IT)
#4 Point defenses - Teslas, Archer Towers, Cannons
#5 TRAPS - don't forget these!

Note* teslas are the highest DPS in the game and the best value, max them!

Offensive Upgrades:

#1 Army Camp - The more troops you can build the easier the farming
#2 Lab - Upgrades troops
#3 Barracks - Unlocks new troop types and increases the queue size
#4 Spell Factory - Increases the type and number of available spells

Economic Upgrades:

#1 Storages - First priority every level, you can't steal more than you can hold after all and some of those upgrades will require maximum capacity each TH level, plus they are strong defensively with high HP pools, you can splash damage a lot of troops while they're busy attacking one.

#2 Collectors - Don't neglect these, maxed at TH 5 they can produce 200k of each every 16 hours so shield time isn't wasted (at TH 7 with maxed collectors its 288k/16 hours and by TH10 its 336k/16 hr). Note* take advantage of boost promtions, once in a while you'll be able to boost production for 1-7 days for a single gem.

If you are using 2 builders only at this point; upgrade 1 storage and one defense at a time until the storages are completed, then upgrade 1 offensive building and one defensive building (in the above noted orders)until they are complete each TH level then complete your collectors

If you are using 3 builders; upgrade 1 storage/collector, one defense and one offensive building at a time(again, in the orders above). This way you'll minimize the effectiveness of enemy raids by only having one defense disabled at a time and ALL your buildings will attain their maximum defensive potential (everything takes time to kill adding to troop attrition and eats up the clock as well).

BASE DESIGN:

This is a hotly debated and contested subject so I'll try to keep it simple, for examples I'll delve into my own database of original and copied/modified designs.

1) There are three types of bases; defensive/war, farming and hybrid. A defensive bases purpose is to protect your TH, minimize base damage % and trophy/rank loss during regular play and clan war. A farming base is intended to protect your resources at the expense of trophies. A hybrid, naturally, is a combination of both and generally one of the more preferable designs if you want to both climb the ranks and still stay on the upgrade path.

2) NO BASE IS PERFECT! Every base will be vulnerable to at least one or more attack methodologies/strategies, the object is to minimize the impact of the most popular ones and as many as possible of them rest. Some common examples (and acronyms) of attack strategies both for farming and trophy hunting are: BARCH (barbarian/archer), GOBARCH (goblin/barb/arch), BAM (balloon/archer/minion), DRAGONIAN (dragons/barbarians) GOWIPE (golem/wiz/pekka), GOWIWI (golem/wiz/witch), HOGGARD (hog/wiz) and the simplest trophy hunting combination at lower levels consisting of massed giants and healers with support troops.

3) NO BASE IS PERFECT! But here are some basic ABC design precepts to follow if you want to keep your hard-earned loot and keep those war stars off the enemy score sheet. Be prepared to tweak or completely redesign your base every two TH level (or every one if necessary) as some levels the new buildings granted will just have nowhere to be placed effectively. As your base matures so too do your design tactics need to adapt to the higher level of opposition armies, the different types of troop combinations opposing you and the experience levels of the human players you'll be facing (ie. what worked at TH levels 1-7 is not going to work at TH levels 8-10).

A) Keep your base symmetrical in design to maximize both the weapons triangulation and the ease of editing in the future. Strive to have every building within the radius of at least two defenses.

B) DON'T build a basic square design, keep your base highly sectored and offset your wall sectors, this will prevent a few wallbreakers from opening up your whole base like a can of tuna and getting to your goodies. The best way to achieve this is to avoid lots of X intersections that can allow wallbreakers to open up 3 or 4 sectors at once (especially on the perimeter walls).

C) USE YOUR TRAPS EFFECTIVELY. Traps are the most often overlooked thing I see in bases, most just thrown around the outside of the base as an afterthought or inside in places where they're unlikely to be effective. You want your traps to be used so they are generally best used as perimeter defenses, killing troops before they can get close to their objective, the more troops you can kill on the perimeter the better, so build troop funnels, areas that will lure attacking troops into your traps and bunch them up so they're more vulnerable to splash damage, (after all, traps that don't go off aren't doing you much good are they?) Air bombs (the red ones) should be clustered to deal with balloons and minions and placed to cover any weak spots, protecting your storages or TH depending on your priority. Placing a seeking air mine (the black ones) near your air defense is usually a safe place since players will release their healer close to it after the ground troops kill it.

D) For TH 1-7 keep your design compact with splash weapons (mortar/wiz) in the second line of defenses and place your Clan Castle (CC) and air defenses so that the majority of your base is within their defensive radius (CC reinforcements can end an attack very abruptly).

E) Archer towers are your secondary line of air defense so spread them out in such a way as to cover any gaps that your air def cant.

F) Cannons can absorb more damage and have a faster rate of fire (ROF) and smaller defensive radius than archer towers so place them at the mouth of troop funnels to attract attacking troops, especially giants and hogs.

G) Notes for farmers: Try to keep your storages within the radius of your wizard towers and mortars. Centralized storages are usually highly vulnerable to goblin raids so keep every storage in a separate sector and covered by multiple (3-4 or more) defensive buildings.

H) Notes for trophy hunters and war bases: Centralize your TH, CC, Hero(s) and air defenses and keep each splash weapon and as many other defenses as possible in separate sectors to maximize the time they stay alive and the damage they inflict, use your highest hit point (HP) buildings (storages, army camps and collectors) as shields to protect your defenses, especially your wizard towers.

***For examples of simple yet effective base designs that employ these features, check out the following farm vs war base designs of the same TH level. Keep it simple, you can see especially from the TH 4,5 and 6 designs, its not always the strength of the defenses that make the make a base work, but how well they do what was intended by the design that you should grade them.

TH 4 Farming #1 - http://clashofclansbuilder.com/plan/489472
TH 4 War/Def #1 - http://clashofclansbuilder.com/plan/489447
TH 4 War/Def #2 - http://clashofclansbuilder.com/plan/489495

TH 5 Farming #1 - http://clashofclansbuilder.com/plan/489522
TH 5 Farming #2 - http://clashofclansbuilder.com/plan/489534
TH 5 War/Def #1 - http://clashofclansbuilder.com/plan/489549
TH 5 War/Def #2 - http://clashofclansbuilder.com/plan/489607

TH 6 Farming #1 - http://clashofclansbuilder.com/plan/492526
TH 6 Hybrid #1 - http://clashofclansbuilder.com/plan/492501
TH 6 War/Def #1 - http://clashofclansbuilder.com/plan/489819
TH 6 War/Def #2 - http://clashofclansbuilder.com/plan/489634
TH 6 War/Def #3 - http://clashofclansbuilder.com/plan/491792

TH 7 Farming #1 - http://clashofclansbuilder.com/plan/498562
TH 7 War/Def #1 - http://clashofclansbuilder.com/plan/498604
TH 7 War/Def #2 - http://clashofclansbuilder.com/plan/498629
TH 7 War/Def #3 - http://clashofclansbuilder.com/plan/505081

TH 8 Hybrid #1 - http://clashofclansbuilder.com/plan/462762
TH 8 Hybrid #2 - http://clashofclansbuilder.com/plan/462908
TH 8 War/Def #1 - http://clashofclansbuilder.com/plan/491834

TH 9 War/Hybrid #1 - http://clashofclansbuilder.com/plan/454293
TH 9 War/Hybrid #2 - http://clashofclansbuilder.com/plan/462504
TH 9 War/Hybrid #3 - http://clashofclansbuilder.com/plan/462590
TH 9 War/Def #1 - http://clashofclansbuilder.com/plan/462550

TH 10 Farming #1 - http://clashofclansbuilder.com/plan/334457
TH 10 Farming #2 - http://clashofclansbuilder.com/plan/232864
TH 10 War/Hybrid #1 - http://clashofclansbuilder.com/plan/409943
TH 10 War/Def #1 - http://clashofclansbuilder.com/plan/462665
TH 10 War/Def #2 - http://clashofclansbuilder.com/plan/403637

As you can see there are many styles to choose from, all have their strengths and weaknesses respectively and each is designed for a specific task. I definitely encourage players to use an original base design whenever possible but feel free to take a look at my complete base collection (128 at last count) if you're in need of inspiration or thinking of a change but you're not sure where to start.


FARMING and WAR:

There are enough guides out there on how to farm so I will just stick to the very basics. For players between the TH 1-8 range The cheapest and most cost effective farming army is the barbarian/archer (BARCH) or the goblin/barb/arch (GOBARCH) method, its very cheap and fast to build, use it to collector farm and raid vulnerable storages only, you can still achieve a plus rating using this method if you encircle a base and destroy the outer buildings to earn a 50% rating. I've used this method even in crystal league with build times between 15-20 minutes on average.

For TH 1-7 the best and most cost effective hybrid attack method is massed giants (10 or more), lots of wallbreakers (10 or more) a healer or two and then equal numbers of barb/arch/goblins in support and cleanup. Just draw out and kill the CC troops (if any) with archers and barbarian then target the air defense with your giants and deploy your healers after the air def is destroyed. Use your giants as a meat shield and don't deploy your tier one troops behind them until the giants have distracted the defenses, especially the mortars and or wiz towers. You'll climb the trophy ranks quickly and easily this way and never have to worry about letting your storages go empty either.

*** A note about wallbreakers (WB); they target the closest wall sector each time they are deployed but will continue in a straight line if you send more of them then required to break through a wall, soif you are looking to punch a hole straight into the middle of a base, send them out in a large group of 6 or more behind your giants. I see a lot of people get frustrated using WB because they die by mortar before reaching the wall, just remember to time your deployment just after a mortar round drops and you'll have few instances of this.

On the subject of war, since you are able to scout out the opponent ahead of time, the first thing you'll want to do is pick your target and build a custom army to exploit an individual bases weakness. For example, If they have weak or exposed air defenses, build a balloon or dragon based army. Second and most important when attacking during a war base is to lure out the CC troops first! Draw them far enough away from the base defenses so that you can surround and kill them without taking attrition loss from the bases defenses while you do it.

*** Note: I would suggest every war army with the exception of an all dragon attack should include at least 4-6 wizards as they can be used to surround and easily kill the CC troops once they are isolated.

SPELL USE:

Every unit has its strengths and weaknesses and each is complimented by differing spell use accordingly.

RAGE: While all units will benefit from the rage boost, it is most effective when applied to your slow moving primary offensive units, namely giants, balloons, golems, pekkas and dragons.

HEAL: Use it to keep your troops alive especially giants, balloons, hogs and tier one troops; all units with the exception of dragons, pekkas and golems (the movement speed and HP pool of these units is so large that they will drain a heal spell to its recovery limit quickly and will not greatly increase their effectiveness in combat) will benefit greatly by a nicely timed heal spell.

LIGHTNING: Use it one of three ways, to kill CC troops (try to cluster the CC troops close to one another before using it on them), to kill a mortar/air def or wiz tower or to farm dark elixir.

JUMP: An oft overlooked spell, best utilized with your heavy defense seeking units; giants, golems and pekkas. This spell will automatically redirect any units in the immediate vicinity to your spells area of effect (so those units pounding away uselessly at a wall while at the mercy of the base defenses can be put to better use)

FREEZE: Utilized almost exclusively at the TH10 level to disable the inferno towers and nearby defenses for a momentary respite, not really effective until max level is reached.

RESEARCH: The final frontier... troops and spells need to be upgraded to keep pace with your base in order to tackle the tougher opponents and to increase your chances of success in clan war. In general you should upgrade regular troops in this order: Giants, barb, archer, goblin, healer, wallbreakers, wiz, balloon, dragon, pekka. Dark troops upgraded in this order: minion, hogs, witch, golem, valkyrie. Spells: Lightning, heal rage, jump, freeze. If you can stick to this you'll find an equal balance between farming and war success and should always be ready to tackle any opponent of equal TH level and be able to at least one star or more an opponent of one TH level higher.

I hope you found these insights and observations useful and welcome any comments or constructive feedback, there are many nuances to the game that could not possibly be covered in one guide but following these simple guidelines will keep you on the swiftest path to growth, success and the least amount of frustration and hair-pulling, good luck and CLASH ON!

Gandh!
    Posted 21 months ago

    gemv3app

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

    Posted 26 months ago

    Zoggy

    lvl 2: Hog "Rider"
    157
    here
    08/07/15

    Gumnut Gamer, that is not rushing, that is simply upgrading the town hall. Whyen pople say rushing, they mean upgrading the town hall BEFORE you have good walls and a good army. Some people saythat rushing a base is upgrading your town hall before eveythign is maxed out, but most say it is just upgrading it right away. So what you descibed is not rushing.

    Posted 36 months ago

    Gumnut Gamer

    lvl 1: Loincloth
    30
    14/09/14
    Rushing the town hall is a quick cut for defense if you already good enough. By this I mean if you town hall 5 and you have good walls and a good army, advancing your town hall can give you the opportunity for more defenses and a better army. This can also act as a small lure as if you have a good base, clans will think of you higher then someone else with a good town hall 5 base even when your the same trophy rank. I'm not that good of a player so what I'm doing is keeping my trophy's at a steady 1000 and advancing my base till I'm ready to rush my town hall and move up in the trophy's. Although many of you would disagree, think of it as a steady rushing for a quick nice little OP base if you will. Thank you for reading, Gumnut Gamer
    Posted 36 months ago

    warmongers

    lvl 1: Loincloth
    none yet
    08/09/14
    I am pratham and good guide you have given Gandhi I learned very much from this guide thank you!!!!!:)
    Posted 36 months ago

    warmongers

    lvl 1: Loincloth
    none yet
    08/09/14
    Hi Gandhi you know me naah.I am pratham which was in warmongers.habe kicked me because I was not active but my exams were going on that's why I was not active and I wrote this also in the chat but he kicked me......by the way I love this clan and will also request people to join this clan as its the best and best of every clan at last I would only say that noone
    break warmongers.......
    Posted 37 months ago

    macky2007

    lvl 1: Loincloth
    none yet
    27/08/14
    sir how can i understand the plan that you've given? im just a beginner and i want to learn how i will build my base. its only green boxes. thanks i hope you will help me.
    Posted 37 months ago

    Gandh!

    lvl 6: Giant Sideburns
    1,811
    here
    24/08/14
    Thanks dunbo, I do appreciate the input, as I said, there are many nuances and unlimited ways to play and I do agree with your statement that ..." it's not necessary or BETTER to do that. Especially if you've played for before, are starting a second account, and are not intimidated as easily." ...and I've stepped outside my own guidelines a few times with my alt account because of my experience level. Keep in the forefront of your mind that this is intended primarily as a guide for beginners that will lead down the least stressful growth path and I fully expect players to adapt to the situation according to their experience level. Clash On!
    Posted 37 months ago

    dumbo

    lvl 1: Loincloth
    11
    21/08/14
    I have to disagree with this. I'll try to be constructive and polite. Buy much of this advice is just wrong. To complicate things, the wrongest parts are part of the"conventional wisdom" on coc, so you won't get much disagreement from most people.

    I'm not exp level 117. Just 89 with a th9 and about 8 months of playing. BUT I do have six accounts and enjoy making new ones to experiment with, so maybe I do have more real experience.

    The biggest piece of wrong conventional wisdom on doc is that you should always max out your base before upgrading yourtown hall. Uh, no. I hope this doesn't shock too many people. Maxing your base first is great advice for newbies who don't know how to raid yet and are playing it all by ear for the first time, because many of them aren't skilled enough to play more aggressively. For town halls BELOW TH7, upgrading town halls quickly is the better option in order to max your attacking power quickly, and thus your gold and elixir flow. You'll also get your builder huts 3 and 4 faster this way from achievements, turbocharging your development speed even more.

    In particular, I would always recommend to anybody to start upgrading any TH6 immediately, even right after you've just finished the TH6 upgrade. (I can already hear the howls of outrage from the "experts"). TH6 is the weakest and most boring of all the town hall levels with the fewest number of important upgrades. And you can do ALL of the important ones while the six day upgrade to TH7 is ongoing. (Giants.). You get such a massive increase in attacking power, and thus loot, when you get to TH7 that all the upgrades you skipped until now are trivial matters.

    I do recommend maxing everything at TH7 level before proceeding to TH8. But since TH7 is, in my opinion, the easiest and most fun level to play, it's a pleasure to stay there and wallow in it as long as you can.

    "But Dumbo! What about all that loot they will steal when you're under-developed?". To a good player, that is irrelevant because at levels below TH7, you can easily make enough for any big upgrade in one session of looting. If you are saving up money or depending on mines and collectors for your upgrades, you're probably not playing the game right. Nothing wrong with that, mind you. Everybody has a different lifestyle. Whatever floats your boat. But it's not necessary or BETTER to do that. Especially if you've played for before, are starting a second account, and are not intimidated as easily.

    I've got accounts up to TH7 with NO walls at all and only the dinky level 1 cannon for defense. I'm sure most people look at it and think it's a gem job, but it's not. It gets 3-star raided twice a day and usually loses about 120k. Big deal. It only has one/mine and three collectors. And a lovely level 9 barracks that can train dragons. I intend to freeze it at this state with no further upgrades and use it to test and probe the clan war matching A and then give it away or retire it, and start another account with a different theme.
    Posted 37 months ago

    KtLeGenScOC

    lvl 1: Loincloth
    none yet
    20/08/14
    Nice, very nice
    Posted 37 months ago

    Gandh!

    lvl 6: Giant Sideburns
    1,811
    here
    16/08/14
    @nickava there are a several TH7 hybrids in my collection, just click on my name and check em out.
    Posted 37 months ago

    Mohab The Boss

    lvl 3: Teslafried Chicken
    207
    here
    15/08/14
    Aaawwww mmaaannn... I was planning to make a guide like this! It pretty much looks like an awful co incidence for me because I wanted to make a similar guide for the first time, but I saw this. But I appreciate, very well made and perfectly explained.
    Posted 37 months ago

    eneskimo

    lvl 1: Loincloth
    none yet
    here
    14/08/14
    D
    Posted 37 months ago

    nickava16

    lvl 2: Hog "Rider"
    81
    here
    13/08/14
    gandh can you also make a good th7 hybrid base im also interested in protecting my storages
    Posted 37 months ago

    coconut129

    lvl 1: Loincloth
    1
    here
    13/08/14
    wayyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyyy too long man
    Posted 37 months ago

    Gandh!

    lvl 6: Giant Sideburns
    1,811
    here
    10/08/14
    Thanks everyone for the input, I appreciate the different perspectives and I hope other readers do too, different styles of play are what make clash so entertaining, clash on!

    @...Qmegali The primary and point defenses are both #4 due to a typo sorry, primary 4th, point 5th, traps 6. As Evesy mentioned its a general upgrade order which will allow you to farm, trophy hunt and war without any broad gaps in your capabilities but yes, upgrading what you use most for farming takes priority for many players.

    @Ninja...From what I've seen of your designs...well lets just say you shouldn't be throwing stones lol. When you have multiple bases in the top ratings pools, and lead your clans in war defenses won/minimum stars lost, THEN please leave a constructive comment...if you're capable of one instead of negativity...or is it just jealousy? How's that for ironic? ;)
    Posted 37 months ago

    IronicNinja

    lvl 3: Teslafried Chicken
    465
    here
    07/08/14
    All your bases are horrible...
    Posted 37 months ago

    Evesy

    lvl 1: Loincloth
    35
    here
    07/08/14
    Given the choice between having a better wiz tower or a better cannon, I went for a better wiz tower. Between a level 3 inferno and a level 12 archer tower: you bet your ass I went for the inferno. Why? It's a stronger defence and was far more effective at helping my defence win. I upgraded all my point defences last on TH10 and there was no problem. I wish I'd upgraded my walls to level 9 before I went to TH10 given the loot bonus goes down and I needed 250 million gold or something stupid to finish them all.

    Note he said: IN GENERAL you should upgrade your troops in this order. In general. His order is a good method for getting popular farming troops up to scratch then the rest. But hey, do what you like.

    I've been stuffing around with my bases for a long time, while I found some moderately successful box type bases in general the higher I went (trophies wise) the more likely it became that I'd lose. Right now I'm sitting pretty on the verge of master II, base isn't a box design and it's been highly successful. But hey, whatever floats your boat. I know a lot of the top 200 use box bases but there's also not lot of defensive wins up there.
    Posted 37 months ago

    Rhino007

    lvl 4: Noobsauce Bob
    643
    here
    07/08/14
    Thx. Will do when IM up to that level.
    Posted 37 months ago

    NeilTheSpy

    lvl 2: Hog "Rider"
    120
    here
    07/08/14
    Wow, this is long
    Posted 37 months ago

    Qmegali

    lvl 2: Hog "Rider"
    65
    here
    07/08/14
    Walls are third? I recommend upgrading walls third until they are the max wall for the previous town hall level, and then finishing upgrading them last. If you have just a small few walls left and nothing else, upgrade the town hall. Upgrade those walls during the ridiculously large upgrade period.

    Notice in your list, primary defenses and point defenses are both fourth. Is this an accident?

    The upgrade order for the lab should always be what you use most, not your exact order. Say I almost never use giants, which I actually don't. Why upgrade them first? There would be no point! If there are units you never use, upgrade them LAST.

    GREAT GUIDE! Five stars! Those were some things I was thinking as I read the guide, and I thought they were good ideas.

    I know someone who has a big box type base, and he wins about 98 or 99 every 100 defenses. No say on his name.
    Posted 38 months ago

    Evesy

    lvl 1: Loincloth
    35
    here
    07/08/14
    This is a fantastic guide I wish I'd read when I started. I'm currently TH10 level 121, but I've got a TH7 account on level 52 that is screaming through the levels now I know what I'm doing. Coincidentally I'm doing virtually everything you said in the guide with my second account with some minor variations in upgrade order.

    Very comprehensive guide, five stars.

    If you have time, check and rate my base please, TH10 Master base. I'd embed the link but it's not working for me.
    Posted 38 months ago

    Gandh!

    lvl 6: Giant Sideburns
    1,811
    here
    07/08/14
    @ odious... just check out the designs listed above or search my plans, there are some good TH7 models there to view. You can always modify a war base to a hybrid with simple building placement swaps.
    Posted 38 months ago

    Gandh!

    lvl 6: Giant Sideburns
    1,811
    here
    07/08/14
    @rhino, given your troops level, if you don't mind spending elixir and time to achieve your objectives then either start using balloons/minions with either giants/hogs to kill exposed air defs, ull need rage and heal spells both 2/2. Spell placement and timing are critical but at least it's great practice on the art of spells lol. Since you can't build top tier troops yet (gokem/pekka/witch) your alternative is massed giants supported by wiz/archer builds, deployed on at least 2 fronts just keep those wiz well shielded behind your giants and use your rage and heals effectively. Once your hogs are leveled up to 3 , (preferably 4) use 1/2 and 1/2 giants/hogs instead and again, giants deploy 1st, then ur hogs. Hope this helps.
    Posted 38 months ago

    Rhino007

    lvl 4: Noobsauce Bob
    643
    here
    06/08/14
    Trophy Pushing. But I want to get the loot as well. As i am just upgrading my walls to lvl 7 i want the loot and I dont really like losing trophies. Im leader of my clan and im the best player in it. (Trophy wise) So I try to keep it up for a better looking clan.

    So again 200 room. Lvl 9 barracks. Lvl 3 spell factory. Lvl 2 dark barracks.
    Elixir not a problem. Max troops. Except for dark elixir. Barb king and DE is a slight problem but i will try whatever u out forth.

    Thx
    Posted 38 months ago

    odious

    lvl 1: Loincloth
    1
    06/08/14
    town hall 7
    Posted 38 months ago

    odious

    lvl 1: Loincloth
    1
    06/08/14
    i need good ideas for a base design that protect my storage units but still really hard to get to the town hall and storage. ANY BODY HAVE ANY IDEAS OR SITES THAT CAN HELP ME WHAT WOULD YOU SUGGEST
    Posted 38 months ago

    Gandh!

    lvl 6: Giant Sideburns
    1,811
    here
    06/08/14
    Thanks for the input rhino, if your troops r max for your TH lvl it all depends on what kind of attack strategy you need...war/trophy push or farming? Plenty of options to choose from.
    Posted 38 months ago

    Rhino007

    lvl 4: Noobsauce Bob
    643
    here
    06/08/14
    I love this guide.

    The only problem I have with it is that you are giving away all the tips to building a great defence. This is going to be annoying when ppl use this advice and make bases that will destroy my healers. (Step C] under Base design)
    Still this is a great guide and I am happy you put effort (aclot of it looking at how long it is) into this guide.

    Im almost maxed TH7 at the moment and I would love for a new attack strategy if you've got any ideas
    Lvl 9 barracks lvl 3 spell factory. 200 room

    Also I, personally, upgrade my walls to the level below and then max at the end. I do this cause when your getting in the levels of TH7 then the walls start costing a fortune and i leave it to the end. Also i do this cause if the defences arent good then what is the use of good walls if your defences cant do anything about it.

    Thx again.
    (5 stars)
    Posted 38 months ago

    dan13

    lvl 2: Hog "Rider"
    144
    here
    04/08/14
    walls should be upgraded when pushing and intermixed throughout your experience as the th you are now. In order of uprades, upgrade the least expensive first, then the most expensive. this will give you a better defense
    Posted 38 months ago

    Siu' Hang

    lvl 3: Teslafried Chicken
    366
    here
    04/08/14
    A really useful guide for farming,however as for the upgrade order I prefer to upgrade my walls last,I am NOT saying walls are useless and you shouldn't upgrade them,I'm saying that walls are less important than defenses in my personal opinion.Also teslas,although highest DPS in the game,take a long time and a lot of gold to upgrade.Whether or not you want to max them early or near end of the town hall level upgrades are variant.Other than my personal thoughts,this is a great guide altogether.
    Posted 38 months ago

    dan13

    lvl 2: Hog "Rider"
    144
    here
    04/08/14
    I disagree on sending in ten wb at th7. this is way too many, and you could use four to be just as succesful. Use 2 healers, 20 giants, a combination of wiz, arch, barbs and/or goblins and 3 lightning in a giant healer formation
    Posted 38 months ago

    dan13

    lvl 2: Hog "Rider"
    144
    here
    04/08/14
    I totally agree with maxing collectors/storages. Supercell annually has a 1 gem for 1 week promotion with collectors(first week of August) and I got level 3 pekka at th8, which made me have to max my storages(I could hold 4.5 mil, but I had to max them to hold 6 million, and the night befor I got 6 million I had 5 mil storage with 4,980,000 elixir
    Posted 38 months ago

    dan13

    lvl 2: Hog "Rider"
    144
    here
    04/08/14
    This is really long, probably the longest I have seen as a guide
    Posted 38 months ago

    Frank 1

    lvl 1: Loincloth
    6
    04/08/14
    actually i think the loot multiplier as been reduce at 150%(max)