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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
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Ideal Troop Queueing in Clash of Clans
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.
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.
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.
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.
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:
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!
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.
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.
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.
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:
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.
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 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.
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:
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!
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)
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.
Here's the thing: if instances like these occur, you have two choices:
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.
They can also welcome new clan member they accepted with the rules of the clan.
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 :)
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.
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!
There are only some Troops you can't kill with it:
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:
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.
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.
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.
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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.
But sometimes I also was very close to lose but I still have won:
These goals don't have be very difficult, because they are used to stay on the road.
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
In addition the Earthquake Spell has 4 times the damage on Walls and it will destroy
buildings if they're near to destruction.
Here's the result of dropping 2 Earthquake Spells one by one (the second one
was dropped after the first stopped shaking):
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):
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.
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:
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.
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.
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.
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.
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.
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.
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.
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. :)
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:
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:
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)
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.
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 :)
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:
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.
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:
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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.
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.
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.
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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.
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.
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).
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.
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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.
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.
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.
That's what I call a jackpot because you simply need 1 Archer or Barbarian or
whatever to get at least 3% more destroyed.
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
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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:
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 :)
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:
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.
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...
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!
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.
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:
That's it in the fast mode but let's get through this step by step :)
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.
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
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.
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.
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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.
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.
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
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.
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.
It's important you deploy them behind the Golems to make sure they can fulfill their
purpose before they go down.
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)
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!)
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 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.
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.
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.
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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