Monday, May 18, 2015

Wall Stats, Upgrade Levels, Cost, & More

9:18 AM Posted by Unknown No comments

Clash of Clans Wall Guide: Wall Stats, Upgrade Levels, Cost, & More


Walls are destructible barriers that players can use to help protect their buildings and resources from enemy attacks. With enough upgrades, a single wall can have more health than any other structure in Clash of Clans. Players get more and more walls with each Town Hall upgrade, allowing them to make larger and more intricate base designs with every level.
Upgrading walls is expensive and is the biggest sink of Gold (and with a new update, Elixir) in Clash of Clans. While even max-level walls can be readily destroyed by Wall Breakers, the higher level the wall, the harder it is for regular units to break through.

Wall Basic Stats, Upgrades, and Number Available by Town Hall Level

Note: Each wall occupies a 1×1 tile. Walls can only attach to another and form junctions diagonally on the screen. Walls placed directly north, south, east, or west of another wall will not form a tight junction. Walls that have formed a tight junction will undergo a graphical change and clearly appear to be connected on the screen.
Wall Upgrade Costs and Stats by Town Hall Level
WALL LEVEL
COST (GOLD OR ELIXIR)
TOTAL COST TO REACH LEVEL
HITPOINTS
TOWN HALL REQUIREMENT
12002003002
21,0001,2005002
35,0006,2007003
410,00016,2009004
530,00046,2001,4005
675,000121,2002,0006
7200,000321,2002,5007
8500,000821,2003,0008
91,000,0001,821,2004,0009
103,000,0004,821,2005,5009
114,000,0008,821,2007,00010
Number of Walls By Town Hall Level
TOWN HALL LEVEL
2
3
4
5
6
7
8
9
10
Number of Walls255075100125175225250250
Number of Wall Breakers Required to Break Down Walls
 
WALL BREAKER LEVEL 1
WALL BREAKER LEVEL 2
WALL BREAKER LEVEL 3
WALL BREAKER LEVEL 4
WALL BREAKER LEVEL 5
WALL BREAKER LEVEL 6
Wall Level 1111111
Wall Level 2211111
Wall Level 3221111
Wall Level 4221111
Wall Level 5332211
Wall Level 6543221
Wall Level 7643222
Wall Level 8754322
Wall Level 9975432
Wall Level 101296533
Wall Level 1115118643

Wall Strategy

Placing your walls intelligently is key to successful defense in Clash of Clans. Walls help prevent enemy troops from reaching your towers and resources. Walls slow down enemy ground troops and give your towers a better ability to defend against attacks. In this section, we will discuss some of the basics. See our Base Layouts guide for specific base layouts for each Town Hall level.
Wall Joints
One of the most important wall concepts to understand in Clash of Clans is how exactly wall joints work. A “joint” refers to the point where separate walls come together to form a tight junction that enemy ground units cannot pass through. Consider that enemy players will always be looking to destroy these joints, as they often give the player access to more parts of a base then if the player was to destroy another wall.
The goal is to avoid 4-way joints at all costs. If a wall from the northeast, northwest, southwest, southeast all intersect at the same spot, destroying that single wall at the center of the joint will give an enemy player’s units access to all four areas originally walled via that joint. It is best to instead try and stagger your walls so that the largest joint is a 3-way joint. It is impossible not to have 3-way joints in a base design, particularly at higher levels.
Creating Funnels
Enemy units tend to avoid walls and instead look for ground-based pathways to get to their target. Enemy units only attack walls if there are no buildings within reasonable walking distance to attack. As a result, players often leave gaps in the perimeter walls, knowing that enemy units will naturally try to enter their base through these gaps. This allows players to then place traps at the entrance to this funnel, forcing enemy units into their traps.
Funnels can be elaborate and extend around the perimeter of the base. Funnels commonly circle an entire TH8 or TH9 base, dragging enemy units across spring traps and bombs along the way. Giants and Hog Riders are by far the most susceptible units to funnels, as these units specifically target ground defenses as a priority.
Which Buildings to Protect?
Players have a limited number of walls at each Town Hall level. If you try to place all of your buildings behind your walls, then you will not have enough walls to create multiple barriers. It is a mistake to jumble all your buildings in the center of the base then cover all the buildings with a wall. Instead, you want to have many cells and wall-layers that force enemy ground units to break down multiple walls to reach your important structures.
As a result, many buildings often are placed outside the walls. This is particularly the case with non-essential structures like the Barracks and Army Camp.
Using Wall Breakers
It can be difficult to break through high level walls without Wall Breakers. Wall Breakers are expensive and fragile, so some care must be taken to protect them. It is best practice to drop a few units or a single-high health unit (like a Giant) to serve as a distracting force before deploying Wall Breakers. The distracting units will take tower fire and allow the Wall Breakers to do their job.
Wall Upgrade Priority
Walls are an enormous resource sink. They also have by far the lowest return on the amount of resources spent to upgrade them, particularly as the levels rise. It is useful upon reaching a new Town Hall level to push up walls to level 5 or 6, but after that, walls should be the last upgrade priority until all defensive structures are maxed. The only exception to this is if you are capped on the amount of resources you can hold and your builders are all busy. If one builder frees up, you are full on resources, and you know you can cap resources again, go ahead and drop your excess resources on walls and then cap out again by the time your next builder is free.

Inferno Tower

9:14 AM Posted by Unknown No comments

In Clash of Clans, the Inferno Tower is the last and most powerful defensive structure that players can get. Unlocking at Town Hall 10, the Inferno Tower not only deals high damage, but it also stops healing effects, has high health, and only occupies a 2×2 space (most towers occupy a 3×3 space). To top it off, the Inferno Tower has solid range (9 units) and hits both air and ground units.
The most unusual aspect of the Inferno Tower is that it can be set to either single-target or multi-target mode. Single-target mode allows the Inferno Tower to charge up and defeat any enemy unit in 6-9 seconds, even high-level heroes and high health units like Dragons or Golems. Multi-target mode allows the Inferno Tower to deal modest damage to up to 5 targets. With its ability to block healing effects, the multi-target Inferno Tower helps wipe out large numbers of weak units.

Inferno Tower Stats, Upgrades, and Number Available by Town Hall Level

Damage Type: Single Target and Multi Target Modes
Attack Speed: 1 attack per .128 seconds
Range: 9 units
Targets: Ground and Air
Building Size: 2×2 tiles
Inferno Tower Upgrades and Stats by Town Hall Level
INFERNO TOWER LEVEL
TOWN HALL REQUIREMENT
HITPOINTS
COST (GOLD)
BUILD TIME
LOADING COST
1101,5005,000,0007 Days500 Dark Elixir
2101,9006,500,00010 Days600 Dark Elixir
3102,2008,000,00014 Days700 Dark Elixir
INFERNO TOWER LEVEL
SINGLE TARGET DPS - START
SINGLE TARGET DPS AFTER 2 SECONDS
SINGLE TARGET DPS AFTER 5 SECONDS
MULTI TARGET DPS (UP TO 5 TARGETS)
1241001,00030
2301251,25038
3361401,40042
Number of Inferno Tower By Town Hall Level
TOWN HALL LEVEL
10
Number of Air Defense Towers2
The Inferno Tower is a strong tower right from level 1, although it does receive solid increases in strength with each level upgrade. When set to single target mode, the Inferno Tower will need to “charge up”. It starts off dealing very little damage for 2 seconds, increases to high DPS from 2 seconds to 5 seconds (while on the same target), and after 5 seconds it goes up to 1,000+ damage per second. If the Inferno Tower finishes its current target and starts on a new target, the charging up process will start all over again. The multi-target inferno tower deals a moderate amount of damage right from the start and does not charge its attacks.
Note that the Inferno Tower has to be “loaded” with Dark Elixir in order to work. The full load (500 Dark Elixir at level 1, 700 Dark Elixir at level 3) is good for 750 “rounds”. With an attack speed of 1 attack per .128 seconds, an Inferno Tower will stay charged off of a single load for 96 seconds of attacking.
Fortunately, the amount of Dark Elixir you have to spend on reloading is directly proportional to the amount of “rounds” the Inferno Tower fires off. If your Inferno Tower only attacks for 9 seconds (about 10% of its ammo), you will only have to spend 10% of the full load cost (~50 Dark Elixir for a level 1 tower, ~70 Dark Elixir for a level 3 tower). As a result, Inferno Towers will often be able to defend your base from 3-10 attacks (depending on attack duration) before needing to be reloaded.
Visual Cues
You can see what mode an Inferno Tower is set to be investigating it closely. When set to single-target mode, the fiery orb on top of the inferno tower should be a large, uninterrupted circle. When set to multi-target mode, there is a thin metal wiring that divides the large orb into multiple small orbs. You may have to zoom in in order to see the thin metal divider, but it is easy to spot.

Inferno Tower Strategy

Below, we will discuss the strengths and weaknesses of the Inferno Tower, where to place it in your base, and what priority this building has for upgrades amongst all towers.
Strengths and Weaknesses
The Inferno Tower is by far your highest-threat tower in Clash of Clans. The single-target tower is the bane of enemy heroes and Golems, while the multi-target tower shuts down waves of light units like Hog Riders, Wizards, Barbarians, and Archers.
The Inferno Tower is weak against the opposite unit type of its current setting. An Inferno Tower set to single-target mode is weak against light units (Barbarians, Minions, Archers, Witches, and so on), while an Inferno Tower set to multi-target mode is weak against powerful single-target units (particularly heroes).
One good way to shore up this weakness of the Inferno Tower is to put the Inferno Towers relatively close to one another, setting one to single target mode and another to multi-target mode. These towers can then protect each other against their weakness.
Inferno Tower Placement
Since the Inferno Tower is such a powerful tower, it is naturally a major target for enemy players. As a result, it is best to place the Inferno Tower towards the center of your base in order to prevent it from getting destroyed too easily. For farming bases, it can be centrally located near your Dark Elixir storage.
Most TH10 players are likely to start to push up in trophies and are less concerned with farming; these players will be best off keeping their Inferno Towers in the center of their base near their Town Hall, hero altars, and Clan Castle.
Your Inferno Towers should be close to one another, but they should not be touching. Inferno Towers are so dangerous that players often use their spells in order to shut down these towers. The most popular method for doing this is with the Freeze Spell. If your Inferno Towers are touching, then the opponent will be able to Freeze both of them with the same spell. If your Inferno Towers are touching and are level 1, 5x LIghtning Spells will actually be able to take out both towers outright (though players rarely travel with 5x Lightning Spells). Regardless of the cause, never have your Inferno Towers touching, as you leave them vulnerable to spells.
Upgrade Priority
Inferno Towers are a very strong tower, and receive a solid boost in stats with each upgrade. As a result, it is very beneficial to upgrade these towers as a high priority amongst your defensive towers. I would not recommend upgrading both towers at the same time, as a Town Hall 10 player with both Inferno Towers out of commission is very vulnerable to enemy attack.