3.Clash of Clans Town Hall 14 War Base Layout Link Anti 3 Stars
4.COC Level 14 War Base Links Anti Everything
Best TH14 War Base Anti 3 Stars
Normal soldiers are essentially maxed simply missing barbarian king. Spells just leap and clone have levels left. Dark elixir spells and troops just bowler maxed, and all the other things is missing 1 level. CocBases
I would think of it as moderate priority, In the wake of clan war league troops and war troops since your clash of clans hero’s are for the most part under upgrade, and they aren’t usable, so nor are the produced barbarians and archers.
I update when Archer Queen and BK are finished or nearly done maxing for every TH. Example being at TH14 now, my Archer Queen wrapped up maxing this week and presently upgrading archers, my Barbarian King actually has a month so will probably upgrade after dark elixir troops.
You can do somewhat more with higher levels of king and warden. In the event that you truly do go up, you’ll likewise have royal champion and 1 builder will be for all time upgrading her for the upto 20 of 25 level when she begins getting great and not passing on as quick.
I would upgrade king and warden no less than 7 additional levels first before to get to min 50 Barbarian King and 35 Grand Warden then at 14 would max Royal Champion/Grand Warden/Archer Queen simultaneously, and space in barbarian king when Archer Queen is finished.
Indeed, it’s possible. In any case, listen to this: you didn’t really lose anything (most likely). That individual, by going after with your group, helped you got the strike clan medals from it (since it likely aided completing a strike).
The explanation being that a family just has 50 attackers for each strike, in any case, except if you have that particular situation occur, nothing got “taken” on the grounds that the individual that left didn’t take your loot: no one would do those assaults on your faction so on the off chance that he went after or not, you wouldn’t get an extra 12k, on the grounds that you wouldn’t had somebody to do as such.
I strongly disagree. Level 1 royal champion is probably pretty much as good as a level 50 Archer Queen, I think. Level 25 royal champion can face level 75 archer queen.
Royal Champion can take down most of the base on her own. You think archer queen is stronger because you are familiar and have been using her for a long time, that doesn’t make royal champion any less she is really good at doing finishing off the base.
I took this army composition from a one man clan who Obliterated us in 15v15 clan war, generally utilizing this assault. I couldn’t say whether it’s unique or on the other hand on the off chance that it is a known system, assuming this is the case kindly offer since I might want to more deeply study it, all I need to go off right presently is my group’s guard replays.
What they would do is 2x Electros on the corners and 2x pekkas nearer to the center of the wall to do funnelling. Then, at that point, a surge of 2x ice golems, wall wrecker, all hero’s, 5x healers and 7x bowlers, all into the centre with a fury, while freezing single infernos and town hall if necessary.
Then the other soldiers/spells for clean up later. Btw it’s 2x super giants + 2x ice golems in Wall Wrecker, and 1 freeze, 1 poison spell for clan castle.
Pekka BoBat. I could do without the 2x electros, that is an excessive amount of futile space. super Yetis and Baby Dragons , or a sole hero improves in moat bases contrasted with electro dragons. In the event that your warden is solid, you can likewise do a grand warden walk to take care of the electro dragons business. Healers will change to pekka’s assuming they are bunched up and are taking harm.
Giant bombs are perfect against miners and hog riders, spring traps can spring entire yetis and hogs to demolish an assault, looking for air mines can kill healers and air troops in a single shot, or represent the moment of truth a winged serpent assault, twister trap can destroy a cautious arrangement in a flash. etc.
Genius players these days put red mines in a farm to kill an entire healer group, or whole balloon gatherings.
Lower corridors, your bombs can stop the wall breakers assuming that you make a conspicuous passage point. Your large bombs can leave the assault speechless whenever set accurately. At higher lobbies, the air bombs offer insurance to your wiz towers against bats and can seriously hinder loons. Searching Air Mines can take out a Queen Walk’s healers, or proposition opposition against edragons. Normal players don’t have the prescience to anticipate traps n bombs.
I was simply contemplating whether a few traps have need over certain protections. For example monster bombs to stop air attacks, and sams for air attacks over things like a cannon. I’m decisively hurried TH14 so the greater part of my guards are still TH10 level with the exception of the significant ones. I was likewise pondering, is it better to upgrade safeguards to every TH level or update them each to TH14 level? Assuming that checks out.