Defenses


                                                    Cannon

"Cannons are great for point defense. Upgrade cannons to increase their firepower, but beware that your defensive turrets cannot shoot while being upgraded!" 

Max lvl-13

  • Cannons have a high rate of fire and a decent range, which makes them an ideal deterrent for Wall Breakers (which have extremely low health).
  • Cannons are very useful for keeping Giants from attacking other defenses.
  • You can defend Mortars and Wizard Towers by placing them within range of Cannons.
  • Make sure Cannons are placed within range of Air Defenses, because Cannons are unable to target air units (or at least in range of an Archer Tower or Wizard Tower).
  • Upgrade these structures and Mortars first at lower levels, as they are one of your main ground defenses. They are also the cheapest and most common defensive structure available, which makes them a good initial investment.
  • At Town Hall 5 (maybe above too), if two Cannons are placed near each other, it could be a great help as sometimes players mostly try to go for the Archer Towers using Giants, which makes them shotguns thus killing Giants easily.



  •                                               Archer Tower

    "Archer Towers have longer range than cannons, and unlike cannons they can attack flying enemies.''

    Max lvl-13

  • Their ability to target both Ground and Air Units makes Archer Towers formidable defenders. However, Archer Towers are only able to damage one unit at a time. This makes it very easy to overwhelm them with large groups of Archers or Barbarians.
  • When deploying only a few Balloons, it is advisable to keep them away from an Archer Tower, as their slow movement speed makes them an easy target. However, Balloons deployed in large numbers will quickly destroy an Archer Tower while only losing one or two Balloons. After the Archer Towers (and Air Defenses) are taken out, the Balloons will proceed to destroy the rest of the village (although Wizard Towers and time can still be a problem). You can also place a group of Archers (around 15-25) and let them do the work.
  • The best choices for attack are high health troops combined with low health, high attack troops, as the high health troops will soak up all the damage, leaving the low health ones to attack.

  •                                                      
    Mortar

    "The Mortar can mow down hordes of enemies by the splash damage from its shell. Don't let enemies get too close to it!"

    Max lvl-8

  • 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 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.

  • Air Defense
      "This anti-air tower is deadly against flying enemies, but can't target foes on the ground. Place it wisely to cover as much airspace as possible." 

    Max lvl-8

  • 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. 

  •  
                                                        Wizard Tower

    "The Ultimate Arcane Defense! Tower Wizards cast powerful area effect spells that target both flying and ground troops."

    Max lvl-8

  • 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 ArchersWizards 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 Sweeper
                                                                       
    "Air Sweepers control the sky with strong blasts of air that push back flying enemies. Air Sweepers can only face one direction, so rotate them to maximize their effectiveness." 

    Max lvl-6

  • 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). 


  •                                                 Hidden Tesla 
    "Lay a deadly trap with the Hidden Tesla! Our Wizards have trapped a storm cloud into each of these sneaky towers. When an enemy walks or flies close enough, the tower springs up and fries it using the power of Electrickery!" 

    Max  lvl-8

  • 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.
  • A max-level Hidden Tesla deals the most constant damage of any defensive building that can target both ground and air troops, beating out the max-level Archer Tower by 1 DPS.

  •                                                        X-bow

    "The X-Bow shoots mystical bolts with terrifying power. Load it with Elixir and the X-Bow works automagically. You can set it to target ground units at long ranges, or all targets at reduced range." 

    Max lvl-4

    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). 

    "Set the Inferno Tower's Dark Elixir fueled flame to build up unbelievable damage to single targets, or to constantly roast multiple targets at once. Healing effects get blocked by its extreme heat!" 

    Max lvl-3

  • 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.
  • 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 hitpoints, due to its progressive DPS.
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