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.

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.

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.

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.

Air Defense

  • Summary
    • The Air Defense is a powerful Defensive Building with a very high damage-per-second, capable of defending against flying units.
    • Air Defenses can only target and shoot one air troop at a time.
    • 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).
    • The Air Defense is unlocked at Town Hall Level 4.

Mortar

  • Summary
    • Mortars are the player’s heavy defenses. Whenever an enemy comes into range, it blasts out an explosive shell with a low frequency “ping”.
    • Mortars shoot long-range explosive shells every 5 seconds which deal devastating splash damage to every unit within a small radius of the impact point. Their splash damage, combined with their long range, make them deadly weapons against large groups of weaker enemies such as Barbarians, Archers, or Goblins.
    • A Mortar’s major disadvantages are its inability to attack troops within 4 tiles, its low rate of fire and low DPS which makes them less effective against high-health troops.
    • Due to the fact that the Mortar’s shell takes a while to reach its target (over a second at maximum range), fast troops like Goblins can easily dodge its attack if they are moving when the Mortar fires.
    • Mortars cannot target air troops.