Collect and upgrade dozens of cards featuring the Clash of Clans troops, spells and defenses you know and love, as well as the Royales: Princes, Knights, Baby Dragons and more. To Install any Apk file on your Android device you should follow these steps given in these lines.
2- After the download completes make sure to check the unknown source installation option checked, so that you can install any apk manually. Enter your email address to subscribe to this blog and receive notifications of new posts by email. Top 10 Educational apps that will help you during the exam for iOS 7, Android or Windows Phone 8.
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A guide for those brand-new to Clash of Clans, focusing on the first three days while under newbie protection.
Critical before moving onto more advanced attacking is the knowledge of which unit to use, when, and how it will react. Benefits of raiding, ideal raid, limits, restrictions, and details relating to the fine art of stealing resources. You should also intermix your elixir collections and mines as well as your elixir storage and gold storage .
Upgrade your walls as a high level as you can, the higher the level the more difficult it looks for players at your trophy level. See Flammy's Base Defense Basics for details (Common issues: not protecting your defenses, mortar and air defense placement, everything-inside-walls issue, spread out defenses). Flammy's Base Defense Basics - Defenses and storage inside of the walls; army camps, barracks, mines, extractors, etc. This base has the town hall in the center, and every defense around it is surrounded by its own 4x4 wall. This base is a variant on the pocketed base, where each pocket has 2-3 structures in each pocket. A Bulkhead Base follows the rules laid down in Flammy's Base Defense Basics about kicking un-needed buildings outside of the walls, then uses extra walls to segment defenses into different sections allowing for greater protection in case one section is breached (especially by giants). A common (but poor) base defense strategy is grouping your defenses into two groups, with critical non-defensive buildings between them (Town Hall, Resource Storage). Funneling is critical to getting the best results out of your splash damage dealing turrets. Your defenses don’t attack if they’re in the middle of being upgraded when you’re attacked! At higher levels, more players start caring about trophies. If an attacker sees your base is easy to 1-star (kill 50% of the buildings) without having to place too many troops they will see you as a good target. One of the goals of placing less valuable buildings outside of your walls is to slow down your attackers once they are within range of your defenses. Spawn forcing refers to forcing your opponent to spawn further away from your important buildings, or your base in general. Spawn tricks are fun (I’ve had an opponent put down 31 archers in a trick spawn just to have them all die to a single mortar hit - they didn’t opt to continue attacking).
Wall breakers are often used in conjunction with giants to get them through the outer walls faster.
Improved Wall Breaker training techniques have revolutionized the cunning of these fearless demolitionists. Decoy walls are segments of walls of at least 8 that wall breakers will target if they are closer than your real walls. PLEASE NOTE: As of the March 12th 2013 update, the Wallbreaker's AI now targets the nearest compartment NOT wall. If you have extra walls, you can also use them to protect your defenses from archers by extending the distance between you turret and the offensive units. Walls should be upgraded in the order that they get attacked, generally outside towards inside. Rather, upgrade your critical junction walls first - walls that are shared between more than two pockets. Don’t place your traps in an ‘entrance’ gap in your walls like the image to the right. Even worse is an entrance hall - It is blindly obvious thing to do and a single goblin running down your entrance hall will trigger every bomb and spring trap and escape unharmed.
Clan Castle reinforcement troops will be deployed once the enemy enters the Clan Castle’s range.
The best use of your reinforcements is to delay your enemy while your defensive structures attack them.


The only thing you shouldn’t do for sure is place your clan castle in a partition by itself.
Finally, you should be aware that reinforcement troops can be killed by your own spring traps if the enemy triggers them while the reinforcements are standing on them.
Place turrets under construction in places that Giants might notice them and get distracted attacking (Like just outside your walls in range of your active defenses ).
Enemies can spawn on Decorations or on top of hidden tesla coils, and natural elements (trees, bushes, rocks), With the March 12th 2013 update enemies can spawn freely on Hidden Teslas and Decorations. Hide a building in the corner of the map to possibly save yourself from getting 3 starred if the attacker is running out of time. Enemies can walk across decorations and natural elements - Don’t use them as part of your wall! Be sure to request troops and keep your clan castle full, the troops will be deployed in case of an attack.
Review bases for others around your level by “visiting” them - If you like a design, steal it!
From the creators of Clash of Clans comes a real-time multiplayer game starring the Royales, your favorite Clash characters and much, much more. Knock the enemy King and Princesses from their towers to defeat your opponents and win Trophies, Crowns and glory in the Arena. Clash Royale is free to download and play, however, some game items can also be purchased for real money.
Check it out for links to my other guides as well as notes about editing and reproducing my content. There are several things that an attacker will likely attack to get, or not attack due to the presence of. If an opponent really wants your gold, and all of your mines are together in a nice line, it is much more tempting of a target as not as much needs to be invested to steal the single resource they are seeking. They are good against giants as the walls slow them down, whilst keeping the defenses close together. It is more efficient in terms of wall usage than the pocketed base, allowing for more buildings to be placed within the walls. Bulkheads are used in large boats to prevent the entire boat from sinking in case of a leak below the waterline - The flooded sections are closed off via built in bulkheads, containing the flooding to only the affected sections. This defensive strategy seems to not violate the rules I’ve put in Flammy's Base Defense Basics, but it actually violates the rule of not keeping your defenses too spread out. It basically means using buildings (mostly walls) to make your enemy go where you want it to go, and then die as you want it to die. Keep your buildings close to your walls (and defenses) to prevent this, if you care about maintaining your trophy count.
The objective is to attempt to persuade your opponent to attack from a different side of your base and to delay their reaction time (placing reinforcements). Usually a single hole, they are closer to the center of your base than the rest of the spawn force allows.
Wall Breakers now maximize the potential of each and every bomb, avoiding decoys and distractions. They can also be used to funnel archers and barbarians into taking lots of splash damage from mortars and wizard towers. I generally discourage placing walls right around your Town Hall  in the center of your base - If the enemy gets that far you are dead anyway.
Wall breakers will damage three or so walls at a time, so the ‘weak’ wall will be hit just like the strong one. Because both the reinforcements and the attacking troops will only target one unit (50 enemy archers will all target the first reinforcement archer, all fire on her, leaving the other 9 units unhurt).
So don’t place spring traps around your Clan Castle, especially if it is outside of the walls. Placing more than 2 is probably overkill, but you could place one in each corner if you really really care about it. People who love symmetry in their bases will like the 3 pocket base, as it creates a nice spiral with no wasted space or walls. In the same way, bases use this strategy to contain (or slow) the flood of enemy troops to the breached bulkhead - While with a single wall layer a breach would mean your village is headed to destruction.
Your defenses should be able to cover each other, ideally as much as possible - keeping them in two groups should be avoided.
You can create this gap outside of your base by arranging your exterior buildings, placing extra walls, placing decorations and utilizing natural decorations.


However, they are intentional and you should make sure you have turrets (especially mortars ) barely within range of the spawn square in question. If created without care, they can allow your opponent an advantage (such as if they can deploy wall breakers). Segments of 7 or less don’t seem to work most of the time (seems to be partially based on spawn proximity). Lastly upgrade walls that are likely to be attacked by giants going after your defenses - namely the walls just outside of the defenses themselves. Don’t place them in a predictable pattern - If I am attacking a base and hit two traps close to one another, I will deploy a few singleton troops where I would expect further traps to be just to clear them out.
The Clan Castle troops will target whoever activated them first, even if other units are closer on their way after their target. This means your 10 (or more!) reinforcements can delay enemies for a very long time while they are slowly targeted down one by one.
I also produce Clash of Clans videos on YouTube, including a Let's Play (basically a playthough) starting at Town Hall level 4. Also, under our Terms of Service and Privacy Policy, you must be at least 13 years of age to play or download Clash Royale.
A split base defense is very vulnerable to giant attacks as they can clean up half of the defenses without taking fire from the other half. Range in this game is also sorta screwed up - Sometimes a turret will decide it can attack a unit standing in a given square, but on another base (with identical unit and turret placement) it won’t attack. Note:This no longer works, as of the March 12, 2013 update which allows players to spawn directly on top of obstacles and decorations. It is inadvisable to rely on traps to defend a trick spawn - if you get attacked twice in a row they won’t be there the second time, plus a smart attacker will place a single unit in the square in question to test for traps. If you do further testing and discover any additional details, please report back (for science). I am not saying you shouldn’t upgrade all of your walls, just that you should focus on them in this order.
When used in this manner the level of the troops doesn’t matter, as once they are targeted they are usually hit by 50 arrows which is enough to kill both a level 1 archer and a level 5 archer. If you don’t have a worker available, start a research project in the Laboratory (elixir ) or buy decorations (gold and elixir).
Uncollected resources are easier to steal than collected ones - the buildings are more spread out and the buildings have lower HP. Split bases also mean that if either side is wiped out, your critical buildings in the center are very vulnerable to a few archers attacking from that side, effectively meaning your base is half as weak as otherwise. This ambiguity is why it has taken me about 2 weeks longer to post Chapter 2 than I was hoping.
It is not recommended to use buildings to force your opponent to spawn further away, as buildings are more useful to delay your opponent once they are in range of your turrets.
This works especially well with spawn forcing, as the farther away the wall breakers spawns the more likely they will target several buttresses, rather than several targeting one buttress and then the surviving ones re-targeting onto the main wall. Or a spring trap on a single archer because you placed them evenly on one side of your base?
When used this way, this also means having 5 archers or 5 barbarians is much better than having 1 giant. Well this standard base is weak to giants as once they breach your wall, they can attack all of your defenses without delay.
However, if you spread out your walls in singles (optimal distribution to create a large no-spawn-zone) wall breakers will never attack them. They can also be combined with Decoy Walls - See pictures of my base in the funneling section for how I use them in such a situation. While the giant has more health, it takes less volleys to kill than 5 individual archers, effectively delaying the enemy for less time despite its higher health. It is also weak to mass goblin attacks for the same reason - Once inside they can often outrun splash damage and steal all of your goodies, possibly leaving you with a victory, but with much less resources to spend. Spawn forcing allows your defenses to kill many wall breakers before they get to your walls if they are unsupported.
If allowed to spawn directly next to your wall, wall breakers are able to detonate before turrets can strike, even if the wall breaker would normally be one hit by the turret.



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