Legend of Aeon

Tuesday, August 27, 2013

Nimble Quest Game Stages

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The Stages

Nimble Quest progresses in stages. After you defeat a specific number of enemies, you will progress to the next stage.

A stage takes place in a playing field where random monsters walk around trying to attack your heroes. To clear the stage, you must defeat all of the monsters. There are seven different playing fields:
  1. Forest
  2. Graveyard
  3. Sewer
  4. Courtyard
  5. Castle
  6. Dungeon
  7. The Depths
After you pass The Depths, the playing fields repeat. Each stage name is followed by a number, so the first time you do the Forest stage, it is called Forest 1. After The Depths 1, you move on to Forest 2, Graveyard 2, and so on.

Number of Enemies to Clear Stage

Use the following formula to determine how many enemies you must defeat to clear the stage. Stage number refers to the number of stages that have been started so far, e.g. Sewer 1 is stage 3 and Forest 2 is stage 8.
enemies to clear current stage = (stage number) * 15

Cumulative Number of Enemies to Clear Stage

Note that the number of defeated enemies shown in the corner is cumulative. To calculate the cumulative number of enemies that you have to defeat to clear a certain stage, use the following formula:
cumulative enemy total to clear current stage = 7.5 * [ (stage number) 2 + (stage number) ]

Enemy Types in Each Playing Field

Each playing field has a specific set of monsters that can be found there. They are listed below.
  • Forest - Black Spiders, Green Spiders, Knights, Archers
  • Graveyard - Zombies, Black Spiders, Green Spiders, Bats, Skeletons
  • Sewer - Bats, Rats, Skeletons, Black Spiders, Green Spiders
  • Courtyard - Healers, Archers, Red Knights, Knights, Rats
  • Castle - Knights, Red Knights, Healers, Fire Mage
  • Dungeon - Skeletons, Healers, Black Spiders, Fire Mages, Green Spiders
  • The Depths - Demons, Fire Bats, Fire Spiders, Fire Mages, Healers, Skeletons

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Nimble Quest- Heroes

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Heroes

Each hero of Nimble Quest has different abilities, different armor, attack strength, attack speed, and so on. Heroes start at level 0, can be leveled up to a maximum level of 3, and on each level up, the hero gets a stat boost that improves his or her performance or gives that hero a special ability. This page lists all of the details on each hero.

Ulrich

Ulrich is described as an outcast knight. He has a short sword and heavy armor.
  • Ulrich's Level 1 Bonus: +25% Attack Rate (can shoot another arrow 25% sooner)
  • Ulrich's Level 2 Bonus: +25% Armor (takes 25% less damage from attacks)
  • Ulrich's Level 3 Bonus: +50% Armor (takes 50% less damage from attacks)

Ulrich's Appearance Changes on Level Up

  1. Shoulder armor becomes golden
  2. Leg armor and helmet details become golden
  3. Face shield becomes golden

Merida

Merida is an archer with light armor.
  • Merida's Level 1 Bonus: +25% Arrow Speed (her arrows move 25% more quickly)
  • Merida's Level 2 Bonus: +50% Armor (takes 50% less damage from attacks)
  • Merida's Level 3 Bonus: +100% Attack Range (she can shoot enemies from twice as far away)

Merida's Appearance Changes on Level Up

  1. Gains feathers on hood
  2. Gains metal belt buckle and metal details on wrists and bow
  3. ?

Blaze

Blaze is a lightly armored fire mage who shoots exploding fireballs.
  • Blaze's Level 1 Bonus: +25% Attack Rate (can shoot another fireball 25% sooner)
  • Blaze's Level 2 Bonus: +50% Armor (takes 50% less damage from attacks)
  • Blaze's Level 3 Bonus: +50% Attack Range (can shoot enemies from slightly farther away)

Blaze's Appearance Changes on Level Up

  1. Gains gold edges on cloak
  2. Gains gold diamond on hood
  3. ?

Boomey

Boomey is a pirate with medium armor who shoots a musket.
  • Boomey's Level 1 Bonus: +50% Attack Range (can shoot enemies from slightly farther away)
  • Boomey's Level 2 Bonus: +50% Attack Damage (his bullets do slightly more damage to enemies)
  • Boomey's Level 3 Bonus: +50% Bullet Speed (his bullets move 50% more quickly)

Boomey's Appearance Changes on Level Up

  1. Gains red bandana
  2. Gains black pirate hat
  3. ?

Bones

Bones is a skeleton knight with light armor and a long sword.
  • Bones's Level 1 Bonus: +50% Armor (he takes 50% less damage from attacks)
  • Bones's Level 2 Bonus: +25% Attack Damage (his attacks cause slightly more damage)
  • Bones's Level 3 Bonus: +50% Attack Rate (he can swing his sword again 50% sooner)

Bones's Appearance Changes on Level Up

  1. Shield becomes red with a cross
  2. Helmet gains face guard
  3. ?

Gizmo

Gizmo is a gnome who throws bombs and has light armor.
  • Gizmo's Level 1 Bonus: +25% Blast Radius (his bomb explosions cause damage to a larger area)
  • Gizmo's Level 2 Bonus: +50% Attack Rate (he can throw another bomb 50% sooner)
  • Gizmo's Level 3 Bonus: Explosion on Death (when he dies, he acts just like a dropped bomb, causing a big explosion that kills all enemies in its radius)

Gizmo's Appearance Changes on Level Up

  1. Gains black gloves
  2. Gains metal part on goggles
  3. Right goggle lens becomes larger, green with crosshair

Uther

Uther wields a lance and has heavy armor. His lance causes damage straight ahead.
  • Uther's Level 1 Bonus: +25% Attack Rate (he can hit again with his lance 25% sooner)
  • Uther's Level 2 Bonus: +25% Armor (he takes 25% less damage from attacks)
  • Uther's Level 3 Bonus: Heal on Hit (he heals himself a limited amount whenever he (and only he) is hit)

Uther's Appearance Changes on Level Up

  1. Gains gold details on armor, lance, and shield
  2. Gains purple gem on helmet, gold stripes on lance
  3. ?

Arcane

Arcane is a wizard who shoots ball lightning and has very light armor.
  • Arcane's Level 1 Bonus: +50% Armor (he takes 50% less damage from attacks)
  • Arcane's Level 2 Bonus: +50% Attack Range (he can shoot enemies from slightly farther away)
  • Arcane's Level 3 Bonus: +100% Attack Rate (he can shoot another lightning ball 25% sooner)

Arcane's Appearance Changes on Level Up

  1. Moon on hat begins to glow
  2. Cloak and hat become more detailed
  3. Gains a white beard

Slash

Slash has a dagger in each hand that he slashes very quickly. He has light armor.
  • Slash's Level 1 Bonus: +50% Armor (he takes 50% less damage from attacks)
  • Slash's Level 2 Bonus: +100% Armor (he takes half as much damage from attacks)
  • Slash's Level 3 Bonus: +50% Attack Damage (his attacks do 50% as much damage)

Slash's Appearance Changes on Level Up

  1. Gains a black cloak with hood
  2. Gains gold details on cloak
  3. ?

Ember

Ember is a demon with medium armor who attacks with a flame shockwave.
  • Ember's Level 1 Bonus: +25% Armor (he takes 25% less damage from attacks)
  • Ember's Level 2 Bonus: +25% Attack Rate (he can use another fire shockwave 25% sooner)
  • Ember's Level 3 Bonus: +25% Attack Damage (his attacks do 25% as much damage)

Ember's Appearance Changes on Level Up

  1. Gains gold details on head and body
  2. Horns get bigger
  3. ?

Faenel

Faenel is a forest spirit who shoots energy balls. She has medium armor.
  • Faenel's Level 1 Bonus: +50% Armor (she takes 50% less damage from attacks)
  • Faenel's Level 2 Bonus: +50% Missile Speed (her energy balls move 50% more quickly)
  • Faenel's Level 3 Bonus: Root on Hit (whenever an enemy hits her (and only her), that enemy, and any enemies following it, will be temporarily frozen in place with roots)

Faenel's Appearance Changes on Level Up

  1. Gains gold circlet
  2. Gains brown antlers/branches
  3. ?

Ezora

Ezora has medium armor and throws bones.
  • Ezora's Level 1 Bonus: +50% Armor (she takes 50% less damage from attacks)
  • Ezora's Level 2 Bonus: +100% Attack Rate (she can throw bones twice as frequently)
  • Ezora's Level 3 Bonus: Heal on Hit (whenever she (and only she) is hit, she heals herself (and only herself) a limited amount)

Ezora's Appearance Changes on Level Up

  1. Gains white gloves
  2. Gains bone crest on back
  3. ?

Gurzog

Gurzog is an orc with heavy armor who swings two axes.
  • Gurzog's Level 1 Bonus: +25% Attack Rate (he can swing his axes 25% more frequently)
  • Gurzog's Level 2 Bonus: +50% Attack Damage (his attacks do 50% more damage)
  • Gurzog's Level 3 Bonus: +50% Armor (he takes 50% less damage from attacks)

Gurzog's Appearance Changes on Level Up

  1. Gains red marks on head
  2. Gains horns
  3. ?

Kishi

Kishi is a lightly armored ninja who throws shuriken.
  • Kishi's Level 1 Bonus: +100% Armor (he takes half as much damage from attacks)
  • Kishi's Level 2 Bonus: +200% Armor (he takes 25% as much damage from attacks)
  • Kishi's Level 3 Bonus: +100% Attack Range (he can throw shuriken from twice as far away)

Kishi's Appearance Changes on Level Up

  1. Gains red headband
  2. Gains white face mask
  3. ?

Hydra

Hydra is a princess who shoots bolts of ice and has medium armor.
  • Hydra's Level 1 Bonus: +75% Armor (she takes 75% less damage from attacks)
  • Hydra's Level 2 Bonus: +100% Attack Range (she can shoot ice bolts from twice as far away)
  • Hydra's Level 3 Bonus: Freeze on Hit (whenever an enemy hits her (and only her) that enemy, and any enemies following it, are frozen to the spot with ice)

Hydra's Appearance Changes on Level Up

  1. Gains glowing aura on hands
  2. Gains ice-blue circlet
  3. ?

Bolas

Bolas is a monk who shoots spinning, exploding energy. He can only shoot forward. He has light armor.
  • Bolas's Level 1 Bonus: +100% Armor (he takes half as much damage from attacks)
  • Bolas's Level 2 Bonus: +25% Attack Damage (his attacks do 25% more damage)
  • Bolas's Level 3 Bonus: +50% Bullet Speed (his energy balls move 50% more quickly)

Bolas's Appearance Changes on Level Up

  1. Gains golden shoulder armor
  2. Gains glowing eyes and forehead designs
  3. ?

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Nimble Quest- Introduction

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An Introduction


Nimble Quest is a game for iOS and Android created by NimbleBit (makers of Pocket Frogs, Pocket Planes, Tiny Tower, and many others). Nimble Quest is similar to the game snake, but the snake in Nimble Quest is made up of a line of RPG-pixel style heroes, such as warriors, mages, archers, and so on. Monsters move around the playing field, and if your heroes are close enough, they will attack the monsters. After you defeat a specific number of monsters, you advance to the next level.

For some overall tips to improving your Nimble Quest performance, see the tips page here.

Heroes

As of April 22, 2013, Nimble Quest has 16 heroes. The following list shows the hero's name followed by that hero's attack type. For more details about the heroes, visit the heroes page here.
  • Ulrich - Short Sword
  • Merida - Bow & Arrow
  • Blaze - Exploding Fireball
  • Boomey - Musket
  • Bones - Long Sword
  • Gizmo - Bombs
  • Uther - Lance
  • Arcane - Ball Lightning
  • Slash - Daggers
  • Ember - Fire Shockwave
  • Faenel - Energy Balls
  • Ezora - Bones
  • Gurzog - Axes
  • Kishi - Shuriken
  • Hydra - Ice Bolts
  • Bolas - Exploding Spinning Energy

Stages

The gameplay of Nimble Quest progresses in stages. You advance to the next stage after defeating a specific number of enemies, depending on the stage. The game has the following stages, in this order. After completing The Depths 1, you go to Forest 2, and the stages continue in the same order but with an increased number (Graveyard 2, and so on.) For more information about stages, see the stages page here.
  1. Forest
  2. Graveyard
  3. Sewer
  4. Courtyard
  5. Castle
  6. Dungeon
  7. The Depths

Enemies

In every stage, enemies will randomly spawn in the playing field and wander around attacking your heroes. There are different types of enemies that move at different speeds and have various attack types. The following is a partial list of enemies that you can encounter in Nimble Quest.
  • Black Spider - Slowdown Cobweb
  • Green Spider - Poison Blob
  • Knight - Sword
  • Archer - Bow & Arrow
  • Skeleton - Bone
  • Zombie - Claw
  • Bat - Claw
  • Rat - Claw
  • Red Knight - Lance
  • Healer - Heals Enemies
  • Demon - Fire Shockwave
  • Fire Spider - Lava Blob
  • Fire Bat - Fire Shockwave
  • Fire Mage - Exploding Fireball

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Wednesday, August 21, 2013

Clash of Clans- Minion


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  • Summary
  • Check out other Dark Elixir Troops here
    • The Minion is a fast, cheap and relatively weak ranged flying unit. Its appearance is that of a flying imp-like creature with large horns, stubby wings and large hands with sharp vicious claws and rubber-like gloves.
    • It is made of Dark Elixir and is trained in the Dark Barracks.
    • The Minion's method of attack is spitting Dark Elixir.
    • Because it is a flying troop, it cannot be attacked by Cannons or Mortars but is very vulnerable to Air Defenses and Air Bombs.
    • Although the Minion does the least damage per second out of all Dark Elixir troops and has the lowest health, it has the fastest training time and lowest housing space.
    • Seeking Air Mines will not target Minions, but regular Air Bombs do.

  • Defensive Strategy
  1. It is really helpful to have an Air Bomb in case you are attacked by Minions. It's the biggest weak spot for a Minion, especially if the attacker has multiple Minions, as Air Bombs do splash damage and can wipe out an entire group at once. For this reason it is helpful to place the Air Bombs near storages/Town Hall.
  2. Defend Air Defenses, Wizard Towers, X-Bows, and Archer Towers well so the Minions don't have free rein.
  3. Minions, although individually weak, are very powerful in large numbers.
  4. Make sure to protect Archer Towers and Air Defenses with a Wizard Tower which does devastating splash damage to hordes of Minions.
  5. If your attacker plans on deploying a large amount of Minions, they will typically try to trigger your Air Bombs first with single Minions deployed at several points around your base (see Offensive Strategy). To counter this, make sure the trigger radius of each Air Bomb is at least behind the first row of defended buildings; this will help ensure that the single Minions will be destroyed by other defenses before they can trigger the Air Bombs.
  6. Minions are useful in the Clan Castle as they can attack both ground and air units for a decent amount of damage, and can only be hit by Dragons, Archers, Wizards and other Minions.

  • Offensive Strategy
  1. It is extremely useful to carry a small amount of Minions (10 or so) to pick off buildings that are defended by ground defenses only (Mortars, Cannons).
  2. Minions are relatively inexpensive and take up only 2 housing spaces, making them well suited to use in a group rush strategy.
  3. Minions can be destroyed by a single Air Bomb; therefore a good strategy is to deploy them one at a time in different locations to set off the Air Bombs, and then follow up by deploying them en masse. Note that you cannot test for Seeking Air Mines in this manner, as these traps do not detect Minions.
  4. As is the case with all flying units, Archer Towers, Wizard Towers and Air Defenses should be taken out before deploying Minions.
  5. Using Giants as a distraction when using Minions to attack other buildings is a good idea since the Giants will attack the defensive buildings and keep them occupied while the Minions attack all the outside buildings achieving at least 50% damage.
  6. Note that while Giants can be used to destroy an Air Defense, they will not occupy its attention while it is being attacked (it will still shoot at your Minions).
  7. Minions can trigger Giant Bombs even though they will not be affected by them! If you suspect a Giant Bombs may be in a certain area, a single Minion is an ideal way to find out, although placing a barbarian would incure a smaller loss (the barbarian would die).
  8. Like Balloons, Minions are exceptionally useful in the Single Player Campaign. You can simply destroy all of the Air Defenses, Archer Towers and Wizard Towers, then deploy a single Minion. It will destroy every building. It takes a bit of patience, but it pays off at the end. With a Single Player Campaign, there is no time limit, so one unthreatened Minion will eventually destroy every building.
  9. Important note: In many cases a single Minion will take enough time to destroy the remaining buildings that your game will time out due to inactivity, which will cause your attack to end prematurely and be unsuccessful (regardless of how many stars you had earned to that point). To prevent this from happening either deploy multiple Minions, move your screen around, or simply change the view every few moments by panning or zooming.
  10. Minions can overpower Air Defenses as they only target one Minion at a time; but beware of Wizard Towers which can vaporize entire swarms of Minions.


  • Upgrade Differences
    • The Minion's appearance changes at every other level.
      • At level 3, the Minion's skin changes from light blue to royal blue, with its horns and forearms a slightly darker shade of blue.
      • At level 5, the Minion's skin turns gray, and its horns and forearms both turn black. The eyes also glow a ghostly white, making it resemble a fully-fledged gargoyle.
      • Check out other Dark Elixir Troops here

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Clash of Clans Strategy- Beginners, Advanced & Pros

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TIPS

Beginner's Tips

  1. First Timers - Don't worry, your buildings will come back.  You don't have to worry about actually losing anything structural - only gold and elixir.  When you log back onto the game, you'll see that you've been attacked, lots of buildings will be in ruin, and in about 20 seconds, they will have "powered back up" and you're off and running again.
  2. Watch your grid - After you place an item on the screen, you'll see a highlighted area around your village.  This is an area the enemy cannot start within so be sure you don't leave any holes by placing structures too far apart.
  3. The edge won't save you - Building your village close the edge of the screen doesn't stop attackers from starting in the surrounding green area.  You still have to defend from all directions.
  4. Huddle - Build your village close together to take advantage of keeping all things under protection of your weapons. Ensure that you have different types of weapons covering each other in case you're attacked from the ground or the air (e.g., canon = ground, air defense = air, and archers = both.)

Advanced Tips

  1. Power in numbers - Once you've rebuilt your clan castle and joined a clan, be sure to fill it by requesting troop donations before you log off. While soldiers in your army camps are only good for attacking, the troops in the clan castle can also defend your village. When you select the clan castle, you'll see a threshold radius appear (much like with other weapons) that shows you when those troops will be deployed. Take advantage of the extra troops for defense. It's one of the big benefits in being in a good clan.
  2. Sacrifice the Town Hall - If you've already got your third builder and you're not part of one of the top clans, you're probably not that concerned with trophies and are more interested in farming for gold and elixir. By placing the Town Hall outside of your walls you'll make it enticing for attackers to go after it. When they destroy it, it will give them an automatic victory with one star. It will also give you an automatic shield. Your goal here is to protect the gold and elixir storage and not worry about wins and losses. Once you've built a killer base, you can worry about going for the trophies.
  3. 40% destroyed is 100% good - Place non gold and elixir holding (storage, mines, and pumps) outside your walls to allow them to be destroyed. Much like destroying the Town Hall, if the attacker destroys 40% of your buildings, you'll get a longer shield without actually giving up any resources.

Pro Tips

  1. Train your next army - Before you log off, fill up your army camps with an attacking army.  The game used to kill those troops if the base was destroyed during an attack but now they will all survive the attack.  You might as well invest as much elixir into a usable set of troops as you can.
  2. Stock up - Also, once your camps are full, train as many wallbreakers as you can in each barrack.  While they're not the most expensive, they are the most expensive per housing space (i.e., level 5 wallbreaker = 3,000 for 1 housing space so 3k/space and a level 3 P.E.K.K.A = 50,000 for 25 housing spaces, so 2k/space.)  This will take elixir out of play for raiding armies who can only go after your pumps and storage. You can untrain them when you return to get the borrowed elixir back in your storages to spend elsewhere.

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Monday, October 29, 2012

Clash of Clans Building Strategy- Offensive Layout

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Offensive Layout  

This post is for players that want to earn loads of trophies, and to crush enemies. The real key for offensive player is not the layout of the town, you will learn why later in the post, but what you upgrade.

Two drawbacks of this layout/playing style are: 1. your defense will be relatively weak and will not be able to defend effectively. Of course this barely matters because you can quickly earn those lost trophies back. 2.You need to be a very active player for this to be effective. If you do not go on for a while, over time your trophies will diminish because your defense is so weak. This is the complete opposite for a defensive player/layout, where you gain trophies by waiting for players to attack you.

How to do this? If you haven't checked out the Basic Layout Building guide, go check it out as it will help get you going with a good foundation. From there you can customize the layout to fit your style of play: defensive, offensive or a little of both.

Intro: As an offensive player it is good to know how important each item is. I will list the items from most important to least: 1.Town Hall(this should be the most important for every type of player), 2.Army Camp, 3.Barracks(important in upgrading, does not need to be heavily defended), 4. Elixir Storage, 5. Elixir Collector, 6.Defensive Weapons, 7.Walls, 8.Other Buildings. This is important for knowing what to upgrade and where to place buildings.

As an offensive player your town will usually be beaten completely(enemy will get 3 stars), so the layout doesn't matter too much (remembers this doesn't matter to much because you can earn back those trophies easily. Also if your town has been completely beaten, enemies cant attack for between 12-16 hours). You just want to have the town hall in the center and have your army camp and elixir collector and elixir storage near/surrounding the center too. The other buildings are the least important so make sure you do NOT have walls surrounding them. You can place the weapons interspersed between army camps/elixir buildings or you can have the weapons surrounding the army camps/elixir buildings. For the walls, just make sure you have walls around the town hall. You can really just put the rest of the walls where you want (do NOT have them protecting the extra buildings).

Upgrading is the real key in an offensive strategy/layout.
First-Elixir: Elixirs are very important, as all the important buildings for an offensive player are upgraded using elixir. You want as many elixir storage and collectors as the game lets you build. You also want to upgrade the elixir collectors to level 10 and have at least one storage to the highest possible level for you current town hall level.
Second-Barracks: Barracks are where you train troops and gain access to new units. They are very important in creating a diverse army that can penetrate many different kinds of defenses. You want to  build as many of these as you can and upgrade these 1st when you have enough elixir.
Third-Army Camps: These are where all your troops are kept once you train them in the barracks. Army camps are very important to a offensive player because their upgrade level effects your army size. They are also important: if an enemy attacks your army camp with troops in it, you will loose all/most of the troops in the camp. You want to upgrade these after your barracks have been upgraded, as they will effect what size army you can have.
Fourth-Laboratory: The Lab allows you to strengthen units even further and is very important in having a strong army. Work on upgrading the lab and researching units to the highest possible level once you have upgraded the army camps.
Fifth-Town Hall: Do not worry about upgrading the town hall until all the buildings mentioned above have been upgraded as far as possible.
Sixth-Gold Mines and Gold Storage: They become important when the cost of upgrading the town hall really increases. Once this happens, you should put them behind walls. You want to have as many gold mines as possible and all of them should be at level 6-8. Only upgrade a gold storage to match the amount of storage needed to upgrade the town hall.
Seventh-Other Buildings and Weapons: Other building are unimportant and should not be upgraded at all. Weapons should be upgraded very little and never be the highest level possible corresponding with the town hall level.
Eighth- Spell Factory: Only upgrade this so that the attack spell is available  Once you are a much higher level  (about 35-40) is when it is a good time to upgrade and get the other spells.

Extra Tips:
1. Try and keep you level as low as possible, but with high offensive buildings. This is important because you will have an edge against same level, lower level players that come up when searching to attack.
2. Stars in multiplayer:
   50% of town destroyed = 1 star
   Town hall destroyed = 1 star (also if the town hall is the first building that you destroy)
   100% = 1 star
   The order doesn't matter in obtaining stars


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Thursday, October 11, 2012

Clash of Clans Building Strategy- Defensive Layout

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Defensive Layout

Are you a player that wants to concentrate on defense,  to earn trophies trophies without attacking, and to devastate players that attack your town? Then this is the post for you!

I personally am a defensive player, that means I hardly every attack other players and still gain trophies by defeating enemies when they attack my town. This is good for someone that does not want to spend loads of time waiting(like when training troops) and wants to check up on the game regularly, but not spend a whole load of time on it.

The following pictures show defensive layouts that also have a little offensive items as well. A purely defensive layout would not have Army Camps, Spell Factory, Laboratory or Barracks. Being purely defensive will help keep your level as low as possible.
As you can see in this layout, the Gold Storage and as many as the Gold Mines as possible (with the amount of wall given and still protecting all the defensive weapons) are protected behind walls. This is a good layout when you have more walls available. If you want a better look, click on the image.

Here is a pretty good Defensive layout. As you can see the Town Hall is very well protected. The Builder's Huts are also in the very corners of the map. In this picture the Gold Storage and Gold Mines are not protected because at this point in time I felt that with the amount of walls given, protecting the 
defensive weapons was a higher priority. If you want a better look, click on the image.



How to do this? If you haven't checked out the Basic Layout Building guide, go check it out as it will help get you going with a good foundation. From there you can customize the layout to fit your style of play: defensive, offensive or a little of both.

Intro: As a defensive player it is good to know how important each item is. I will list the items from most important to least: 1.Town Hall(this should be the most important for every type of player), 2.Defensive Weapons, 3.Walls, 4.Other Buildings. This is important for knowing what to upgrade and where to place buildings.

First-Gold Mines:You want to upgrade the gold mines as much as possible. This will allow you to upgrade your defensive weapons and walls much faster later.
Second-Walls: Make sure you have walls around your Town Hall, defensive weapons, and gold storage's. You want to make the enemy go through 2 or more layers of walls to get to your town hall. When I talk about walls from now on in this post, Wall 1 is the wall the farthest out and Wall 2 is the wall surrounding the town hall.
Third-Weapons: Weapons are obviously very important to a defensive player. You can place the weapons behind Wall 2 with the town hall, or between Wall 1 and Wall 2. If you have wizard towers, you will want them to mainly protect the town hall, as they have a short range and are a powerful force(can damage ground and flying enemies).
Fourth-Buildings: The placement of buildings (elixir collectors, barracks, elixir storage, army camps, builder's hut, and gold mines) is very important.
a-You want your builders huts in different corners of the map. Doing this will force the enemy to move far distances to destroy the huts and use up the enemies precious time. This can be the difference between the enemy obtaining 2-3 stars.
b- You want to place your army camps on the very outside of the village(the army camps should NOT be protected by any walls). As a defensive player the army camp is very unimportant, as it will not matter if it is destroyed. You will almost never have troops in the camps(as an offensive player, the army camps are very important because if they are destroyed all troops located in the camps will die). The army camp will act as another layer for the enemy to go through to get to the more important buildings and town hall. 
c- The other buildings can be placed outside of Wall 1 and be protected by the defensive weapons that are placed on the the other side(closer to the town hall). The buildings can also be placed in between Wall 1 and Wall 2.
d- When you are a lower level player and the amount of walls available is an issue, protect your defensive weapons first. Once you have access to more walls make sure to protect your Gold Storage and Gold Mines as well.
Fifth- Upgrading: You want to focus on upgrading gold mines, gold storage, defense weapons, walls and the town hall. Do not bother upgrading the other things. Always have all your gold mines upgraded to level 10. Once you have upgraded the defense weapons as high as they can go for the town hall level, start saving gold to upgrade the town hall. Upgrade the wall and gold storage when you have "in between gold"(small amounts of gold right before your shield ends that will probably be stolen if you don't use it). You always want to have your whole wall as high a level as your Town Hall will allow before you upgrade the Town Hall. Only upgrade the Elixir buildings when you NEED it. It is good to keep the Elixir Collectors buildings at a max level of 6-7. You only need to have one Elixir Storage, and it should be at level 10.

I want to stress again the importance of having your walls as high a  level as your Town Hall will allow them to go. Having high level walls will take more time to break down, therefore the opposing army will be stuck outside for a longer period, allowing your defensive weapons to have more time to mow them down!

Extra Tips:
1. Try and keep you level as low as possible, but with high level defenses. This is important because you will have an edge against same level, lower level, and slightly higher level attacking players.
2. Stars in multiplayer:
   50% of town destroyed = 1 star
   Town hall destroyed = 1 star (also if the town hall is the first building that you destroy)
   100% = 1 star
   The order doesn't matter in obtaining stars

Now you are on your way to becoming an impenetrable fortress!!

For higher level layout check out the Clash of Clans Advanced Building/Layout Strategy- Hidden Tesla http://gamerboost.blogspot.com/2012/10/clash-of-clans-building-strategy-hidden.html
If you want to check out the Offensive Layout-http://gamerboost.blogspot.com/2012/10/clash-of-clans-building-strategy_29.html

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