- Summary
- The Goblin is the fourth troop unlocked in the Barracks.
- The Goblin is the fastest ground unit in the game.
- The Goblin’s first target is Resource Buildings, making them the ideal troop to deploy if your primary concern from a raid is collecting resources.
- The Goblin deals double damage to Resource Buildings, Town Halls and Clan Castles, Gold Mines, Elixir Collectors, Dark Elixir Drills and storage for each). This means that he deals more than twice as much damage as Barbarians and three times as much as Archers to these types of buildings. The trade-off is his relatively low health, which is higher than an Archer but lower than a Barbarian.
- Because the nature of the character is to attack Resource Buildings first (ignoring all defenses) they can be vulnerable to attack and should not be deployed without another type of troop (such as the Giant or Barbarians) as a meat shield.
- Goblins prioritize resource buildings above all other targets, and will bypass all other types of enemy buildings and troops while any resource buildings remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize resources, Goblins consider the Clan Castle or the Town Hall to be resource buildings regardless of whether or not they contain loot; Goblins will preferentially target them in addition to causing double damage to them.
Once all resource buildings are destroyed, Goblins become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby.
Category: Clash of Clans
Posts about Clash of Clans
Archer
- Summary
- The Archer is a female warrior with sharp eyes. She wears a short, light green dress, a hooded cape, a leather belt, and an attached small pouch. She has a quiver slung on her back, a gold short bow in her left hand, and a golden band on each of her upper arms.
- She is a ranged unit, the first unit unlocked in the Barracks, and the second overall troop unlocked in the game.
- Archers have no preferred target when attacking; they will simply attack the closest building to them. However, once they become aware of enemy Clan Castle troops, Heroes or Skeleton Trap skeletons (either by being attacked themselves or being near another friendly troop under attack), they will leave their previously targeted building and engage the enemy troops instead. Once all of the nearby enemy troops are defeated, they will proceed to attack the nearest building from their current location.
Barbarian
- Summary
- The Barbarian is a kilt-clad Scottish warrior with an angry, battle-ready expression, hungry for destruction. He has close-cropped blonde hair and a long, yellow horseshoe mustache.
- The Barbarian is the first troop unlocked in the Barracks.
- Barbarians have no preferred target when attacking; they will simply attack the closest building to them. However, once they become aware of enemy Clan Castle troops, Heroes or Skeleton Trap skeletons (either by being attacked themselves or being near another friendly troop under attack), they will leave their previously targeted building and engage the enemy troops instead. Once all of the nearby enemy troops are defeated, they will proceed to attack the nearest building from their current location.
Walls
- Summary
- Wall placement is a key point in designing a well-defended village. Walls are the main fortification for defense and are capable of withstanding a great deal of damage from attacking enemies. However, the effectiveness of Walls is greatly lowered if they are not constructed to completely enclose the structures they are designed to protect. Any gaps in the continuation of the Wall structure will render it useless, as enemy troops will simply walk through the broken area.
- An exception to this rule is the funneling strategy, where a player deliberately leaves a gap in order to group troops together and subsequently take them out using the splash damage of defensive units such as Mortars or Wizard Towers. Alternatively (or additionally) you intruders can be caught off-guard by filling the openings with traps such as Bombs or Spring Traps.
- Walls block all ground units with the exception of Hog Riders and the Grand Warden. The use of Jump Spells allow ground units to bypass walls.
- Walls can be bypassed entirely by air units such as Balloons, Dragons, Minions and Lava Hounds.
- Wall Breakers immediately target Walls upon deployment, inflicting 40x normal damage to them, but also blow themselves up in the process. The holes created by Wall Breakers allow ground units to gain access to buildings within the Walls, making Wall Breakers the ideal troop for getting past Walls.
- If there are 2 layers of Walls, the Wall Breaker’s blast radius will affect both layers.
- Wall placement is a key point in designing a well-defended village. Walls are the main fortification for defense and are capable of withstanding a great deal of damage from attacking enemies. However, the effectiveness of Walls is greatly lowered if they are not constructed to completely enclose the structures they are designed to protect. Any gaps in the continuation of the Wall structure will render it useless, as enemy troops will simply walk through the broken area.
Eagle Artillery
- Summary
- The Eagle Artillery is a very powerful Town Hall 11 exclusive defense that has a range that covers almost the entire map but has a dead zone, similar to but bigger than that of a Mortar.
- During a defense, the Eagle Artillery remains dormant at the start, and activates only after at least 150 housing spaces worth of troops has been deployed (Each Hero is worth 25 spaces, each spell is worth 10 spaces and each dark spell worth 5 spaces), regardless of level. Note that activating the Archer Queen’s or Barbarian King’s ability will not add more troop space. It fires a volley of three successive shots at regular 10 second intervals, and is able to deal devastating damage to the unit it targeted with extremely small splash damage to units near its target.
- The Eagle Artillery targets according to a “heat map” or “hitpoint map”. In other words, it targets the area with the largest density of hit points.
- Unlike other defenses which keeps targeting the same troops until they die, the Eagle Artillery recalculates its targets each volley.
Inferno Tower
- Summary
- The Inferno Tower shoots jets of flame that burn through even the thickest armor.
- The lava stream on the Level 10 Town Hall may be indicative of one’s access to Inferno Towers.
- The flame in single-target mode takes a while to heat up, making it most effective against the strongest troops.
- Stop Heroes, P.E.K.K.As, and Golems in their tracks, and shoot Healers and Dragons out of the sky with the powerful single-target mode Inferno Tower!
- When in single target mode, the Inferno Tower can be overwhelmed by large groups of weaker units, such as Archers.
- In single-target mode, the Inferno Tower causes progressive damage to a single target. The longer the tower stays focused on the same target, the more damage it deals.
- In multi-target mode, the Inferno Tower causes constant damage to up to five targets simultaneously.
- Troops targeted by the Inferno Tower (in either mode) are not able to be healed, either by Healers or by the Healing Spell. However, the Inferno Tower doesn’t block the regenerated health from using abilities of Heroes.
- Similar to the X-Bow, the Inferno Tower must be reloaded periodically. However, reloading it requires Dark Elixir rather than normal Elixir.
- The Inferno Tower doesn’t have a favorite target, nor does it deal more damage to any particular troop. However, in single-target mode it does deal more damage on average to troops with higher hit points, due to its progressive DPS.
X-Bow
- Summary
- The X-Bow is a rapid-firing turret that is unique in two ways. First, it must be loaded with Elixir in order to function. Second, it can be configured to target ground units only (at a 14-tile range) or both ground and air units (at an 11-tile range).
Hidden Tesla
- Summary
- The Hidden Tesla is a defensive building with a twist: Similar to a Spring Trap or Bomb, it stays hidden and appears when a ground or air unit gets close, or when 51% of the base is destroyed. However, unlike a Trap, it does not have to be rearmed after being deployed.
- The Hidden Tesla is unlocked at Town Hall level 7.
- A major source of confusion regarding the Hidden Tesla is that while it has a range of 7, it has a trigger range of 6. The Hidden Tesla will not appear unless the enemy units come within its 6-tile trigger range. The only exception to this rule is that Hidden Teslas will reveal themselves once a base has incurred at least 51% damage, as they must be destroyed (along with all other buildings) in order to achieve 3 stars.
- Once the Hidden Tesla is revealed, it will stay visible and attack units out to its maximum range of 7 tiles until it is destroyed.
- The Tesla deals double damage to P.E.K.K.As and prioritizes them over other troops within its range.
Air Sweeper
- Summary
- The Air Sweeper is a defense that shoots blasts of air at Air Troops. Although it deals no damage, it pushes back air troops, giving other defenses more time to take down these Troops.
- It cannot harm ground-based units, or interfere with them in any way other than potentially distracting them from attacking a more valuable target (e.g. the Town Hall).
Wizard Tower
- Summary
- The Wizard Tower is a spiraling, cone-shaped tower of crystalline rock that has a Wizard atop it. It is capable of inflicting powerful splash damage to both Ground and Air Units, though it is limited to a relatively short range.
- The Wizard Tower, like the Mortar, excels at mowing down entire groups of Troops. However, unlike the Mortar, it has a relatively decent DPS (making it more effective against higher health troops like Giants), and it will target Air Troops in addition to Ground Troops. Also unlike the Mortar, the Wizard Tower has no blind spot.
- Although the arcane blasts from the Wizard Tower do less damage per shot than Mortar, it makes up for this by having a much higher rate of fire. This makes the Wizard Tower an excellent choice for defending other structures by blasting troops that get too close. The Wizard Tower’s only real weakness is its range, which is among the lowest of all defensive structures.
- Taking out Wizard Towers can be tricky despite their relatively short range. It is often a better tactic to avoid them entirely by attacking a part of the village that isn’t covered by them. To quickly destroy a Wizard Tower, deploy a few Giants as a distraction while Archers, Wizards or Minions take out the tower. Deploy Troops in a circle around it since this will limit its ability to take out multiple troops with splash damage. Dropping 1 Giant and surrounding the tower with 5 Archers will generally be sufficient to destroy it.