Saturday, October 18, 2014

Clash of Clans Strategy Guide

Clash of Clans Golem Unit Guide: Stats, Upgrade Levels, & Strategy

Republished from Clash Of Clans Guide HQ

Golems are the largest unit in Clash of Clans, not only occupying the most physical space, but taking up the most housing cost (30 supplies) and costing more Dark Elixir than any other unit (450 at level 1, 750 at level 5). Despite the Golem’s high costs, it is a frequently used unit at the top-levels of play. They are rarely used by TH8 or even TH9 players, but TH10 players use these frequently.

In this guide to the Golem in Clash of Clans, we will cover unit stats, costs, upgrades, research levels, and strategies for making the best use of this troop.

Golem Basic Information, Stats, and Levels

Training Time: 45 minutes
Supply Cost: 30
Movement Speed: 12
Targets: Ground
Preferred Target: Defenses
Dark Barracks Required: Level 4
LevelDamage Per Second (DPS)Attack SpeedDamage Per HitHitpoints
1381 attack per 2.4 seconds91.24500
2421 attack per 2.4 seconds100.85000
3461 attack per 2.4 seconds110.45500
4501 attack per 2.4 seconds1206000
5541 attack per 2.4 seconds129.66300
LevelTraining Cost (Dark Elixir)Upgrade Cost (Dark Elixir)Laboratory LevelTown Hall Requirement
1450NoneNone8
252560,00068
360070,00079
467580,00079
575090,000810
LevelGolem Explosion DamageGolemite DPS/Damage Per Hit (DPH)Golemite HealthGolemite Explosion Damage
13507 DPS, 21 DPH90070
24008 DPS, 24 DPH100080
34509 DPS, 27 DPH110090
450010 DPS, 30 DPH1200100
555011 DPS, 33 DPH1260110

The Golem is the only true tanking unit in Clash of Clans. Its damage-dealing capabilities are set extremely low, while its health is off the charts. It can tank fire from multiple towers for an extended period of time – far longer than any other unit. Not only does its max level version have twice the health of a P.E.K.K.A, but when you count Golemite (discussed below) health, the Golem ends up with 294 health per housing cost – much higher than any other unit in the game. The Golem also specifically targets defensive structures, ensuring that it always has its attention turned towards a tower. Naturally, it is immune to Spring Traps.

Upon death, the Golem explodes, dealing damage (as indicated by the table above) and forming into two new miniature Golems known as Golemites. Golemites have one-fifth the health and explosion damage of the original Golem. The explosion damage of the Golem is quite significant, and the health of the Golemites is not so bad either (each one has 1,000 or so health, depending on Golem level).

CoC Golem Strategy

As mentioned, the Golem is the strongest tanking unit in the game due to its incredible health and defensive structure targeting priority. However, unlike the Giant or P.E.K.K.A, you cannot simply make a full army of Golems and hope to do well against an enemy. The problem is the Golem deals almost no damage, with a damage per second (DPS) not much higher than a single Archer! As a result, you need to back up the Golem with ranged DPS troops.

While the Golem is very strong, it is typically not used until TH10 (or late TH9) due to its high Dark Elixir cost. Given the endless Dark Elixir pits known as the Barbarian King and Archer Queen, it is difficult for players to justify spending 1,000-1,500 DE on 2-3 Golems (traditional number used for attacking) when they need that DE to upgrade their heroes. Some players will use Golems for farming at TH8-TH9 (discussed below), but I am not a huge fan of this strategy.

Golems in War Battles and Trophy Pushing

Golems are an excellent War unit and high-level trophy farming unit for cracking hard TH9 and TH10 bases. Typically, a single Golem is all that is required to attack a position on an enemy base. Given that it is best to attack from several nearby positions (in order to minimize AoE tower and trap damage), several Golems are recommended for this purpose.

Typically, Wall Breakers are used to break 2-3 entrances into an opponent’s base, near a corner. Entrances are created into the opponent’s base from each side of the corner. One Golem is dropped into each entrance; these Golems will then start working its way towards enemy defensive structures.
With the Golems tanking enemy tower fire, drop ranged DPS to back up the Golems. Wizards are typically the preferred unit for this purpose, given their relatively low cost (at this level of play anyway) and the fact that they are the highest DPS unit in the game on a per-housing cost basis. If you are flush with Dark Elixir, a few Witches can work miracles over an extended fight on a tough base.

Additional Healing spells and a Rage Spell or two can help crack deeper into the enemy’s base. The Float spell actually is not a bad ability if you have Witches, but Rage spells tend to work better for Wizards given that Wizards under the effect of a Rage spell will crack a wall in a second or two – practically the same effect as Float. Additional Wall Breakers can also be sent in, but be sure to time it appropriately so the Wall Breakers do not get taken out by area of effect damage.

Deeper in the enemy’s base. Freeze spells are useful if you approach a single-target Inferno Tower (the Golem’s biggest weakness). Freeze + Rage can help take down an Inferno Tower quickly. It is also a common strategy to drop hero units as the Golems approach the center of the base, as the DPS of a high-level Barbarian King and Archer Queen is extremely useful in taking out Inferno Towers before they can cause too much damage.

Of course, before you initiate this attack at all, be sure to try and lure out Clan Castle and enemy hero units the best you can, taking them out before sending in your Golems.

Golems in Farming

Golems are typically not used in farming attacks, given their high Dark Elixir cost. Even a single Golem represents a significant amount of Dark Elixir. With that said, some high-level TH9 players like using a single Golem during farming in an approach known as GoWiPe (Golem(s), Wizards, and P.E.K.K.As). This combination is very effective at coring deep into an enemy’s base to grab the Dark Elixir storage.

Using the Golems is easy – just drop Golem and a few sets of Wall Breakers and the Golem will be well on its way to enemy defensive structures. The key is steering the P.E.K.K.As into the enemy’s base, rather than letting them wander the perimeter. You will need to drop the Wizards after the Golem, allowing them to clear perimeter buildings. After a suitable number of perimeter buildings have been cleared, the P.E.K.K.As should follow the Golem into battle. The P.E.K.K.As will lend big DPS as well as start tanking once the original Golem gets taken out.

However, there is always the option of swapping out the Golems for Giants. While the Giants are not as effective, you also can now target bases with 500 less Dark Elixir (which tend to be much easier to break) and still end up with the same net gain.


Golem Weaknesses

The Golem has two main weaknesses: its low damage and the Inferno Tower (single target mode):
  • Golem: The Golem deals almost no damage. The fix for this is easy – just pair the Golem with ranged damage-dealing units. The Golem does not play well with melee DPS units (aside from the P.E.K.K.A), as the main advantage of the Golem is that it soaks up area of effect attacks from the Mortar and Wizard Tower. Stacking Barbarians on the Golem is pointless for this reason – use Wizards instead.
  • Inferno Tower: Inferno Towers set to single target mode are the only towers that can quickly take out the Golem. Use Freeze and/or Rage Spells to take out single-target Inferno Towers quickly.

Golems and Spells

The Golem itself does not benefit significantly from the Healing spell or Rage spell, given that it has too much health to restore through a Healing spell and too little damage to benefit from the Rage spell. The Rage spell is useful however as it improves the Golem’s movement speed, and boosts the support units backing up the Golem.

The Float spell is also an interesting skill for the Golem, as it can help you jump deeper into an enemy’s base. This is useful if your Golem and Wizards start going in opposite directions – a Float spell can help change their pathings to the same direction.


Golems as a Clan Castle Unit

The Golem is only available in the Clan Castle for TH9+ players, given its 30 supply cost. With that said, the Golem is arguably the best unit to keep in the Clan Castle, at least for very high level players.

The three advantages of using the Golem in the Clan Castle are its high health, slow movement speed, and explosion damage. The Golem is so good in the Clan Castle because it delays the enemy’s attack for a significant amount of time.

Even if the enemy lures out the Golem, it takes forever for the Golem to get to the edge of the base so that the enemy can attack it. Between luring out the Golem, letting the Golem walk its slow self to the outside of the base, then destroying the Golem, it burns about 45 seconds off of the attack timer (not counting enemy unit losses). It would take 30 Archers about 12 seconds to destroy the Golem and its Golemites, not to mention the number of Archers that would get taken out by the Golem and Golemites’ attack and explosion damage.

If the enemy does not lure out the Golem, it will be an unmitigated disaster for the opponent. Their offensive units will focus on the Golem (for quite some time) while taking damage from your towers. Not luring out the Golem guarantees that a 100% clear (and perhaps even a 1 star clear) is in the enemy’s future.

Sunday, October 5, 2014

Inside and Outside the GoWiPe

Inside and Outside the GoWiPe

Golems, Pekkas, Wizards & Archers 


Republished from Clash Of Clans Builder, Guitardude101

Some of us in the higher trophy counts may know the common GoWiPe, but sometimes it may not work how we want it to. That's why I made this guide on the variations of the GoWiPe attack strategy. First off, what is the GoWiPe? Gowipe consists of 3 main troops. Golems for the obvious reason of taking the damage, Wizards for the reason of dealing damage, and finally Pekkas are used to be sub-tanks.

Normal GoWiPe:
2 X Golems
3 or 4 X Pekkas
15-20 X Wizards
3-5 Archers

This attack strategy will give you a star at least on almost any base. One problem I have been running into with this attack is that many people have Dragons in their Clan Castle. No Archers = very hard time taking out the Dragon. That is why I created the second GoWiPe variation.

2 X Golems
2 or 3 X Pekkas
10-15 Wizards
The rest Archers

I have found a lot of success in this raiding strategy to some point, but lacking of 1 Pekka and 5 - 10 Wizards took its toll on the amount of stars I was getting. I figured that the only way to fix this problem was to go to Town Hall 9 and 10 to get more Army Camp spots, but because of the loot penalties I decided to stay at Town Hall 8. I'm glad I did because I found another raiding tactic recently after my decision to stay at Town Hall 8. Here it is

2 X Golems
3 pekkas
15 Wizards
5 Archers and Clan Castle Archers

Tip: If your clan doesn't donate Archers, Witch clans or if you are leader, tell your clan to donate Archers. Archers are the best troop to have in your Clan Castle.

Now back to the strategy. This was working about 99% of the time. This was the one strategy that I still use today. One more thing to talk about. Spells. I have a level 3 Spell Factory, so I am able to create 3 spells, so I make 2 rage and 1 lightning. I guess I could drop the Lightning from the line up, but I think it is important. Taking out Archers from the Clan Castle is a big part of raiding.
Hope you guys enjoyed this guide! Comment any other guides you would like me to make and I will try to make them. Thanks :)

First thing to do: Take out the Clan Castle and the heroes.


This is accomplished one of many ways. Depending on what the troops in the Clan Castle are, you may need to do more work. I would deploy any troop that can go in range of the Clan Castle and heroes and get their attention. Once you have done that, try to find a place on the map that isn't covered with defenses. Some people drop a rage and their heroes, but I prefer to drop some Wizards, or if the Clan Castle troops are Archers, than a Lightning spell should do just fine. Then the defender should have no more heroes and Clan Castle troops.

Next thing to do: Pick a spot where you want to launch your attack.


This is a matter of what you think. Some people attack the most heavily defense covered side, and some do the opposite. I would attack the most defense heavy side, so when your troops make it through that side, there are no distracting defenses waiting to take out your troops.

Next: ATTACK!


The first thing to do is to drop the Golems and drop a few Wall Breakers. Anything that gets the Golem into the bulk of the base works. Next, drop some Archers or Wizards near the place the Golem is in, so that later, your pekkas aren't distracted by outside buildings. Once the outside buildings are gone near the spot, drop a few more Wall Breakers to break through the next layer, and drop your pekkas. Here, I would drop a rage spell. In back of the pekkas and Golems, drop the rest of your Archers and the rest of your Wizards, your king and your queen (If you have them) and drop the final Wall Breakers. Sometimes with Wall Breakers, they go to the wrong place. That is why it is important you drop them as close to the hole the Golems and pekkas are in as you can. You should have a rage spell left, and once the Wall Breakers break into the middle, BAM! Drop the rage and watch as you have an epic win!

Thanks! I hope this helped :)

Sunday, September 7, 2014

Attack Strategies in Clan Wars!

Spells!

1.Lightning- You can zap away Clan Castle Troops with ease,shove them aside early in the raid before they effect the raid and ruin your 3 star and have you bite the 0 star dust.
2.Rage- Makes your flock of troops into a enraged flock of destruction.
3.Jump- Saves your wall breaker lives. Main draw back is that it's expensive and for higher ranks.
4.Heal - Great for all troops that will be slowed by walls, especially useful for hog attack.
5.Freeze- For higher ranks, expensive. Best use is to Freeze Inferno Towers.

Strategies! 

GoGHWWA - Giant + Healer + Wizards + Wall Breakers + Archers
Use Archers to lure CC troops. Have Healers heal Giants after Air Defense is down, heal Giants in the process of destroying the Air Defense using a heal spell or rush it using rage spell.Drop Healer and spam Wizards behind the giant.
Spells: Use lightning,heal and rage spells,maybe jump?

GoWiWI - Golems + Witches + Wizards + Wall Breakers.
High rank attack!  Take out CC troops,heroes if you can,using Witches to keep them busy, if no use them for raid.  Use Golems to take the damage,while Wizards and maybe Witches clean the base, have Wall Breakers break into the center of the base. Use your heroes to get to the center and take out the TH. This attack is meant for 2 starring and most likely will not 3 star a TH 10.
Spells: Use freeze, rage,and lightning.

GoWiPE - Golems + Wizards + PEKKA + Wall Breakers
Resonable lvl 5 attack, cheaper compared to GoWiWi. Same thing as the GoWiWi pretty much,but treat PEKKA as extra heroes.Also built for 2 stars on TH 10 bases.
Spells: Use freeze, rage,and lightning.

All Dragons
Explains itself.Try to take out Air Defenses and maybe Inferno Towers and it's a rather easy 3 star usually.
Spells: use all rage or some lightning to take out Clan Castle troops or Air Defense.

Balloonian - Balloons + Minions
All air raid.Again,take out Air Defenses and Inferno Towers.Have Minions lure Clan Castle Troops then use lightning to destroy them Make sure Balloons go first then Minions.Barbarian king cannot attack air units.
Spells: rage,maybe freeze or heal spells.

Modified from a Clash Of Clans Builder excerpt.

http://clashofclansbuilder.com/guides/view/1932

War Base Design

Please post  your thoughts regarding war base design. What works and what doesn't work and why.

The base that Alex designed is great. During a war he was attached (7) times and only gave up (1) star. Fantastic!

During a war you do not lose resources (gold/elixir/dark elixir), think about pushing these outside your walls. Inside your walls have gaps (no larger than 2X wide) between buildings and defenses. A spread-out base design will slow the attached and defend effectively against hog and dragon attacks. Place big bombs and jump traps inside inside the gaps to stop hogs.

Air Defenses should be behind one or two walls inside your base. Possibly in the inner ring with your clan castle. This is very effective against dragons, balloons and minions.

Maximus Pireus - Ototronz Army - LV8 base

Interesting level 8 base with lots of gaps between defenses.
Would you attack this base?
Where and how?