clash of clans what is the best to use agains crossbows

Having strong defending Clan Castle troops can be the difference between an assailant getting 3 stars against your village or failing to even become a single star. They tin as well be used to help defend your village from people raiding your resources, however they are most important for Clan Wars, so brand sure that your Clan'due south Clan Castles are filled during preparation twenty-four hour period.

There are a number of strong troop combinations you can use in your Clan Castle, below are some suggestions for each Town Hall level along with an caption of its strengths.

General Tips

Donate max level troops - Try and ensure the troops are maximum level. If you clan is at least level five, donated troops will be boosted by ane level and if your clan is level 10 of greater, they will be additional past 2 levels. This will allow lower Town Hall levels to donate higher level troops.

Lower level troops are ameliorate than no troops - If the preparation day is coming to an end and some Clan Castles are still empty, donate suitable troops even if they won't be max level.

Diversity is important - Although it may be easier to donate the same set of troops to every Clan Castle, this makes it predictable for the enemy when they are planning their attacks. If they know what Clan Castle troops volition emerge, they will be prepared. Keeping them on their toes tin can assist give your association the edge.

Avoid filling a Clan Castle with the same troop - There can be exceptions to this rule, however in general it is all-time to have a mixture of troops in the Clan Castle. For example, if you were to just use Balloons, they will sally and move at the same speed and direction as a group, making them easy to cover with a Poisonous substance Spell and take out with splash harm troops. A mixture of troops moving at different speeds will make this more difficult.

Ensure the Clan Castle can protect confronting both air and ground attacks - If the Association Castle troops can merely attack ground units, they will exist ineffective against air attacks and vice versa. Having a mix of troops so that both attack types tin exist defenses against is fundamental.

Consider the likely attacks the Boondocks Hall level will defend confronting - Donate troops that are effective counters for attacks you think will exist used confronting that town hall level. If you expect Grunter Riders or Valkyries, a Baby Dragon and/or Balloon tin can be effective at immigration groups of footing based troops. If you look a LaLoon attack, a Dragon or Baby Dragon can exist constructive at taking out groups of Balloons.

Avoid mixing a Baby Dragon and other air troops - The Babe Dragon receives a 2x damage boost when not nearly friendly air troops, so ensuring information technology'southward the simply air troop in the Association Castle volition ensure this harm bonus is ever in effect.

Troop donation club does non bear upon deployment lodge - The guild that troops are donated to the Clan Castle does not touch on the deployment order. The order troops will deploy is determined past the lowest housing space first, so lowest level commencement.

Spring To


Town Hall 8

Town Hall 8

Town Hall 9

Town Hall nine

Town Hall 10

Town Hall x

Town Hall 11

Town Hall 11

Town Hall 12

Boondocks Hall 12

Town Hall 13

Boondocks Hall xiii

Town Hall 14

Boondocks Hall 14


If you lot haven't upgraded your Clan Castle for your current Town Hall level, apply troop suggestions for Clan Castle capacity you accept bachelor.

Town Hall 8 - 25 Troop Space

At Town Hall 8, the priority for the for the defending Clan Castle troops is harm, peculiarly against the mutual groups of troops commonly seen such as Pig Riders, Valkyries and Balloons.

1 10 Dragon, ane x Balloon - Hog Riders, Valkyries or Balloons can be mutual attacks at TH8 and the surface area of effect harm from a Dragon and Airship can quickly take out groups of attacking troops.

1 x Baby Dragon, ane 10 Witch, three x Archer - The Baby Dragon can be very effective at taking out groups of troops. The skeletons spawned by the Witch tin can be effective at weakening Sus scrofa Riders or fifty-fifty slowing down a depression level Archer Queen from a TH9 attacker.

Boondocks Hall 9 - 30 Troop Infinite

At Boondocks Hall 9, the priority is a combination of higher hit point troops and harm, especially combinations that tin can slow down or finish a Queen Walk.

1 ten Lava Hound - A Lava Hound can be very constructive at slowing down the enemy Archer Queen due to its high amount of hit points and the Lava Pups spawned tin can practice a substantial amount of damage to her. Bang-up for slowing downward Queen Walks or the Archer Queen in a group of troops.

1 x Infant Dragon, 1 x Witch, ane x Valkyrie - The Baby Dragon tin be very effective at taking out groups of troops, the Witch spawning Skeletons can distract unmarried target troops or the Barbaric King/Archer Queen and the Valkyrie tin can take out groups of depression HP troops/Skeletons spawned by Witches.

ane x Electro Dragon - The Electro Dragon can take a lot of damage due to its high hit points and tin exist very effective at taking out groups of troops such every bit Bowlers, Grunter Riders, Valkyries and can even take out a medium level Archer Queen (level 23 or lower) from full health with a single hit.

1 x Dragon, two x Balloons - The Dragon has loftier hit points and will motion faster than the Balloons out of the Clan Castle. This should issue in the attacking troops targeting it first while the Balloons motility into position and do large amounts of splash damage to them.

Town Hall ten/Town Hall eleven - 35 Troop Space

At Boondocks Hall 10 and xi, a Queen Walk/Queen Charge can be a common kickoff to an assault, so defending troops capable of slowing that office of the attack down tin be effective. Groups of Bowlers and Witches can also be commonly seen, and so splash impairment troops (such every bit a Baby Dragon) are a good option.

i 10 Babe Dragon, one x Ice Golem, 1 x Valkyrie, 2 x Goblins - A Baby Dragon can be very effective at taking out groups of ground based attacking troops or Balloons. The Ice Golem can keep attacking troops occupied/frozen, providing the Valkyrie and Baby Dragon with additional time to damage the attacking force. Goblins may seem like a strange choice of troops, even so their high movement speed and comparative DPS ensure they reach the attacking troops kickoff, distracting them while the other Clan Castle troops motion into range.

1 x Baby Dragon, 2 ten Witch, 1 ten Archer - The Witches spawning Skeletons can be a bully distraction for the attacking troops while the Baby Dragon takes out groups of lower HP troops.

one x Lava Hound, i x Balloon - A Lava Hound tin can be very effective at slowing downwardly the enemy Archer Queen due to it's loftier amount of striking points and the Lava Pups spawned can practice a substantial amount of damage to her. Unless the assailant has a lot of DPS troops in range, the Balloon will be in range of their troops before the Lava Hound has been taken out and it volition be able to clear out groups of ground troops.

2 x Super Minions, 1 10 Headhunter, v x Goblins - Super Minions are very effective at putting an stop to a Queen Walk due to their initial attack being out of the Queen'due south range and doing high damage. If your assailant isn't prepared with a Freeze spell, they will quickly overpower her. The Goblins will leave the Association Castle showtime and distract the Queen, allowing the Headhunter to poisonous substance her.

Town Hall 12 - forty Troop Infinite

At Town Hall 12, a Queen Walk/Queen Charge can still commonly be seen at the start of an assault, so defending troops capable of slowing that part of the attack downwardly can be effective. Troops with area of effect impairment for taking out groups of Hogs, Bowlers, Witches or Balloons tin can besides be a sensible pick.

i ten Baby Drag, i x Water ice Golem, 1 ten Witch, 3 x Goblin - A Baby Dragon can be very effective at taking out groups of basis based attacking troops or Balloons. The Water ice Golem can keep attacking troops occupied/frozen, providing the Witch and Baby Dragon with additional time to damage the attacking force. Goblins may seem like a foreign choice of troops, withal their high move speed and comparative DPS ensure they reach the attacking troops offset, distracting them while the other Clan Castle troops movement into range.

1 x Lava Hound, 2 ten Balloon - A Lava Hound can be very effective at slowing downward the enemy Archer Queen due to its high corporeality of hitting points and the Lava Pups spawned can do a substantial amount of harm to her. Unless the attacker has a lot of DPS troops in range, the Balloons will be in range of their troops before the Lava Hound has been taken out and they volition exist able to articulate out groups of ground troops.

2 x Ice Golem, 1 x Babe Dragon - Water ice Golems in the defending Association Castle are very constructive at slowing down an attacking forcefulness. If your Clan Castle is placed deep within your hamlet, information technology will ensure the attacking troops are in range of multiple defenses while they are frozen. The Babe Dragon with high splash damage will make light work of groups of Bowlers and Witches while they are frozen.

3 x Witch, 4 x Archers - Witches tin be very constructive at stalling a Queen Walk. If the assailant doesn't have a Poisonous substance Spell or has poor placement of 1, the Witches tin can spawn Skeletons at a rate greater than the Queen can take them out. This tin can force the attacker to waste matter time, use the Queen's ability prematurely or have to transport in boosted troops to assist.

twoscore x Archer - Usually a large number of the same troop in the Clan Castle isn't as constructive as a mixture, however with the larger capacity Clan Castle at TH12, this many Archers tin can make it difficult to lure all of them in a single grouping. This can result in the assaulter using a Poison Spell prematurely leaving a number of Archers in the Clan Castle notwithstanding, ready to emerge afterwards. A group of Archers this big tin do a high amount of DPS, enabling them to accept downwards Heroes and other troops finer.

1 Witch, iv x Headhunters, 4 Goblins - This can be a strong counter for a Queen or Warden walk. The Goblins will be the offset troops out of the Clan Castle, followed past the Headhunters and finally the Witch. The Goblins tin distract the Queen or Warden, assuasive the Headhunters to poison them and can forcefulness early use of the ability or fifty-fifty accept them out.

2 10 Super Minions, 2 x Headhunters, 4 x Goblins - Super Minions are very effective at putting an end to a Queen Walk due to their initial attack beingness out of the Queen'south range and doing high damage. If your attacker isn't prepared with a Freeze spell, they will quickly overpower her. The Goblins will exit the Clan Castle commencement and distract the Queen, allowing the Headhunters to poisonous substance her.

Boondocks Hall xiii/Town Hall 14 - 45 Troop Infinite

Town Hall xiii sees similar attacks every bit Town Hall 12 with groups of Hogs, Miners and Yetis existence common. Slowing these groups of troops downward to permit the high damage defenses more time attacking them tin can exist effective.

three x Ice Golem - Ice Golems in the defending Association Castle are very effective at slowing down an attacking forcefulness. If your Clan Castle is placed deep within your hamlet, it will ensure the attacking troops are in range of multiple defenses while they are frozen. With three Ice Golems, the attacking troops will exist held in identify under fire from the defenses, which should result in a number of troops being taken out.

one ten Baby Drag, 1 x Water ice Golem, 1 x Witch, i x Valkyrie - A Babe Dragon tin exist very effective at taking out groups of ground based attacking troops or Balloons. The Ice Golem tin proceed attacking troops occupied/frozen, providing the Witch, Valkyrie and Baby Dragon with additional time to damage the attacking strength.

3 x Witch, nine x Archer - Witches tin can be very effective at stalling a Queen Walk/Queen Charge. If the attacker doesn't have a Toxicant Spell or has poor placement, the Witches can spawn Skeletons at a rate greater than the Queen can have them out. This tin can force the attacker to waste time, use the Queen'southward ability prematurely or send in boosted troops to help.

1 x Lava Hound, one 10 Water ice Golem - A Lava Hound can be very effective at slowing down the enemy Archer Queen due to its high amount of hit points and the Lava Pups spawned can do a substantial amount of impairment to her. The Ice Golem volition further slow her progress down potentially resulting in a "fourth dimension fail" on the attack.

45 10 Archer - As with using mass Archers at TH12, this many Archers tin can make it difficult to lure all of them in a single grouping. This can result in the assaulter using a Poisonous substance Spell prematurely leaving a number of Archers in the Clan Castle still, set up to emerge later on. A grouping of Archers this large can do a high amount of DPS, enabling them to take downwards Heroes and other troops finer.

1 Witch, 4 x Headhunters, ix Goblins - As with this combination at TH12, this can be a strong counter for a Queen or Warden walk. The Goblins will be the first troops out of the Clan Castle, followed by the Headhunters and finally the Witch. The Goblins can distract the Queen or Warden, allowing the Headhunters to toxicant them and tin force early on use of the ability or fifty-fifty take them out.

one x Ice Golem, one 10 Witch, 3 x Headhunters - This can be an effective combination against air based attacks due to the Witch and Ice Golem distracting Dragons while the Headhunters rush towards the Chiliad Warden (or other heroes). This can crusade them to trigger their abilities prematurely, allowing the Giga Inferno and other key defenses to inflict substantial damage.

2 x Super Minions, 1 x Witch, 1 ten Headhunter, 3 x Goblins - Super Minions are very effective at putting an end to a Queen Walk due to their initial assail being out of the Queen'due south range and doing loftier damage. If your attacker isn't prepared with a Freeze spell, they will quickly overpower her. The Goblins will leave the Clan Castle commencement and distract the Queen, assuasive the Headhunters to poison her.

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Source: https://www.clash.ninja/guides/what-defending-clan-castle-troops-should-you-use

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