Articles by "Town Hall 8"
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Clash Of Clans Tips and Tricks, Attack Strategies, War, Farming, Trophy Layouts, Great Planning, Donations and More From TEC-Clashzz Team. Join Today
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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Clan War Base Design for Winner | TEC Clashzz
The offense can win games, but defense wins championships – or in our case, Clan War Base Designs win Clan Wars. Most of you may focus on getting as many stars as possible, but did you realize that you also could have won your last war if your opponent got a few stars less than they actually got? Sure there is no base that can prevent a 3-Star against a million tries, but the more your opponents have to try to 3-Star your base, the fewer attacks they have left to collect stars in Clan War.

Protecting your base’s stars with a Clan War Base Design that rocks are just as important as successfully squeezing out as many stars out of your opponent as possible.

How Clan War Bases Work

Often times people think that Trophy Bases and War Bases are the same – both are intended to prevent that you lose stars, but that’s a huge mistake!
Trophy Bases try to get the attacker on the wrong foot and use the momentum of surprise with the short scouting time & maybe not optional troop setups plus the surprise of defending Clan Castle troops to make the attacker fail.

War Bases, however, can’t do that because after the first attack every attacker knows several trap locations and what troops will leave your Clan Castle. Also, your opponent can scout your base for hours and even see the exact defending radius by selecting the building.
Clan War Base Design for Winner | TEC Clashzz
You see that this makes a huge difference and the approach to Clan War is a different one. You don’t want to prevent the 1-Star or 2-Star, you want to prevent the 3-Star because those 3-Stars will win the war!

This is the idea behind a good War Base and you will give away your Town Hall quite cheap but design the core of your base in a way that will either take down all attacking troops or make the attacker run out of time!

Clan War Anti 3-Star Base Layouts

Now I have been putting together the best Clan War Bases here (and update them frequently like once every month).

War Bases Town Hall 7 (TH7)

This first base for Town Hall 7 for Clan War will work great against the two main attacks your base has to defend against – Dragons and Giants.
Clan War Base Design for Winner | TEC Clashzz
This base uses the large spaces between the buildings in the outside compartments to cloak your traps very well in the path of attacking ground troops. The Air Defenses are arranged in the sections that are impossible to be reached with Dragons right away, they will spread to the up and bottom side of the base while getting shot at by the Air Defenses.

Are you sick of seeing your base getting wrecked by Dragon attacks? This second base is your solution because it’s impossible to destroy it with a mass Dragon attack.
Clan War Base Design for Winner | TEC Clashzz
The general layout will drag the Dragons to the left and right while being in the range of the Air Defenses all the time – this will make them go down extremely fast. The Storages also keep them busy for a while with their loads of hitpoints – a good stronghold for your next Clan War

War Bases Town Hall 8 (TH8)

This first base layout here will serve you well with the dead zones in between the compartments and extremely solid trap placement.

The corner compartments serve as bulkheads with the Storages to hold back troops and keep them in the damage radius of the other defenses.
Clan War Base Design for Winner | TEC Clashzz
The Hidden Tesla Farm around the Town hall will block any kind of cheap suicide run for the Town Hall and force the attacker to invest more troops than he would like to invest.

This second base holds up great against Dragon or Balloon setups with the Storages in between slowing air troops down while the Air Defenses do their job taking them down
Clan War Base Design for Winner | TEC Clashzz
This TH8 War Base design is great if your base gets taken down by airborne troops frequently.

War Bases for Town Hall 9 (TH9)

This first base here protects the defending Queen very well and makes it extremely hard to take her out with a Queen Charge.
Clan War Base Design for Winner | TEC Clashzz
In the defensive replays I linked above you’ll see several cases where even TH10 or TH11 attackers couldn’t beat this base with Dragons or Valk

This second base is a great all-around holding up against Hog Rider, Witches, Valkyrie & of course, LavaLoon combinations with the resource bank at the bottom in front of the defending Archer Queen.
Clan War Base Design for Winner | TEC Clashzz
Pulling the Clan Castle is almost impossible and just a few Hogs will not do this because the outline defenses will take them down easily and the attacker has either to waste more troops or make a new attacking plan in a short time (that will very likely fail).

War Bases Town Hall 10 (TH10)

Let’s start with a very solid Anti 3-Star layout – it will force the attacker with Queen Charge to attack from the top due to the unreachable Inferno Tower in Single Mode at the bottom – the Seeking Air Mines will make that Queen Charge a short one and in case the attacker uses Bowlers he will fail at the middle of the base unable to get 3 stars.
Clan War Base Design for Winner | TEC Clashzz
If your base often gets attacked by Queen Charge & Bowler or Hog Rider attacks, this base is probably your best choice 

This second base here works great against Valkyries but also other attacking compositions with Golems. The general layout of the compartments will split up the troops and take them down merciless one by one before they can even reach the middle.
Clan War Base Design for Winner | TEC Clashzz
Also, the CC is extremely hard to lure and the defending Queen is so deep inside the base that any suicide attack will fail to take her down early in the raid.

War Bases Town Hall 11 (TH11)

This first base hold damage on all kind of attacks that use Healers (and there’s none working that doesn’t) high and the Air Defenses are in very uncomfortable spots for the attacker – so there’s a high chance that the Queen Charge will fail and make the whole raid not get 3-Stars.
Clan War Base Design for Winner | TEC Clashzz
The defending Heroes along with the Clan Castle are deep inside the base, so there’s no easy way to avoid running with the whole army into them.

This second base makes it hard for the attacker to build a proper funnel into the center of the base.
Clan War Base Design for Winner | TEC Clashzz
Even when the funnel is created, the base will still split up troops and this is the part where it gets very bad for the attacking troops due to the high damage a Town Hall 11 base offers.

Please comment below, If you have any suggestions.
Clash Of Clans Tips and Tricks, Attack Strategies, War, Farming, Trophy Layouts, Great Planning, Donations and More From TEC-Clashzz Team. Join Today
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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Hey guys it’s Amnash and one of the things I’m lacking on my channel are war attack guides for TH8s (and I’ve been really meaning to get a lot new war content for TH8s), so today I’ll be sharing a Hog Rider guide because in my opinion, a mass Hog Rider attack is among of the best 3 star attack strategies for a TH8 and a well planned attack will allow you to 3 star any opposing TH8 base. So I’m going to try my best to make this a very easy to understand and a very easy to learn strategy. First I’m going to teach you guys the fundamentals of the attack strategy, and at the end I’ll show you guys some great examples of 3 star attacks using this strategy.

Top Tips for using Hog Rider at TH8

Recommended level 4 Hogs

At TH8, you’re able to upgrade your Hog Riders to level 4, which is significantly better than a level 3 Hog Rider and will make it much easier to 3 star TH8s. So if your Hog Rider isn’t level 4 yet and you want to be able to consistently 3 star opposing TH8s with this strategy, then I definitely recommend upgrading to level 4 as soon as possible. Level 3 Hog Riders will work against some bases as well, especially if you properly use this strategy. I would still recommend level 4 Hog Riders for the best chance at 3 starring.

Main Threats – CC, Giant Bombs, The King, Spring Traps, Skeleton Traps

Now I will outline the main threats that you need to worry about when conducting this strategy. If you’re able to remove these threats out the way, then the chances of 3 starring becomes incredibly easy.

There are 2 main threats to this attack, which are the Clan Castle threat and the Giant Bombs, especially Double Giant Bombs, which are 2 Giant Bombs placed together to eradicate all your Hog Riders at once.

So to counter the Clan Castle threat, you must bring Poison Spells. I recommend you cook 1 Poison Spell and also get another one from your donations. With two level 2 Poison Spells, you’re able to kill any threat inside an opposing TH8’s Clan Castle. The most commonly used troop in a TH8 Clan Castle is the Dragon, so with 2 level 2 Poison Spells, you can easily kill the Dragon after luring it. Or, you can use the more traditional method of pulling the Dragon out to the side and use a couple of Archers to kill it. The Clan Castle is a major threat, and it’s a MUST that you remove whatever the threat that’s inside before deploying all your Hog Riders.
What If I can’t lure the Clan troops?

Now what do I do if the Clan Castle is at the center and I’m unable to lure it. Well in this case, you need a Kill Squad. A kill squad consists of using the Barbarian King with Wizards and Wall Breakers and sometimes a Golem. The goal of the kill squad is to trigger the Clan Castle and also disrupt or trigger possible Giant Bombs. You can also use the kill squad to remove the opposing Barbarian King because he is also a threat to Hog Riders, but I wouldn’t worry too much about the Barbarian King as long as you have a large group of Hog Riders, you’ll be fine. I’ll get more into detail of how to properly use the kill squad later.

Traps

The other major threat are the Giant Bombs. Giant Bombs deal double the damage on Hog Riders and two of together are able to one shot your Hog Riders. So they are a major threat that you must be aware of. The great thing is, a single Giant Bomb will not kill your Hog Riders in one shot, so what you can do to counter it is simply place a Heal Spell to keep your Hog Riders healthy. A smart thing to do is to place your Heal Spell before a likely Giant Bomb targets your Hog Riders. In order to do this, you must be able to predict where the Giant Bombs are, and that’s not hard to do either and later I’ll show you how to predict where the Giant Bombs are in a base. Also, a TH8 only has a total of 3 Giant Bombs, so they’re only able to hide one group of Double Giant Bombs, so if you can trigger or disrupt the placement of the Double Giant Bombs, then you can easily 3 star the base and I’ll show you how to do that as well soon.

Also, you can take a look at this guide If you want to design your own base with perfect Giant Bomb placement.

Hog Pathing

The next thing I want to talk about is the pathing of the Hog Riders. It’s very important that you know how Hog Riders will travel so you can easily plan out your attack. Hog Riders are in my opinion one of the easiest troops in the game to understand their pathing just because they’re able to jump over the Walls and go straight for the defenses.

Now one fact most people don’t know about Hog Riders is that they have a 0.6 tile attack range, which means that the Hog Rider will attack from a small distance away from the defense. And this is important to know because it has a large impact on how the Hog Riders travel. So I’m going to show you guys some examples how you can easily predict the path that your Hog Riders will travel:
Assuming that you drop your Hogs from those 2 spots and they will attack the Cannon and the Archer Tower at 2 big dot spots. After that, they won’t move to the Wizard Tower behind because those 2 Mortars are closer; after taking 2 Mortars down, Hog Riders will move to the next Air Defense and then the Air Sweeper.

Predicting and Avoiding Giant Bombs

Now let’s talk about how you can predict and stop Giant Bombs from killing your Hog Riders. Once you understand the pathing of Hog Riders, you can quite easily predict all the possible placements of the Giant Bombs. Remember, Giant Bombs occupy a 2×2 tile space, so you should be aware of all possible empty 2×2 spaces in the base. Now, for a Giant Bomb to effectively harm your Hog Riders, it must be placed in between two defenses. So if there’s an empty 2×2 space but it’s nowhere within the path of the Hog Riders, then you can ignore it.
Now what about Double Giant Bombs, how do I predict where they are? Well that’s pretty easy as well because a possible Double Giant Bomb placement occupies 2×4 tiles. As you can easily see in the example below, there is a possible Double Giant Bomb spot (next to the bottom Air Defense).

How to use the Healing Spell?

Healing Spell is an extremely important part in any Hog Rider attack. I have seen lots of failed Hog Rider attacks, and most of the time, It’s because the attacker don’t know how to drop the Healing Spell properly. That’s why I wrote a detailed guide about this special topic. You can read more about it at How to heal your Hogs properly.

Kill Squad

The last thing I want to talk about is the Kill Squad. The main objective of the kill squad is to disrupt the placement of or trigger or even test for the possible placement of Giant Bombs within a base. As well as possibly remove the opposing Barbarian King and sometimes even lure the Clan Castle if it’s deeply centralized inside the base. Kill squads aren’t always necessarily against some bases, but properly using it will make your life easier and pretty much guarantee a 3 star win on some occasions.

Conclusion

So i hope you guys learned a lot and enjoyed this guide. If you did, please support me by sharing this guide with your friends. And I’m going to try to have more of these great strategy guides for TH8s. So thanks for reading and I’ll see you guys again soon. You rock!
Clash Of Clans Tips and Tricks, Attack Strategies, War, Farming, Trophy Layouts, Great Planning, Donations and More From TEC-Clashzz Team. Join Today
From time to time you will find yourself in the situation where you want to attack a higher Town Hall base. Most common cases are during farming when you find a base overfilled with loot or during clean-up in Clan War. Many players simply avoid this after previous bad experiences, especially Town Hall 9 bases and higher. Here are some ways you can still have success.


First things first, if you’re Town Hall 7 or lower, this guide isn’t as much meant for you since you can attack a base with one Town Hall higher without great problems. There are only some additional defenses, but no big new defenses in front of you.

Town Hall 9 and above, each Town Hall level gets a new defense with special capabilities and the additional defense structures. This is what makes it harder to attack since you are missing the additional offensive strength.

Let’s say we always have the same goal with the attack:

Gaining the League Bonus (1 Star)
Getting the loot (e.g. Dark Elixir Storage) or getting the 2nd Star from the Town Hall

For this guide, the second objective is the same – it’s either the area of the Town Hall for the second Star (most likely in Clan War) or the area with a lot of loot in case of farming in regular multiplayer battles.

Same tactic, different target.

Here’s our match plan, but, before we start, please take note that you won’t be able to achieved this against ANY higher Town Hall level base you attached. All I can do is help you identify the bases where you can score.

Step 1: Getting the League Bonus

It’s always the objective to win at least 1 Star to get the League Bonus (or the the Star in Clan War when cleaning up). The League Bonus is always what you need to aim for because the additional loot makes up for your army costs.

The tactic you will need to follow when you attack is getting enough destruction for the 50% – and in 99% of the cases that’s by cleaning up the outside.

This should boost you to about 30% destruction before you perform your second step.

Needless to say, you won’t score against this kind of bases because cleaning on the outside is very expensive in housing space:


There are almost no outside buildings that you can reach without being a target of 2 or more defenses.

Better go for bases like this:


There are different techniques that will get you the required destruction on the outside. I have wrapped them up in the next parts of this guide for your Town Hall level.

Step 2: Get Your Objective

Our next goal is to have some troops left that are strong enough to open up a part of the base and get deep enough inside to get either the Town Hall (in cases of Clan War bases like the base shown above), or an area where a lot of loot is located or maybe also the Dark Elixir Storage.

These must not be in the core of the base, you won’t be strong enough to get there. That’s the limitation you have.

Each Town Hall Level has some special troop setups that can do this – read the next chapters below.

Attacking Town Hall 9 Bases As Town Hall 8

Town Hall 9 features two new items you will need to adapt to – the X-Bow and the defending Archer Queen. The X-Bow itself has a long range, but at a lower level, it’s not the killer for your attack.

The Archer Queen, however, can make your attack significantly harder if she is in the core and able to target your second phase attack.

If you can avoid her, do it.

I wrote in the beginning, that I want to show you some troop setups that will get you what you want:

Setups for Cleaning:

First of all, always have 5 or so Minions and 10-15 Archers with you. There are always outside buildings that you can snipe with a single Archer or that are only protected by ground defenses like the Cannon, and a single minion can take them out.

Each structure means extra percentage you will need.

The other parts are often protected by Archer Towers, within a Mortar’s range, etc.

In that case, I recommend using packs of 2-3 Giants along with 3-4 Wizards.

You will need to practice a little bit to get a feeling how many of them you will need for a specific building setup. That always depends on the number of defenses protecting the area plus the number of buildings you want to get.

Send in the Giants and then the Wizards immediately after.

If you do that 3-4 times, you will have 30-40% destruction done.

Setups for getting the Town Hall / Dark Elixir Storage / Loot:

Have your Barbarian King ready. Then you need tanking and fast damage, so either Giants or a Golem plus PEKKA or Valkyries.

Use a Jump Spell and a Rage Spell to crush through as fast as possible.

This should give you the needed percentage for 50% and what you also want (Town Hall, Dark Elixir Storage or other loot buildings).

Always remember there shouldn’t be more than 2 layers of walls between the outside and your target.

Attacking Town Hall 10 Bases as Town Hall 9

You will face the biggest opponent as a Town Hall 9 – the Inferno Tower. This beast is able to crush your troops hard and fast.

Setup for Cleaning:

Cleaning works the same way as for Town Hall 8, have some Archers and Minions to clear unprotected outside buildings. Then you can use packs of 2-3 Giants along with 3-4 Wizards.

You will need to practice a little bit to get a feeling how many of them you will need for a specific building setup. That always depends on the number of defenses protecting the area plus the number of buildings you want to get.

Send in the Giants and then the Wizards immediately after.

If you do that 3-4 times, you will have 30-40% destruction done.

You can also use some Baby Dragons and deploy them away from each other so they will get enraged. The advantage is that you can save yourself some troop space, but you will need to have them upgraded a little bit.

Setups for getting the Town Hall / Dark Elixir Storage / Loot:

Have your Barbarian King and Archer Queen ready. You need tanking and fast damage, so I recommend using Valkyries or Bowlers from the Clan Castle

Use a Jump Spell and a Rage Spell to crush through as fast as possible while you use a Freeze Spell on the Inferno Tower.

This should give you the needed percentage for 50% and what you also want (Town Hall, Dark Elixir Storage or other loot buildings).

Always remember there shouldn’t be more than 2 layer of walls between the outside and your target.

Attacking Town Hall 11 Bases as Town Hall 10

The Eagle Artillery will break your neck, especially since you have no Grand Warden to protect yourself. Your battle plan has to be to clear on the outside WITHOUT activating it and when you perform your second phase for the inside area, you need to be as fast as possible.

Attacking a solid Town Hall 11 base with a Town Hall 10 account is very surgical work.

The big problem is that stepping it up with Golems won’t work because they get brutal extra damage from the Eagle Artillery and you won’t be able to take out the Eagle Artillery with Freeze Spells effectively.

Setup for Cleaning:

Cleaning on the outside is not a problem, since you can do that without activating the Eagle Artillery.

Use the same strategy that I recommended above, but be careful to not activate the Eagle Artillery (180 Housing Space).

If you have a decent Archer Queen level, you can perform a Queen Walk to clear off on the outside.

Setups for getting the Town Hall / Dark Elixir Storage / Loot:

I recommend using Giants along with your Barbarian King and Valkyries. You can also use Bowlers, but Valkyries on Rage Spell are simply faster and more effective.

Support them with a Jump Spell and Rage Spell(s). You might also want to freeze the Eagle Artillery – if that hits your pack of troops you will lose a lot and might fail.

With Valkyries on Rage you will see them taking out compartments in seconds.

Conclusion

It’s possible to attack higher Town Hall levels, but I only think there are 3 use cases out there:
  • Cleaning up in Clan War
  • Finding a high loot base (especially in revenging)
  • When you trophy pushed very far so you won’t see many of your Town Hall level bases
It’s very surgical work and failing just a little could mean failing the whole attack (if the base you’re attacking is not a rushed or abandoned base).
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GoWiPe is one of the most popular and reliable attacking strategies. It features the use of Golems, Wizards and PEKKAs. Many Clashers begin practicing this attacking strategy at Town Hall 8 and use it moving forward in the Town Hall Levels. It’s a very effective attacking strategy that is also a great supplement when your Heroes aren’t high-level and/or during Hero upgrades.

How GoWiPe Works

This attacking strategy uses Golems to tank damage from defenses while Wizards and PEKKAs destroy structures. The Wizards are not only used to deal damage. Their primary goal is to funnel the PEKKAs into the center of the base. This is a very general description and I will get much more into detail below.

Disclaimer: The series is called “3 Star Attacking Guide For…” However, GoWiPe is a dependable 2 Star attacking strategy. It can get 3 Stars as well, but not always. For most bases this should be used for the secure 2 Stars.

Which Town Hall Levels Work Best with GoWiPe?

Town Hall 8 to Town Hall 10 (and TH11 with low level Heroes or upgrading Heroes)

If your Heroes are lower than Level 20 or one of them is upgrading, you might want to use GoWiPe, instead of GoWiWi. Without the Hero power you will miss a lot of damage and the PEKKAs can make up for that. If your Barbarian King or Archer Queen are upgrading, simply take an additional PEKKA with you.

Main Purpose Of This Attacking Strategy

Clan War & Trophy Pushing. Farming in higher Leagues also works. The League Bonus & Star Bonus will help make up the costs.

Pros of GoWiPE:

+ Works great against almost any base TH10 or lower

+ Overpowered for TH8 and TH9; dependable 2 Star attack

+ Once learned it’s pretty easy to use

Cons of GoWiPe:

– Fairly high costs and lengthy training time, especially in TH8 & TH9

– Rarely 3 Stars won

– Takes practice to use properly

Troop Variations for GoWiPe

A solid troop composition to start with is 2 Golems, 3 PEKKAs, 17 Wizards, 6 Wall Breakers, and 5 Archers if you are at TH9.  You will have to make adjustments if at TH8 as you have 20 less troop space.  Of course, these troops should be as high level as possible for maximum effectiveness.  Max level wizards or a 4th PEKKA in the clan castle are great additions.


The main variation will be to choose either Jump Spell or Earthquake Spells. Your choice should depend on the base you’re attacking. When first learning this attacking style, I recommend using Earthquake Spells.

GoWiPe Step by Step

Now let’s take a look step by step. The most crucial part of this strategy is deployment of troops to create the funnel and Spell timing. GoWiPe attacking consists of these 4 steps:
  • Deploy Your Golems & Wall Breakers
  • Create the funnel with your Wizards
  • Deploy Your PEKKAs & Heroes
  • Support with Rage & Freeze Spells
Let’s have a closer look at these steps.

Step 1: Deploy the Golems & Crack The Walls

Which side to attack from?

Most bases are symmetrically designed, so choosing the side to start attacking can be tough. A good rule of thumb is to draw a line from the Town Hall through the defending Heroes:


After selecting where to start your attack, deploy the Golems to draw defensive fire. Golems have a lot of hit points, so no need to rush. They can take a beating. You need to be sure all defenses are targeting the Golems before you release the Wall Breakers.


I recommend waiting until the Golems start engaging the outside Walls. If there are defenses outside the first line of Walls, you might want to wait awhile longer.

Now release your Wall Breakers to crack the first line of Walls.

Step 2: Create Your Funnel With The Wizards

This step is the most important!!! If you don’t create the funnel correctly, your PEKKAs and Heroes may walk around the base instead of inside. If that happens, the attack is busted. 3 Stars will be nearly impossible.

Not to worry, this sounds harder than it is. You need to deploy a line of Wizards behind the Golems and near the spot you will deploy the PEKKAs and Heroes.


The wizards will destroy anything that could distract the other troops from going into the base. Don’t to use too many Wizards; the Golems already take the damage from the defenses, so a couple of Wizards on each side will be enough.

Step 3: Deploying The Destruction (A.K.A PEKKA & Heroes)

Wait until the outside ring is broken and then deploy the PEKKAs and the Barbarian King – they should walk straight into the core of the base.

Step 4: Destroy The Base / Deploy The Spells

This step varies depending on your Town Hall Level. You will support your Troops to get through the Walls and boost them with Rage Spells. In higher TH levels you’ll also use Freeze Spells

Here is a more specific Spell combination list depending on Town Hall level.

In general, you’ll:
  • Drop Poison Spell on the Clan Castle Troops
  • Drop Rage Spells over your pack of troops
  • Use either Earthquake Spells or Jump Spell to get them through the compartments
  • Use Freeze Spells against Multi Target Inferno Towers

GoWiPe For Town Hall 8

Due to the lack of Spell capacity, you have fairly simple tasks:
  • Drop a Poison Spell as soon as the Clan Castle Troops appear
  • Deploy Rage Spells on or in the path of the PEKKAs
  • Deploy leftover Wall Breaker to help get through Walls

GoWiPe For Town Hall 9

You gain 1 more Spell at TH9 which will give you some additional possibilities. Here’s how you will use your Spells:
  • Drop a Poison Spell as soon as the Clan Castle Troops appear
  • Deploy Rage Spells on or in the path of the PEKKAs
  • Use 1 Jump Spell or additional Wall Breakers to help get through the walls.

GoWiPe For Town Hall 10+:

Here you have option of bringing 2 Jump Spells or 4 Earthquake Spells. If you’re just starting to learn this attacking strategy, I highly recommend using Earthquake Spells. They will give you a more relaxed raid and let you practice the beginning troop deployment much better.

Conclusion

I apologize for including this 2 Star strategy within the 3 Star series, but I think GoWiPe is an essential skill that all Clashers should use. It will prepare you best for GoWiWi when you hit TH10 and is a great substitution to use in Clan War when your Heroes are upgrading.
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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.