Saturday, 9 May 2015

Bomb

Bomb infoBombs are inexpensive traps that remain hidden until they are activated by an attacking troop moving into their trigger radius. Once triggered, Bombs must be re-armed, for a small fee, in order to trigger again during an enemy raid. For example, if one's village successfully defends against an attack, but several Bombs are triggered, then any attacks after that will not have to deal with those Bombs until they are re-armed.

Although they are the weakest of all the Traps, Bombs can still have a positive impact on the effectiveness of a village's defense if properly placed. But only if they are always re-armed after triggering.

The Bomb explodes approximately 1.5 seconds after an enemy comes within 1 tile of it, causing splash damage to every enemy ground troop within 3 tiles. This delay means that you'll want to place the bomb in an area where troops are likely to remain for a period of time, like right next to a building they're attacking.

A single Bomb will not do a great deal of damage to even the weakest of Troops (although every bit helps). However, several Bombs in a cluster can significantly damage or even destroy an entire group of Archers or Goblins.


Defensive Strategy
  • One defensive strategy commonly used for the placement of Bombs is to position them along the outside wall, behind external buildings. The external buildings serve to delay the enemy troops until they've grouped up, so that when they attack the wall, the bomb hits many troops at once. This is most effective against Tier 1 troops, though grouping enough bombs together can be a serious hazard for Giants, too.
  • Alternatively, some players decide to place a group of bombs around a Defensive building on the outside of their base, to act as a trap for enemy Giants. Placing a Spring Trap at the entrance to these trapped defense structures makes them even more effective.
  • Be careful when upgrading a Bomb, as this will reveal its location. Combat this by relocating it during the upgrade period, since it won't trigger during that period anyway. This is useful against players who scout out your base ahead of time for revenge attacks.
  • Exploiting the way the A.I. targets buildings can dramatically increase the defensive effectiveness of your bombs. For example, a group of 2-3 bombs placed between a pair of resource collectors is very likely to destroy an entire group of Goblins as they pass from one collector to the next.



Level
Damage
Cost
Gold
Re-Arm Cost
Gold
Build Time
Experience Gained
XP
Town Hall Level Required
1
12
400
400
N/A
0
3
2
16
1,000
500
15 minutes
30
3
3
20
10,000
600
2 hours
84
5
4
26
100,000
700
8 hours
169
7
5
34
1,000,000
800
1 day
293
8
6
42
1,500,000
900
2 days
415
9

Inferno Tower

The Inferno Tower shoots jets of flame that burn through even the thickest armor. In single-target mode, the Inferno Tower causes progressive damage to a single target. The longer the tower stays focused on the same target, the more damage it deals. In multi-target mode, the Inferno Tower causes constant damage to up to five targets simultaneously. Troops targeted by the Inferno Tower (in either mode) are not able to be healed, either by Healers or by the Healing Spell. The Inferno Tower doesn't have a favorite target, nor does it deal more damage to any particular troop.


Defensive Strategy
  • The Inferno Tower in single-target mode is weak against large numbers of Tier 1 (and to a lesser extent Tier 2) troops. Make sure the Inferno Tower is within range of a Mortar or a Wizard Tower so that it is adequately defended.
  • This defensive structure, when set in single-target mode, is tailor-made to destroy the most powerful of troops, such as Dragons, P.E.K.K.As, and Golems. As such, it is a perfect complement to a Wizard Tower, which is very effective against large numbers of weaker troops, but struggles against those with high health pools. Positioning these two structures close to each other can substantially improve the survivability of both structures (and the rest of your base).
  • The multiple target mode can be used to easily overwhelm groups of Tier 1 troops or Hog Riders.
  • Do not place your Inferno Towers too close together; a single Freeze Spell will be able to freeze them both!


Offensive Strategy

  • This structure (especially in single-target mode) wreaks havoc with most common offensive strategies where heavy units go in first to distract defenses with light units following behind them. Letting your heavy troops get in range of it spells certain doom for them, even high-level Heroes. A combination of Lightning Spells and a group of Minions may be the best way to get at the Inferno Tower if it is behind multiple Walls and defenses.

Level
Single Target Mode
Multi Target Mode
HP
Cost to Load
Dark elixir
Cost
Gold
Build Time
Town Hall Level Required
DPS Initial
DPS After 2 Seconds
DPS After 5 Seconds
DPS Each Target
Number of Targets
1
24
100
1,000
30
5
1,500
500
5,000,000
7 days
10
2
30
125
1,250
38
5
1,800
600
6,500,000
10 days
10
3
36
140
1,400
42
5
2,100
700
8,000,000
14 days
10

X-Bow

The X-Bow is a rapid-firing turret that is unique in two ways. First, it must be loaded with Elixir in order to function. Second, it can be configured to target ground units only (at a 14-tile range) or both ground and air units (at an 11-tile range). In ground-only mode, the X-Bow has a range of 14 tiles, the longest of any damaging defensive building in the game (the Air Sweeper has a range of 15 tiles but it does no damage). When the X-Bow is in ground and air mode, however, it is tied with the Mortar with an 11-tile range (the Clan Castle, although not strictly a defense, has a trigger range of 12 tiles). If measured by the area that its firepower can cover (rounded to one tile's area), a centered X-Bow covers 616 tiles in ground-only mode and 380 tiles in ground and air mode, beating the Air Sweeper at 236 tiles and the Mortar at 330 tiles.


Defensive Strategy
  • A well-placed and loaded X-Bow will dominate attacks, but to be most effective it should not be used as a front-line defense. With the longest range of any defense, it is best placed behind all other defenses, typically in the center of a base.
  • Remember to refill your X-Bow with Elixir! An unloaded X-Bow is not only a waste of space, it is a good indicator that your base may be neglected and ripe for attack.
  • If you have two X-Bows, it is recommended to have one set at ground-only and another set at air and ground.
  • Although the X-Bow shoots rapidly, each shot only does a little damage. Support it with strong defenses so it can quickly take out your enemies!


Offensive Strategy
  • The X-Bow has essentially no weaknesses unless it is set to ground-only mode, determinable by the way it is angled. If it is horizontal to the ground, it can target ground troops only. If it is tilted up, then it can attack air units as well.
  • In order to attack an X-Bow, treat it like a longer-ranged (and much stronger) Cannon or Archer Tower, but don't forget that many units can be mowed down very quickly by this defense. Distract it with high-health troops like Giants or P.E.K.K.As, and destroy it with a large group of attackers such as Archers or Barbarians.
  • Attacking players can see if the defender's X-Bow is loaded or not. Currently there is no way to tell exactly how much Elixir it has left, but a player can visually tell when it is empty. When it is loaded, you will see a small box containing what appears to be small Elixir bolts. An unloaded X-Bow will be lacking the box, and the bowstring will be missing (see image gallery below).
  • Attacking players can also see if the X-Bow is set to ground-only or both ground and air. Take advantage of ground-only X-Bows and send in air units to destroy it first!
  • An X-Bow that is empty is completely useless and will not fire. It still must be destroyed to achieve 100% destruction, and troops that preferentially attack defenses (Giants, Balloons, Hog Riders, and Golems) will still target an unloaded X-Bow if it is closer to them than an active defense.



Level
Damage per Second
Damage per Shot
Hitpoints
Cost to Load
Elixir
Cost
Gold
Build Time
Experience Gained
XP
Town Hall Level Required
Shot Color
1
50
6.4
1,500
50,000
3,000,000
7 days
777
9
Purple 
2
60
7.68
1,900
60,000
5,000,000
10 days
929
9
Gold
3
75
9.6
2,300
70,000
7,000,000
14 days
1,099
9
Dark Blue
4
80
10.24
2,700
80,000
8,000,000
14 days
1,099
10
Orange

Hidden Tesla

The Hidden Tesla is a defensive building which stays hidden and appears when a ground or air unit gets close, or when 51% of the base is destroyed. The Hidden Tesla is unlocked at Town Hall level 7. The Hidden Tesla will not appear unless the enemy units come within its 6-tile trigger range. The only exception to this rule is that Hidden Teslas will reveal themselves once a base has incurred at least 51% damage, as they must be destroyed (along with all other buildings) in order to achieve 3 stars. Once the Hidden Tesla is revealed, it will stay visible and attack units out to its maximum range of 7 tiles until it is destroyed. The Tesla deals double damage to P.E.K.K.As and prioritizes them over other troops.


Defensive Strategy
  • It is a good strategy to create "dummy" 2x2 open spaces to make the enemy think they know where your Hidden Teslas are. For example, you unlock 2 Hidden Teslas at Town Hall 7. You could create two empty 2x2 spaces in your base which are actually empty, while deploying your Hidden Teslas elsewhere, increasing the chances of surprising your opponent.


Offensive Strategy
  • Before attacking, look for obvious places where a Hidden Tesla might be located, and avoid them. If you see a 2x2 empty square space surrounded by Walls, it is very likely that a Hidden Tesla has been placed there.
  • One Giant and a few Archers can quite easily destroy a Hidden Tesla, as it has relatively low health.
  • If you have the opportunity to observe a village prior to attacking, such as when planning a revenge, then watch the Villagers. They can reveal the location of Hidden Teslas by walking up to the "empty" spot where the Tesla is hidden and clapping.



Level
Damage per Second
Damage per Shot
Hitpoints
Cost
Build Time
Experience Gained
Town Hall Level Required
1
34
20.4
600
1,000,000
1 day
293
7
2
40
24
630
1,250,000
3 days
509
7
3
48
28.8
660
1,500,000
5 days
657
7
4
55
33
690
2,000,000
6 days
720
8
5
64
38.4
730
2,500,000
8 days
831
8
6
75
45
770
3,000,000
10 days
929
8
7
87
52.2
810
3,500,000
12 days
1,018
9
8
99
59.4
850
5,000,000
14 days
1,099
10