Articles by "Town Hall 6"
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Farming bases will protect your loot, sounds reasonable right? Well, I’ve been searching a lot to update all the farming bases here to give you good suggestions which bases will really help you protect your loot.
Farming Base Layouts with Loot Protection | TEC Clashzz

What’s A Good Farming Base?

I don’t want to just throw base designs at you, so please let me explain you some things about farming bases before I will show you the layouts first.

A good farming base consists of different aspects but follows on the simple goal – protecting your Gold and (Dark) Elixir in the best possible way.

This sounds great in theory, but when looking at reality have you ever been doing an attack and not getting at least some Storages? Right, the first and most important lesson about farming bases is that they simply can’t protect everything and let you out of the defense without losing any resources – that’s simply not how the game is designed to be

Farming bases will help you protect certain loot (like Dark Elixir) or prevent that the attacker gets all your Storages easily – a good rule of thumb is that if your base consistently protects half of your storages it will work!

Half of it doesn’t sound good? Well, every storage can mean 100k of resources and when you multiply with the number of times you get attacked per day and then take a step back and look at how much every defended storage will help you save up resources you understand the real meaning of a farming base layout 

Farming vs Hybrid Base

I often discuss in the comments with people saying that the bases are bad because they are losing – so I ask what they are losing and it turns out that they mean trophies.

Farming bases are not intended to protect any trophies at all – the only reason why they protect the Town Hall is that inside the Town Hall there’s a noticeable amount of loot that you don’t want to give away for free.

Farming Base Layouts

Now check out the bases I have for you

Farming Base Town Hall 6 (TH6)

If you’re TH6, I recommend you to use this base to protect your resources from attackers. The sections in front of the storages will force troops away from the storages and help you protect some of them
Farming Base Layouts with Loot Protection | TEC Clashzz

Farming Bases Town Hall 7 (TH7)

This first base here focus on defending your Dark Elixir and therefore has the Gold & Elixir Storage more outside. You will need plenty of Dark Elixir and this base will help you defend it.
Farming Base Layouts with Loot Protection | TEC Clashzz
If you rather want to defend more, this second base primarily baits with the Town Hall in a semi-exposed location to get the attacker to come from the top and not get the central compartment with the storages.
Farming Base Layouts with Loot Protection | TEC Clashzz
However, this base still has a weakness for those attackers going primarily after loot!

Farming Bases Town Hall 8 (TH8)

This first base will focus more on protecting your Dark Elixir, but you can also expect it to protect half of your other storages as attackers either come from the top or the bottom of this base
Farming Base Layouts with Loot Protection | TEC Clashzz
The second base here works great as an allrounder farming base that protects your Dark Elixir and your other resources as well. The entry point on top looks easy to get the Town Hall, a bit with all that defensive power troops will get too weak to even get to the middle area of the base.
Farming Base Layouts with Loot Protection | TEC Clashzz
Attacking from the side will funnel the troops away, so this base is really nasty to attack

Farming Bases Town Hall 9 (TH9)

This base here will protect your Dark Elixir in the first place and also offers second layer protection for Gold.
Farming Base Layouts with Loot Protection | TEC Clashzz
When watching the replays you can see very well that this base will keep troops out of the core where your Town Hall & Dark Elixir Storage is located. This works good for Balloons & Hog Rider, but also Bowlers can’t hit it with their second hit.

The other compartments will funnel the troops on the outside ring so you won’t lose that many storages in an attack.

When maxing out TH9, you will probably come to a point where you have everything maxed but you’re still busy upgrading your royals and need tons of Dark Elixir for that – this base will help you out as it has one of the toughest Dark Elixir protection possible at Town Hall 9.
Farming Base Layouts with Loot Protection | TEC Clashzz
Attacking troops will get funneled to the outside and away from your Dark Elixir that is also protected by your defending heroes. The bottom side has an additional security feature with the tesla farm in front of the Town Hall.

Farming Bases Town Hall 10 (TH10)

This base makes funneling for the attacker quite difficult and your defenses will do the rest

Enough attackers will simply fail to build a solid funnel and watch their troops walk around the core of the base without touching the core area.
Farming Base Layouts with Loot Protection | TEC Clashzz
Looking for a base that protects your Dark Elixir & other resources? This base works great  The Air Sweeper keep the core area clean from Balloons and it will be hard for an attacker to funnel in cleaning troops for that area. You should check out the replays I have linked below the base layout to see how well this base design is working.
Farming Base Layouts with Loot Protection | TEC Clashzz

Farming Bases Town Hall 11 (TH11)

This base here will help you protect your resources due to two reasons – the Dark Elixir is protected in the core that lots of attacks will not go into due to bad funneling and the storages are spread around the outside ring so it’s not likely that the attacker will get through the whole ring within the 3 minutes available.
Farming Base Layouts with Loot Protection | TEC Clashzz
This base has multiple pitfalls the attacker can fall for. The outside perimeter is not very easy to come by with a Queen Charge and just getting the walls open will not always mean she will go into the compartment. This can mess up the funnel building against this TH11 farming base.
Farming Base Layouts with Loot Protection | TEC Clashzz
All around the base, the point defense damage is keeping the pressure high and exploits any moment of bad concentration of the attacker

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Trophy Pushing is one of the basic parts of the game, climbing the ladder, showing off how far you can get Ok, I admit trophy pushing is sometimes frustrating and the higher end of the ladder is not always a sunny place, but I will show you in this guide here what it takes to push trophies, why you should push trophies (at least from time to time) and what attacking strategies will get you to the top.

What Trophy Pushing is all about

Let me start off by telling you that trophy pushing is something that every Clasher will do at one point in the game for some good reasons – for some they only go for trophy pushing, but trophy pushing indeed has some advantages that you don’t want to ignore.

League Bonus! The higher the league, the higher the League Bonus you will earn with every attack. This sounds simple, but just multiply your daily attacks with the extra resources and you will see that there’s a lot more you can earn.
Extra Gems! Reaching Master League (1,000 Gems) & Champions League (2,000 Gems) will reward you with a ton of extra Gems, so pushing once to Champions League is mandatory as it will get you a 5th Builder or a ton of extra Gems.

Village Guard! In the higher Leagues, you will get a longer Village Guard – the Village Guard will protect your base from attacks while you can attack yourself without any deduction of the Guard. This means you can get in additional 2-3 attacks after your shield ran out and get a lot more trophies & loot every day. This Guard can be up to 4 hours!
So you see, trophy pushing will also help you farming and make your life easier in Clash of Clans

Is Trophy Pushing only for TH11 end game Clashers?

Often times, trophy pushing is associated with end-game or TH11 gameplay, but as you have seen above the benefits are real for every player plus you will practice attacking all kind of setups and practice attacking for Clan Wars or just in general to become a more solid Clasher

How does Trophy Pushing work?

Trophy Pushing has two parts – one is attacking and not losing trophies in your attacks and the other one is defending.

Trophy Pushing Attacking Strategies

Now let’s talk about the attacking part of trophy pushing.
If you visit this website frequently, you know that I often post attacking guides here, but not every attacking composition is that useful for trophy pushing.

You want a strategy that is able to hit as many bases as possible so you can do your daily attacks without waiting in the clouds and nexting all the time until you find an “easy” base you can hit.

Also, you will need a strategy that works consistently enough that you don’t lose attacks, even if you make small mistakes.

Look at this here:

You can see how one messed up attack can ruin you a lot of successful attacks!

That’s the reason why you need to be prepared and use a strategy that will prevent this happening.

Trophy Pushing vs Clan War Strategies

In Clan War, you have a lot of time scouting a base and even check out the exact radius of each defense, CC etc. plus you might even have info what’s in the Clan Castle or where traps are from a previous attack.

In return, war bases are specifically designed to not prevent a 1-Star, they want to prevent the 3-Star.

That’s the important difference as while trophy pushing you only have 30 seconds to prepare your attack and you won’t be able to tailor an army for the attack but use the one you have brought.

Also, the execution is different as many war bases have an offset Town Hall that you can easily get but an extremely tough core area.

The attacking strategies that work in clan war are quite similar to their trophy pushing counterparts, but the execution is different.

While war bases are different a lot of times, you will run into similar base setups in trophy pushing all the time.

Trophy Pusher Attacking Strategies

Now let’s take a look at the different strategies I have been putting together for you:
  • GoWiVa (TH8 – TH9)
  • BoValks (TH9 – TH11)
  • DragLoon (TH7 – TH11)
  • B*Witch with Miners (TH10 – TH11)
I know there are multiple more strategies, but those are the major ones that I think will set you up right now

GoWiVa (TH8 – TH9) Golem, Wizards & Valkyries

The general idea of this strategy is that you will use your Golems along with your Wizards to clean one side of the base to build your funnel. Then you open up the core area with the Earthquake Spells & send in your raged Valkyries to slice through the core like a hot knife through a piece of butter while the rest of your troops will gain you more percentage.

Troop Composition:
  • 2 Golems
  • 12 Wizards
  • 1 PEKKA (helps cleaning)
  • Fill with Valkyries (should be 8+)
  • 1-2 Rage Spell
  • 1 Heal Spell
  • 4 Earthquake Spells

When scouting bases, you always want to look out for bases that you can easily open up with your Earthquake Spells, like that:
Then you will drop your Golems along with your Golems and once the outside trash buidings are cleaned it’s time to send in your Valkyries and drop your Rage Spell & Heal Spell in the core – that will let them destroy the core completely and you’re set for a solid 2-Star victory

BoValk (TH9 – TH11) Bowlers & Valkyries

This strategy is expensive in Dark Elixir but also very powerful, especially against the ring bases you see everywhere.

You will use a Queen Walk on one side and some Bowlers with your King on the other side to create a wide funnel to the core where you will send in your Valkyries.

Troop Composition:
  • 5 Healer
  • 8 Wall Breaker
  • 2 Baby Dragons
  • 6-8 Bowler
  • 10 Valkyries
  • 4 Rage Spells
  • 1 Jump Spell
  • Poison Spell

This strategy work great against ring bases 

So, you will start your Queen Walk at one corner to one side and then your Bowlers with your Barbarian King to the other side to get something like that:
With all the Rage Spells, don’t hesitate to use them on your Queen & Bowlers if necessary, you will only need one to get the core down

Once your funnel is set (you see that when the closest core building is the closest building when you draw a line), you can send in your Valkyries to the core with an upfront Jump Spell.

Now you only need to drop your Rage Spell in the core and see how the Valkyries will take it down in a few seconds

DragLoon (TH7 – TH11)

Let’s come to one of the most popular and all-time classic trophy pushing strategy (and also the only one here that won’t shrink your Dark Elixir that much).

Attention TH7 & TH8! You just skip the Queen Walk part

You’ll perform a Queen Walk at the start and try to get one Air Defense and maybe the defending Queen.

Troop Composition:
  • 4 Healer
  • 4-6 Dragons
  • 10 Balloons (+ fill your CC with Balloons)
  • 5-8 Wall Breaker
  • 2-4 Rage Spells
  • 1 Clone Spell
  • 1 Poison Spell
You’ll start your attack with a Queen Walk into the Air Defense and clean off one corner part of the base. You can also add one or two Balloons to support your Queen and make that faster (but check the reach of the Air Defense first!)
After that, it’s time to send in your Dragons & Balloons full forces to crush the base.
The Dragons will tank for the Balloons, the Balloons will take defenses down and you will get your victory without a doubt

You just support them with Rage Spells & make sure to clone Balloons in the last part of the raid when you see there’s not many of them left

B*Witch With Miners (TH10 – TH11) Bowler & Witches

Probably one os the most used one for trophy pushing in the higher leagues and working also very effective against the ring base design you see there all the time.

You will build your funnel and then send in your forces. The Skeletons will distract defenses or stack up to deal a lot of damage while the Bowlers hit the second line structures and Healers keeping everyone alive.

So this strategy works well against ring bases as you will keep everyone alive and clean up while your Miners will approach the core.

Troop Composition:
  • 5 Healer
  • 5 Wall Breaker
  • 10-14 Bowler
  • 10 Miner
  • 3 Witches
  • 3 Rage Spells
  • 1 Jump Spell
  • 1 Heal Spell
  • 1 Poison Spell

You will start your Queen Walk in one corner and then start adding your Bowlers & Witches to it.
Your advantage is that the Healer will not just keep your Queen alive, they will also start healing the Bowlers which makes this group strong enough to clear the outside ring effective enough to get you the secure 1-Star.

Once you got half of the base cleared, you can take a shot for the core with your Miners. Drop your heal Spell in there, but most defenses are busy targeting your Bowler/Witch/Heroes pack so this should do it for the core
That’s it and will guarantee you the 1-Star and can give you the 3-Star

Last Trophy Pushing Tips

Ok, we got base layouts, general strategies & attacking strategies set – here are some final tips that I can give you

Work with Shields

Everyone has different schedules – some can do frequent attacks during the day, others can only attack in the morning once and a couple of times during the evening. It’s critical that you start using attacks as often as possible –  scouting plus attacking takes about 5-7 minutes, it’s often possible to do attacks, even if you’re busy during the day!

Keep the motivation up

Trophy Pushing can be hard sometimes and it’s easy to lose focus.

Set yourself small goals, like winning a certain amount of attacks each day. From my experience, don’t set yourself goals like gaining 30 cups per day, because then you might go for an attack to fulfill that goal and might screw up the attack.

It’s always your primary goal to NOT lose an attack. Gaining only a few trophies from a secure attack is better than losing a lot by going after a base that will reward a lot of trophies!

Defending CC Troops

Don’t forget to request defending Clan Castle troops before you end a session (or after an attack). Clan Castle troops can make the difference in defending trophies!

Conclusion

Trophy Pushing is nothing you do in a couple of days. If you’re doing it, for whatever reason you do it, you first have to be aware that it requires a lot of time.

Setting yourself daily goals helps a lot – Just set something that is realistic, like “today I will gain 10 Stars” or “I want to win 3 attacks every day”. The most important thing is that these goals are realistic because not being able to hit them will be negative motivation.

Good luck with pushing and have fun!
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Giant Healer is definitely one of the most notable strategies and the very first powerful strategy in Clash of Clans. People use it a lot, for both farming and Clan Wars, at Town Hall 6 and 7.

The key of this strategy is to keep your Giants alive so they can take down as many defensive buildings as possible and all support troops behind them will be safe while working on normal structres.

Things to consider while using Giant Healer strategy

  • Always locate the Air Defense positions of the base you are going to attack.
  • Don’t use Lightning Spells to take out Air Defenses in this strategy. You probably want to use 2 Healing Spells + Rage Spells instead. The enemy Air Defenses can’t touch your Healers If you place your Giants properly.
  • Don’t split your Giants into 2 or more groups as your Healers and Healing Spells are limited, they can’t cover the whole base at the same time.
  • The Rage Spell can skyrocket your Healer’s buff. Use it wisely and your Healers can buff your Giants to full HP in seconds.
  • Your Healers don’t trigger any any trap, except the Skeleton Traps. As far as I know, most players in game set their Skeleton Traps to ground so you don’t need to care about this much.
  • Always check and lure the Clan troops at first as they can ruin your attacks anytime!

Giant-Healer Army Composition

Scouting: When attacking a base, you should lure the Clan troops to the corner and kill them first. If you are about to do a Clan War attack, after taking Clan troops out, drop your Archers next to the Builder Huts on the corner If there is any. Sometimes, people forget these Huts and just don’t have enough time to get that 100% win. Killing Clan troops is extremely important. Never forget to do this first!

When you go with Giant-Healer, you always want to attack from the side closest to the Air Defense and it is a priority you want to take out first. If your Healers are not getting hurt, your Giants will be alive. Also, you will not want to attack from the side which is being protected by Air Sweeper.

Below is an example for you. I would spend my Giants for the left Air Defense and use my Hog Riders to destroy the top Air Defense.
After that, It’s time to deploy your main army. Drop your Giants first as they are going to soak damage, protect troops behind and take down enemy defensive buildings. Drop 1-2 Giant first to test for Spring Traps. I have seen a lot of players sending all of their Giants in just a few seconds and they all get blown way by Spring Traps. By drop 1-2 Giant first and wait for a few seconds, your whole Giant army will be safe!

Once your Giants start hitting the wall, play your Wall Breakers. Beware the enemy Mortars and Wizards as they can kill your Wall Breakers anytime. Play time wisely! You may want to use your Wall Breakers to open more than 1 compartment and the Air Defense will be one of the first buildings your Giants going to attack.

The image below shows you how many Wall Breakers you need to use in order to break a decent wall level. For instance, you need 2 Wall Breakers level 3 in order to break Golden Walls.
Once the enemy Air Defense is destroyed, drop your Healers. Just use your Healing Spell on your Giants If needed to take out the Air Defense. The second Healing Spell will be effectively used to help your Hog Riders later to insure they live for the whole attack.

Just drop the second Healing Spell when your Hog HP is about 50%. Drop it on the large group of defense your Hogs are going to attack. As they target only defensive building and they bypass walls, it’s pretty easy to predict what are their next targets. Otherwise, just drop the Healing Spell on the top of them while they are attacking with 50% HP.

For example, my Hogs will move to the core after destroying the top Air Defense:
When all defenses are down on one side, you can start deploying your Wizards to take down unprotected buildings quickly.

Okay guys thank you very much for reading this. Do you have any question about the Giant Healer strategy? Don’t hesitate to ask!
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Dealing with Clan Castle Troops is a key skill you must have in Clash of Clans if you really want to get positive long-term results. Clan Castle troops can make a difference between victory and loss. I constantly see people dealing with Clan Castle troops the wrong way, so I decided to write this full guide with all you need to know.

When dealing with Clan Castle troops, there are always two different parts – first is pulling them from the Clan Castle and the second is how you actually take them out.

Attention! There is not one single way to deal with Clan Castle troops in Clash of Clans. I want to show you several different ways and how to use them, depending on the situation you’re encountering.

Pulling Clan Castle Troops (Luring)

In order to deal with Clan Castle troops, you will need to get them out of the Clan Castle. That’s common sense, but you won’t always lure the Clan Castle troops out to take them down before you perform your main attack.

The decision depends on multiple things:
  • What’s in the Clan Castle? (Troops that can harm my main attack, like a Dragon when I am using Loons, etc.)
  • Do I know that the Clan Castle is filled? (Clan War vs. Multiplayer Attacks)
  • Can you lure the Clan Castle? (Without investing too many troops)
These questions create an almost unlimited number of situations. From my experience, I would say that in Clan Wars you should always try to get the Clan Castle troops out of your way in 90% of the cases (more on that below). In Multiplayer Attacks you can assume that the Clan Castle is not filled in 8 out of 10 cases. Even if it’s filled, you don’t know what’s in there, so you can’t prepare. Simply take a Poison Spell with you and hope for the best, which works fine most of the time.

Rule of Thumb: In Clan War you should try to get the CC troops cleaned up before your attack (if possible), in regular Multiplayer Attacks take a Poison Spell and hope you don’t need it (most times you don’t)

A little change of perspective, but I hope that you request defending troops in your Clan Castle yourself. Do you? If not, read this guide here as well:


Trivia! Clan Castle troops always leave the Clan Castle in the order they are located in the Barracks, not the order they got donated. It’s always Barbs, then Archers, then Giants, then Goblins, etc. (the order they unlock).


This is not ground breaking, but I this is a good spot to mention this fact. :) simple smile

Trigger the Clan Castle

Alright, let’s assume that you want to get the troops out, so all you have to do is to get a troop inside the radius for as long as it takes all troops to leave the Clan Castle. The last part is the essential one – if you just “dip-trigger”, you risk some troops being left inside the Clan Castle and will go after troops in your main attack.

While scouting in Clan War, you can check the radius of the Clan Castle easily by just selecting it.


Normally, you take 2 Hog Riders to go after a defense inside the radius and this will trigger the Clan Castle troops.

In the example above, you can see that there’s no point where we can enter the radius with Hog Riders. (Well, you could try it at the Cannon at the top, but the Hidden Tesla would force us to invest a lot more troops).

In this case, you should use a Golem along with some Wall Breakers.

The important thing is that you need to find a point where you can trigger the Clan Castle – and, in most cases, it’s a defense.

The trend in the past months has been bases like the one I’ve shown you above. You need a Golem and Wall Breakers to enter the base. While in the past there may have been only one or two good entry points to trigger the Clan Castle, we can now select it ourselves.

This makes it a great opportunity to get the most out of it, at least we’re investing quite some housing space and time on the clock for it.

It should be obvious to take what we can get with this first squad. I’m not talking about buildings or defenses, I am talking about Heroes as well. Always try to not simply lure the Clan Castle troops, also try to get at least one Hero (preferably the Archer Queen) taken down.


This is a great example, there’s no way we can lure the Clan Castle with 2 Hog Riders, so we set up a Golem along with some Wall Breakers and supportive troops behind (like 5-7 Wizards) that will take down the Archer Queen and the defending Clan Castle troops.

What Troops?

In Clan War, you most likely know what is inside the Clan Castle. Either because you are the second attack or because you’ve seen what is inside the other enemy war bases.  Now you can choose what kind of setup you will use.
  • Golem, Wall Breakers, Wizards (mixed Clan Castle troops)
  • Hog Rider, Wizards/Archer (Dragon, Lava Hound)
Also, don’t forget that the Queen Walk is still a nice way to build a funnel and also clean the Clan Castle troops. Don’t forget to bring some Rage Spells and a Poison Spell.

Conclusion

Dealing with Clan Castle troops is tricky due to so many possible scenarios, but with some experience and calm thinking you’ll be able to get them out of your way. Just make sure to scout carefully in Clan War and always keep in mind that there could be some “surprises” left for you if there’s only one spot to start.

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I’ve written a lot about Spells – how they work, when they work best, when you should use them, how to combine Spells and where to drop them. I was sure I wouldn’t need to write another guide about Spells unless there was a big change or a new Spell. So why am I writing this guide?

Recently, I came up with the idea for this guide when I tried to figure out the exact range of a Spell while scouting a war base. I found out that it can be difficult to drop a spell perfectly, so I thought a guide on the range of Spells could be useful. The main purpose is to find out if you can use a Spell on more than one thing.

Spell Ranges

Spells can be very effective if used correctly – but some are even more effective if you can double their power:
  • Use a Jump Spell on multiple layers of Walls
  • Break open a big part of a base with Earthquake Spells
  • Freeze 2 Inferno Towers instead of one
These 3 Spells will be the focus of this guide, and I will show you how you can see exactly if your Spell will be able to be extra effective or not.

I hear a lot that people are not sure if they just dropped their Spell wrong (let’s face it, the displays are small and fingers aren’t surgical tools) or if they tried something that’s not possible.

Freeze Spell Power

The Freeze Spell has a radius of 3.5 tiles (means it can freeze defenses 7 tiles in a row). When you plan your Freeze Spell you should keep that in mind, especially if the base you’re attacking has the Inferno Towers directly next to the Town Hall:


This means you can freeze both of them at the same time. This will only work when all sides of the Inferno Tower are touching the Town Hall completely!

Jump Spell

The Jump Spell has a radius of 3.5 tiles, which means you’re able to go over two layers of Walls when there are max 6 tiles in between.


I also heard that it’s possible to do it with 6 tiles in between, but then you have to place it on the very pixel which makes it too complicated to be sure to make it – the risk is too high to ruin your attack because you can’t be that accurate all the time.

Earthquake Spell

The Earthquake Spell has a radius of 4 tiles so that you can destroy 8 tiles in total.


You can see that from the point where I dropped – but be careful and keep in mind that the 8 tiles in a row only work in a straight line where you place it. The next lines get less and less.

Also, you can just totally destroy a compartment that we often see in Clash of Clans – the 2×2 regular buildings compartment:


But be careful and drop the spell right in the center.

I also recommend dropping all spells directly one after the other – this lowers the risk that you offset one of the Earthquake Spells a little bit.

Jump Spell vs Earthquake Spell

The Jump Spell and the Earthquake Spell have different ranges and the battle in the community still goes on which one is better.

The Jump Spell needs less housing space, but is only temporary.

Most argue that the Earthquake Spell does not only offer a permanent effect on walls (it destroys them instead of making troops jump over it), it also offers a larger range and is, therefore, the better solution.

Ok, it’s true that the Earthquake Spell has the larger range with 4 tiles being larger than the 3.5 tiles of the Jump Spell – but here’s the thing, both spells offer the exact same effect in reality!

No, it’s not witchcraft. It’s actually math (some might call that the same 😉 )

I’m going to prove to you that it doesn’t matter if you use an Earthquake Spell or a Jump Spell when it comes to the area of effect during your attack.

I have built a scenario with 3 common setups. These are the most common of their kind you can take down with the EQ and the JS:


Now, take a look at the same compartments and what the Jump Spell can do:


That’s the same compartment sizes, but the Jump Spell has 1 tile less diameter than the Earthquake Spell.

Again, the Jump Spell can affect a wall when it’s only touching it and the Earthquake Spell can take it down by only touching it.

The solution is classic geometry.

You might remember the school lesson that a square tile has a different diameter than it’s sides – well, let me just show you the result:


On the left-hand side, you see the Earthquake Spell and the right-hand side is the Jump Spell.

You can see that they are touching the same amount of tiles, vertically and diagonally, despite their different ranges.

That’s the reason.

With 4 and 4.5 tiles radius, this wouldn’t be the same so it’s simply a coincidence (but I’m not sure if that wasn’t intended by Supercell).

So, bottom line it doesn’t make a difference in range which one you use.

Either use the Jump Spell for a temporary effect and save housing space (or bring a second Jump Spell) or use the Earthquake Spell to deal additional damage against buildings.

CAUTION! This is what you can do, but you have to be very accurate when placing the spell!

Conclusion

I hope this helps you to plan your Clan War attacks a little more precisely. The point about the Inferno Towers and the Freeze Spell gave me headaches for quite some time until I learned about the layout.
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The Healing Spell is used by almost all players from when it is first available through Town Hall 11. This dedicated guide will show you how you can use the Healing Spell and what you should always keep in mind.

What the Healing Spell is Used For

Well, the name already tells you that this spell is used for restoring health within an attack in Clash of Clans.

The Healing Spell is the only spell with supportive effect that will stack. There is a myth that spells don’t stack in general, but the Healing Spell does stack on your troops!

Troops that love the Healing Spell

In general, all the troops that group up in bigger packs and have medium to high hitpoints are perfect to use along with the Healing Spell. Specifically, that’s:
  • Giants
  • Balloons (not so well but that has other reasons)
  • Miners
  • Hog Riders
  • Valkyries
  • Bowlers
The Balloons actually perform better with a Rage Spell than a Healing Spell. I wanted to have them on the list above because based on the definition they are also working with it.

I think it’s very obvious why the Healing Spell is wasted on Barbarians and Archers, but maybe you ask why I don’t name Dragons or P.E.K.K.A. If you compare their total health with the amount of healing the Healing Spell provides you will see that this is only a limited percentage. Those two kinds of troops (three if you also consider the Lava Hound) are getting massive damage because they are normally attacked from a lot of buildings at once and the Healing Spell has it’s biggest benefit in healing groups. Let’s make a short example with actual numbers…

The Healing Spell Level 6 provides 1.600 health, and a Dragon Level 4 has 2.500 hit points. Let’s say you manage to have a pack of 4 Dragons together in the range of the Healing Spell, which is quite optimistic if you look how fast they spread out.

This would mean in the perfect situation that you will give them altogether 6.400 additional health. The max healing would be 64% of the Dragon, but if you watch you see how fast they die when they are under heavy fire. If we now take a group of 20 Hog Riders we see that the additional healing would be 32.000 hit points.

You see the difference here and the Healing Spell is the most powerful when you can use it on groups of troops. The best groups of troops are made by troops that target Defenses first because they don’t split up into lots of smaller groups very quickly.

Normally you see Giants, Hog Riders, Bowlers, Valkyries split up in not more than two groups, so you can keep them alive with Healing Spells easily. This is the reason I don’t recommend the Healing Spell for Dragons, etc.

Placing the Healing Spell Correctly

There are two things you can do wrong here and completely blow it up.

One is the place where you use it and the other is the timing when you use it.

You can either give your troops a second or third life or just waste two housing space in your spell factory. Here are some things you will need to keep in mind.

1) Look into the future

I always see people deploying their Healing Spell right on their troops, even Town Hall 11 players at 4000 trophies. I understand that it seems to be a good idea, but it’s also a huge waste.

The Healing Spell is active 12 seconds, and the Healing effect is the same all the time. Some think it gets less because the visuals become less strong when the spell is about to end.

In 12 seconds, troops move over a big part of the base, so always deploy the spell ahead of them!


If you don’t do that and your troops leave the area before the spell is over, you simply wasted healing, which makes the spell less effective than it could be.

2) First Aid Healing

Many troops that work great along a Healing Spell have a nemesis called Giant Bombs or Bomb Tower (the damage that is dealt when it goes down).

This damage won’t kill them, but take away so many of their hitpoints that they are under a big threat of dying soon – especially when there is a lot of damage around them.

Dropping a preventive Healing Spell will help in these cases. However, it only helps if you do it fast enough.

In the case of a Bomb Tower, it’s preventive. Simply drop the Healing Spell right on the Tower when your troops reach the area.


Giant Bombs, or even worst double Giant Bombs, are more tricky. The trigger time is 1 second, that’s the time you have to get your Healing Spell deployed.

3) Healing through the Inferno Tower

When the Inferno Tower was introduced, the Healing Spell was not used anymore at Town Hall 10+. That’s very interesting, because nothing has changed in the stats of the Healing Spell ever since that happened, but today you still see TH11 attacks with a Healing Spell.

The reason is that you need to combine the Healing Spell either with a Rage Spell (in case of Valkyries, Bowlers) or a Freeze Spell.

The additional hitpoints are still needed and welcome. A lot of defensive power was introduced since the Inferno Tower was released, but the max housing space for our army is still the same.

Simply don’t drop the Healing Spell next to a Multi-Mode Inferno Tower – either heal your troops up before they encounter it or use it along with another spell to get the Inferno Tower destroyed as fast as possible.

The only situation when you can heal through the Inferno Tower is when it is on Single-Mode or you have more than 20 units attacking in that area.

Conclusion

To be honest, I was doing a few Healing Spell attacks when I was refactoring this guide with my Town Hall 11 account, and I really liked the results.


I had a bad feeling at the beginning because I haven’t used this spell for almost two years now, but the results in the end game are quite good.

Clash Of Clans Tips and Tricks, Attack Strategies, War, Farming, Trophy Layouts, Great Planning, Donations and More From TEC-Clashzz Team. Join Today

It’s time for a new base design. All recent base designs I featured here have become very popular so that they can be beaten by more and more people. I gathered together the latest solid base designs for TH6, War Base Layouts and Farming Base Layouts.

Take note, some bases are rebuilt with a higher town hall account, but only the defenses and buildings from Town Hall 6 bases are used.

Town Hall 6 War Base Layouts

If you want to really help your clan in Clan Wars, you need to make first attackers fail on your base – and with the second Air Defense and a good layout you can easily do that. Many still use mass Dragon attacking and you can use this to our advantage.'

Town Hall 6 War Base with 2 Air Defenses

This TH6 base works great against the most popular things that could happen to you – Hog Rider, Giants or Dragons. The ground troops will be held inside the outside ring and it will be hard for them to get to the core.

Anti-Dragon TH6 War Base Design

The worst thing that could happen for an attacker with Dragons and Giants. This Town Hall 6 Base has so many intersections and also makes it hard to funnel Dragons into the core.

Anti 3 Star Town Hall 6 War Base Layout

This base also has centralized Air Defenses, a Clan Castle in the core and a nice funnel on the outside against ground troops. It also won’t be easy to get to your Town Hall because Wall Breakers can’t open the whole base in one intersection.

Town Hall 6 Farming Base Layouts

When you’re farming resources at Town Hall 6 you also need to protect it – so you need a base that will protect your Storages and also your Town Hall in the best possible way.

Keep in mind that your Town Hall also holds a good amount of your resources so it’s actually worth even more than a single Storage.

Here are 3 base layouts that will help you with that.

Gold Protection Town Hall 6 Farming Base

This base focus on protecting your Gold (or Elixir if you switch the Storages around). The Mortars in the core will also attack troops that try to snipe over Walls.

Best TH6 Farming Base Layout

This TH6 Farming Base protects your Town Hall in the best way and also has the Storages far away from the outside so it’s hard to snipe them from the outside.

Many say you should centralize your Clan Castle (which is actually right), but with the big range, it can be pulled from anywhere anyway.

Many attackers will try to enter from the south to go for the Town Hall and see a bad surprise with the traps.


TH6 Farming Ring Base

This base features 3 rings, the outside with unnecessary buildings, the outside ring with splash defenses and the Collectors & Mines and the core with all important Storages and your Town Hall. A good way to defend your loot.

Conclusion

All bases here help you protect what’s yours. The War bases can defend you a Star or two in the first attack, which can be very valuable for your clan in war. The farming bases protect your Storages in  a good way