Air Sweeper Analysis and Findings Published!
BASE ANALYSIS
Anti- Lavaloon Resources
DISCUSSION
Creating an effective base
There are two main types of bases used in Clash of Clans, the defensive or "Trophy" base and the "Farming" base. A third type, the "Hybrid", has features of both. The first type, and the most common, is the defensive base. This base has the Town Hall in it's center surrounded by walls and buildings and is well protected. The player 's aim is to gain Trophies by trying to win as much as possible on defense. The farming base has it's gold and elixir storages at the center, and the Town Hall is kicked right outside the base! This strategy is used to accumulate and protect Resources as much as possible, allowing a player to buy upgrades and new buildings faster. At higher levels, 1,000 resources means nothing, and attacking the Town Hall and destroying it gives a 'free shield'. This means you will lose the battle, and some Trophies, but you now have a shield for the next 12 hours, protecting your Resources from attack.
What NOT to do:
- don't group all your buildings together surrounded by one large wall. A single break in the wall will allow attackers free reign inside your base with nothing to slow them down. Kick out all unnecessary buildings such as builder's huts, army camps, army huts. Try to segment your base as much as possible which will make it harder for the enemy to penetrate your base slowing the attack and protecting your more important buildings and defenses.
What NOT to do:
- don't group all your buildings together surrounded by one large wall. A single break in the wall will allow attackers free reign inside your base with nothing to slow them down. Kick out all unnecessary buildings such as builder's huts, army camps, army huts. Try to segment your base as much as possible which will make it harder for the enemy to penetrate your base slowing the attack and protecting your more important buildings and defenses.
- don't spread your buildings all over the base. Make your base as compact as possible so defenses can better cover the rest of your buildings. The best bases have their defenses overlapping or covering each other.
- don't separate your base into two sections, when one side of the base is under attack the other side can do nothing.
- don't place all your buildings in one corner of the base with walls only on one side. The enemy can spawn on the area next to the forest or ocean and have no need to go through your walls there.
- finally, DON'T upgrade your Town Hall too early! This is not a major hindrance early on, but towards the later parts of the game, it is a huge problem. This is because when you upgrade your Town Hall, the players in your range will be of a higher level. You also "lose" gold and elixir in raids. Attacking a player 2+ town hall levels below you, you receive 50% or less of what you would normally receive. The cost in searching for new opponents is also increased each time you upgrade.
Understanding the art of good base design
Elements:
The Core: The best core you can have is 6 x 6 tiles or 3 x 3 tiles if youre looking for symmetry. Now what goes into that core is whats most important, your whole design will fail if you have a bad core because it holds the base together.
1. Clan Castle should ALWAYS be in the core. 20-25 level 5 archers is 400-500 dps! Thats more then any other defense, BUT it's useless if its lurable. CC is one of the most underestimated defenses in the game.
Elements:
The Core: The best core you can have is 6 x 6 tiles or 3 x 3 tiles if youre looking for symmetry. Now what goes into that core is whats most important, your whole design will fail if you have a bad core because it holds the base together.
1. Clan Castle should ALWAYS be in the core. 20-25 level 5 archers is 400-500 dps! Thats more then any other defense, BUT it's useless if its lurable. CC is one of the most underestimated defenses in the game.
2. In a farming setup Resources should be close to the center of the base BUT NEVER put them inside a single bulkhead UNLESS you have high level walls and splash towers. If all resources are inside a single bulkhead right when you get inside, rage 50-75 goblins, and they get all your precious loot. Try to split off the storages by MINIMUM of 1 wall, any tier 1 troops stuck on walls gets obliterated by splash.
3. Splash damage towers. Whether its a 3 x 3 core or 6 x 6, your splash defense should always be around the core. Other than a clan castle splash is your greatest ally, when upgraded to higher levels it can kill archers and goblins in one hit no matter the level, and barbarians in two hits. Splash can also have devastating effects on giants that are grouped together. NEVER put splash towers right next to each other, 2-3 lightning spells can take out up to 4 splash towers if they are right beside each other.
4. Air defense When farming this isn't as big of a deal but air defense is important. You want air defense in your second layer when building a base to keep those pesky dragon revenges from killing you. Upgrade your air defense to a minimum level of 4.
5. Placement of Splash and Air defense. Triangulation. Always put splash towers in a triangle formation BUT have the mortar triangle and wizard triangle pointing different directions to alternate fast and slow splash damage. Mortars should be placed in a tighter/smaller triangle than wizard towers. With air defense it's the same concept, though when farming they can be in a larger triangle and more spread out, especially because they have a larger range. The point of triangulation is to make it so that wherever they attack from there are 2 splash towers guarding that side.
4. Air defense When farming this isn't as big of a deal but air defense is important. You want air defense in your second layer when building a base to keep those pesky dragon revenges from killing you. Upgrade your air defense to a minimum level of 4.
5. Placement of Splash and Air defense. Triangulation. Always put splash towers in a triangle formation BUT have the mortar triangle and wizard triangle pointing different directions to alternate fast and slow splash damage. Mortars should be placed in a tighter/smaller triangle than wizard towers. With air defense it's the same concept, though when farming they can be in a larger triangle and more spread out, especially because they have a larger range. The point of triangulation is to make it so that wherever they attack from there are 2 splash towers guarding that side.
The Perimeter: The perimeter should contain all of your point defense ie. archer towers and cannons.
1. Archer Towers and Cannons. They should be arranged in a pentagon shape if you have 5 of each, if you have 4 of each arrange in a square formation. This way you get maximum coverage and symmetry. Tip: if you can move any of these point defenses closer into the core (have a few empty spots) put the archer towers in there. They have larger attack radius and can attack air units, so they are more important than cannon (im a secret cannon lover though..).
1. Archer Towers and Cannons. They should be arranged in a pentagon shape if you have 5 of each, if you have 4 of each arrange in a square formation. This way you get maximum coverage and symmetry. Tip: if you can move any of these point defenses closer into the core (have a few empty spots) put the archer towers in there. They have larger attack radius and can attack air units, so they are more important than cannon (im a secret cannon lover though..).
2. Any extra space in perimeter. You can either put collectors or barracks inside of the perimeter if you have extra space, most people put collectors inside to protect more of their resources but me on the other hand put barracks inside of perimeter. Why barracks you ask? Because they dont attract goblins. Goblins will keep running around a base until they have all the collectors which gives your splash and point defense more time to take them out, BUT if there is a collector inside walls they will be attracted to it and break the walls to get to it. If there are that many less layers of walls separating goblins from resources they are more likely to delve deeper into your base to get those yummy storages. Its up to you really though.
3. Teslas. At high levels teslas have an extraordinary amount of power. As for their placement that's up to you. Pingfao prefers to keep them close enough to the edge to take wallbreakers out, while i prefer to keep them near resources to help stop goblin rushes. It all depends on the design of your base. Fiddle around with tesla placement and you'll find something you like. Also when farming, if you have let's say 3 teslas but have 4-5 spots where teslas could be, the attacker sometimes skips because having teslas pop out of locations they don't know of can stop an attack mid battle, especially when teslas are high levels.
"All war is deception."
3. Teslas. At high levels teslas have an extraordinary amount of power. As for their placement that's up to you. Pingfao prefers to keep them close enough to the edge to take wallbreakers out, while i prefer to keep them near resources to help stop goblin rushes. It all depends on the design of your base. Fiddle around with tesla placement and you'll find something you like. Also when farming, if you have let's say 3 teslas but have 4-5 spots where teslas could be, the attacker sometimes skips because having teslas pop out of locations they don't know of can stop an attack mid battle, especially when teslas are high levels.
"All war is deception."
Funneling: Nothing stops an attack with giants better than a few well placed spring traps. Giants are attracted to defenses so if you funnel them into a tight spot where you can hide 1-2 spring traps it can take out 3 giants per spring trap, which is up to 18 giants if they hit all the spring traps, though that happening is unlikely. The walls used to funnel you should upgrade last, get them to lvl 6 minimum but after that max other walls before funneling walls. Why? Because troops go around them not through them in most cases. Then there are also bombs. Small bombs by themselves don't do much damage, but they can often inflict just enough for a splash hit to take them instantly, 2-3 small bombs can severely injure a goblin based army, so if you use them, place them where goblins will often group up. As for giant bombs, i don't use them, not cost effective in a lot of cases, but they can really mess up an attack plan if placed strategically.
Two examples of funneling: traps are placed strategically at an open gap. The cannon acts as bait for giants
Two examples of funneling: traps are placed strategically at an open gap. The cannon acts as bait for giants
Here is an example of bomb "funneling"
This isnt exactly funneling but more of placing bombs where goblins, or any other tier 1 troop, is likely to go.
Funneling can also be used to direct wallbreakers towards teslas which are the best defense at taking out wallbreakers fast as stated in the tesla section.
Anti-Wall Breaker techniques: The number one question I ask myself is how many wallbreakers does it take to get to vital regions of your base, the more, the better.
1. First off, wall breakers have splash damage so its best to keep junctions of walls 2 tiles away, otherwise known as T-junctions, this reduces the power of the splash damage:
Funneling can also be used to direct wallbreakers towards teslas which are the best defense at taking out wallbreakers fast as stated in the tesla section.
Anti-Wall Breaker techniques: The number one question I ask myself is how many wallbreakers does it take to get to vital regions of your base, the more, the better.
1. First off, wall breakers have splash damage so its best to keep junctions of walls 2 tiles away, otherwise known as T-junctions, this reduces the power of the splash damage:
This makes them use 2 extra wallbreakers minimum to get into that next section.
Another example:
Another example:
2. Wallbreakers Huts: Wallbreakers break walls in front of buildings that are enclosed by walls. So if you have extra walls another technique is to put a builders hut in its own compartment behind walls *looks at daddy* this way when they deploy wall breakers they will be attracted to those walls and it will only give them access to builders huts. It will take an extra 2 wb to get where they want go.
3. Wall Cushions: Even although wall breakers can break through two layers of walls they try to attack single layer walls. So if you make cushions with extra walls it can direct wallbreakers away from important sections or junctions.
In this picture it redirects wall breakers away from that important t junction so they wallbreakers will only break into one compartment.
Just keep in mind guys, wall cushioning is much less effective based on walls used than the use of funnelling and builders huts inside separate "islands".
Wall staggering: Sometimes you can't make those T-Junctions to stop wallbreakers, you might only be able to move the walls 1 tile, but don't let that stop you, it's effective against normal troops too:
Just keep in mind guys, wall cushioning is much less effective based on walls used than the use of funnelling and builders huts inside separate "islands".
Wall staggering: Sometimes you can't make those T-Junctions to stop wallbreakers, you might only be able to move the walls 1 tile, but don't let that stop you, it's effective against normal troops too:
As you can see in this picture the joint in the wizard tower compartment is staggered to make it so they have to break through 3 walls instead of 1 to get into all 3 compartments. Wall staggering as you can see works against normal infantry too.
Tips:
Compartments: Except for the core and one or two splash towers and anti wallbreaker builders hut, do not make single building compartments, this uses up too many walls for too small of a benefit, instead use 2-3 buildings per compartment.
Clan Castle: If you can't make it unlurable based on your design, offset it so its unlurable on the side that's most attractive. In my base the cc is lurable on the bottom but unlurable at the top BECAUSE all of my gold is located closer to the top so i get attacked there more often. This way it makes CC more effective if it can't be unlurable all around the base.
Tips:
Compartments: Except for the core and one or two splash towers and anti wallbreaker builders hut, do not make single building compartments, this uses up too many walls for too small of a benefit, instead use 2-3 buildings per compartment.
Clan Castle: If you can't make it unlurable based on your design, offset it so its unlurable on the side that's most attractive. In my base the cc is lurable on the bottom but unlurable at the top BECAUSE all of my gold is located closer to the top so i get attacked there more often. This way it makes CC more effective if it can't be unlurable all around the base.
Teslas: Have multiple places where teslas could be placed to confuse the attacker. Place giants bombs in these decoys (optional)
Symmetry: The more symmetrical your base is the less weak one side is compared to the other. A perfectly symmetrical base has no side weaker than the other, no advantage to attacking one place than another.
Townhall outside is optional: http://forum.supercell.net/showthrea...s-Into-Gold%21
Thanks Sneakydave hope its alright I linked it
Upgrading Buildings: When upgrading a defensive building place it outside of walls for damage buffer AND put one or two spring traps around it to attract giants and teach them how to fly
Wall upgrading patterns: When upgrading walls always start with the core and upgrade the walls at each junction first. Units tend to attack corners and junctions so that's the best spot to upgrade.
Symmetry: The more symmetrical your base is the less weak one side is compared to the other. A perfectly symmetrical base has no side weaker than the other, no advantage to attacking one place than another.
Townhall outside is optional: http://forum.supercell.net/showthrea...s-Into-Gold%21
Thanks Sneakydave hope its alright I linked it
Upgrading Buildings: When upgrading a defensive building place it outside of walls for damage buffer AND put one or two spring traps around it to attract giants and teach them how to fly
Wall upgrading patterns: When upgrading walls always start with the core and upgrade the walls at each junction first. Units tend to attack corners and junctions so that's the best spot to upgrade.
Also there is no difference between level 6-8 walls when it comes to the amount of wall breakers needed. So I personally upgrade my core to maximum level before upgrading outside to past level 6. The outside almost only gets hit by wall breakers so no point in upgrading them past level 6 until your core is level 8. The reason the core needs to be upgraded is because it gets attacked by normal infantry much more often than wallbreakers so that's when the extra HP helps out, though that strategy is more of a personal preference than something you think you have to do.
Dead Spots/Wall Spacing: This is a zone where there is no tesla (giant bomb optional) but acts in a way that provides important defensive cover from an archers long range attack. An archer has a range of 3 spaces so if there is a layer of walls that means two empty layers of aka "Dead Spots" where an archer cannot reach the defense behind it. In this example this "Dead Spot" protects my mortar from being target by archers over the walls.
Dead Spots/Wall Spacing: This is a zone where there is no tesla (giant bomb optional) but acts in a way that provides important defensive cover from an archers long range attack. An archer has a range of 3 spaces so if there is a layer of walls that means two empty layers of aka "Dead Spots" where an archer cannot reach the defense behind it. In this example this "Dead Spot" protects my mortar from being target by archers over the walls.
This is harder to implement inside a base but if possible it will provide valuable cover for your most powerful defenses.
Triangulation of Splash vs Separation of resources: Often times you have to make a choice, either triangulate your splash towers or separate storages more. When it comes down to this you should ALWAYS separate your storages more. Symmetry, yes its good, but separation of storages will keep your attackers from achieving maximum loot. So if you come across this problem, separating your resources is much more beneficial than triangulating your splash perfectly.
[Tips & Tricks] Base Design for Dummies by Mufasa
Join Date Nov 2012 Posts1,402
Triangulation of Splash vs Separation of resources: Often times you have to make a choice, either triangulate your splash towers or separate storages more. When it comes down to this you should ALWAYS separate your storages more. Symmetry, yes its good, but separation of storages will keep your attackers from achieving maximum loot. So if you come across this problem, separating your resources is much more beneficial than triangulating your splash perfectly.
[Tips & Tricks] Base Design for Dummies by Mufasa
Join Date Nov 2012 Posts1,402