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AllClash

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Lovingly written, published and presented by AllClash

Sept. 2015

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Table of AllClash Compendium

Table of Contents

Contents Clan War Matchmaking in detail and how to


improve it

Here are 20 free Guides from the best Create Anti 3-Star Bases with building funneling
Clash of Clans source. Please mind that
How to kill defending Clan Castle Dragon step by
the FULL VERSION (click [here] for more
step
info) has more than 120 of these guides.
Ideal Troop Queueing in Clash of Clans

Enjoy! Keep motivated in Clash of Clans and overcome


downs

Tim from AllClash Find the best time for farming

Clan Management made easy with delegation

Master the Poison Spell (September Update)

Minimize the loot attackers can take from you

FULL COMPENDIUM get 100+ more guides

Pushing to Master League with TH8

Master the Earthquake Spell

Best Spot to place Traps

Smash Southern Teaser bases

Create your free Clan Website and Forum in 5


Minutes

When to Break Your Shield While Farming

Expose your Town Hall correctly for Farming

How to get at least 1 Star in Clash of Clans

Dark Elixir Farming without Lightning Spells

Best Gem Farming with improved Obstacle Spawn


Rate

Guarantee 2 Star with GoWiWi and GoWiPe


Strategy

Advanced Builder Management

Get 10 more FREE Guides


made with
Clan War Matchmaking in
detail and how to improve it

Have you ever asked yourself why your Clan is being matched up against much
stronger Clans in Clan Wars? I want to explain how the Clan War Matchmaking
works, how you can affect the Matchmaking, and also discuss if this really has an
impact. Please mind that I'm giving you this explanation without knowing the coding
of the game, so there might be factors I'm not aware of and Supercell doesn't let us
know.

How Clan War Matchmaking Works


Basically, you and your clan members get points for everything you have - you get
defensive points depending on the Levels of each of your Defenses, you get
attacking points for your Troop Levels and Spell Levels, your Heroes levels, and
what you, theoretically, could create to attack someone. These numbers are added
up and are used to match against another Clan with the most similar attacking and
defending scores. This sounds like the best system to handle finding a perfect
match for your Clan, but as you know, it doesn't work. Because:

1. Supercell just made the Clan War Matchmaking Algorithm softer, so you don't
have to wait for hours to be get matched against a perfect opponent.
2. Your Clan has up to 50 members taking part in the match up - it's important to be
aware of how spread your Clan can be in terms of rankings/levels.

The first thing is easily understandable - if there is no match for your clan in the first
few minutes, the algorithm gets more cloudy. This can result in being matched
against a weaker Clan or even against a stronger Clan. You know that if there's a
stronger Clan, there's also a weaker Clan possibility, and this is one thing I have
argued with my Clan Leader for ages. Now, here's what you can do with this
knowledge:

The longer the Clan War Matchmaking takes, the more likely you will get
matched into an unfair Clan War

My approach is simply canceling the Clan War Matchmaking after 5 minutes. I know
there's no evidence, but I can simply tell from a couple dozen Clan Wars that this is
working. I consider this a big secret for how you can make the matchmaking more
fair for your Clan.

Sometimes Clan War Matchmaking makes the difference between winning and
losing a Clan War
The next one is the equity of your Clan - if you have 50 members taking part in the
Clan War and 10 of them are Town Hall 10, 10 are Town Hall 9, etc. (very easily
done, not representative) you will have an average of Town Hall 8. Let's stay in my
example for a little bit longer, and assume that there will be the perfect match
against a Clan with 50 Town Hall 8 - how do you think this War will end? Your Town
Hall 6 and Town Hall 7 will really struggle to score and might lose the Clan War.
This example was created simply, just to show that it's also good if your Clan has a
homogeneous average Town Hall score based on the defensive and attacking
power. If your Top 10 members are Town Hall 10 on the road to being maxed out,
and the last 20 of your Clan are just upgrading to Town Hall 6, you will struggle to
get a fair match for a Clan War because there has to be a Clan with about the same
arrangement of Town Hall / Base Power.

Urban Myth about Clan War Matchmaking


You remember my personal trick with restarting the Clan War Matchmaking after 5-
10 minutes to get a more fair match? I've heared a lot of tactics on how to get easier
opponents in Clan War, so I will take the most popular and tell you if they work or
why they don't work:

Dropping Cups: If you have read the first part of the post you know that Trophy
count has absolutely nothing to do with Matchmaking, none. It's about the Troops
you have and the Defenses you have.
Just adding some low level player to the Clan: This is a huge mistake
because it doesn't make your Clan equally appear weaker in the same amount
as it will make yourself easier to defeat. Basically, you will give your opponents
lots of easy 3 star bases, but your whole Clan will not get ranked that much lower
so you can get the same amount of additional stars. It's better to try to have
equally strong bases - Maxed Town Hall 8 with mid range Town Hall 9 and
maybe some fresh Town Hall 10.
Time of the day: My Clan starts with matchmaking in a time where we can avoid
certain parts of the world - we have been stomped when pitted against Chinese
Clans, so we decided to just avoid them. Play around a little bit with the starting
time.

Now that you got your match maybe you just need to improve some details in your
organization during Clan War - have you checked out my Checklist to improve your
Clan War success rate? Maybe you can improve your Clan War experience with
some additional tips.

Edited by: KyleClashes, StTroyIII

made with
Create Anti 3-Star Bases with
building funneling

Winning Defenses in Clash of Clans is a very essential part in pushing Trophies and
it only takes two things to do that - leveling up your Defenses and create a solid
base design. One very important part to achieve the second thing is controlling the
troops your attacker uses to attack your base with the intention to take Trophies and
resources from you. Always remember that the attacker can only control the time
and place where he can set his troops free and everything after that is out of his
direct control - in this post I want to show you how you can take over the control.

How to use a funnel


A funnel is nothing else than a sequence of structures that control the AI of the
troops - simply spoken it's something that will make the troops go to a certain point
or follow a certain path. As you already know there are some troops that prefer
certain kinds of buildings to attack and those are the troops you can control best:

Giants and Golems for Defenses


Lava Hounds for Air Defenses
Balloons and Hog Riders
Wallbreakers

by either placing those buildings to make them go somewhere or to place other


buildings to make them go somewhere else. In this post I will show you some
samples of how you can control especially Golems and Giants.

Funnel Giants
Giants simply go after the next Defense they can see. After a couple of Defenses
you will see that they group up together. This fact makes them very vulnerable
against Spring Traps because then you can blow up a higher number of them. To
funnel Giants best you need to have something like this in your base outside:

With this you can control where they start their attack and build up a nice path for
them they will walk down to the end. Another thing you can do, if you have quite low
level Hidden Teslas, you can use the Tesla with a Spring Trap on the outside. The
Giants will go after the Hidden Tesla right after they enter the fight and get blown by
the Spring Trap.

You can also add air Traps (especially Seeking Air Mines) to the funnel because
Giants often come along with Healers and the Healer will follow the Giants and get
blasted away as well.

Funnel Golems
Golems share the attacking preference with Giants - they go after the nearest
Defense they can get, however there are some crucial differences we need to mind:

Golems aren't affected by Spring Traps


Golems are often used along with Jump Spells

This means we can't use what helps most against Giants and we also can't use Wall
to keep them out of somewhere. I simply say that defending against Golems is
something you probably only have to (and can) think of when you're TH10. You
need to keep them out of your core where your Town Hall is and to do this you need
to lead them away from your core.

In this screenshot you can see that there are absolutely no Defenses that lead a
path for the Golems into the core of that base. I think the best explanation is within
the corresponding video here:

https://www.youtube.com/watch?v=mkjzM4s5tM0

The important thing is to not make a funnel that will lead the Golems into the
direction of the core - you opponent will use a Jump Spell and your base is crushed!

Funnel Balloons and Hog Rider


Funneling Balloons (and Hog Rider) is very difficult because they completely
ignore Walls and go directly to the next Defense. In case of the Balloons you should
always try to give them a way to the side and not directly to your Air Defense (that
you should keep in your core):

The Hog Rider are easy to handle - simply place Spring Traps and double Giant
Bombs next to Defenses and they will get killed by them quite easy:
How to kill defending Clan
Castle Dragon step by step

I know I've posted a lot regarding the Clan Castle in the last few posts - but this time
it's less on defense but more on attacking. The Poison Spell gave us a much more
easy way to deal with defending Clan Castle Troops, as far as they are low enough
on health. There are still some Troops that are simply too strong for the Poison
Spell so I have some posts about how to kill them in the next day - the first part is
about killing a Dragon in the Clan Castle.

What to do when a Dragon is in the Clan Castle


Most of the times you will have this situation will be in Clan War when you watches
some replays from the attacks of your Clan members and see that your opponent
has Dragons in the Clan Castle for defending - so you only have one option here,
killing that damn Dragon. The good thing is, you're prepared for it so I will show you
in this post step by step what you have to do.

Lure out the Dragon


I know, that's the most obvious step. The good thing is that the Dragon is a very
huge when it comes to occupy Housing Space in the Clan Castle so in most cases
it's simply enough to get a troop into the defending range of the Clan Castle for a
short moment. In Clan War you can simply tab on the Clan Castle to see the radius
and you'll fast see what spot you will choose:

In this case I would choose the Mortar on the left side. There's a Wall in between so
I will simply bring 1 Hog Rider that will jump over it and he has enough health to
survive 1 or 2 seconds to trigger the Dragon to come out.

The next and also important step is that you don't kill it next to the other Defenses -
simply because it's hard enough to take on the Dragon itself, we don't need
additional damage to deal with. To accomplish that you simply need to place a
Troop (best is an Archer) in the corner so the Dragon will go outside the range of
the Defenses.

I usually bring 5 Archers, just in case I deploy the first on a Trap or whatever. Then
we only have to wait until the Dragon is near the Archer(s) and killed them.

Killing the Clan Castle Dragon


Before we do this let me tell you that defending Clan Castle Troops will always
target the closest troop next - for us right now this means we "only" have to keep the
Dragon busy while high damage troops will kill it.

The biggest mistake I see in this case is someone bringing in tanking troops like
Giants to keep the Dragon busy. From my point of view it's much more easy:

1. The Dragon deals area damage so we need Troops spaced out around it
2. The Dragon attacks slow but powerful so we don't want that the high impact
damage impacts in full damage

Easily spoken, a Giant will get the full attack power of the Dragon and can't stand
long against it. I normally use just 6-8 Archers I single deploy around it. With the
attacking speed of the Dragon, which is 1.5 seconds between each attack this
means we'll have 9-12 seconds the Dragon will be busy.

VERY IMPORTANT! You need to deploy the Archers around the Dragon
FIRST, BEFORE you can deploy the next troops. Otherwise the Dragon might
get attracted and kill your damage dealers.

A Dragon has between 1,900 and 2,700 hitpoints and we have about 10 seconds to
deal enough damage to kill it - 2-3 Wizards, depending on their Level, will be
enough to do that:

Simply deploy them BEHIND the Archers - it's ok when they have to walk a few
steps, this makes sure the area damage of the Dragon will not harm them.

Dragon dead, attack can start. In total this costs 20-25 Housing Space and you're
good to go.

made with
Ideal Troop Queueing in Clash
of Clans

Training Troops in Clash of Clans is probably after pushing the "Next" Button the
most used thing. In this post I want to show you some techniques that might help
you not only training your Troops faster but also help you with donating Troops in
your Clan.

How to queue your Troops perfect


Let's start off with the basic which is queueing your Troops in the way they get
trained the fast possible way. When you use more simple setups like BARCH, Hog
Rider, mass Dragon or als LavaLoonian you're not having a hard time training them
because it's pretty easy to share them between your Barracks. I think we can easily
say that every one of us has a preferred composition that we use most of the time
and we have one single goal here - sharing the training time in a way between all
Barracks to have the lowest training time possible.

The most simple way is using one of the Army Planner Tools out there. I know there
are lots of websites out on the web but I personally like having an App for it way
more:

Either use the one at Clashingtools or this iOS App:

[appbox appstore 653987498]

Queueing order matters!


When you start attacking - I mean when you deploy your first Troops - your open
queue is start getting processed while you're attacking. If you know this you can get
a small additional advantage when you order your queued Troops like you deploy
them most. In most cases it doesn't matter but when you use a composition where
you not always deploy all of your Troops in each attack and sometimes are able to
save some of them you want the Troops your deploy first be the Troops that get
trained again first.

This is possible for setups like LavaLoonion where you sometimes are able to save
a Lava Hound when you come across a base with an half-baked aerial Defense.

How to queue for donation requests?


You probably know the situation when you queued all Troops perfectly and
everything is working fine but you use a composition that is not really meeting the
donation requests of most of your clam mates. You have Lava Hounds and Balloons
and Minions in your Army Camps but most requests want Archers and Wizards -
now you have the problem that you can't really donate because you have nothing to
donate for them or you have to break your own troop production queue.

I personally always keep myself 3 Wizards and 5 Archers in my composition even


when they are not part of the composition - in doing so I can always donate some
Troops for my clan friends and if they are active I don't mind because I can use
them in any kind of attacking style I use together with my Heroes cleaning up.

made with
Keep motivated in Clash of
Clans and overcome downs

This is a post I wanted to make for quite a long time but now I had done it because I
really lost my own motivation for Clash of Clans in the last 2-3 weeks so I also
use this to get myself back on track. I think almost everyone of you had the problem
that playing Clash of Clans lost the magic and maybe got boring and some are even
that close to say "I quit the game". Here's what I do to get myself spiced up again to
be more exited about Clash of Clans than ever before.

The general gaming mindset


Do you know the saying "Sometimes you're the hunter and sometimes you're the
bear". Adapted to Clash of Clans it means for me that sometimes just anything goes
the right way - if you raid you find juicy bases and even mistakes from you ends in
winning the attack, you reach achievements and have enough Gems on your
account the push yourself even harder. Well, sometimes you just don't find bases
and in every Clan War you face much harder opponents. That's life.

The mindset behind this is that we humans always have different ways how we
remember things and there's a chinese saying that pretty much nails it down: "If
something good happens to us we write it in the sand, the bad things we cut into a
stone". This means you take the good things and forget them in your mindset much
more faster than bad things. This is in my opinion also an important trigger for the
bad loot debate that's going on for like 6 month now. Nobody says after a good
raiding session "Nice done Supercell" but after a horrible session if you haven't
gotten a nice outcome you're down.

Important thing is what can you do about this?

Motivate yourself daily for Clash of Clans


Put yourself a specific goal. I want to upgrade all my Archer Towers to level 10,
maybe also something smaller like I want to have Balloons level 6. No matter what
you should just take something that you always wanted to achieve. Overtime you
log into the game there is nothing else for you than working to achieve this goal.
This always gets me motivated.

Take a rest in Clash of Clans


I can admit that I once had a down I couldn't overcome. That was in the early
summer of 2013. In the first like 5 days I logged in only in the morning and the
evening to collect loot and maybe start some upgrades. After that I even didn't
logged in for quite a long time. Bottom line I did take a complete break for almost 2
weeks until I was seeing the Clash of Clans icon on my Homescreen again and I
just checked in. Sometimes you can just leave it that way until you're having fun
again playing it - don't forget that Clash of Clans is a game and a game is
something that should make fun.

I know that the pressure today for someone not already being in the end-game is
much much higher. I once heard something quite weird - "I know that Clash of Clans
is not supposed to make fun right now until you are Town Hall 9...". That's just
bulls**t! This game makes fun from the first moment and not only in the end game.
Once you upgraded to Town Hall 10 you'll be missing the Town Hall 5-8 pretty
much.

In the Clash of Clans TV ad it's "you and this army" so it's you who can decide. It's
your army, your village and most important - it's your time.

made with
Find the best time for farming

Sometimes when you're farming you have great loot, sometimes bad loot. There are
so many rumors around that changing location or language will affect your loot but
in the end Clash of Clans runs within 1 server cluster environment - everybody can
get matched against anybody in the world. In this post I want to focus on how you
can find the perfect time to farm - and if you want some theory about that you can
check:

How changing your language or country will affect loot


Find your best Farming Range
Why Sub 200 Farming is wasting your time

How to know when the best farming time is


simply spoken when lots of players aren't active because then their Collectors and
Mines are being filled but not collected and the pool of player actively raiding is
smaller. No it's quite hard to know when all hundreds of millions Clashers are
sleeping or not so I want to introduce you to a very helpful tool called "Clash of
Clans Forecaster"

What is Clash of Clans Forecaster?


The creator of the website found a way to simulate player behavior of Clash of
Clans player all over the world. I was a little sceptic in the beginning, but after
having tried it out a couple of times I can really say the indication is very good!

All you need to know to read the forecast perfect is:

The closer the LOOT INDEX (upper left side) is to 10, the better the time for
farming is
The timeline indicates how long the good or bad periods are going to stay

The forecast however doesn't include League Bonus and simply simulates the
generated loot that you can get. I do check this everytime before I start some
boosting on my Barracks or Spell Factories in order to not waste my time in a dry
period!

Visit Clash of Clans Forecaster


Click here!

You don't want to check a website all the time? That's why Clash of Clans
Forecaster also has an iOS App in the AppStore (Android coming soon)

[appbox appstore 1016264763]

I know it's not a free app (sadly), but investing that little might save you a much
bigger amount of Gems you would waste in boosting to the wrong time. In the end
you can always use the website FOR FREE and the app is only providing you a
more convenient way to access that brilliant tool.

made with
Clan Management made easy
with delegation

I often get mails from Clan Leader asking for help how to manage their Clan and I've
also seen a lot of Clan where the leader struggles in managing the Clan - simply to
mention those weren't the best working Clans. Most leader have the problem that
they can't keep the clan running themselves without being online lots of hours. In
this post I will teach you some - not only practical but also mental - lessons how you
can get your Clan run without micromanaging.

Get your members to work FOR you, not with you


In business there's a golden rule: The boss can't do everything. A clan is no
different, as you grow you will find it increasingly difficult to keep up with everything.
You are the boss of your Clan!

Here's the thing: if instances like these occur, you have two choices:

1) Delegate your responsibilities to other trusted members

2) Be prepared to commit a large amount of time to clan management.

Clan leaders who choose to do it all themselves are often discouraged to find that
their clans struggle as a result. Day-to-day operations run far smoother when
coordinated between a number of people.

Duties that members can take care of


Recruiting is time consuming - also checking applicants, posting the clan rules etc.
Those are duties that many clan member could take care of. Get some members
together that know how to check out player that apply for your clan. They should
know what things they should look for in the Player Info:

Have a special eye on:

Troop Level depending on the Town Hall level


Donation rate to determine if the player tens to donate
scored War Stars

You really don't want to have a Clan Hopper in your Clan!

They can also welcome new clan member they accepted with the rules of the clan.

Shoot some warnings


Most of the times there are problems with the communication - simply
misunderstandings most of times. When someone tends to get insulting in the clan
chat there should be some player around that will stop that. Most of the times a
simple message that this is not ok will be enough.

Also most conflicts that have to get talked about are wrong donations. There are
normally simple rules - only donate what is asked for. When a player constantly
ignores the wishes of the requestor someone has to intervene. That#s also a perfect
job that lots of other members in the clan can take over - or do you want to get 5 of
those messages when you go online before you start your own attack? Doubt it :)

Clan War review


Reviewing your Clan War is essential when you want to be a successful Clan. It's
not about punishment but about helping your clan mates to get better. Someone has
to point out:

attacks that have been against your specific clan rules


attacks that have damaged the clan success (low members made a 1 Star attack
on higher opponents instead of a 3 Star attack)
attacks that have been played bad to give those member tips how they can do
better

You see how many of the time consuming, everyday jobs you can pass over to your
clan member - and they will love to help you. With a promotion in rank to Elder or
Co-Leader there also comes a big responsibility - promote only those members
worth it and make your promotions be more than simply something in your clan.

made with
Master the Poison Spell
(September Update)

The Poison Spell is the first Spell you get when you build the Dark Spell Factory. In
this post I will show you what you can use it for, how to use it and also compare it
with the Lightning Spell.

Please mind that the Poison Spell got reworked with the September 2015 Update
and now charges and deals more damage the longer a troop is inside the range.
This post is adapted to this and up to date.

How the Poison Spell works in Clash of Clans


The Poison Spell deals damage to all DEFENDING (yes, not your own) Troops
and also decreases their speed. Why you use it for is quite obvious, isn't it? You can
use it to get rid of defending Clan Castle Troops. The thing is deals more damage
the longer a troop is inside the range and this can add up to 2000 damage with a
maxed Poison Spell Level 4 to a troop that is inside the range all the time.

Be careful: The Poison Spell itself doesn't charge itself, the effect charges with the
time it's active on a specific troop. Easily spoken - you can't just drop it and when a
troops walks into it after 20 seconds it gets more damage.

So lets see the things that make it better against Clan Castle Troops than the
Lightning Spell:

Equal and more damage (as long the troop stays inside the range!)
Way better control because it has area damage
The Poison Spell is less expensive in cost and Housing Space than the Lightning
Spell

The best part is that it deals area damage so you don't have to group Troops
together any more like you had to with the Lightning Spell so far. Also the costs are
very reasonable as it costs not more than 2 Hog Rider.

Always remember that it only takes 1 Housing Space so its cheaper and more
effective and only takes half the space of the Lightning Spell. Always have a
Poison Spell in your pocket when attacking!

How to use the Poison Spell


Just use it on Clan Castle Troops isn't really helping out so I want to show you 3
situations and what you can use the Poison Spell on.

Clan Castle Troops are small farming Troops


The Clan Castle reveals some Barbarians, Archers, Wizards etc. so that's a perfect
situation for you. Simply place your Poison Spell and you're good to go as it will kill
almost everything

There are only some Troops you can't kill with it:

high Level Giants, Dragons, PEKKA, Golems and Lava Hounds

Yes, you might have noticed that Balloons aren't on this list. In some cases you
really hate Balloons coming out of the Clan Castle and when you bring an equal
Level of Poison Spell you're also able to take them out. With a high level Poison
Spell you can't kill a Dragon, BUT you can deal very serious damage when the
Dragon is inside the area the whole time:

Get Heroes out of your way with the Poison Spell


Defending Barbarian King and Archer Queen are always an issue - if they're
defending deep inside the base your Troops will have to deal with them in the
middle of the attack because you have no chance to pull them out before. Wait, but
we can take up to 11 Poison Spells (you won't to that probably but it's possible) so
with 11 Poison Spells Level 4 you could kill:

Barbarian King Level 40


Archer Queen Level 40

Pretty tough, right? If you use a Troop composition you get constantly smashed
because of the defending Heroes you could start loving the Poison Spell, because if
you take 4 Poison Spells Level 4 with you (4*2000 damage) you're able to kill at
least an Archer Queen Level 34! In fact the Archer Queen is the biggest problem in
most of the times because of her long distance attack and high damage so 2-3
Poison Spells (even in low Level) can take her out if she's not maxed.

ATTENTION! This is too good to be true? Well, first the problem is that the
Heroes are not static and walk around their altar so they often simply leave
the radius of the Poison Spell. It's almost impossible to keep a Hero inside the
Poison Spell range so in theory great, but not practically not usable.

Centralized Clan Castle and no idea what's in it


Some base layouts - most of the times the good ones - have a very centralized Clan
Castle so you only see what's in the Clan Castle when you already attacked
because you can't pull the Clan Castle Troops out. The worst part of this is not even
the surprise you get, it's the fact that you're already pretty busy to deploy your
Troops and time other Spells - we all only have to hands we can use.

In this case you can deploy your Poison Spell on the Clan Castle when your Troops
get near to them and then you can focus on the other Troops again - the Poison
Spell will slow down the Clan Castle Troops (even it's a Dragon) or in the best case
kill all or most of them right away.

PS: One thing I really like about the Poison Spell that it's an all-or-nothing in
damage. Wizards Level 6 are always and issue when you don't have the Lightning
Spell maxed. The Poison Spell either kills a Troop completely or not, no calculation

on the way

made with
Minimize the loot attackers can
take from you

I know the headline might come a little lurid to you, but in fact I want to show you
how you can really make it very difficult for your attackers to take your precious
loot.

How loot is calculated


I don't want to make a big math deal here. All that matters here is the loot that can
be taken out of your Storages because all of us are visiting our villages frequently
(see here how often you should actually do that: How login frequency affects your
resources). Your attacker can take a certain percentage of what's in your Storage,
depending on your Town Hall Level.

Position, Position, Position


Let's assume you're a squirrel and you have to hide nuts for the hard winter. You
can either hide them in one very save spot or in lots of different spots that aren't that
protected. The first option seems nice, but if someone finds this single spot he will
take all of it and you are left with nothing at all - option number two will offer
attackers the more easy way to get something, but because there are so many
places they barely can take all of it. I think you can adapt that now to your base
when looking at this mockup I created for you:

The Gold seems save, but the attacker could be able to crack it open and then
everything is gone. It's better to mix and spread the Storages more so you won't
lose all of it. Also, having that much in one single place is an extra attraction for
potential attackers who want your loot. Please mind that I don't want to do farming
base design here, this is just an example to show you - here are some essentials for
creating a good farming base.

Distract
Did I mention that putting Collectors and Mines inside Walls isn't necessary because
we log in frequently? Good. In my opinion putting them inside is just a waste of
precious space inside your Walls. Collectors and Mines are nice distraction for
people who are destroying them for loot - it's funny that the visual loot indication
hasn't been recognized by so many Clashers out there correctly. There are so many
attacker who just see a lot of resources and just attack the Mines and Collectors
and leave the Storages alone. Now you can make them go hard for this "almost
nothing" by mixing your Mines and Collectors outside. What would you rather
attack? This here:

or do you think this is more attractive for you (just outside Collectors):

Regarding the fear that you will get your filled Mines and Collectors looted just
before you wake up in the morning... this is no reason to protect them with Walls!
I've made a post about shield breaking a while ago where I show how you can
almost completely prevent getting filled Collectors and Mines raided.

The last tweaking


Now that you have a solid base to give your farming attackers a hard time it's time
to really get the last percent out of it. Read here a post about Hiding Elixir which can
also apply to Dark Elixir. I hope this wrapped up the farming basics from the loot
perspective.

made with
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made with
Pushing to Master League with
TH8

I want to write you how I pushed to Master League and show that you can reach the
Master League without much time and without spending money. I'm going to high
school and I have not much time but one day I decided to reach Master League and
this was my journey.

Reaching Master League as Town Hall 8 without spending


Gems
The main reason was getting the 5th Builder, because you get 1000 Gems if you
reach the Master League the first time from the achievement. It took me 2 months
because I wasn't active each day but if you want you can reach very quickly. Good
thing in pushing is, that you have a lot of resources because the win League Bonus
is big in Crystal League. Most important thing in pushing Trophies is being patient
and calm.

Be patient when pushing to Master League


Sometimes is very difficult and many times I almost gave up, but glance that you
can get a lot of Gems kept me calm. I was depressed because I lost attacks and
defenses a lot:

But sometimes I also was very close to lose but I still have won:

Motivation is the key


Very important in pushing is your motivation, if you're not motivated you will quickly
give up! So you should have daily goals, for example:

Today I will win 30 Trophies!

These goals don't have be very difficult, because they are used to stay on the road.

How to reach Master League


So let's get to the strategy and more. I began pushing with TH7 (and now I'm TH8)
and I attacked exposed Town Halls. In Silver-, Gold- and Crystal League (2 and 3)
you can find these bases very quickly. But that changes in Crystal League 1 and
above. In this phase of pushing you have to be patient and only tap Next. When
you find exposed Town Hall don't be excited and happy and don't rush, you have to
look if there are potential Hidden Teslas and Traps because some players put them
around their exposed Town Hall. (Read here why this is simply a bad tactic in this
post about exposing a Town Hall right)

My army composition was:

50 Barbarians
150 Archers
3 Lightning Spells
sometimes I had a couple of Hog Riders or Giants

This composition is very cheap and you can quickly train these troops. Please
remember to be patient and you'll see it is worth it. I remember that it happened on
the third night am when I finally reached the Master League and that feeling was
beautiful. My goal is reached and I bought my 5th Builder. This pictures is taken in
the last minutes of my journey to Master League:

Somewhere at forums you can find that you will have a lack of Gold because you
always tap Next but that isn't true! At least if you have TH6-TH8. I hope that this will
help you stay motivated and prompt you to push to stronger leagues.

Keep clashing :)

made with
Master the Earthquake Spell

The second Spell of the Dark Spell Factory is the Earthquake Spell and in this post
I want to show you what it can be used for and how it works.

Attention: this post is updated to be compliant with the Spell rework in the
September 2015 Update

How the Earthquake Spell works


The Earthquake Spell works on buildings (except Storages of course) and takes
away, depending on the Level, 14% to 25% of the remaining (NOT original) hit
points. This means the effective damage caused descreases more and more when
the buildings loses hitpoints and the Earthquake Spell was used to damage this
specific building before. So it's perfect to use against buildings that have less than
25% of their full hitpoints left. A very effective way is using 2 Lightning Spells on e.g.
a Air Defense and completely destroy it with an Earthquake Spell (instead of using a
3rd Lightning Spell because the Earthquake Spell only takes 1 Housing Space)

In addition the Earthquake Spell has 4 times the damage on Walls and it will destroy
buildings if they're near to destruction.

Deployment of the Earthquake Spell


When I read that the Earthquake Spell will be counted on the remaining hit points of
a structure I suddenly think about if it makes a difference to drop all of them directly
together (and they get affected to a higher hotpoint base and take more hit points)?
In theory this has to be the case but hard to tell if it's working that way in the game.
Long story short I invested some trophies to check this out myself :)

Here's the result of dropping 2 Earthquake Spells one by one (the second one
was dropped after the first stopped shaking):

Here I dropped them almost together at the very same moment:

You can see in the result it makes absolutely no difference whatsoever. My


guessing is that the final hit points are calculated in the very moment the Spell is
dropped and everything you see is just animation.

What to use the Earthquake Spell for?


What do you need an Earthquake Spell for when you have a Lightning Spell? Well,
the Earthquake Spell

deals more damage on higher hit points buildings


it needs only half the Housing Space for it
and it deals equal damage within the area unlike the Lightning Spell
it's very effective against Walls

Here's what you can use the Earthquake Spell for.

Destroy Walls with the Earthquake Spell


You need 4 Earthquake Spells of any Level to destroy any Level of Wall you want
(Yes, 4 Earthquake Spells Level 1 can destroy Walls Level 11!). You have Wall
Breaker to do this? Ok, but Wall Breakers can get killed on their way or run to
another point than you want them to run to.

Also the Earthquake Spell is perfect to destroy Walls in the inside of a base and it
really rips big holes into the Walls like you can see in the picture above. If you see a
layout of Walls like this you can even destroy both layer at once with the Earthquake
Spells:

Destroy Air Defenses, Mortars, Inferno Tower with the Earthquake Spell
Stop! The Earthquake Spell is not useful to destroy certain buildings within a base.
Here I used 7 Earthquake Spells on an Air Defense and it's far away from being
destroyed:

So, if you're looking on destroying a specific Defense or maybe a Builders Hut to get
50% you still have to go with the Lightning Spell. You may support your attack when
you use it in a core where the area damage deals more damage overall but in the
end Walls are an Earthquake Spells best friend - and finally we found a good reason
to still upgrade and produce our Lightning Spells.

Destroy a Town Hall with Spells (Lightning Spells and Earthquake Spells)
not possible
I know some of you are doing math for quite a while now in order to find out if
there's a combination to destroy a Town Hall only with Spells - long story short it's
not possible. See here my math on this (on a Town Hall 10 with 5,500 hit points and
Earthquake Spells Level 4 (25% of remaining hitpoints) and Lightning Spells Level 6
with 450 damage):

1. Earthquake Spell takes 1,450 hitpoints, 4,050 left


2. - 11. takes less hitpoints (not calculatable because the decrease damage is not
know)

In the end the Town Hall was still standing in quite a good condition (about 30%).

You think smaller Town Halls make it better? Not really because the Earthquake
Spell does less damage (percentage). To be honest, this would be also very stupid
if that would be possible - image Supercell removes the possibility that Storages can

get zapped but adds the feature that Town Halls could :)

made with
Best Spot to place Traps

In this post I want to show you the most useful spots where you should place
your particular Traps in order to make them even more powerful.

Best Trap placement for ground Traps


Best places for Hidden Bombs
Bombs are, spoken in damage, quite useless - especially when you get to the end
game. They however provide some great advantage with the throwback of the
troops within their radius.

You can utilize that to hold troops back and give your Defenses more time to
actually kill them. My favorite place for Hidden Bombs are either next to corners to
hopefully get Wallbreakers out of my life:

or between outside structures. this helps in lower regions to wipe out BARCH
attacks or in later one to hopefully get some Wizards out of my way:

Placing Giant Bombs best


Giant Bombs have a great benefit when it comes to ground Troops - they kill almost
all of them right away. You don'T want to place your Giant Bombs outside because
there is a high potential that some single Troops trigger them and you wasted it
pretty much. I personally see two different spots for Giant Bombs, depending on the
question if you have the Inferno Tower(s) yet or not. If you don't have them you will
see a high potential that you get overrun by Hog Riders so you need to create a
double Giant Bomb spot within your base to take them down:

When you're a solid TH10 you most likely utilize the Giant Bombs against ground
Troops like Wizards You want them to be in your first ring of Defenses but try to
avoid Troops like Golems.

Place them a little off the path of the Golems and maybe you're lucky enough to
catch a group of Wizards.

Best places for Spring Traps


Spring Traps are great against ground troops that will focus on Defenses, because
they group up and the Spring Trap is able to blow up multiple Troops at once. When
you're in a lower TH region be sure to have some funnel spots that will force Giants
to walk into the Spring Traps

Or simply have them spread in the outside ring of Defenses to get maybe get some
Wizards in the TH10 range.

I personally don't like to have them on corners because it's too much gambling if
Wallbreaker will walk into them or not. In most cases I see the Spring Trap blowing
up on a Golem or something else being sent in earlier.

Best Trap placement for Air Traps


Air Bomb placement
Best is to not place them completely outside because you want the Air Bombs to get
triggered by a bigger amount of troops instead of a single Troop.

Groups of Balloons or Minions suffer most from Air Bombs so place them
somewhere in the middle between your outside Walls and your inside core.

Best placement for Seeking Air Mines


The Seeking Air Mines work great on the air troops with a bigger amount of health. I
always place them next to Air Defenses because either the opponent takes out the
Air Defense to have a cleared path for air attacking or you can deal damage to
something like a Lava Hound.

Don't place them in the inside core because when the Troops come next to your
core it's too late. taking out a Dragon there will not change the outcome of the attack
in most cases and you take the high risk that multiple Seeking Air Mines get
triggered at once and maybe overkill a troop

Skeleton Traps
It's always a matter of taste to set your Skeleton Traps to ground or air mode. You
can also mix that but I have them set to air mode most of the time. Don't place your
Skeleton Traps next to your Clan Castle! You don't want to give the attacker the
option to kill the Skeletons together with the defending Clan Castle Troops in a
Lightning Spell shower or a with a Poison Spell that easily!

I always have them around so they get triggered quite soon. Especially against
Balloon packs they are sometimes great because attackers tend to use - or let's
better say waste - a Spell on them.

Final advice for Traps


Never construct your base to have very low space for Traps in between. This will
make the spots of your Traps in your base quite obvious and predictable.

Traps are hidden for a good reason - you don't want to reveal their position before
it's too late. And also DON'T place them around an exposed Town Hall! That's
simply not helping getting a cheap shield (read more about that here)

made with
Smash Southern Teaser bases

Lately, I have noticed a steady increase in the amount of "Southern Teaser" bases,
so I thought it might be helpful to give you some hints on how to effectively attack
them (because you know their weakness) and also which kind of Southern Teaser
bases you should avoid.

What are Southern Teaser bases?


I think we should start at the beginning so we are all on the same page. Southern
Teaser bases are a special kind of layout that is not that well-known of an
expression, but I think each one of you have already attacked them. The layout of
Southern Teaser bases can be used as a Farming Base, War Base or Trophy Base.
Let me give an example:

The first thing you notice is the base has a very weakly protected southern side
(Southern Teaser). Actually, it's not the weaker side that you think it is, because it is
prepared very very well. Southern Teaser means you leave the southern part open
(as a tease) so your attacker will attack from there and run into Hidden Teslas,
Giant Bombs and Spring Traps. If you're not prepared and send in the wrong troops,
or maybe not enough troops, the first assault might lose the fight completely.

Some people also like to use their Town Hall for the "tease", but these are just as
dangerous as resources that look easy to attack. This is what all of us are interested
in - we see what's behind the open walls and we immediately want to go for that
Town Hall.

How to really attack Southern Teaser bases correctly?


What is your first reaction if you know that the southern side is probably the
strongest? Attack from the opposite side... NOT. Look at the pictures, the northern
side is also protected pretty good. Sometimes you can just go for the outside or
semi-outside buildings to get the 50% out of it.

Test the water first


If you have a layout with a Town House or resources that are open to attack, always
test the water! Send in some lonely troops to disarm the Traps and see what's going
on there. You can use this with almost any kind of troops composition. Send in one
or two lonely Hogs or Giants, a pack of Barbarians, some single Minions, Goblins,
etc. This will disarm (most) of the Traps without losing a significant amount of
troops. If there's no other way, you can also send in your Barbarian King and be
ready to activate the special ability. The key is to wisely use a minimal amount of
troops for setting off the traps and testing the defenses.

Don't hesitate and be generous with deploying your troops


The main defensive tactic of Southern Teaser bases is to make you think it's easier
than it really is, so you only deploy some of your troops that will get taken out
mercilessly. For your second deployment, you know what's going on, but you might
only have half your army left to attack and the same thing can happen. You
basically send in 50% of your troops and see them getting crushed but then you
only have the other 50% left in your pocket - deploying 50% another time will pretty
sure have the exact same outcome so you can decide to waste another half army or
surrender and give up the attack.

This is what the owner of the Southern Teaser base wants to happen and the other
way round this is what you never ever want to see happening. Sometimes spending
a little more than needed in the first place might decide between victory or defeat.

What's the story behind Southern Teaser bases?


Using these tactics, you can easily disarm these kind of bases. But why have they
become a solid part of base design in Clash of Clans and now growing in number?
Let's finish this post with some Clash of Clans history.

There was a time when not every empty space was covered by Traps. A long time
ago, Traps were pretty expensive and you weren't able to upgrade them. Regular
Bombs were so weak, they weren't even worth the time rearming them. During this
time, not everyone was prepared for Traps, so these kind of layouts have been very
successful due to surprising the attacker. Also, never underestimate one of the
strongest human weaknesses: greed. Sometimes, humans see something and don't
take a short moment to consider why this kind of base looks so easy. I know not all
of you like this type of tactic from me, but I think that you can get people to do what
you want very easily by just putting something outside that is precious. This can be
a Storage in Clan Wars to motivate greedy people to waste attacks, or an Elixir
Storage to help yourself pushing trophies.

Also let's not forget it's very entertaining if you watch your Defense Log replays with
desperate attackers trying to get the 50%. Come on guys, it's still game and this can
be some good clean fun. :)

Edited by: StTroyIII

made with
Create your free Clan Website
and Forum in 5 Minutes

Lots of Clash of Clans player asked me in the past how to create a professional
looking Clan Website for their Clan without having deep technical knowledge or
pay a lot of money for it. Actually there's one pretty simple and also free solution for
you called iClanWebsites. In this post I want to show you:

The benefits of having your own Clan Website


How you can create your FREE Website at iClanWebsites in 5 Minutes
Give you an overview of the useful features you should use and how to set
them up
Show you some premium features that are really useful

See here a website that has been built with iClanWebsites (Disturbed Souls)

Another great example it the Clan Website of the Clan Band of the Hawk:

Building your free Clash of Clans Clan Website and Forum


First of all you might ask yourself why you need a Clan Website while you have all
the clan management tools within the game. The thing is that the in-game features
are nice and get improved all the time but all professional Clans out there have
their own Clan Website or Forum to help them:

Organize their Clan and Clan Wars professional (and save time with it instead
of writing dozens of clan messages)
Have their Clan Meetings and also voting
Present latest strategies and tactics
Recruiting professional Clashers for their Clan and Feeder Clan
Run a cheap Voice Server to communicate (I will show you also in this post how
to set that up in a few click)

Setting up your Clan Website and Clan Forum Tutorial


Like mentioned in the very beginning of this post I will show you now how you can
set up your own Clan Website and Forum with iClanWebsites in a few minutes.
Simply follow my steps and you're ready until your Troops have been trained.

Signing up
Please note that I managed to get iClanWebsites - the host of this great service - to
become an official partner of AllClash.com. What this means is something I will
explain you below.

->Click here to sign up for free now<-

Please make sure to confirm your signup with the link in the email you just got
(don't forget to check your spam folder!)
Haven't got the mail? Simply go here to send it again

The first and obvious step is signing up at iClanWebsite here with an email
address and then you're basically good to go. Please keep in mind that the basic
package is totally free and you don't have to pay anything for it. The features are
however very good to run a professional Clan website.

After that, you simply have to confirm your mail address in the mail you've just
gotten. Please also check your spam folder because sometimes it is in there and
also mind that it might take some minutes until the mail is delivered :)

Main Settings of your new website


Now you have to set up your website - I promised you that this will be easy and
you'll see that it is. When you clicked your activation link in the mail or you simply go
to iClanWebsites>Login you will now see the Admin Panel where you can manage
your website:

First you go to the Main Settings to set up the domain name for your Clan Website. I
would recommend you using your Clan Name (if available):

The next step would be setting up a proper Welcome Message. Within the Main
Setting you see a tab called "Welcome Message". This is the first message
everybody sees when visiting your Clan Website:

I would recommend you to use something nice but not too long. The activity feed is
something we will set up very soon so no worries when your new Website now
looks a little empty - this will change very soon!

Next go to the "Membership & Registration" options and check this setting key
so not everybody can sign up for your forum without your approval:

Make your Theme


After the initial setup we now start using a theme and customize it. Go to the Admin
Panel>Theme and Edit your Theme there.

You can customize pretty much anything which changing colors, uploading pictures
until you have the style you want. This is pretty easy but will take some time. You
can also simply purchase one of the premium templates if you want to save yourself
the time - they costs about 11 USD and there are also dedicated Clash of Clans
Themes available.

Again, you don't need to and you can also get a very beautiful theme with
changing colors yourself. It simply makes things much more easy for you because
you have a good-looking and professional theme for just a few bucks.

The next thing I want to explain to you is the Panel Builder. You have now changed
the look and feel but maybe you want to arrange some things a little different? Great
news, the Panel Builder let you change the layout yourself:

There are also a lot more things available you can simply drag-and-drop into your
layout lie social widgets etc.

Get the latest AllClash News directly on your Website!

You can also directly add the latest AllClash Posts directly in your Clan Website
there. Simply choose the "RSS Feed" widget and type in the AllClash Feed (or any
other) with the Feed URL: http://www.allclash.com/feed/ and set the description
characters to '999'

Now the latest posts are shown directly in your Clan Website for all members. This
is how it will look like:

This is totally fine with me so please feel free to integrate the AllClash Feed in your
Clan Website :)

You can also write your own News to inform your Clan Members (automatically via
Mail as well if you want to):

I would recommend you that you can posts this in your Clan Description so
everybody will have a place to check out Clan News and make discussions out of
the in-game chat. Also, feel free to link to useful AllClash posts for your clan
members to help them get better in Clash of Clans. Here are some I can
recommend you for that, just to name a few:

Clan War Base Designs


How to win 100 Clan Wars
Win your Clan War step by step

Or simply the all others :)

Sign up now for your own free Clan Website and Forum and save 10%
on your first purchase with the exclusive code ALLCLASH
Sign Up for free

How to make your Clan Website rock


You have learned - and hopefully done - how you can create your basic Clan
Website. This website is able to fulfill all basic needs of your Clan and taking it to
the next level. Anyway iClanWebsites offers a ton of extra features you can use,
when you sign up for a premium plan - quite affordable when you think how easy it
is to build a professional Clan Website for Clash of Clans with it. Here are some
premium features that will give your Clan Website the perfection of being
professional:

Newsletter and Notification Feature


Premium Themes
Match Reports
Voice Server

Please note that I managed to get iClanWebsites - the host of this great
service - to become an official partner of AllClash.com. This means you
will be able to save 10% of your first premium purchase with the code
ALLCLASH
You can also cancel your premium plan anytime you decide to not need it anymore
so trying out is something you can do for sure. Let me show you why those features
are perfect.

If you're worried about the costs please also mind that there's a donation tool
so everyone in your Clan is able to donate something to the monthly costs
directly to your account - divided by your Clan the costs are way less than 1
USD for each!

Newsletter and Notification Feature


It's great that you can post news on your Clan Website but sometimes people are
just not checking it out themselves. With this feature you're able to notify your users
via mail whenever you have something new posted on your Website.

Premium Themes
As mentioned above you can customize your theme yourself but there are also
beautiful premium themes you can use.

Another big advantage is that the premium plan offers you a version without any
advertising on your website.

Clash of Clans Voice Server


I think I don't have to tell you how complicated it is keeping 50 members with the
chat tool within the game in organization. With a Voice Server you can talk all the
time with your clan member and have your hands free for Clashing. In my Clan we
use this and it's really nice to quickly use it. We use a Voice Server for Teamspeak
from iClanWebsites and the corresponding Apps for iOS and Android of
Teamspeaker

What are you waiting for, Chief? It's easy, it's free so just sign up!

made with
When to Break Your Shield
While Farming

An important part of farming is deciding when to break your shield so you can
protect your resources. Excuse me? Protecting resources by breaking your shield
- how is this possible? Well, if you get destroyed by at least 90% from an enemy,
you will get a 16 hour shield and be saved from other attackers, but just letting your
shield run out is not always the best thing to do.

Is it Because the Collectors Run Full?


Your Mines and Collectors have, if you have them at least on level 7, enough
capacity to collect resources over the time of 16 hours without running full. Your
Dark Elixir from your Drills, however, should be collected because they only can
only collect 16 hours of production if you have them at level 6. Your resource
collectors aren't the reason why should break your shield from time to time though,
because you can collect them without breaking your shield.

What happens exactly when you break your shield? You open your base to anyone
so you can get attacked again - something you don't like when farming because
there is a small chance someone will take a lot of your precious resources.

Sleep, Eat, Break Shield, Repeat.


You should also have the shield adapted to your biological rhythm. If you go to bed
and you know you will sleep for the next 7 or 8 hours, but you have a shield of 4
hours, you can be sure that someone will take your Mines/Collectors production of 4
hours while you sleep. Breaking the shield on purpose will make sure your
Mines/Collectors are completely empty and you can also do one or two
BAM/BARCH raids before you finally go to sleep. I'm talking about farming here so
you hopefully you have your Town Hall exposed (see here what makes your base a
solid farming base) so you can be sure you'll be attacked shortly after you break the
shield. It's not only the Town Hall snipers, but also people that see that you have
lots of resources that don't know how to calculate what's in your Storages versus
what's in your Mines and Collectors, so they will try to take it with some
BAM/BARCH combination and you will get a new 12 hour shield in exchange for 4-
10 trophies (unless attacked by a Revenge).

Do the same in the morning when you know you can't check your village because of
work/school or if you'll be in an area with bad cellular reception. Nothing is more
frustrating than when your device dies while you're not able recharge it and you see
that someone took 100k+ resources just 10 minutes before you checked.

made with
Expose your Town Hall
correctly for Farming

I still see bases that have exposed Town Halls often - while attacking or also in the
Weekly User Base Reviews - and sometimes I see setups that are
counterproductive for the purpose of farming. I think it might be helpful to give you
here some tips what to do when exposing your Town Hall and what you should not
do.

Exposed Town Hall - not partially exposed


Some of you may have some mental load with exposing the Town Hall completely
so they do something that I like to call the semi-exposed Town Hall. All of us
learned from the beginning that the Town Hall is your most important building do
defend and just exposing it seems wrong, also because none of us just want to give
away anything so this may be a result:

Let's focus on our goal - we want to have an active shield almost all the time so our
Storages can fill as fast as possible. This is why we expose our Town Hall because
we want anybody who come across our base to be able to destroy it so we lose
almost no resources and the smallest amount of trophies possible to get our shield
active again.

With this example your opponent doesn't see a Town Hall to take with something
like 10 Barbarians without consequences, he will see that he has to invest more
troops and maybe there are also Traps or Hidden Teslas and maybe his instinct is
telling him to go next. In this case more people will have a look at your base and
maybe there is someone with a decent army looking at it afterwards. What's wrong
about this? Well, you're farming so you'll probably have a noteworthy amount of loot
offering so this person thinks "Alright let's try to take them - worst case I can at least
get 1 star from the Town Hall and some of those resources". You see that you
shouldn't have someone looking at your base while thinking this.

Don't throw away your resources


Another thing is the famous Traps'n'Teslas exposed Town Hall. Look at this:

The funny thing is that you will se lots of entertaining replays while someone is
sending in troops after troops until it's destroyed. Yeah, funny... not. Why not? Have
a look at the cost for rearming these Traps. You literally have spent all the Gold that
you saved with an exposed Town Hall on rearming Traps - I don't think I have to
give you some math here to show that this isn't how a successful business is
running.

Also, people get really angry about this and I know a lot of people who will 3-star
your base just because they want to teach you a lesson for this. Again, remember
you'll probably have a decent amount of resources while farming (otherwise you'll
not need a farming setup).

Now what's right?


Just exposing, simple as that. You want that anybody with some troops in his pocket
can destroy it and you want that they will spot the situation. While searching for
bases most of us have to click the Next-Button a lot and I think there is max 1
second looking at most of the bases and they should clearly spot that they can take
the Town hall easily:

I have made the best experiences with putting it completely left or right and far away
from any other kind of building. Also you should just place obstacles around it to
show it's a save spot. There's also a sign with the White Flag to show attackers that
it's safe to snipe the Town Hall but only a few know and understand this sign.
Anyway with the obstacles you can also draw additional attention to your exposed
Town Hall.

made with
How to get at least 1 Star in
Clash of Clans

The League Bonus has gotten more and more important - even for farming - so
every attack you do has to have one primary goal: getting at least 1 Star out of
the attack to get the League Bonus. Now you'll often face a situation where your
Troops have been defeated and you reached >45% destruction and you have to be
careful what to do next to turn this attack into a victory. In this post I will show you
some last possibilities you have and why you should always leave some aces in
your sleeve for your very last comeback.

How to get some additional percent for the 1 Star Victory


There are two ways to get your 1 Star when you reached less than 50% - destroying
enough buildings to ave a 50% destruction or destroy the Town Hall. The last is
nothing we will focus on here because the case where you have an unprotected
Town Hall to destroy when all your Troops have been defeated is a one in a million
case; we will focus on destroying some buildings.

We will obviously focus on the buildings with either low hit points or the ones that
are completely unprotected but to destroy something you should have at least
something left in your pocket you can use to destroy. That would be:

1. Lightning Spell(s)
2. Barbarian King or Archer Queen
3. Archers or Minions

I personally like to keep some Archers and a spare Lightning Spell in all kind of
attacks for this case, because they won't turn my initial attack into a win and I can
use them way better when I have to clean up afterwards.

Why some buildings reward 1% and others 2% destruction?


Before we go to the destruction methods we have to do some math. You probably
recognized that you sometimes only get 1% additional destruction and in other
cases 2%. Lots of people think this is related to the total hit points of a building but
this is simply math because you never have exactly 100 buildings available for
destruction. It's less than 100 so some buildings sometimes reward more than 1% -
this is totally by random and NOT RELATED TO THE HITPOINTS OF THE
BUILDING.

Get 1 Star with Lightning Spell


The Lightning Spell is a great way to destroy certain buildings. If you have one left
you should have a look if you find:

Builder Huts (can get destroyed with 1 Lightning Spell of any Level)
Hero Altars (can get destroyed with 1 Lightning Spell of any Level)
Army Camps (have at least a Lightning Spell Level 4)

You want to use the Lightning Spell only on protected buildings (within the range of
Defenses) or if you don't have an Troops left. You can also check if there's a
building with low hit points but the bar on top of a building disappears after a while
so you can't rely on that.

Use a Earthquake Spell


After the Spell rework in the September 2015 Update the Earthquake Spell destroys
any building with less than 25% hitpoints left. If you see some of them you can also
use the Earthquake Spell to take it down for good.

Use surgical Troops to get 1 Star


Clearing outside buildings is most of the times the cheapest and most effective way.
Also during attack you should always have a look for buildings in the corner and use
an Archer on them to get the percentage filled

Sometimes you're lucky and see something like this:

That's what I call a jackpot because you simply need 1 Archer or Barbarian or
whatever to get at least 3% more destroyed.

Using your Clan Castle and Heroes


No we talked about the simply and obvious ways and I think most of you already
attack that way - the most common and most difficult way is that you have to
destroy more than 1 or 2 buildings and they're protected by Defenses and are too
strong to get destroyed by your single Lightning Spell. In this case you need exactly
2 things:

1. A Hero or your filled Clan Castle reinforcement troops


2. patience and skill

What you need to do is having to judge where you put your troops/Hero to have
enough buildings destroyed before they will go down - remember there are
Defenses protecting the buildings we're just about to destroy!

At the end of the day you need to get a feeling what's working and what's not - you
probably have like 60 seconds of your attack left and start counting DPS versus hit
points fill simply let you run out of time. However I have my basic tips for you so you
can at least prevent running into something that will probably cost you your victory:

Stay away from Wizards Towers / Mortars / Archer Tower when you have
Archers in your Clan Castle

The Archers are grouped and the Mortar can now kill them easily
Never use your Hero Ability before the Hero has dropped to at least 50%
health

Stay away from areas that seem to have Traps

I hope this one helps you get additional victories.

made with
Dark Elixir Farming without
Lightning Spells

Supercell recently removed the opportunity to farm Dark Elixir with Lightning Spells
simply by placing them on a filled Dark Elixir Storage - Storages now neither lose hit
points not resources through Spells. For some of you this may be a relief, but for
those who are in urgent need of Dark Elixir - mostly TH7 and Th8 - have now a
huge hole to be filled. In this post I will show you two different strategies for Dark
Elixir Farming without Spells that will work. In the first part i will show you TH7
and TH8 Clasher how you can now farm your Dark Elixir and in the second part I
will show you a tactic called Superqueen which will do the same for TH9 and TH10
player.

Dark Elixir Farming TH7 and TH8 for the Barbarian King
I told you to get the Dark Elixir without the easy possibility to use Spells - so you will
obviously have to raid. Before we get to the details let's simply put our goals
together so we don't forget what we're up to:

Get the highest possible amount of Dark Elixir per hour

Ok, that sounds reasonable but how will we achieve this? Simply when

Using a composition of Troops that is created quite fast to have lots of attacks
The Troop composition should not cost any Dark Elixir, because that's what we
want to earn
Get the most Dark Elixir per raid we can possibly get

That's easy, isn't it? Now we simply have to work through this list step by step and
everything is fine. No worries, I already did this for you so you can relax and simply
read what I came up with and simply do it :)

How Dark Elixir Farming without Spells works


Actually it's pretty easy so when we take a look at our checklist above I will start
from the bottom to the top. We are looking to attack bases with a non-centralized
Dark Elixir Storage that we can reach without having to destroy more than one layer
of Walls. Sounds hard to understand? Here are two examples of bases I'm talking
about:

I started with the base because these are the ones we want to attack - what Troops
and strategy we use is something we come up with after we picked our goal. Those
are the bases that:

1. Hold a huge amount of Dark Elixir


2. Are used quite often at TH7 and TH8
3. Are easy to raid with some experience (that I think you have)

Troop composition to farm Dark Elixir at TH7 and TH8


I recommend you to use:

Giants (about 8 of them)


Wall Breaker (about 6 of them if you're skilled, otherwise better 8)
30 Barbarians and Archers (mixed, 15 each)
fill with Goblins
1 Lightning Spell and 1 Rage Spells just in case (no Dark Elixir Spells because
we want to save Dark Elixir!)

The battle plan is quite easy. You use your Barbarians and Archer to clear off
structures on the outside so they will not distract your Giants, then your Giants will
go towards the place where your path to the Dark Elixir is. In the meantime the Wall
Breaker will split a hole open and your Goblins take the Dark Elixir. That was too
fast? Ok let's have it step by step:

1) Scout the base and prefer TH7 and TH8 bases and maybe rushed TH9

Specifically look for outside located Dark Elixir Storages protected by only one layer
of Walls and full Dark Elixir Drills. It helps when you have quite easy access to it.

2) Send in the Barbarians and Archers to clear the field

This is important because your Giants may not go to the left or south, they have to
take the damage so your Wall Breaker can get the Dark Elixir unprotected by Walls
and your Goblins can steal it afterwards. Only when you're sure there's not that
much left around you can...

3) Send in the Giants and the Wall Breaker

When the Giants are near the Wall you can deploy your Wall Breaker one-by-one.
Pay very close attention to Mortars because their impact splash damage is quite
deadly!

4) Send in the Goblins to collect

No send in the Goblins in a "row". What does that mean? You want to create a
constant stream of Goblins but don't want to risk to lose too many of them from a
Wizard Tower or a Mortar. Don't rush here and take your time to be sure you get it -
you have plenty of time and plenty of Goblins so no need to hurry!

If you need you can also use the Rage Spell to give them extra speed and damage
or the Lightning Spell if there are some defending Clan Castle Troops around.
Bottom line the Spells are only for support and you don't need them for every attack
so you can have a total training time of less than 30 Minutes for the next attack.

Farm Dark Elixir for TH9 and TH10 without Spells


If you're TH9+ I assume you haven't read the first part? No problem, I will wrap the
basics up for you. We want and need to attack certain bases that offer us their Dark
Elixir without having to 3-Star them. Simply because then we need less and cheaper
Troops and Spells that can get trained faster - that's the way to become rich, Dark
Elixir rich. And these kind of bases are what will make us that rich:

We're basically looking for Town Hall 9 bases that have a huge amount of Dark
Elixir int he Storage (no matter where the DE Storage is located) and also it would
be nice to not face a very maxed base. Be aware that this strategy is not working if
there are Inferno Towers around because we need some healing power and this will
get blasted by the Inferno Towers.

The Troop composition for farming Dark Elixir after the Summer 2015 Update:
Your Archer Queen
7-9 Healer (depending on what Level you have them)
filling up with Minions
Poison Spell and Jump Spell (just in case, you never know)

The costs are quite cheap in Dark Elixir as the Minions aren't that expensive. We're
doing almost the same like in the guide above for TH7 and TH8:

1. Create a funnel with the Minions


2. Send in the Queen with the Healers
3. Hold that funnel open and support your Queen with the Spells if necessary

That's it in the fast mode but let's get through this step by step :)

1) Create the funnel


You don't want that the Queen gets distracted by the outside buildings which is very
likely to happen. She will attack anything so don't be too lazy cleaning outside.
Better be sure to have enough

2.) Send in the Queen with her Healers


You Queen will take from here and the Healers will keep her alive. I Don't think you
will see any problems against a Town Hall 9 base unless your Queen and your
Healers are very low in Level.

3.) Keep up the funnel


Now the Queen has all the attention from the Defenses so you can use some more
Minions to simply keep the funnel big.

4.) Use the Jump Spell to get the Dark Elixir


Use the Jump Spell so she can enter an area where she is close enough to the
Dark Elixir Storage. When you've got it simply end the raid and you Queen should
still be almost recovered.

If you do everything right you only have to train the Healers and Minions and the
Jump Spell (and maybe the Poison Spell if you needed it). That fast and in less than
1 hour you should be able to start your next attack with another couple thousand
Dark Elixir to farm.

Here's a video by Powering Gaming showing you how to do it:


Best Gem Farming with
improved Obstacle Spawn Rate

The only way to get free Gems in-game is by finishing achievements or remove
Obstacles (including Gem Boxes) inside your base. There is the theory that one
obstacle spawns every 8 hours which you can clear and maybe get some gems
from it - if you are lucky you will spawn a Gem Box and get 25 Gems after clearing
it. This is called Gem Farming in Clash of Clans and means to get all the free Gems
in game you can get and I will show you how you can max the outcome

Get the most Obstacles possible while Gem Farming


A player within the official Clash of Clans Community Forum documented this and
found some interesting facts about the spawn rate and how you can
increase/decrease them by changing your base layout. For the people who want to
get their outer ring filled with a certain obstacle it is important to spread your base
as much as possible.

An obstacle cannot spawn directly next to a building because there always has to
be at least one space of the ground in between. The point is: If a new obstacle
(including a Gem Box) is trying to spawn after another 8 hours and it has no
possible spot to spawn onto, it will not spawn at all. There's even the theory that if
the Obstacle wants to spawn and the space is already occupied by something else
it will not spawn elsewhere - however there's no evidence for this but some people
tries to prove this to be true and I myself also have this feeling since my base is
pretty spread out and the amount of new Obstacles decreased significantly.

More Trees mean more Gems


Ok, now we have talked enough about getting the most Trees, Trunks and Bushes
possible to max the possible Gems we can get from them. Please mind that the
Gem Boxes are also an Obstacle within the game logic, so everytime the game
decides to grow something in your village there's a small percentage that it will be a
Gem Box, if:

The last Gem Box you got was at least 1 week ago (Gem Box max grow is once
per week)
You don't have a Gem Box in your base (you can only have one Gem Box)

From over a year experiencing it I can tell you that the percentage a Gem Box
grows is lower than what you possibly can get - I had all Obstacles cleared and
didn't get one for 3 weeks. When I now think I wouldn't remove all Obstacles right
away I think I only would see a Gem Box once a month or less.

So let's wrap Gem Farming up:

1. Have enough space in your base to grow as many Obstacles possible


2. Always remove Obstacles on sight to max your chance of getting a Gem Box
3. Always remove the Gem Box to get the next one as soon as possible

Related: More ways to get legal free Gems in Clash of Clans

made with
Guarantee 2 Star with GoWiWi
and GoWiPe Strategy

Before the April 2015 Update introduced the Air Sweeper you saw LavaLoonion
attacks in 9 out of 10 times when you headed to Master 1 League or above – simply
because this style was able to get you at least 1 Star no matter on what base, if
your Troops are in a good Level and you know what you're doing. Now with the
additional Air Sweeper we see a big revival of the once so famous GoWiWi
(Golems + Wizards + Witches) and GoWiPe (Golems + Wizards + PEKKA) style
that has been almost been extinct in the higher Leagues and Clan Wars in the past
month. The thing now is that this style is more successful with more Golems than it
was in 2014. Now you should bring 4-5 Golems instead of 3. In this post I will show
you step by step how you can use this style to get an almost guarantee 2 Star – if
not 3 Star – on pretty much any base you want.

The difference between GoWiWi and GoWiPe


Well, in GoWiWi you use Witches instead oft he PEKKA you use in GoWiPe but the
difference in this small change of composition is more difficult than that. GoWiWi is
a little easier to handle as you don't have to deploy the Witches that carefully like
you have to when using GoWiPe. The PEKKA are very sensitive when it comes to
timing their deployment and if you do that wrong they just run around the base and
you messed up a little (only 1 Star) or completely (no Star). Witches however are
deploying their Skeletons and this makes them easier to go into the core to take out
the Town Hall to get your 2nd Star.

So why not use GoWiWi and forget about GoWiPe?


GoWiWi is strong but on almost maxed bases you need to use GoWiPe. If you start
using this Go-Style of attacking I recommend you starting with GoWiWi just to get a
feeling of all the steps and if you master them blindfolded you can concentrate on
using the style with PEKKA instead. Almost all the steps are the same with both
styles, except the part when and where you have to deploy the PEKKA.

What you need for GoWiWi and GoWiPe


The basic concept is always the same (I will show it more detailed below):

1. Golems are the protection and they should always be in front of all other Troops
and Heroes (especially the Archer Queen)
2. Wizards are used to clear out the surrounding structures to make all other
Troops go straight towards the Town Hall center
3. Town Hall gets destroyed

This is the very basic description but I think it's always important to know this ver
clear and short description in your mind instead of a long checklist what you do –
this is always the best way to keep the strategy clear in your mind and totally
understand what you're actually doing.

So here's what you need:

5 Golems
10-14 Wizards
2 PEKKA or 3 Witches
fill it up with Archers
your Heroes
Witches in your Clan Castle or just Wizards, Archers etc.
2 Jump Spells
2 Rage Spells
1 Lightning Spell

If you used to go with GoWiPe or GoWiWi a couple of month ago you might ask
yourself why this setup changed. Let me introduce you tot he new changes:

No Wall Breaker? Yes! You use the Jump Spells now as you almost always
have to cross only 2 lines of Walls towards the Town Hall center
Archers? They are great to get you the 50% in an area that has been cleaned
out so far and they are better to snipe over Walls compared to Wizards
No Freeze Spell(s)? Indeed. You now have a crazy tank pool so you don't need
to freeze Inferno Towers any more. Also only crazy people have their Inferno
Tower on Single Mode these days because then they just get destroyed be the
still pretty popular LavaLoonion raiders. This is damage your Golems can take
and you better use the Lightning Spell on the defending Clan Castle Troops

How to use GoWiWi and GoWiPe step by step?


Now you get your checklist. The attack is always in a fixed order:

1. Deploy your first Jump Spell where your Golems should enter
2. Deploy your Golems to go into the first ring
3. Deploy your Wizards to destroy structures so all other Troops will also go inside
4. Deploy your Heroes and the Witches / PEKKA to follow the Golems
5. Use the second Jump Spell to get your Golems toward the Town Hall center and
a Rage Spell to speed all oft hem including following Troops up going there
6. Use the Lightning Spell o the defending Clan Castle Troops and the second
Rage Spell in the Town Hall center and time your Heroes abilities well
7. Use your Archers to clean up leftover buildings that are outside the range of any
Defenses

Step 5 and 6 could also be turned around, this is of course depending on how the
attacks move forward. Now we will have a close look on each of these steps on this
example attack I prepared for you.

Set the entry point for your Golems


This is where you initially go into the base and with that placement you set the
success oft he attack. I always choose the wide side oft he base instead of a corner:

If you manage to get them over 2 Walls it's great but the main reason I don't use
corners is that in my experience the corner makes the 5 Golems go into one big
pack ans split not that good and worst case I lose one or two oft hem going around
while I need them in the corner. No worries about placing the Jump Spell before you
deployed Troops – it will last long enough and you can 100% set the point where
your Golems will go to.

Deploy the Golems


I always deploy them next to each other so they spread a little bit on their first
targets so I have a better way to deploy my Wizards behind them:

Send the Wizards to destroy


The Wizards have only a short life in this strategy. Their only purpose ist o make
sure all other Troops are going into the center and that's their only purpose:

It's important you deploy them behind the Golems to make sure they can fulfill their
purpose before they go down.

Send the DPS aka Heroes, Witches and PEKKA


Here comes the real damage. They should go into the base right after the Golems
so your Jump Spell should still be active (you might see now why you need higher
Level Jump Spells?) so don't wait too long until deploying them:

No worries if you mess this up in the beginning – it takes about 10 attacks until you
have the first step with the Golems and Wizards made perfect. (Disclaimer: Don't try
this out in Clan War the first time)

Time your Spells


Now you have to carefully watch and time your Spells according tot he events that
will happen:

Your first Rage Spell is meant to speed up your Golems towards the Town Hall
center so place it in between your first Jump Spell and the place where you place
your second Jump Spell (not where you placed your first Jump Spell!)

Time your Lightning Spell against defending Clan Castle Troops


Your second Jump Spell should get placed right after your Golems crossed the
layers before and start hitting the first Defense. That's very important or you
might make them go around the Town Hall center or split up if you time that one
too late: (pic splitting up Golems) or if you time it too early leave maybe some
following Troops outside

The last Rage Spell is just inside the Town Hall center when your Troops are in
there

I know this needs some patience and practise as there is always so much going on
there you can hardly tell what's happening. You'll get a feeling for this, I promise!

Clean afterwards
This should usually make you get around 40-45% so now you use the leftover
Archers to clean unprotected structures in the end. You will easily manage to get
the 50% and your 2nd Star with it as the Town Hall always gets down with this
strategy (if nothing goes wrong).

What bases you should not attack with GoWiWi and GoWiPe
I know I promised you a guaranteed 2 Star strategy here on any base and it's true
you simply can't loose without messing up yourself. I simply want to show you some
bases I made the experience with of being quite more difficult to attack and they are
punishing a second delay in Spell placement with you not getting your victory. I still
tell you there is no base you can't get at least 1 Star with this style against but in the
beginning you should stay away from

Bases with lots of compartments:

Inside Town Hall directly surrounded by Walls (can get messy)

Bases with no clear Defense Funnel towards the Town Hall center

Always remember that nexting is only a very small amount of Gold and you'll find
another base you can beat more easily.

Defense Funnel towards the Town Hall... what?


A little excurse tot he Golem AI might help. The Golem always attacks the next in
range Defense and the Jump Spell is nothing else than alluring them and making
their AI think there is no Wall. This doesn't mean that Golems will just leave
everything they are doing and go towards the Jump Spell and in a bad situation you
might have them split up and go around the center:
Advanced Builder Management

Have you ever planned how you upgrade your base? Well, you should! I'm going to
improve your Clashing experience with some simple examples on how you can
probably proceed 20-30% faster in upgrading your base. You don't believe me?
Read my tips for builder management to see where you can improve your own
builder management.

Why is Builder Management that important in Clash of Clans


Time is money and upgrading in Clash of Clans costs time - you can skip that but
who has the gems for doing this? If you don't have the gems to skip any upgrade
you only have the option to optimize your builders potential in order to progress as
fast as possible. I think I can give my advice more meaning with some (you guessed
it) numbers! Maxing out a Town Hall 7 base takes 199 Days 19 Hours and 23
Minutes in upgrading time. Let's say 200 Days and if you divide that by the 4
Builders you hopefully have at that time it will be around 50 Days (almost 2 month) if
you use them right - I think you understand why this is very important.

Time Management
How do you upgrade? Do you save for a certain upgrade or do you just upgrade
what you can afford after your farming session is over? Time Management is very
important so you should always try to have your upgrades finishing at different
times. Let's make an example - with 3 builders to keep it simple:

You have 3 Builders, one of them has 4 Days left on his upgrade and the other one
has 6 Days left. Now, if you let your 3rd builder start an upgrade with 6 Days as
well, you will have one builder free in 4 Days and you'll probably give him a new
upgrade and 2 Days after that you have 2 free Builders. This means you will have 2
Days left to farm enough resources for the two idle Builders, otherwise you risk that
one of them will sleep around, what a waste.

Calculate your average "income" to set the spaces in between your upgrades. You
can calculate your daily income from your Collectors and Mines and add what you
are farming (round about). Now you look what your future upgrade will cost (are
they in the 1,000,000 area or in the 6,000,000 area) and you see how much time
you should have in between your builders to always keep them busy all the time.

No "Focus" Upgrading
Try to spread out your upgrades. You should always try to have defensive upgrades
and resource/Barrack/Army Camp upgrades running at the same time. If you set all
your builder to upgrade defensive buildings, your base will be weak quite a bit. Also,
if you just upgrade your Barracks you will run short on troops and not be able to
farm the resources for your next upgrade. In my experience this is something that
happens quite automatically because you will not have enough Gold to have all your
builders on defensive upgrades.

What you definitely should avoid is upgrading two of the same kind of defense at the
same time because this will open your base. Imagine you upgrade 2 of your 3
Mortars - your enemies will like that for sure.

Make Yourself a plan


I know it sucks to plan all the time (and I have enough experience in project
management to say this) but honestly - how much time do you spend everyday
waiting until your troops are trained so you can start another attack? There is plenty
of time to plan. I always plan my next 4-6 upgrades and in which order I want to
make them. Now I see how my builders will finish their current upgrades so I know
for example: I need 2,400,000 Gold within the next 45 Hours to start that upgrade in
time. Now I set myself some milestones to get that Gold in time like: this evening I
will farm 600,000, tomorrow in the morning I will farm 400,000, etc. and I really try to
stick to that plan - try this out yourself. This also a nice way to keep yourself
motivated when you maybe start feeling bored.

One last tip from me because I know that plans sometimes don't turn out as you
thought they will: If something comes across (running out of battery life, bad farming
time and you can't farm enough, {insert other reason} ...) you can try to upgrade
cheap thing like Traps before your builders are sleeping. Nothing is worst than a
Builder who isn't building.

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