Key Takeaways
- Sieges Machines like the Wall Wrecker are essential for breaking into enemy bases in
Clash of Clans. - Stone Slammer is great for aerial attacks, delivering devastating blows to clumped defenses.
- Battle Blimp may have low hitpoints but can drop troops in the core of bases for effective attacks.
As a seasoned CoC player with over a decade of experience under my belt, I must say that the strategic additions in this game never cease to amaze me. Two of the most recent additions, the Battle Blimp and the Flame Flinger, have truly revolutionized the way we approach base attacks.
In simple terms, “Clash of Clans” is a widely enjoyed mobile strategy game where players create potent armies to conquer adversaries’ strongholds. A vital aspect in this battlefield are the Siege Engines, troops that transport Clan Castle units and remain immune to spells. These Siege Engines can be obtained from the Siege Workshop and improved using elixir at the Laboratory. Whether breaking down walls, flying over them, or hurling fire, Siege Engines play a pivotal role in any offensive action.
The Workshop is unlocked at Town Hall 12, allowing players to train Siege Machines. However, from Clan Castle level 6, which is available at Town Hall 10, players can be donated any of the seven Siege Machines by clan mates, providing new ways to carry Clan Castle Troops. These troops are dropped by the Siege Machine once it is destroyed, opening new strategies for players.
7 Wall Wrecker
Smashes Through Everything On Its Way To The Town Hall
- Workshop Level Required – 1 (Town Hall 12)
- Attack Speed –1.3 seconds
- Attack Range – 0.8 tiles
The “Wall Razer” is a robust machine, designed to charge directly towards the Town Hall, demolishing structures in its path, particularly walls. It excels at absorbing damage and paving the way for troops following behind, allowing them access to the heart of an enemy base. However, it may become stuck when encountering buildings with high hitpoints like resource storage facilities, causing a halt in its advance, so providing support is crucial.
As you arrive at the Town Hall, the Wall-Wrecker unit shatters, releasing the troops from the Clan Castle within. Having powerful troops like Yetis, P.E.K.K.As, or Balloons tucked away is beneficial to fully utilize its destructive potential. The Wall-Wrecker is particularly effective between Town Hall levels 10 and 12, but it still holds value at higher Town Halls. However, with the arrival of other Siege Machines, its dominance has somewhat diminished.
6 Stone Slammer
A Big Boulder Dropping Balloon
- Workshop Level Required – 3 (Town Hall 12)
- Area Splash Radius – 3 tiles
- Attack Speed – 2.5 seconds
- Attack Range – 0.5 tiles
The Stone Slammer functions as a destructive force, efficiently dismantling defenses, especially when they are densely packed. It achieves this by hurling massive rocks from overhead, causing 25 times the damage to walls and effectively flattening anything within its range. This creates an opening for ground troops to penetrate the base. Nevertheless, the Stone Slammer is typically employed to bolster air assaults. Whether it’s repeated Electro Dragons or LavaLoon tactics, it can single-handedly demolish parts of the enemy base.
As soon as the Stone Slammer drops, it releases the Clan Castle’s soldiers within, making it simple to introduce powerful troops like Balloons or Dragons into the enemy base. Compared to other siege machines, it doesn’t provide as extensive support and isn’t frequently utilized at higher Town Hall tiers.
5 Battle Drill
Burrows, Stuns, Destroys
- Workshop Level Required – 7 (Town Hall 15)
- Attack Speed – 1.7 seconds
- Attack Range – 1 tiles
Similar to a miner burrowing through the earth, the Battle Drill navigates underground and bypasses obstacles to emerge near its objective. It focuses on defense structures and momentarily incapacitates them upon surfacing, providing a window for itself to attack before the defenses retaliate. However, due to its relatively low damage output per second, it requires time to demolish crucial defensive structures such as Inferno Towers, Scattershots, and Monoliths.
In a Queen Charge Hybrid tactic that combines Queens, Miners, and Hog Riders, the Battle Drill proves particularly effective. It absorbs and halts enemy attacks with its stunning ability. By stocking it with Hog Riders or Miners, you amplify its power, as these troops join the assault once it’s destroyed. However, due to its specific applications, other Siege Machines might be more advantageous.
4 Siege Barracks
Releases Additional Troops To Aid In Battle
- Workshop Level Required – 4 (Town Hall 13)
The Siege Barracks stands out among siege machines due to its unique feature: it periodically produces extra troops, but doesn’t let Clan Castle troops out until prompted. Given this special ability, the Siege Barracks becomes increasingly crucial for strategy at Town Hall levels 15 and 16. This is particularly true when upgraded to level 5, as it spawns a second P.E.K.K.A. The usefulness of this feature is heightened by Root Riders, troops that easily demolish walls, thus reducing the need for wall-destroying machines and enhancing the value of the additional P.E.K.K.As and Wizards it provides.
The Siege Barracks isn’t just effective in countering Root Rider attacks; it also excels during a Queen Charge by guiding the Archer Queen into your base. Placing fast troops like Valkyries or Hog Riders, or support troops such as Witches within it is beneficial because they emerge later in the battle, appearing behind the main army.
3 Log Launcher
Fires Logs That Flatten Everything Between Them And The Town Hall
- Workshop Level Required – 5 (Town Hall 13)
- Attack Speed – 3 seconds
- Attack Range – 1–20 tiles
The Log Launcher serves as an exceptional replacement for the Wall Wrecker, both sharing the objective of paving a route to the Town Hall, yet doing so with enhanced efficiency. These logs, upon release, travel 20 tiles, causing harm to everything they encounter and inflicting four times the damage on walls compared to the Wall Wrecker. Unlike its counterpart, the Log Launcher benefits from having units in front of it to absorb damage, maximizing its potential. However, it remains adaptable for diverse tactical approaches.
Additionally, the Clan Castle has a designated time for disintegration and releasing its troop contingent. This usually means that the Town Hall won’t be reached before deployment. As a result, players typically find themselves deploying these troops from the rear, offering them greater flexibility in deciding what to fill the castle with. This could include support units like Witches or Bowlers, or high-health damage dealers such as Yetis or Electro Titans.
2 Battle Blimp
Flies Directly To The Town Hall, Dropping Bombs Along The Way
- Workshop Level Required – 2 (Town Hall 12)
- Area Splash Radius – 1.2 tiles
- Attack Speed – 1.5 seconds
- Attack Range – 0.8 tiles
The Battle Balloon, despite inflicting relatively low damage per second, serves the crucial role of deploying troops deep within an enemy’s settlement. When equipped with Super Archers or Super Wizards, and supported by spells like Clone, Rage, and Invisibility, these troops can swiftly eliminate critical defenses at the core of a base, greatly facilitating the remainder of the assault.
However, with the Battle Blimp’s low hitpoints, it can be taken out prematurely by Air Defenses or a well-placed Seeking Air Mine, so protecting the Blimp either with a Lava Hound sent in ahead, or with the Grand Warden’s Eternal Tome ability, is key to success. This strategy is so strong that Clan War base layouts have changed because of it, with Bomb Towers, Spring Traps, and Giant Bombs being placed in the core to destroy the dropped troops before they take anything out. Overall, it’s a strategy that is hard to master, but it’s very effective against a lot of bases.
1 Flame Flinger
Flings Flames From Range
- Workshop Level Required – 6 (Town Hall 14)
- Attack Speed – 5 seconds
- Attack Range – 11 tiles
The Fire Hurler hurls fiery specters towards fortifications, creating a damaging aura that persists over time. This long-range assault outreaches most defenses except for Mortars, X-Bows, the Monolith, and an active Eagle Artillery. Strategically positioning a Fire Hurler away from these defense structures can independently dismantle portions of a base, including significant defenses like Inferno Towers, Scattershots, and the Town Hall if its weapon is activated (which can be triggered by a single Earthquake Spell).
Since the debut of the Flame Flinger, base designs have evolved to incorporate defenses capable of reaching or surpassing its range in every sector. However, not all bases are fully protected, leaving them vulnerable to the Flame Flinger’s devastating attacks (be mindful of those sneaky Hidden Teslas). When the Flame Flinger runs out or gets destroyed, swift troops like Hog Riders and Valkyries make excellent choices for rapid counterattacks.
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2024-08-26 13:34