Minggu, 30 November 2014

Clash Of Clans - Witch


  • Summary
    • The Witch is a powerful troop that can summon dead warriors from past battles (Skeletons). She can be used as a support troop (similar to the way the Healer works) and when used correctly, can wipe a battlefield with ease.
    • The Witch has short purple hair that goes down to her shoulders. She wears two golden shoulder pieces, a golden belt, and a raggedy skirt. She also wears a raggedy purple cape and holds a staff with a goat's skull.

  • Offensive Strategy
    • As she has low hitpoints, the Witch is recommended as a support troop, and should be placed near the back of an attack. Don't group Witches together or a Mortar may wipe them all out. The Witch has the same range as an Archer or Wizard. Plus the Witch's Skeletons are good tanks to attract the attention of defense buildings.
    • Drop a couple of Giants as distractions, with a few Wall Breakers shortly after. Then add 1-3 Witches and they will spawn Skeletons to help the Giants. When the Giants and Witches finish destroying the defenses, drop 1-4 additional Wall Breakers (depending on level) along with 1-4 Witches and more Giants.
    • The Witch's Skeletons can help Giants destroy buildings.
    • The Witch's Skeletons can easily overwhelm defenses, though splash-damaging buildings (Mortars andWizard Towers) can wipe them out just as easily as they can be raised.
    • If you have strong enough Lightning Spells, take out one or two Mortars at the start of the raid. This will greatly decrease the base's splash damage capability. More Skeletons will then stay alive longer acting as a distraction for the defense and will let your stronger troops take care of the rest.
    • If you see a Witch on defense, a single Lightning Spell is a convenient option to prevent wave after wave ofSkeletons continually distracting your offensive troops.
  • Defensive Strategy
    • When using Witches as part of your Clan Castle complement, place the Clan Castle behind walls to protect her from being drawn out and killed easily.

  • Upgrade Differences
    • Currently, the Witch has the fewest available levels of any troop (two); every other troop has at least three, and most have five or six levels. It is highly likely that Supercell will add more levels in future updates.
    • There is no difference in appearance between the two levels. Currently the Witch is the only troop with no upgrade differences.

  • Trivia
    • The Witch has approximately the same amount of health as a Wizard of similar level.
    • Although she appears to have no feet, which makes it seem like she is levitating, she is actually a ground troop and will not be attacked by Air Defenses.
    • In terms of health and damage output, the Skeletons that the Witch summons are slightly stronger than a level 6 Archer. However, the Skeletons have no ranged attack.
    • In the Japanese language setting of the game, the Witch is called "Necromancer" literally.
      • Necromancy is a form of magic involving communication with the deceased – either by summoning their spirit as an apparition or raising them bodily.
    • You can have a maximum of 20 Witches at one time in a complete set of fully upgraded Army Camps. This number increases to 22 if you include the 2 that can fit into a level 4 or higher Clan Castle.
    • Only a certain amount of Skeletons can be on the battlefield at the same time (see table below for details).
    • Although summoned Skeletons look very similar to Wall Breakers, they are more likely to be Barbariansbecause they have a similar look, stance and attacking style.
    • If you observe carefully, the Witch looks similar to the Archer, only much more "zombified".
    • Witches don't require any graves on the battlefield to summon skeletons.
    • Rage Spells don't speed up the Witch's Skeleton production.
    • When summoning Skeletons, the Witch glows green and raises her scepter.
    • When you have a Witch in your Clan Castle, and it creates Skeletons during a defense, the Skeletons that were made do not go back into the Clan Castle.
    • The summoned Skeletons make upon-death skeletons.
    • Witches attack with green fire balls.
Preferred TargetAttack TypeSummon CooldownHousing SpaceTraining TimeMovement SpeedAttack SpeedDark BarracksLevel RequiredRange
NoneArea Splash 0.3 Tile Radius (Ground & Air)6s1220m120.7s54 tiles
LevelDamage Per SecondDamage Per AttackSkeletonsSummonedHitpointsTraining Cost Dark elixirResearch Cost Dark elixirLaboratoryLevel RequiredResearch Time
12517.53 (Limit 6)75250N/AN/AN/A
230214 (Limit 8)10035075,000710 days

Clash Of Clans - Mortar


  • Summary
    • Mortars are the player's heavy defenses. Whenever an enemy comes into range, it blasts out an explosive shell with a low frequency "ping".
    • Mortars shoot long-range explosive shells every 5 seconds which deal devastating splash damage to every unit within a small radius of the impact point. Their splash damage, combined with their long range, make them deadly weapons against large groups of weaker enemies such as BarbariansArchers, or Goblins.
    • A mortar's major disadvantages are its inability to attack troops within 4 tiles and its low rate of fire.
    • Due to the fact that the Mortar's shell takes a while to reach its target (over a second at maximum range), fast troops like Goblins can easily dodge its attack if they are moving when the Mortar fires.
    • Mortars cannot target air troops.

  • Defensive Strategy
    • Mortars should generally be placed towards the center of your base, preferably behind at least one set of Walls. Its long range allows the Mortar to attack from far behind other structures.
    • Since the Mortar deals heavy splash damage, it can quite rapidly eliminate attacking troops.
    • It is smart to form a triangle or square with your Mortars near the center of your base, as this allows multiple Mortars to attack the same area.
    • At each level, the Mortar can kill a same-level Archer in a single shot. i.e. A level 1 mortar can one-shot level 1 Archers, level 2 can one-shot level 2 Archers, etc.
    • Putting a Mortar and Wizard Tower together makes a smart pair, because the Mortar covers a large area while the Wizard Tower helps protect the Mortar from mass air troops and covers the Mortar's blind spot.
    • It is a good idea to place Mortars near each other, without putting them in the same wall pocket (if possible). When more than one Mortars' range overlaps, it creates a kill-zone where almost no ground troops can survive.
    • Take care when upgrading, as many players use this as a chance to attack. For this reason it is a good idea to only upgrade one Mortar at a time. However, upgrading all of them at once is also viable, as it gets the upgrades out of the way quickly, leaving you more time to benefit from all Mortars being online and maxed out at your current Town Hall level.
  • Offensive Strategy
    • The Mortar's blind spot, low rate of fire, and inability to target air troops makes them vulnerable to a wide variety of different attacks. Fast melee troops such as Barbarians or Goblins (after all resource structures are destroyed) can rush to the Mortar and quickly enter its blind spot. Unfortunately, Archers will always stop and begin firing at a Mortar before they enter its blind spot, so pairing them with a meatshield is ideal.
    • The Mortar's relatively low hitpoints makes it very vulnerable to Giants and Lightning Spells. It takes only a pair of appropriately-leveled Lightning spells to take out any Mortar.
    • Finally, their inability to target air troops makes Mortars easy pickings for BalloonsDragons and Minions if they are not covered by Air Defenses.
    • When deploying troops, try to avoid deploying ground troops in clumps. The Mortar does great splash damage.

  • Upgrade Differences
    • Mortars undergo significant visual changes at levels 4, 6, 7 and 8.
      • When initially constructed, the Mortar consists of a solid black launcher tube with two half-disc gimbals on each side. It fires a gray stone shell.
      • The level 2 and 3 Mortars grow larger and sport an increasingly wider gold trim on the outer rim of the tube.
      • At level 4, the Mortar's gimbals change to a bright golden color, and it sports a wider, pitted ring of gold trim. Its shell changes to a black stone.
      • At level 5, the Mortars gold rim reaches its greatest width.
      • At level 6, the Mortar's tube turns entirely golden. Its shell becomes a golden fiery ball.
      • At level 7, the Mortar's tube reverts to black with golden trim, but acquires a skull on each gimbal (which turn black as well) and bone fragments on the ground in front of it.
      • At level 8, the Mortar's color is metallic, and the inside of the tube becomes glowing with what appears to be lava. The golden fiery ball becomes noticeably larger.

  • Trivia
    • There is an Achievement called Mortar Mauler that is advanced when you destroy a certain number of Mortars in raids.
    • The Mortar's low Damage per Second is due to its very slow firing speed: 1 shell per 5 seconds. Thus, multiplying its DPS by 5 will give you it's damage per shot, which is the important stat for Mortars.
    • Every time a Mortar shell hits the ground, the screen shakes slightly.
    • The Mortar has the least hitpoints of all maximum-level Defensive Buildings.
    • The Mortar shell's explosion is so powerful that it knocks back Tier 1 troops. If the troop gets knocked far enough away from its current target, it can even change targets to another, closer building.
    • The Mortar, along with Laboratory, are the two buildings which can only be upgraded once per Town Halllevel: from Town Hall 3 to Town Hall 10.
    • Until the Halloween 2014 update, villages were limited to a maximum of three Mortars.

  • Icon Descriptions
    Icon InfoTapping this icon displays information about the Mortar, such as Level, Damage Per Second, Hitpoints, Range, Damage Type, Targets and Favorite Target.
    Icon UpgradeTapping this icon begins upgrading the Mortar to the next level, if you have enough resources and a freeBuilder. When the Mortar is at maximum level, this icon is not shown.
    Icon FinishNowTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number of Gems.
    Icon CancelTapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.
    Town Hall Level12345678910
    Number Available0011123444

    Size
    3x3
    LevelDamage per SecondDamage per ShotHitpointsCost GoldBuild TimeExperienceGained XPTown Hall Level Required
    14204008,0008 hours1693
    252545032,00012 hours2074
    3630500120,0001 day2935
    4735550400,0002 days4156
    5840590800,0004 days5877
    69456101,600,0005 days6578
    711556403,200,0007 days7779
    813656706,400,00010 days92910
    RangeAttack SpeedDamage TypeUnit Type Targeted
    4-115sSplash - 1.5 tilesGround

Clash Of Clans - Hidden Tesla


  • Summary
    • The 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.
    • The Hidden Tesla is unlocked at Town Hall level 7.
    • 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 Teslas 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.
    • Once the Hidden Tesla is revealed, it will stay visible and attack units out to its maximum range of 7 tiles until it is destroyed.
    • The Tesla deals double damage to P.E.K.K.As and prioritizes them over other troops.
    • A max-level Hidden Tesla deals the most damage of any defensive building that can target both ground and air troops, beating out the max-level Archer Tower by 1 DPS.

  • Defensive Strategy
    • The main advantage of the Hidden Tesla is that it is (hopefully) a surprise. Capitalize on that. A well-placed Hidden Tesla can wreak havoc 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 Teslas (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 Teslas could be lurking.
      • A good strategy is to create "dummy" 2x2 open spaces to make the enemy think they know where your Hidden Teslas are. For example, you unlock 2 Hidden Teslas at Town Hall 7. You could create two empty 2x2 spaces in your base which are actually empty, while deploying your Hidden Teslas 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 Teslas do not expand your no-spawn zone, meaning that Troops can be placed directly on top of a Hidden Tesla.
  • Offensive Strategy
    • Before attacking, look for obvious places where a Hidden Tesla might be located, and avoid them. Hidden Teslas 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, as Hidden Teslas can put out 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 Teslas 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 Teslas by walking up to the "empty" spot where the Tesla is hidden and clapping.

  • Upgrade Differences
    • Hidden Teslas 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.
    • The levels 2 and 3, Hidden Teslas 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.
    • The level 4 Hidden Tesla acquires its namesake Tesla coil at the top. At level 5, the metal conductor pieces turn golden yellow, and a third coil of wire appears on the front support. At level 6, the Tesla coil itself turns golden as well.
    • The 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.
    • The 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.

  • Trivia
    • Hidden Teslas are not traps. Their aesthetics trick some into believing that they are traps, but they're actually permanent structures just like any other defensive building.
    • The Hidden Tesla gets its name and appearance from the Tesla Coil, invented by the scientist Nikola Tesla.
    • Lightning Spell cannot harm a Hidden Tesla if it has not yet been revealed.
    • Defense-targeting Troops (e.g. Giants) will not target a Tesla until it is revealed, even if all other defenses are destroyed.
    • The Hidden Tesla is the only defense that preferentially targets one unit type (P.E.K.K.A).
    • The Hidden Tesla can have troops spawned on top of it if it's in a 3x3 square. Placing a troop into the spawn hole will cause the Hidden Tesla to pop up and start attacking.
    • Many high level players place their Hidden Teslas near their Town Hall.
    • The Tesla ejects small sparks when it is not attacking.
    • The level 7 Tesla has the same top piece as the level 7 Laboratory.
    • Like the Mortar, the Hidden Tesla can one-shot a same-level Archer, e.g. a level 4 Hidden Tesla can one-shot a level 4 Archer. However, this is not true for Level 5.
    • The Hidden Tesla is one of only two Defensive Buildings that is made of wood at max level, the other being the Air Defense.

  • Icon Descriptions
    Icon InfoTapping this icon displays information about the Hidden Tesla, such as Level, Damage Per Second, Hitpoints, Range, Damage Type, Targets and Favorite Target.
    Icon UpgradeTapping this icon begins upgrading the Hidden Tesla to the next level, if you have enough resources and a free Builder. When the Hidden Tesla is at maximum level, this icon is not shown.
    Icon FinishNowTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number of Gems.
    Icon CancelTapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.
    Town Hall Level12345678910
    Number Available0000002344

    Size
    2x2
    LevelDamage per SecondDamage per ShotHitpointsCost GoldBuild TimeExperienceGained XPTown Hall Level Required
    13420.46001,000,0001 days2937
    240246301,250,0003 days5097
    34828.86601,500,0005 days6577
    455336902,000,0006 days7208
    56438.47302,500,0008 days7778
    675457703,000,00010 days9298
    78752.28103,500,00012 days1,0189
    89959.48505,000,00014 days1,09910
    RangeAttack SpeedDamage TypeUnit Type TargetedPreferred Target
    6 then 70.6sSingle TargetGround & AirP.E.K.K.A (damage x2)