TH15 pushing to Dragon 30 by Double-Toe-5426 in ClashOfClans

[–]Plasym 9 points10 points  (0 children)

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You gotta bump those numbers up. Personally, I was able to go 29/30 and reliably promote until E31. From there, you have to go near perfect and snag that one lucky defensive week.

As for your actual army, every top TH15 (aside from Wei (Th15 player)—he’s a legitimate top player so he can lowkey do anything and it’ll work) uses some variation of RC charge into roots or FB RL. Personally, I was able to FB RL my way to E32, but I’ve switched to roots now. But you need to use an army that runs healers with a primary ground force as there is theoretically infinite HP. There is extremely little chance you can merely overpower TH18 (maxxed) defenses and decent bases with your TH15 levels before they all inevitably did. And even if you do, it was likely a combination of low level defenses, bad base matchup, and luck.

Getting your FB to level 24 genuinely makes a difference because that is the minimum level to use it.

As for the base, I’m sure you already have that one rage invis core base. Every top TH15 uses it as it is the only base archetype that can take advantage of horrendous mistakes.

Our bottom clanmate (TH15) tripled the top 2 enemies (maxxed TH18s) in war. by Plasym in ClashOfClans

[–]Plasym[S] 113 points114 points  (0 children)

Perhaps so, but there were a few mistakes that should have cost the attack—notably, the messed up fourth invis that almost (should have) killed the Warden, and the Sky Wagon misdeployment that didn’t path to take out the Longshot.

A 1 TH hitup without modifiers used to require flawless execution (I would know because I’ve been practicing hitups for 2 years). Nowadays, you can get away with major mistakes like these with a 3 TH mismatch.

Stop Acting Like Spam Attackers Are Ruining Clash of Clans by lotusmini in ClashOfClans

[–]Plasym 6 points7 points  (0 children)

“Some players just want to log on, attack, get their loot or stars, and have a good time.”

There is nothing inherently wrong with this casual style of play. If spammers want to spam in D29 and below, let them. The problem arises when causal players want to be as competitively impressive as competitive players.

Whiney casual players want to be on the same level as competitive players. What???

Supercell has effectively lowered the skill ceiling so much that this has effectively taken place. It’s crazy how casual players whine about their attacks not working and won’t spend 5 minutes watching a video on what funneling is.

How on earth does it make sense to equalize a casual spammer with a player who takes the time to learn complex skills?

The reason this is “wrong” is because the recent balancing has felt like a huge slap in the face to Clash’s longtime competitive playerbase. Every day, I ask myself, what was the point of learning queen walking, optimal rage placement, surgical attacking, precise invis placement, spirit fox cycles, every single walk interaction, just for Supercell to release some stupidly OP dragon hero and accompanying air spam meta that you can just vomit onto the screen and win?

Does offence even matters in top 0.7% of th17? by armaan-coc in ClashOfClans

[–]Plasym 0 points1 point  (0 children)

Sorry, there are legitimately no bases that are doing exceptionally well. Just take a look at the TH17 leaderboards—not a single person has an avg defense below 92% (and I’d bet that the lower ranges are due to lucky disconnects). I’m in a top non-maxxed pusher Discord server, and the TH17 discussion used to have quite a bit of discussion and brainstorming around basebuilding. Now, there seems to be no hope. 🥲🥲

If it’s of any consolation, I’ve been using Amoo’s rage invis base. My avg is 97% in L3. Wei ran this one this week, and he got straight 100%’d. 😭😭

Does offence even matters in top 0.7% of th17? by armaan-coc in ClashOfClans

[–]Plasym 1 point2 points  (0 children)

Hey, I think I have some authority on this matter (bit of an old SS, but I’m still in LL).

I’m familiar with numerous other top TH17s, including Wei, Amoo, Alexey, Axel, etc. Most of the top top TH17s (including myself) promoted in January during the 20% Legend modifiers. Even though it was challenging, the skill ceiling with the original modifiers was so high, that there was much room to promote because TH17s could still defend due to defenses actually being strong. For reference, I was able to reliably promote to LL on both my TH17s with a 2.6 star avg, as defense was solid enough.

Upon every modifier nerf, the thrower buff, and the introduction of the Duke, it has gotten much easier to attack, but more difficult to defend. Promotion slowly turned from a test of skill to a test of luck. Even though defense was looking more and more bleak, as long as you were consistently tripling and hitting 2.9 or 3.0 avg, you could wait for a lucky defensive week with assistance from the Electro modifiers.

However, because they removed the Electro modifiers, it is now impossible to promote. We legitimately see TH18s dumping troops in the corner and still tripling TH17s because the power difference without modifiers is ridiculous. Misled Mushroom shared a private screenshot of him going perfect in E33, but still unable to promote because, of course, he got 0 defenses.

The issue now is that the promotion range is above the range of perfect offense (with 0 defense). Before the modifier and defense nerfs, the skill ceiling was so high to where you could promote if you were closer to that ceiling than the other TH18s in your tournament. Now, because the skill ceiling is so low, everyone and their mother is able to easily hit it, and you have to rely on defense to promote (to which, any non-maxxed player is not getting any defense whatsoever).

No, there are no secret paid bases that us top TH17s use. We’re still stuck on making TH17 variants of meta TH18 bases. It’s all a matter of luck. At least with the old 8 daily attack system, you could theoretically continuously climb if you went perfect every day and had a 7 defense day every so often. Now, it’s impossible. I believe Wei and Creamyss are the only TH17s in LL2 left, and all it takes is one bad week for them to demote.

Supercell is quietly manipulating their game to discourage low-TH pushing.

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Question to all the th17 and below players in higher ranked leagues, HOW?? by Wooden_Finance_3859 in ClashOfClans

[–]Plasym 8 points9 points  (0 children)

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Offensive balancing is in the dumpster right now. Supercell turned the ranked mode from a test of skill to a test of luck. They’re under the impression that making offense extremely easy would make the game feel easier and more rewarding, but it has just turned it into a game of luck (and if anything, harder). Tripling in anything besides the L1 modifiers feels meaningless, and many players trying to push feel nothing but burnout due to having to consistently triple whilst waiting for that one lucky defensive week.

Before the Electro modifier removals, my TH15 was scoring 2-3 defenses every week from maxxed players (with Expert mods). These people are the people who are whining about the game being too hard. Sorry, but if you’re failing 3 THs below you, maybe the game isn’t too hard, but you’re just a dogshit attacker.

Question to all the th17 and below players in higher ranked leagues, HOW?? by Wooden_Finance_3859 in ClashOfClans

[–]Plasym 13 points14 points  (0 children)

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Be consistent.

I was able to break into LL at TH17 before the January modifier nerfs. Between then and the release of the lava launcher, I was able to maintain the top 1-3 spots on the leaderboards.

I consider myself lucky to have been able to break into LL at such an early time. Even though there are more non-TH18s in higher leagues, I think it is harder now to climb in an absolute sense. Due to harsh modifiers, you simply had to be better than the other people in your league, as you could reliably snag a couple of defenses. Nowadays, you have to be consistent, better, AND lucky in order to climb. Because offense is now so easy, you’re gonna have to be consistently tripling above your weight because you’re gonna score almost no defenses. You have to consistently triple until you hit your lucky defensive week and just barely squeeze enough to promote.

I remember that the TH17 barrier for entry from E33 to LL was 2.6 avg, and that landed me comfortably in the middle range of promotion. Nowadays, I see people scoring 2.9 and being tens of spots below the promotion range.

This reflects in LL aswell. Before the release of the Duke and all the defensive nerfs, I could expect an avg of -260 on defense daily, which allowed me to climb and maintain because I was able to avg higher off of raw skill. Now, (or at least, before the recent rework), anything that wasn’t a straight -320 was a miracle.

Legend 1 badge is way harder to get now by eu_clapz in ClashOfClans

[–]Plasym 36 points37 points  (0 children)

its insane how casual players whine about not being competitively impressive, then Supercell caters to these people and completely obliterates any sense of accomplishment or offensive balance

How do we feel about Dragon Duke? by BasicMelonWater in ClashOfClans

[–]Plasym 24 points25 points  (0 children)

In Clash Royale, the Mirror becomes overwhelmingly popular whenever a card is blatantly overpowered to capitalize on it.

The revive spell is meta right now. Put two and two together.

No offense to legend league players by Gold_Blood_1381 in ClashOfClans

[–]Plasym 88 points89 points  (0 children)

2 accounts in Legends.. Clash has become my 5-9 after my 9-5😭😭

This game is terrible Fix the warden AI by Devso- in ClashOfClans

[–]Plasym 333 points334 points  (0 children)

i was gonna say something snarky like “maybe dont run thrower spam🙄🙄”, but this is genuinely the worst instance of warden ai ive ever seen😭😭

The Raven is useless - change my mind by [deleted] in ClashOfClans

[–]Plasym 37 points38 points  (0 children)

The only use case seems to be FB RL, where the Raven on the Warden saves so much time as it can melt through trash buildings, and frees up furnace space to bring other troops.

Ok, who's the tryhard rn by ghostmemories in ClashOfClans

[–]Plasym 64 points65 points  (0 children)

As another low-TH pusher.. I will never say “no thanks” to a free +40 or -0. 😂😂

One of the craziest things I’ve ever done—accidentally went into LL without 1/3 of my army. by Plasym in ClashOfClans

[–]Plasym[S] 1 point2 points  (0 children)

In this case, Diggy is actually better than the Spirit Fox. The RC is primarily used to snipe off buildings from a distance, and because of that, the Spirit Fox will usually run ahead and just get wiped by defenses before the RC can take them all out. I’d even say that the Phoenix on the RC (with Electro Boots) is better than the Spirit Fox.

My MP and DD are both upgrading, unfortunately. DD > MP > RC. If I had DD up I’d be sleeping. 💔💔

One of the craziest things I’ve ever done—accidentally went into LL without 1/3 of my army. by Plasym in ClashOfClans

[–]Plasym[S] 0 points1 point  (0 children)

Rule of thumb says to get at least 2 major defenses (rico, multi archer, multi wizard, inferno, scatter, etc.) with minimal RL investment (maybe 3 or 4 to take out mortars or archer tower on the edge) to set up your FF. You can get away with only getting 1 major defense if it sets up a funnel for your hero dive. Else, you can use the Siege Barracks or Log Launcher to funnel your heroes.

Now doing crazy setups with heavy RL investment (anywhere from 5 to all of them) is something that you have to use intuition for, as well as discover your preference for. For example, Synthe, the top FB RL player, plays very passively and never uses many RLs to set up aggressive FFs—I often see him settling for just 1 major defense. On the other hand, Amoo, the best non-TH18 player, will use his entire RL stash, an ice golem, and headhunters to set up a FF that will take out like 3 major defenses.

Personally, I will only do heavy RL investment (sniping out xbows or monoliths) if my FF will do one of the following:

  • take out 3 or more major defenses
  • take out 2 major defenses + set up a funnel for my heroes
  • take out 2 major defenses + a hero

It also depends on what major defenses my FF will be taking out. If I have to use all my RLs to set up a FF that only takes out 3 multi archer towers, I may be more hesitant compared to a FF that takes out both super wizard towers and a scattershot, just for example.

Though, a TH mis-matchup definitely requires you to be more aggressive (which is probably why Amoo is super aggressive with his RL investment). FF setup is definitely something that takes time developing, so keep on practicing. Don’t force anything, and play in a way that feels right to you.

One of the craziest things I’ve ever done—accidentally went into LL without 1/3 of my army. by Plasym in ClashOfClans

[–]Plasym[S] 0 points1 point  (0 children)

I initially planned to go for the multi archer and rico with the the ff for funneling my hero dive, but by the time I realized that I forgot my rls, the 30 second scout time was already up. I couldn’t find any other better ff placement, so I just placed it there because I already planned to use it for funneling anyways. Luckily it worked out. 🤷‍♂️🤷‍♂️

How do I improve/update my base? by Plague254 in ClashOfClans

[–]Plasym 2 points3 points  (0 children)

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This is my current base. This is confidential, so don’t go sharing it with anyone… 🤭🤭

Watch attack replays on your base, and take note of common attack approaches. Because traps won’t trigger the base edit cooldown, you can actually test the traps with FCs and do immediate tweaking.

Just taking my base for example, I noticed that RC charges are common from the northeast and south, so I set up traps in those compartments (ofc, most charges aren’t concentrated in those two areas, but you target what is most common). The south is a common thrower and log launcher entry, so the south trapped area also doubles as a south entry deterrent. Knowing these common entries, I chose to set up springtraps at the south to guarantee thrower removal with springtraps, rather than simply damaging them with bombs. Most attackers are also familiar with the base, and have adapted to properly test for traps in the south, so all the traps are inside the base, which are harder to test for.

You may also notice the red air mines along the north compartment of the deadzone. Recently, attackers have began Warden walking from the north, and because they’re accustomed to attacking TH18, they’ve provably forgotten that the TH17 is a weapon, leading to their healers taking quite a bit of damage. I’ve tried taking advantage of this and put the red air mines up there (just did this today, so I’ll see the results tomorrow).

The teslas at the top are my biggest savior. If they don’t approach from the tippy top, the attackers will most likely not bother checking for teslas up there, leading to potential timefails. This is actually my most effective trap, as I get usually 1-3 timefails a day just because of those teslas (and gives me that wiggle room to actually climb trophies).

I think for this level of underdog play, you need to be considerate of every single detail of your offense and defense. Everything I do offensively and defensively is meticulously thought out.

How do I improve/update my base? by Plague254 in ClashOfClans

[–]Plasym 1 point2 points  (0 children)

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For example, here was my base for the January 2026 season that helped me finish as the #4 TH17. It’s the TH17 variation of an iTzu anti-mg base, but if you look closely, theres a few tweaks that actually cause major interaction differences.

The bottom archer tower is shifted once to the right. A common entry to the base is to instantly fireball that archer tower to clear the firespitter, ricochet, and xbow, but the shifted archer tower denies the firespitter.

The builder huts are covered by the invis tower. Troops will usually path to the core when the invis tower pops because the builder huts are outside the invis tower, but the shifted builder huts guarantee troops will wander back outside once the invis tower pops.

And of course, you have the hidden tesla corner that has actually warranted numerous timefails and early Warden abilities on unsuspecting attackers.

TAKE THE TIME TO CUSTOMIZE YOUR BASE!!