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•Raise your own army of Barbarians, Archers, Hog Riders, Wizards, Dragons and other mighty fighters or even a arbarian King and Archer Queen. Battle with players worldwide and take their Trophies, or join together with other players to form the ultimate Clan and fight against rival Clans

Saturday, March 7, 2015

Hidden Tesla

Lay a deadly trap with the Hidden Tesla. Our Wizards have trapped a storm cloud into each of these sneaky towers. When an enemy walks or flies close enough, the tower springs up and fries it using the power of Electricity.



















Hidden Tesla 

  • Hidden Tesla is unlocked at Town Hall level 7.
  • Hidden Tesla is a defensive building with a twist: Similar to a Spring Trap or Bomb, it stays hidden and appears when a ground or air unit gets close, or when 51% of the base is destroyed. However, unlike a Trap, it does not have to be rearmed after being deployed.  
  • A major source of confusion regarding the Hidden Tesla is that while it has a range of 7, it has a trigger range of 6. 
  • The Hidden Tesla will not appear unless the enemy units come within its 6-tile trigger range. The only exception to this rule is that Hidden Tesla’s will reveal themselves once a base has incurred at least 51% damage, as they must be destroyed (along with all other buildings) in order to achieve 3 stars. 
  • the Hidden Tesla is revealed, it will stay visible and attack units out to its maximum range of 7 tiles until it is destroyed. Hidden Tesla deals double damage to P.E.K.K.As and prioritizes them over other troops.
  • A max-level Hidden Tesla deals the most constant damage of any defensive building that can target both ground and air troops, beating out the max-level Archer Tower by 1 DPS (damage per second).
Defense
  • The advantage of the Hidden Tesla is that it is (hopefully) a surprise. Capitalize on that. A well-placed Hidden Tesla can inflict destruction on an attacker's offensive strategy.
  • Unfortunately, many players design their villages such that it has only as many 2x2 open spaces within its layout as it has Hidden Tesla’s (and possibly Giant Bombs) available, which makes it obvious where they are located. Instead, try to make sure that there are a few different places where Hidden Tesla’s could be lurking.
  • A good strategy is to create "dummy" 2x2 open spaces to make the enemy think they know where your Hidden Tesla’s are. For example, you unlock 2 Hidden Tesla’s at Town Hall 7. You could create two empty 2x2 spaces in your base which are actually empty, while deploying your Hidden Tesla’s elsewhere, increasing the chances of surprising your opponent.
  • Be cautious when upgrading the Hidden Tesla, as this will reveal its location to future attackers. Combat this by relocating it during the upgrade period.
  • Although a Hidden Tesla being upgraded loses the merit of being invisible, it still keeps the demerit of being unable to cause a no-spawn zone.
  • Make sure to place your Hidden Tesla in a space where Troops cannot be placed (an empty space no larger than 2x3), as unlike other defenses structures.
  • Hidden Tesla’s do not expand your no-spawn zone, meaning that Troops can be placed directly on top of a Hidden Tesla.
Offense
  • Before attacking, look for obvious places where a Hidden Tesla might be located, and avoid them.
  • Hidden Tesla’s will only activate when Troops come close to them. If one happens to trigger, keep in mind that it has a low range. If you cannot destroy it easily, avoid deploying more Troops near it if possible.
  •  Hidden Tesla’s can deal high amounts of damage.If you see a 2x2 empty square space surrounded by Walls, it is very likely that a Hidden Tesla has been placed there. Be aware that Hidden Tesla’s are only for Town Hall level 7+. If it is a Town Hall 6, it is most likely a Giant Bomb.
  • One Giant and a few Archers can quite easily destroy a Hidden Tesla, as it has relatively low health.
  • Some people have free places inside Walls, but place a Hidden Tesla to deceive the enemy.
  • If you have the opportunity to observe a village prior to attacking, such as when planning a revenge, then watch the Villagers. They can reveal the location of Hidden Tesla’s by walking up to the "empty" spot where the Tesla is hidden and clapping.
Upgrade Differences
  • Hidden Tesla’s undergo significant visual changes at levels 4, 7 and 8.
  • When initially constructed, the Hidden Tesla consists of a tall, slender wooden lattice structure with a wire coiled up one support. The top of the tower has a metal conducting rod protruding from it. On each side of the tower's base are what appear to be open trapdoors, evidence of the fact that it buries oneself under the ground until an enemy comes through.
  • Levels 2 and 3, Hidden Tesla’s gain additional metal conductors hanging down from the top of the tower, and a second wire coiled up the support on the opposite side of the tower.
  • Level 4 Hidden Tesla acquires its namesake Tesla coil at the top. 
  • Level 5, the metal conductor pieces turn golden yellow, and a third coil of wire appears on the front support. 
  • Level 6, the Tesla coil itself turns golden as well.
  • Level 7 Hidden Tesla replaces the Tesla coil with a set of massive horizontal bronze rings. The three smaller wire coils on the tower supports disappear and are replaced with a very thick coil of wire running up the front support. When it fires, the rings glow a steady blue.
  • Level 8 Hidden Tesla replaces the horizontal bronze rings with a set of transformer coils and is black with a yellow glow in the middle. More wires appear wrapped around the building, and zaps of electricity jump from the tower several times per minute.







Wizard Tower

The Ultimate Arcane Defense. Wizards Tower cast powerful area effect spells that target both flying and ground troops unit.



Wizard Towers  
  • Is a strengthening, cone-shaped tower of crystalline rock that has a Wizard a top of it. It is capable of inflicting powerful splash damage to both Ground and Air Units troops, though it is limited to a relatively short range. 
  • Wizard Tower, like the Mortar, excels at mowing down entire groups of Troops. However, unlike the Mortar, it has a relatively decent DPS (making it more effective against higher health troops like Giants), and it will target Air Troops in addition to Ground Troops
  • Also unlike the Mortar, the Wizard Tower has no blind spot. Although the arcane blasts from the Wizard Tower do less damage per shot than Mortar, it makes up for this by having a much higher rate of fire. This makes the Wizard Tower an excellent choice for defending other structures by blasting troops that get too close.




Defense
  • An exceptional defensive strategy for the Wizard Tower is to put it near your Town Hall because of the Wizard Tower's splash damage and relatively high rate of fire. However, due to its limited range, it is sometimes more desirable to put the Wizard Tower near the outside of your village
  • Putting your Wizard Tower next to your Storages is an excellent method of protecting them against hordes of Goblins due to its splash damage and fast attack speed against them.
  • Wizard Towers and Mortars are quite complementary, as they can each cover the other's weaknesses
  • Example of a Wizard Tower-Mortar combination: The Mortar can cover a very large range so attacking units will have reduced health by the time they come into shorter range of the Wizard Tower, which helps finish them off. In exchange, the Wizard Tower defends the Mortar by destroying units that cannot be attacked by the Mortar (all air units and ground units inside the Mortar's minimum range)
Offense
  • For attacking, use some units to distract it (Giants or Barbarians) and destroy it with Archers, Minions, or another ranged troop
  • Melee troops like Barbarians or Giants can destroy a Wizard Tower by themselves if there are enough of them, but because these troops must attack while physically touching the tower (and are therefore grouped up), the Wizard Tower can usually destroy the entire group fairly quickly
  • When deploying units, be careful to ensure that they won't get into a clump as they come into range of the Wizard Tower (e.g. attacking a Gold Storage that's near a Wizard Tower), because the Wizard Tower will destroy the group very quickly
Upgrade Differences
  • Wizard Towers undergo significant visual changes at levels 3, 6, 7 and 8.
  • When initially constructed, the Wizard Tower appears to be solid gray rock.
  • Level 2, the lower portion of the wizard tower just barely begins to show Elixir-colored pink crystal, much like the level 6 Walls. This can be seen if you look closely enough.
  • Level 3, the crystals pink color become much more visible
  • Level 4, the crystalline structure begins to spiral around the tower
  • Level 5, the entire base of the tower is completely crystalline, with only the top portion of the tower remaining gray rock
  • Level 6 Wizard Tower has no gray rock left. The entire tower is now constructed of pink crystal, resembling a gigantic level 6 Wall
  • Level 7, the crystal structures grow prominent upward spikes surrounding the platform, and the entire tower darkens to a dark purple, appearing very much like a giant level 7 Wall
  • Level 8, the podium on which the Wizard stands becomes far wider and more jagged. The spikes melt into the tower and it has stone pillars on each side, making eight stone pillars in all. It also has embers floating around the base, indicating a lava source beneath. The embers and the lava source may also be referred to the Town Hall being level 10, as the Wizard Tower can max out at this level
  • The Wizard atop the tower also changes with the Tower's level. Although its physical appearance changes, it always shoots lightning bolts
  • When first placed, the Tower Wizard appears as a level 1 (or 2) Wizard
  • Level 3, the Wizard atop the tower changes in appearance equivalent level 3 (or 4) Wizard
  • Wizard Tower level 5, the Wizard changes its appearance equivalent level 5 Wizard
  • Level 8, the Wizard changes its appearance equivalent level 6 Wizard

Air defense

This anti-air tower is deadly against flying enemies, but can't target troops on the ground. Place it wisely to cover as much airspace as possible.






Air Defense 

  • A powerful defensive building with a very high damaged per second, it capable of defending against flying troops. Air defense can only shoot one target at a time and it cannot shoot a ground unit. Air defense is unlocked at level 4 Town Hall.



Defense 
  • Air Defense has an admirable range and a very high damage per shot against each target. As the in-game description states, it's best to position them so that they cover as much area as possible. One common strategy for Town Hall 8 and above is to position them in a wide triangle (or diamond, once the fourth Air Defense is available) around the Town Hall.
  • Lava Hounds target air defense first, so make sure that you can defend it well with other defenses building which target air troops. Single-Target Inferno Towers are most effective, if you have them. If not, other point defenses such as Archer Towers and Hidden Tesla’s are recommended for the defense along them.
  • Air Defense is a popular first target for armies sporting ground troops, as they are the only defensive structure that cannot target them. Make sure they are defended well, and they will help to keep the skies clear from rampaging BalloonsDragonsHealersLava Hounds, and Minions.
  • Air Defenses are there for when Archer Towers and Wizard Towers just won't cut it, or are distracted by ground units such as Giants and Heroes.
  • If possible, keep your Air Defenses behind your first lines of defense (e.g. Cannons and Archer Towers), preferably with a Wall in between. This will prevent a large Giant or Golem assault from quickly destroying the Air Defense and allowing a Healer to be deployed early in the battle. The longer it takes the Giants to destroy the Air Defense, the more time your turrets will have to thin out their ranks before a Healer can be safely deployed.

Offense
  • Air Defense is a natural target to attack first, as clearing them helps overlay the way for an air assault. Healers are very vulnerable to the Air Defense, destroying this building with Giants before deploying her is recommended.
  • They are easily destroyed by any ground-based troop, as they cannot fight back.
  • It is advisable to keep Balloons away from Air Defenses, as they are capable of destroying most Balloons in one or two hits from a great distance.
  • Air Defenses are quite effective against Dragons, it is possible to keep an Air Defense occupied with a one or two Dragons for a fleet of Balloons to quickly destroy a majority of the ground defenses.
  • A great way to overwhelm the Air Defense is use a large group of Minions, since the Air Defense can only target one air unit at a time.
Upgrade Differences 

  • Air Defenses undergo significant visual changes at levels 4, 7 and 8.
  • When initially constructed, the Air Defense consists of a single wooden launch tube with a single red-and-black rocket. The launch tube is banded with metal.
  • Levels 2 and 3, an additional red-and-black rocket is added to the launcher.
  • Level 4, a second wooden launch tube is added, with two rockets in each tube. The rockets change from red and black to red and yellow while also acquiring caps that are yellow and black.
  • Level 5, Air Defense adds a fifth rocket to one of the launchers.
  • Level 6, Air Defense adds a third wooden launch tube with 2 rockets in each tube.
  • Level 7, the three launch


































Tuesday, February 24, 2015

Clans Are leveling Up!

Clan Experience Level's
  • Level up Clan by earning by earning Clan XP in clan wars
  • Clan badges are now adorned with banners that showcase a Clan's level
  • Clan levels grant perks, prestige and fancier badges and banners
Gameplay Balancing and Upgrades
  • Cannon level 13 packs a punch and takes a lot of damage
  • Healer no longer trigger air traps, just keep clean of Air defense
  • Clan Castle troops deployment is no longer prevented by tapping on obstacle
Clan War Option In / Option Out
  • Clan leaders can now pick exactly who to take to every war
  • New profile setting shows other Clan members if you want to go to war
  • Choose big or small wars, but larger war can be worth more Clan XP
Power Up your Clan with Clan Perks
  • Request troops more often and donate troops at a time
  • Get refunds and automatic upgrades on donated troops
  • Increase your Clan war loot bonus and store more in your Clan Castle
  • Clan Perks unlock automatically and improve as you level up your Clan
Clan Badge Editor
  • Craft a clan badge with your choice of pattern, background and border
  • Level Up your clan to unlock special borders and banners for your Clan badge

Mortar

The Mortar can cut down huge enemies by the splash damage from its shell and don't let the enemies get closer.
















Mortar 

  • Are the heavy defense among all defense, whenever an enemy hit into his range it blast an explosive ball into them. It shoot long range in every five seconds w/c deal a destructive damage against every units of troops. 
  • Mortar has a major disadvantages itself, enable to attack troops with four tiles between him and it has a slow time in reloading. Mortar cannot target an air troops and also fast moving troops like goblin can easily dodge its attack.


Defense

  • Mortar must be place in the center of every player base because of its long range capability to attack the intruders
  • Mortar deals a devastating splash damage to  a low health troops
  • It is much better to form a square defense mortar in the center of your base
  • Mortar can kill a same level with a single shot; i.e. a level 1 mortar kill a level 1 archer
  • Mortar and wizard combination is a a smart idea because both can damage a large area of enemy units
  • Mortar should be prioritize in upgrading between other defensive building
Offense
  • Mortar has a blind spot, slow of firing and inability to target air units
  • Mortar has a low damage capability with such a high health troops like giant or heroes
  • Mortar are easily destroy by aerial units like balloons and dragon
Upgrade Difference
  • Mortars change in visualization at level 4, 6, 7, and 8
  • Level 1 mortars build consist of solid black launcher tube with two half disc on each side and fires a gray round stone 
  • Level 2 and 3 mortars grow larger and increasing wider gold trim in outer rim of tube
  • Level 4 mortars change to a bright golden color and pitted ring of gold trim
  • Level 5 mortars golden rim goes wider
  • Level 6 mortars tube to entirely gold and firing a gold burning ball
  • level 7 mortars receive a skull in each side and the tube turn to black with golden trim
  • Level 8 mortars color change to metallic and inside of tube become flaming and firing a larger burning ball. A golden spikes appears in both side of gimbals and also at the trim ring


Sunday, February 22, 2015

Archer Tower


Archer Tower have longer range than a canon, and unlike cannons, archer tower can attack flying enemies.
Archer Towers 
  • Are extremely versatile structure, they are able to attack target both ground and flying units. They also have extremely excellent range and should be form in-place in every corner of player base defense.


Defense
  • Archer tower can attack target both ground and flying units at a long range distance
  • It is be good that the archer tower can be place in every corner in outer perimeter of the village
  • Archer towers is a good idea to upgrade before the other ground defense
  • Typically a wise strategy to put archer tower near cannon or mortar due to the fact that these two cannot target air units.
Offense
  • Is a good defense that can attack both ground and air units, however archer tower can only attack one unit at a time. This makes the attacker confident to give easy with them with a large number of units.
  • A large of balloon can destroy an archer tower even in a high level
Upgrade Difference
  • Archer towers undergo visual changes at level 6, 11, 12 and 13
  • Level 1 Archer tower has an open wooden lattice supporting a wooden platform, an exterior wooden ladder
  • Level 2 Archer towers get four short post on the top and the wood gets thicker
  • Level 3 Archer towers receive a gray stone padding in every legs
  • Level 4 Archer towers padding turn into support, they shot flaming arrow until reach level 7
  • Level 5 Archer towers gets a solid stone base connects to each supported legs, archer appearance change to level 3 equivalent
  • Level 6 Archer towers exterior ladder and lattice support are removed, a solid vertical support is added and the wooden platform becomes stone battlement
  • Level 7 Archer towers stone battlement are go wider and the solid stone base become taller, the 3rd archer appear and they started shot purple arrow
  • Level 8 Archer towers receive a metal brace in every legs, the archer appearance change to level 5 equivalent
  • Level 9 Archer towers metal legs turn into spike and the green flag is much bigger
  • Level 10 Archer towers a golden plate seen around the tower and the green flag gotten bigger, archer arrow begin to explode on impact
  • Level 11 Archer towers color completely change as all wood is replaced with dark iron also the battlement receive a dark iron shield on every corner with stone skull between them, the flag change to orange and the archer appearance change to level 6 equivalent
  • Level 12 Archer towers gets a golden guard shield on its bottom and spikes all over it with silver corner at top, the flag change to spikes and the archer shot with fire arrows
  • Level 13 Archer towers the silver plating in top becomes gold and the spike, archer appearance change to level 7 equivalent





Canon

Cannons are great for point defense. Upgrade cannon to max level to increase their firepower.
Cannons 

  • Are the first defense building structure that the player build at the start of their adventure in clash of clan.
  • Cannon is a cheap and quick to build or upgrade in lower level unit
  • Cannon can shoot any ground troops only.

Defense
  • Cannon has a high rate of firing an enemy at a decent range
  • Can defend your mortars and wizard tower by placing along the range of cannon
  • The higher the level the greater its damage to an enemy attacker
Offense
  • Cannon is one of the few defensive unit that cannot attack air unit troops its make the attacker easy picking for balloon, dragons and minions.
  • Cannon can only shoot one target at a time, this make it easy to the attacker with large groups of barbarians or archers
Upgrade Difference
  • Cannon only undergo changes with in level 7 and up, the barrel and platform support are both increase in size in every level.
  • Level 1 Cannon initially constructed is consist of a short dark mounted on a crude four legged wooden platform
  • Level 2 Cannon receives a wooden stabilizer and tied to the legs with rope
  • Level 3 Cannon gets leg stabilizer to become stouter. 
  • Level 4 Cannon barrel receives two decorative ridges, one midway along the barrel and one at rear portion.
  • Level 5 Cannon base wooden legs are replaced with metal and the metal ring pivot to get wider.
  • Level 6 Cannon base receive a pair of what appear to be metal clamps on opposite side of the platform
  • Level 7 Cannon wooden base is discarded for a metal platform with four short brass trimmed legs. The barrel decorated with center ridge trimmed with a gold ring.
  • Level 8 Cannon receive another decorative gold ring
  • Level 9 Cannon receive the last gold ring 
  • Level 10 Cannon is entirely gold, the rear of the barrel receive triangular reinforcing plate and platform
  • Level 11 Cannon transform into black metal and the base receive prominent black footings
  • Level 12 Cannon is reach the maximum level with a red ring around the barrel and red crystal on each base corner.