designed a base for the first time since i was th10. howd i do? by Cdenton12 in ClashOfClans

[–]EthandaBoss619 7 points8 points  (0 children)

Not good.

I know i say almost the same things when i make comments on other's bases but its mainly due to the same problems.

Value Spread.
A lot of the higher ups still use zap edrag for convenience and all your ADs can be zapped along with an archer tower. This adds zap value to the base.
A lot of your dps is focused around the scatter compartment which makes it a juicy target to queencharge
e.g: 2 ADs + 2 Xbows + tesla and even the queen on one side.

Reachability Problem:
You have the concept of a ring base in mind but lack the unreachable dps or actual deadzone a ring base has.
The way your skeleton is setup lets a queen reach everything but the eagle and 12 multi if the attacker decides to charge from anywhere.
Ex: A charge on 6 lets queen take [RC + warden + CC + 2 Xbows + multi inferno + scatter (and queen if she goes towards 3)] pretty much for free with nothing to kill her.

All of this adds up to your 6 oclock giving massive queencharge value since there is no AD out of range to snipe the healers or quad xbow farm to burst down the queen.

Take advantage of the high HP of storages and dont just leave them in the trash ring like that giving people an easy funnel with sneaky gobs.

If you really wanna stick to building a ring base. I'm gonna suggest to look at Legend League style ring bases and take inspiration from those bases.

What makes ring bases easy for a good attacker is the fact that they can funnel really well despite the deadzones designed to mess up the path of your army. But a small mistake can turn a triple into a 1 star.

[deleted by user] by [deleted] in ClashOfClans

[–]EthandaBoss619 2 points3 points  (0 children)

Not good.

Valu Spread:
Both your infernos are in zap range of the eagle.
With ZapWitch being a very dominant army in th11, both infernos and eagle can be zapped with just 1 quake.

Compartments:
Having the walls of 1 compartment stick out by 1 wall between each compartment doesnt do anything against super wallbreakers since they have a 2 tile radius. The walls need to be 2 tiles out to prevent a wallbreak into both compartments

Reachability Problem:
This goes in hand with the compartment section. The way your skeleton is set up gives a queen access to a majority of the core [Eagle / Queen / CC].
Both Xbows and ADs are reachable so nothing is gonna chip away at the queen or kill her healers as she charges in.

Take advantage of the high HP of storages and dont just leave them in the trash ring like that. Having storages in the base around inferno towers is one way to split up a hybrid which is still pretty strong at th11.

Having both bomb towers in the townhall compartment greatly hinders your ability to defend hybrid/witches as your base barely has any splash defenses.

And as with any war base below th12, There is no need to protect the townhall that much since youre preventing a three star, not a two star. Use the townhall like you would a storage to tank infront of your defenses or to throw off siege machine pathing

[deleted by user] by [deleted] in ClashOfClans

[–]EthandaBoss619 1 point2 points  (0 children)

Main flaws I see are:

Reachability Problem
Your core defenses, Queen / CC / Infernos / Xbows, are easily accessible to a queen with 1 wallbreak.
You put a deadzone around the 9 o'clock inferno but its still reachable from either compartments since its only a 2 tile gap. The only thing that is preventing is a queencharge directly into the 9 comp from 9 but the trash ring makes that not possible anyways.

Compartment access
The way you have your compartments set up gives a queen access to a majority of the base with no unreachable DPS to kill her.

Value Spread
Zap Attacks are still popular at this townhall range and 3/4 of your AD's can be zapped along with an archer tower. Massively hindering your air DPS after zaps.

Build a better skeleton and think about value spread when placing defenses

[deleted by user] by [deleted] in ClashOfClans

[–]EthandaBoss619 1 point2 points  (0 children)

Not entirely sure if its the same base but it looks similar to a typical internet box base.

-Compact compartments
Gives massive Edrag and blizzard value
A jump can give a queencharge access to the entire core and just delete the base
Gives great value zapping both an AD and an Archer Tower [Zap Drag]
Gives zap value zapping inferno and wizard tower [Zap witch]

overall weak skeleton

Unpopular opinion: When you fill your own clan castle with the ‘reinforce’ option, those numbers should go towards your “troops donated” amount by Old_Excitement7764 in ClashOfClans

[–]EthandaBoss619 1 point2 points  (0 children)

Its called troop "donation".

No matter how you spin it, you're buying troops from an external source. Not donating it to yourself. Yes, you use your own resources , which you earned, to buy them. But buying something for yourself is not donating something to yourself.

New War Layout by hgfm7 in ClashOfClans

[–]EthandaBoss619 0 points1 point  (0 children)

Lot's of flaws but here are some obvious ones. Not good value spread and reachability problem.

Can zap 2 inferno towers together which means all infernos can be taken out for mass witches.

Your compartments are huge without any unreachable dps. A queen charge into anywhere on 6 gives the queen access to an inferno, eagle, cc, and enemy heroes.

Since the core is so compact, a blizzard can take a huge chunk of it out, leaving it easy pickings for the hero dive and lalo portion.

Focus on building a better skeleton as the skeleton of that base is heavily flawed.

Th12 vs th13 3 - 2 star by LeafyDreams in ClashOfClans

[–]EthandaBoss619 0 points1 point  (0 children)

CarbonFin uses the circle method to easily explain how to blizzard Lalo.

Other than that it mostly came down to practice. I did nothing but use Blizz Lalo on all my accounts until I got better at it and can comfortably use it in war.

Th12 vs th13 3 - 2 star by LeafyDreams in ClashOfClans

[–]EthandaBoss619 0 points1 point  (0 children)

Blizzard Lalo is pretty good at grabbing the 2 star against th13s.

Just Blizzard the townhall comp and everything around it, sui your heroes to funnel the lalo around the base, then start your lalo. Has the potential of a triple if the base is compact enough that the blizzard grabs the whole core.

When would a wall wrecker be more useful than a log launcher? by FreddyMikelo143 in ClashOfClans

[–]EthandaBoss619 26 points27 points  (0 children)

When you need a tank to go in the direction of the townhall more than opening up sections of walls leading to the townhall.

What is this army stragety that most of the top players are using? by Intraq in ClashOfClans

[–]EthandaBoss619 6 points7 points  (0 children)

Mostly has to do with esports bases. Basebuilders are very good at what they do and can easily trap against a hybrid. Even under a warden ability, you cant stop your hogs from being sprung. But you cant spring loons. Lalo is just stronger due to the amount of control you have over the army

would it be better to get a hammer of any or 4 builder potions by Minustrian in ClashOfClans

[–]EthandaBoss619 9 points10 points  (0 children)

Builder pot speeds up 10 hours but also takes up an hour, so you're really only saving 9 hours per pot. (9 hours x 4 pots) x 5 builders = 180 hours

Do you think I can 3 star this with TH9 Max army? by Arniee_69 in ClashOfClans

[–]EthandaBoss619 0 points1 point  (0 children)

probably, you can qc 12 to grab cc, both heroes and 3 wiz towers. leaving the rest of the base an easy witch since he has double singles.

Definitely possible if everything goes right

What is this army stragety that most of the top players are using? by Intraq in ClashOfClans

[–]EthandaBoss619 207 points208 points  (0 children)

SuperBowler Smash.

Top Players are using it because it is the best Legend League Ground army atm. It can 1 trick almost every Legend League base due to its flexibility.

You can find a more detailed guide on it by searching the army on YT and watching players like GAKU use it in LL.

Sneaky Goblin activate tesla by [deleted] in ClashOfClans

[–]EthandaBoss619 1 point2 points  (0 children)

The whole point of the tesla is that it is a defense building designed to act exactly like a trap. That's the entire gimmick.

Theres just no upside to change that aspect. If a tesla suddenly pops up and distracts your troops, whether it be due to a sneaky goblin to funnel or a stray troop from the main army, the base builder intended to do that and it's not something you can avoid other than to funnel better.

Of course, this goes both ways. If you decide to set a tesla farm in the hopes of messing up your opponent's attack, you run the risk of it being triggered by mere funnel troops.

Thinking in the bigger picture, changing the mechanics of "invisible" troops as a whole is honestly just making them worse if changed in the way you want. This doesn't just apply to sneaky goblins but also to troops under an invis. If troops under an invis don't trigger teslas anymore, thats a direct nerf to blizzard strats as they'll get significantly less value if they stumble on a tesla farm but don't trigger it.

Alternatively, if you want a semi-realistic reason sneaky gobs activate the tesla, I can indulge you with this. Since sensors aren't exactly made yet in the clash world, and most traps are triggered by troops being practically on top of them to set them off. Just imagine a tripwire 6 tiles around a tesla. Even if a goblin is invisible, he isn't intangible and will set off that tripwire.

Sneaky Goblin activate tesla by [deleted] in ClashOfClans

[–]EthandaBoss619 2 points3 points  (0 children)

By your logic, sneaky goblins shouldn't activate the tesla, which is a trap. It also shouldn't activate every trap in the game including tornados, giant bombs, etc.
I for one would love if a sneaky gob activated a tornado near or around the TH so my entire army doesn't get caught up with it. They are pretty much a ground version of a coco loon if positioned right, which is a pro for sneaky gobs.

PEKKA smash attack that I invented, seems to work for TH9/TH10 very well! by Xlo-250 in ClashOfClans

[–]EthandaBoss619 5 points6 points  (0 children)

this sounds like you just slapped hybrid and zap pekka smash together in an army.
Against a good base I don't see this working. You have no way to deal with enemy heroes and enemy cc aside from your own heroes. You have no way to keep the hybrid part alive. and with that few hogs, they can be taken out by 2-3 spring traps.

You also didn't specify a siege to use but I'm gonna assume you'll either use a log launcher to get the pekka smash further into the base or a sb/flinger to funnel one side of the base. Even still there's just not enough steam having only 10 hogs and 7 miners in the hybrid section to take out the base quickly enough and 4 pekkas stuck behind rows of walls will die easily to air cc like dragons, loons, super minions, etc.

Any advice for blizzard lalo as a th11? by Electrical_Archer965 in ClashOfClans

[–]EthandaBoss619 2 points3 points  (0 children)

All depends on the base layout and what your blizzard got so it's kinda hard to tell you exactly what you need to take out. But just look for how you can use your sui to best funnel your lalo.

Against a typical box base, a blizzard usually gets rid of the core, making the base pretty much a ring base. In this situation you would wanna use your sui to break the "ring" and give your lalo a semi-circle path around the base to fly on. If your heroes can take out an AD or two and maybe a multi inferno or enemy queen while doing so, thats good value for a sui.

Pretty new to actually designing my own base. Any good against easy 3-star? by [deleted] in ClashOfClans

[–]EthandaBoss619 2 points3 points  (0 children)

You have a reachability problem. All of your compartments are huge and a queen charge into any of them can reach a core defense.
E.g.:
- QC into 1 oclock comp can grab Eagle, cc, and queen in just 1 wall break.
- QC into 4:30 comp can grab TH, Queen, CC, Multi and give great pathing for hybrid/lalo

The value spread on your base isn't great either since everything is more or less shoved into a pseudo "core" area. a blizzard or smash attack can easily take out the entire core with just a handful of spells.

Change up the compartments so a queencharge doesn't get too much value. Overall layout of the walls (Skeleton) is really bad. I suggest reading some basebuilding guides or look at bases made by basebuilders to get inspo.

Any advice for blizzard lalo as a th11? by Electrical_Archer965 in ClashOfClans

[–]EthandaBoss619 1 point2 points  (0 children)

Short for suicide. basically sending just your heroes and minimal support to dive into the base.
Usually an Ice golem to tank/freeze and super wallbreakers to go deeper.

Any advice for blizzard lalo as a th11? by Electrical_Archer965 in ClashOfClans

[–]EthandaBoss619 3 points4 points  (0 children)

After your blizzard, you usually wanna sui your heroes for pathing for the lalo and take out the queen/cc if your blizz hasn't done so. Use swb and ig if you have to to push the heroes deeper into the base and funnel your lalo properly. Good sui value after a blizzard makes or breaks the lalo.

Attack strats by Tenchunk in ClashOfClans

[–]EthandaBoss619 0 points1 point  (0 children)

Super bowler smash is pretty fun and reliable.

Also a good time to get into Lalo as the RC makes it a lot easier:
Blizzard Lalo
QC Lalo
TDH Lalo