Wednesday, January 6, 2016

Strategy Clash Of Clan Guide Army Camp

Army Camp8

"Your troops are stationed in Army Camps. Build more camps and upgrade them to muster a powerfularmy."

Army Camp1Army Camp2Army Camp3Army Camp4
Level 1Level 2Level 3Level 4
Army Camp5Army Camp6Army Camp7Army Camp8
Level 5Level 6Level 7

  • Summary
    • The Army Camp takes up a 5x5 space, making it the largest structure in the game.
    • They continue to function even when they are being upgraded, allowing you to keep your armies at full capacity at all times.
    • Unlike Clan Castle troopstroops stationed in the Army Camp do not defend your village during siege. In fact, they do not appear on the attacker's map at all (all Army Camps, full or not, appear empty to an attacker).
    • Prior to the Halloween 2012 updatetroops would die/disappear if their Army Camp was destroyed in a raid. In the update, troops were allowed to remain even if their camp was destroyed. Due to widespread player support towards keeping this feature, Supercell made it permanent. As a result,troops stationed in Army Camps are no longer at risk if their camp is destroyed by an attacker.
    • The Army Camp is where your troops go when they're done training. Most troops will take up more than one space (BarbariansArchers, and Goblins do only take up one space though). Upgrading and building more Army Camps allow more troops to be stored, allowing higher chances of victory inraids.
    • The maximum amount of housing space you can have for your Troops is 240 (4 Army Camps x 60 spaces). This increases to 275 if you include the extra 35 in a fully upgraded Clan Castle.
    • The Barbarian King does not take up space in the Army Camps; neither does the Archer Queen. Both Heroes either patrol the village or sleep on their own Altar.
    • You should not surround your Army Camps with Walls, as they do not need protecting. Also, the Army Camps occupy a lot of space (5 x 5). More walls are needed to contain them when the extrawalls can be used to surround defensive buildings that are already inside the wall, strengthening the defense.
    • It is always preferable to initially build all available Army Camps, and then upgrade the lowest-level ones first. Every time you upgrade (except upgrading to level 2) the camp only gains 5 more housing space and it costs more elixir the more you upgrade. The next level is at least 2.5 times more expensive than the one before it.
    • Army Camps have a unique hitbox, unlike other Buildings. That means that attacking Troops will have to walk right to the center where the campfire is located in order to attack the Army Camp.
    • The Army Camps can still hold troops while they are upgrading.
    • Clan Castle troops do not go into the Army Camp when donated and do not take housing space in the Army Camp.
    • If you look closely, you can see reactions from some Troops when you tap on the Army Camp.
    • After the Christmas 2014 update the Army Camp's hitpoints has been significantly reduced on all levels.

  • Upgrade Differences
    • The only significant visual change the Army Camp undergoes is at level 7.
      • When initially constructed, the Army Camp is a large open grassy area with a cooking fire in the center.
      • At level 2, a bare spit appears over the fire.
      • At level 3, a carrot appears on the spit.
      • At level 4, the carrot is replaced with a chicken/turkey. A bone is sticking out.
      • At level 5, the chicken/turkey is replaced with a pig.
      • At level 6, the pig is replaced with a bull and more rocks are added around the fire. The bull has a ring in its nose, and it is a light shade of brown.
      • At level 7, the spit and food disappear. Instead, the cooking fire is surrounded by large black rocks with sharp edges.
      • At level 8, the black rocks glow bright red and it has a slight glow around the rocks. The rock on the far right shrinks in size. It suggests that the rocks have been burned.

  • Trivia
    • There's a special kind of Army Camp in the Goblin Gauntlet mission in Single Player Campaign that only consists of a camp fire with different surroundings that the one in the Army Camp, which is only 2x2. You can notice this by the other obstacles that are next to the camp fire. You can also drop troops over it since It is considered as an obstacle. 
    • Although the Army Camp contains food in most upgrades (levels 3-6) it doesn't have any effect on the Army Camp and it never gets eaten. 
    • When you move your Army Camp, any Troops there will wait until it is placed in its new position, at which time they will move towards the place where you put it.
    • For the amount of squares they occupy (5x5) the Army Camp has relatively low health.
    • When a Troop finishes training, a puff of smoke appears in the Army Camp that the Troop will go to.
    • When your Army Camps are full they will display a full sign on top. However you can't see this sign when upgrading the Army Camp, because it is replaced by the building upgrade's progress bar,
    • As of the 16 September 2014 update, you can now dismiss any troops from the Army Camps, but the troop cost is not refunded.
  • Icon Descriptions

    Icon InfoTapping this icon displays information about the Army Camp, such as Level, Total Troop Capacity and Hitpoints.
    Icon UpgradeTapping this icon begins upgrading the Army Camp to the next level, if you have enough resources and a free Builder. When the Army Camp is at maximum level, this icon is not shown.
    Icon FinishNowTapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number of Gems.
    Icon CancelTapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.



Guide Clash Of Clan Chapter Archer Queen

Archer Queen info

"The Archer Queen is an eagle-eyed warrior, whose weapon of choice is a modified X-Bow that few men could dream of wielding. She can attack enemy villages or guard your village."

Archer Queen1Archer Queen10Archer Queen20
Level 1-9Level 10-19Level 20+

  • Summary
    • Archer Queen Altar Sleeping
      The Archer Queen is basically a stronger, more powerful version of theArcher.
    • She is automatically summoned once the Archer Queen Altar is constructed, which costs 40,000 Dark Elixir.
    • The Archer Queen is an immortal unit, so she only has to be summoned once. However, if she is injured or 'falls' in battle, she must regenerate her health by sleeping for a period of time before she can be used again. If you attack a village while its Archer Queen is still regenerating, the Altar will be empty.
    • The amount of time she sleeps to regenerate is directly proportional to the health she has left at the end of the battle. So if she is not damaged then she is ready to fight immediately; however, if she falls in battle or even gets hit, then she must sleep for some time to regenerate.
    • The more the Archer Queen is upgraded, the more time it will take to fully regenerate her health.
    • You can temporarily quadruple the hero's healing rate for 2 hours by spending 10 Gems.
    • As in the January 29th 2014 update, the Archer Queen gained a new special ability: Royal Cloak. The Royal Cloak allows her to become "invisible" to enemy defenses for a short period of time, in addition to greatly increasing her damage, restoring some of her health and summoning up to 12Archers to aid her in battle (although the Archers are summoned by Royal Cloak, they are otherwise unaffected by it unlike the Barbarian King, where barbarians are affected). The Archer Queen gains this ability at Level 5, and it becomes more powerful every five levels she gains.
    • Unlike the Barbarian King, the Archer Queen can attack air units like BalloonsDragons, or Minions, making her effective in guarding a village against players who utilize air raids.

  • Offensive Strategy
    • She has better range than an Archer (5 tiles instead of 3.5) so a good strategy is to place a group ofGiantsP.E.K.K.AsGolems or a Barbarian King as a meat shield, then a group of Archers and last an Archer Queen. That minimizes the chance of her being defeated or even hit and may allow you to use her many times in a row.
    • You can use an Archer Queen with a Royal Cloak Ability in raids to help you clean up buildings for 50%; as damage approaches close to 50% simply deploy your Archer Queen and use the ability immediately; that way she can destroy one extra building for 50% almost immediately, whereas not taking damage at all.
  • Defensive Strategy
    • The Archer Queen can be placed next to the Barbarian King to fight together, which will concentrate their power, making them a defensive force to be reckoned with. Alternatively they can also be spaced out to cover a larger range. The appropriate placement depends on what is suitable for your particular village.
    • The Archer Queen is more suitable for defense, attacks faster and hits harder than the Barbarian King, and does so from a long range (giving her the ability to strike air units), but she has dramatically lower health then the King. Thus, you should place her in such a way that she'll stay behind your walls to harry the attacking troops from a defensive position, as she can't take many hits before going down.
    • If you put her on sleep mode, when someone is attacking you she won't appear. If you put her on guard mode then she will defend your base while you are being attacked, as long as she is fully healed.

  • Upgrade Differences
    • The Archer Queen goes through visual changes at level 10 and 20.
      • Initially, the Archer Queen is similar to a giant Archer, but with a modified X-Bow, a silver crown, and a green dress.
      • At level 10, her crown becomes golden.
      • At level 20, the stock of her modified X-Bow becomes golden as well.

  • Trivia
    • Added with the Hero Update on 10 January 2013.
    • The Heroes' prices to upgrade and damage against walls changed in an update.
    • The Heroes' healing time changed in the same update.
    • If you tap on the Archer Queen she will yell a high pitched battle cry and stand still for a moment, similar to the Barbarian King.
    • The Archer Queen shoots 3 rapid arrows per shot (they cannot affect multiple targets, however).
    • When the Archer Queen attacks while her Royal Cloak ability is active, her arrows will turn from its Elixir-like color to bright orange.
    • She shoots farther than a normal Archer (5 tiles instead of 3.5).
    • When she is injured or 'falls' in a battle (attack or defense), a small explosion will occur, she will yell in pain and a red beam will shoot to the sky. After that, she will stand still, having a "dizzy" animation.
    • The Archer Queen's upgrades up to level 7 cost less than the cost to buy her.
    • The Archer Queen is basically the counterpart of the Barbarian King, and vice versa. The Barbarian King is the tank specialist, while the Archer Queen is the damage specialist.
    • The Archer Queen is not affected by the Spring Trap.
    • The Archer Queen's Royal Cloak ability summons Archers of the same level that the player has researched in his or her Laboratory. For instance, if the player has researched level 5 Archers, the Archer Queen will summon level 5 Archers.
    • While attacking, if your opponent's Archer Queen Altar is empty and the Queen wakes up during your battle, the Altar will sparkle like she is waking but there will be no Archer Queen to defend the base, similar to the Barbarian King.
    • If your Archer Queen wakes up while you are in Village Edit Mode, a sparkle will appear wherever the Altar originally was (even if you moved it already).
    • The Royal Cloak prevents Defenses from targeting the Archer Queen, but she can be affected by splash damage; for instance, if nearby Archers summoned by the Archer Queen via her Royal Cloak are targeted by a Mortar, the splash component of the Mortar will damage the Archer Queen if she is in range, regardless of whether her ability is active or not. Royal Cloak does not prevent the Archer Queen from triggering Bombs and Giant Bombs, and she will still be damaged by them if she is in range when they explode.
Preferred TargetAttack TypeMovement SpeedAttack SpeedRangeSearch Radius
NoneRanged (Ground & Air)240.75s5 tiles10 tiles
LevelDamage per SecondDamage per HitHitpointsRegen TimeAbility LevelTraining Cost Dark elixirTraining TimeTown Hall Level Required
116012072530mN/A40,000N/A9
216412374032mN/A22,50012h9
316812675534mN/A25,0001d9
417212977136mN/A27,5001d 12h9
517613278738m130,0002d9
6181135.7580440m132,5002d 12h9
7185138.7582142m135,0003d9
8190142.583844m140,0003d 12h9
9194145.585646m145,0004d9
10199149.2587448m250,0004d 12h9
1120415389250m255,0005d9
12209156.7591152m260,0005d 12h9
13215161.2593054m265,0006d9
1422016594956m270,0006d 12h9
15226169.596958m375,0007d9
16231173.259901h380,0007d9
17237177.751,0101h 2m385,0007d9
18243182.251,0321h 4m390,0007d9
19249186.751,0531h 6m395,0007d9
20255191.251,0761h 8m4100,0007d9
21262196.51,0981h 10m4105,0007d9
222682011,1211h 12m4110,0007d9
23275206.251,1451h 14m4115,0007d9
24282211.51,1691h 16m4120,0007d9
25289216.751,1931h 18m5125,0007d9
262962221,2181h 20m5130,0007d9
273042281,2441h 22m5135,0007d9
28311233.251,2701h 24m5140,0007d9
29319239.251,2971h 26m5145,0007d9
30327245.251,3241h 28m6150,0007d9
31335251.251,3521h 30m6155,0007d10
323442581,3801h 32m6160,0007d10
333522641,4091h 34m6165,0007d10
34361270.751,4391h 36m6170,0007d10
35370277.51,4691h 38m7175,0007d10
36379284.251,5001h 40m7180,0007d10
37389291.751,5321h 42m7185,0007d10
38398298.51,5641h 44m7190,0007d10
394083061,5971h 46m7195,0007d10
40419314.251,6301h 48m8200,0007d10

Strategy Layout Clash Of Clan Town Hall 10

Many of us Clashers fight for a spot on the top of the leaderboards and the chance of immortalizing our name, declaring ourselves a true champion/victor. However, none of this can ever come to be unless we have a viable defense capable of withstanding constant bombardment from attackers, all with the same goal of being the best. We not only need a powerful attack strategy, but also need a strong and durable defense.
This is a page in which you can see good layouts which that may be able withstand against aggressive attacks. In addition, if you have defensive strategies that will help people, we recommend that you post them here instead of the You page.
Remember the new Wall Breaker will not be affected by spikes (spiking) unless there is a structure directly behind the wall; this is the only exception in which the Wall Breaker will go for the spike instead of the main wall.
In addition, Wall Breakers have a larger blast radius, so they can penetrate through two layers of walls.
Defense Against the Updated Wall Breaker
Screen Shot 2013-03-16 at 23.09.15
In the update the Wall Breakers now target walls that enclose Buildings; this means they ignore and go around free-standing walls. Updated Wall Breakers don't just go to the nearest wall; instead they go to the nearest compartment. Use this to your advantage by channeling them into gaps, where your carefully laid Traps can instantly kill them. This method can also help defend against otherTroops, such as Giants. In addition, the more time the Wall Breakers (and other Troops) spend moving and not attacking, the more opportunities your defenses have to kill them.
Wall Layouts in Bases
Wall-lvl10
Base layouts can be divided into two basic commonly used categories: Symmetrical and asymmetrical. Most bases have some amount of symmetry, whether they are partially, bilaterally or quadrilaterally symmetrical; others are bilaterally mirrored. They can be further divided by their basic defensive concept. Here are a few:
  • Single Wall: A single wall surrounding all or most of the buildings. Note:Archer raids work well against single layered walls and very exposed to Wall Breakers. Overall, usually a fairly easy base to destroy.
  • Double Wall: Same as a single wall except it has another layer (separated by at least a single-tile gap) on the outside of it. It prevents Archers from shooting over it and prevents Wall Breakers from penetrating both layers.
    Anti archer and wall breaker
    Note: Archers have a three-tile (wall) range.
  • Double- or Multi-Layered Wall: A portion or all of a wall segment with multiple layers. Note: Wall Breakers have splash damage that can break up to triple wall layers as if they were a single layer, so it is recommended not to use them, at least not as part of the outer layer or two where Wall Breakers can typically target them.
  • Inner and Outer Wall: As the name implies, an inner wall protects the most valuable structures, with an outer wall fully or partially enclosing the inner wall and its associated defenses. It is essential to have yourTown Hall at the middle of this type of base rather than outside of your base (this differs from people who are "farmers").
  • The Egg-Shell Defense: Multi-layered walls (usually 3 or more layers thick) in the center of the map with most buildings outside the wall and resources (possibly Town Hall) inside the wall. This concept is generally used for farming villages.
  • Compartmentalizing, Enclosing or Section Defense: This manifests in different ways. The basic concept is to have various compartments of one or more buildings. It helps a lot to have multiple compartments inside your base as each must be breached separately, greatly slowing down attackers and making it difficult for Wall Breakers to reach the inner compartments in order to blow up the walls. Two walls together without any space in between isn't a good idea. It may stop archers, but a wall breaker's splash damage will destroy both of the walls.
  • Gaps and spring traps: Leaving a few gaps is OK. You can place spring traps in between them to make troops fly into the air. Leaving too many gaps could result in your base becoming too easy to navigate. A few is good; too many is bad.
It is a good idea to have your outer walls upgraded to at least level 7 to slow down your invading enemies. This is the point at which a single Wall Breaker cannot destroy it, regardless of the Wall Breaker's level.
What to Put Inside Your Walls and Why
  1. Splash Damage Defenses. Why? Because this way, when you are being raided, the attacker's troops will constantly be hammered by your Mortars and Wizard Towers. Splash damage defenses have an advantage over other defenses, such as Cannons, because those can only target one troop at a time, where as Mortars and Wizard Towers can deal damage to multiple troops in a certain area.
  2. Air DefensesWhy? If your Air Defense is unprotected, it allows attackers to easily destroy it with a just a few Giants, and then your primary aerial defenses are gone. This allows the attacker to put down hordes of BalloonsDragonsMinions and/or Healers without worrying too much about them being destroyed because the Air Defense is really the only defense that works extremely well against air units.
  3. GoldElixir and Dark Elixir StoragesWhy? This is fairly arguable. If you are really trophy pushing, then feel free to put your storages out in the open to gain some quick trophies from a farmer who wants your loot. Also, it can gain you some trophies if you don't really need that specific resource as much. (ex: Elixir) But because these storages hold all (or almost all) of your resources, you'll probably want to keep them well protected. Without your resources, you can't train troops, upgrade buildings or do just about anything else in the game. 
  4. Town HallWhy? As of the December 2015 update, the Town Hall serves as a storage holding significant amounts of Gold, Elixir and Dark Elixir. As its destruction no longer grants a shield, coupled with the fact that it holds a sizable amount of resources, it should always be kept inside.
  5. Other Defenses. Why? If you don't keep at least a few of your other defenses inside your walls, you will be defeated relatively easily. It is understandable that one may not have as many walls as are required to do so, but it is best to keep your highest level defenses within walls whenever possible.
  6. Dark Elixir DrillsWhy? Because they store your Dark Elixir when you are not online and it would be sad if it were to be lost (75% of Dark Elixir can be stolen from it)
  7. Clan Castle. Why? Troops in your clan castle will be able to defend different areas, gives archers and wizards walls to hide behind, and makes it harder for opponents to lure your troops out into the open space where there are no defenses.
What NOT to Put Inside Your Walls and Why
  1. Army CampsBarracksSpell Factory and LaboratoryWhy? Because these buildings have no real purpose when you're being raided (other than a percentage to gain Trophies/3 stars) to keep them within your valuable wall space.
  2. Upgrading-Defensive Buildings. When Defensive Buildings are being upgraded, they cannot function or assist in defending your base. Instead, (especially in the core of your base) they may just prove to be detrimental, attracting troops, particularly those that target Defensive Buildings. Switching these with other buildings (I would use Barracks instead of Gold Mines or Elixir Collectors, for reasons on below posts) may distract these defense-targeting troops, such as Golem/GolemitesHog RidersLava Hound/Lava Pups, or Giants! Letting these upgrading-Defensive Buildings occupy the interior of your base does not help you at all. Though many consider this trivial, you have to remember that every little thing counts; It could be the difference between a devastating raid or a successful defense!
  3. Gold MinesElixir Collectors (and potentially Dark Elixir Drills, though see previous section). Why? If you normally play every day, there shouldn't be all that many resources in your collectors. Therefore there's not really a need to keep them inside your walls, even if you don't play very often. In addition, Goblins will be attracted to interior Gold Mines and Elixir Collectors, making it easier for the raider to access your inner Gold Storages or Elixir Storages. If you are a hardcore farmer you may want to consider keeping these within your walls, but it is strongly advised to use your walls for more important buildings such asCannons or other defenses. Perhaps the only time you should consider keeping collectors inside yourwalls is if you are using a boost on them.
  4. Put your Gold Mines and Elixir Collectors at a slight distance from the wall and have either a Mortar orArcher Tower inside the wall. Put a small Bomb at a slight distance from where you put your Gold Minesand Elixir Collectors. This will distract any opponent that usually deploys an Archer in order to lure yourClan Castle troops towards attacking troops in order to kill them. The key is to have as little areas as possible on your base from which the opponent can lure your Clan Castle troops far enough from your defenses. Experienced attackers will deploy their troops slowly in selective parts of your base.
  5. Builder's HutsWhy? Builder's Huts are basically just a hut your Builder sleeps in when he's not working on something. It has no defensive capability whatsoever, so there's no reason to put it inside your walls. One exception would be to place one temporarily inside your walls to take space of at least 3x3 that you're saving for another building. Another exception is to protect these buildings making a 1 star 50% win more difficult for your opponents.
  6. DecorationsWhy? Because they just waste space you could have used for something important, and could actually create a back door for enemies to place troops behind your defenses if the area they are in is at least 3x3 (see paragraph below).
Other Wall Info
Obstacles (trees, bushes, stones, etc.) cannot be used as walls or barriers! Troops can be placed directly on top of them, in front of them, or behind them! The same goes for Decorations (flags, torches, etc.) and Traps(Bombs, Spring Traps, etc.) and even Hidden Teslas. None of these (with the exception of Hidden Teslas, which are hidden buildings) actually have hit points like your buildings do either. Neither do they count as building space when you're under attack (even the Hidden Teslas, until they are revealed). For example, if you have a large area of at least 3x3 with only decorations or traps within that area, enemy troops can be placed directly into the area where those Decorations, Traps or Obstacles are during an attack on your village

Advice

  • Wall Breakers now have a bigger splash damage, so it is not recommended to use Double Wallsanymore, since they will destroy both lines of Walls with one blast.
  • If you find some buildings not necessary to protect, leave them outside as 'buffers'. Most enemy troopswill target those buildings, even while your defenses attack them.
  • It is a bad idea to put your storages together. If the enemy gets to that compartment, it's all over. Put them together at your own risk. For the same reason, do not bunch Gold Mines or Elixir Collectorstogether. Wizard Towers can work very well placed next to storages as they can easily dispose of large groups of low health Goblins within a few seconds.
  • It is advisable to protect collectors when at work or sleep and keep them out when you play frequently.
  • Upgrade wall intersections (where walls meet perpendicular to each other) firstWhy? Because it connects two compartments of the base. So when the attacker breaks that wall, they can have a chance of destroying two buildings in those two compartments without the need to break another wall in order to reach that compartment.
  • Mortars do best in the center of your base. However, do not put Mortars directly next to each other, as two well-placed Lightning Spells will destroy them both. They also cannot shoot at close range, so it is NOT recommended to place them on the edges of your village, where they can be destroyed before they have a chance to shoot.
  • At higher levels, Air Defenses also do best in the center of your base, but at lower levels (where there is not as much room, and fewer attackers will be using air troops) they are not as important as Mortars. It still helps to have them inside the Walls, however, so try to place them in one of the inner compartments if possible.
  • Cover as many buildings as possible with a defense so you do not give away free percentage. This includes other defensive buildings as well.
  • Space out defenses so they are neither too close nor too spread out. Defenses that are too close together cannot adequately protect the entirety of your village (there will be large areas that are completely defenseless). Defenses that are too spread out cannot adequately protect each other and will be easily overwhelmed.
  • Make use of the space inside the walls, but don't have a huge square with all of the stuff inside because as soon as your enemy breaks the outer wall he has unfettered access to everything inside.
  • Empty your Gold Mines and Elixir Collectors regularly, as attackers can take 50% of what is in your Gold Mines/Elixir Collectors and 75% for Dark Elixir. Not only will this mean that less loot will be stolen, it may cause the attacker to skip your village entirely.
  • Place Wizard Towers within a range of each other, making it easier to kill large groups more quickly as both towers will target them.
  • If you are trying to keep your resources, put Wizard Towers near your storages because they are very effective at killing Goblins.
  • Putting Wizard Towers next to Mortars is a bad idea because 2 carefully aimed level 3+ lighting spells can take out both of them together. However, putting them a safe distance away will allow the Wizard Tower to defend the Mortat's "blind spot".
  • Use non-defensive buildings (Army CampsBarracksSpell FactoryLaboratoryBuilder's Huts, etc.) to extend the boundaries of where troops cannot be deployed.
  • Place Bombs in clusters in places where Tier 1 troops are deployed, as several regular Bombs can take out Goblins or Archers with relative ease.
  • Put the Spring Trap in a place where you think Giants are most likely to walk through because one Spring Trap can take out 3 Giants at a time.
  • Keep your Clan Castle towards the middle of your village, so the troops inside can't be lured out easily.
  • While placing or re-locating the Hidden Tesla be careful as troops may spawn in that area if there is a big enough gap.  
  • Try to make your base as symmetrical as possible as the walls will split the troops and prevent a horde from being focused on a single wall.
    • The above tactic can be hard to maintain as you gain more buildings and can become detrimental to your defensive design if not thoughtfully designed.
  • If you are upgrading your cannons, look at the below tips:
    • Look at your base. Find "strong" and "weak" points in your wall.
    • Let's say you have a cannon covering both the weak and strong points. If you want to upgrade your cannon, do the strong point first, because it isn't just protected by your cannon. If you do the weak point first (this is especially bad at high levels), well, do you really want a place that is not protected by anything for some time to be attacked by raiders?
    • Then put your upgraded cannon in the weak place, strengthening the weak point. The strong point doesn't need a stronger cannon as badly.
    • When Upgrading Defenses:
      • If you have any defenses that are not being upgraded, switch them with the upgraded.
      • Move your traps temporarily around that (those) defense(s)

Base Types

There are many different types of bases that you can make in Clash of Clans and it is vital that you make a well designed base for the job that you want it to do.[1] There are therefore a few fundamental rules that you must follow in order to achieve a good design. 
Hybrid Bases
  • Most common type of base.
  • Aim: To protect both trophies and resources.
  • Air Defenses and Mortars need to be well spread, but they are normally also fairly centralised as well.
  • Everything in middle.
  • Consider what to protect the most.
  • You can have an interchangeable layout so you can swap storages with defences so that different things are more heavily protected. 
  • Another thing you may wish to do is to place wizard towers around storages and within range of each other. This way you can destroy hordes and goblins easily. 
  • It is also recommended that you have your clan castle and barbarian king as central as possible, so they can cover your entire base. Prioritise the positioning of these defences over cannons or archer towers, which can be placed on the outskirts of your base. 
  • Most Hybrid bases are segmented by walls so that each compartment isn’t very big. This is a good idea so that the enemy doesn’t steal all resources and destroy your town hall all at once. Spread out your valuables so they can’t steal it all at once. However, make sure they are still well protected. If you are a high enough level, make sure your storages aren’t in the outermost part of your base. Make any attacker have to go through at least two walls to get to a storage. 
Farming Bases
  • Aim: To protect your resources
  • This is so you can upgrade your defenses. Many people purposely drop their trophy level in order to avoid being attacked by higher level players and losing too many resources. However, there are still plenty of people who are capable of destroying a higher level base, but with a low trophy count, so you need to ensure your base's defense is tight. 
  • You have a main compartment in the middle of the base with your clan castle and dark elixir storage. Having your clan castle centralised, with many troops inside, will provide maximum protection of your base. Also, dark elixir is very precious, so placing this in the middle of the base will be vital as it will be well protected there. 
  • Distribute your storage evenly around your main compartment so you don’t lose all your resources at once. Make sure each of them is well protected by two or three well placed defensive buildings. Many people on this website have talked about triangulation of defensive buildings, and I believe that it is a very important aspect of your base. It is the idea that your defenses are distributed to ensure maximum coverage of your entire base. Triangulation is particularly important for mortars and air defenses as they can wreak havoc with the attacker’s army. 
  • Also make sure you put as many collectors inside your walled base as possible, as collectors can be an easy source of resources for an attacker if they are not emptied regularly. 
  • Segmentation is not as important in farming bases as there tend to be larger compartments that contain storages and several defensive buildings. However, it is still wise to use it when you can. I would recommend a layout like a 3 ring defence.
  • Firstly, in your first ring or main compartment, place your clan castle and most prized storage and a couple of defences (e.g. Mortar and air defence). In the main second ring, split it up so you have roughly four compartments with a storage each but with several defences (e.g. Gold and elixir storages + wizard towers and mortars [xbow if you are TH9+]). And in your third ring, place collectors and other defensive buildings, like cannons and archer tower.
  • As of the December 2015 update, Town Halls now hold gold, elixir and 25% of your dark elixir. Town Halls also dont give you a shield anymore, so it is pointless to keep it outside. The Town Hall should be protected like a storage, either in you centre compartment or second layer.
  • If you want to win a lot of defenses with farming, then here are some tips;
    • 1) Don't place your town hall in a corner; this will insure that you lose every defense, instead, place it by your outside walls, because the attacker might not be able to find it.
    • 2) Have your highest level defenses in range of the town hall; make sure they can shoot archers/wizards too. Have a max possible level archer tower, cannon, and mortar. If they can shoot barbarians and archers, then they will be killed very quickly.
    • 3) Have high level gold mines and collectors outside your walls; despite about what they say about this, if you are a frequent player, then this wont be a very big problem; The attacker might see that you have a lot of available loot and attack your mines and collectors rather then your town hall; this is a good trick if you have level 9-11 gold and elixir storages, because they will usually look nearly empty; Then the attacker will realize that there wasn't very much and the remaining troops will be unable to destroy the town hall.
    • 4) Make sure you have no shield when you get off for the night; attackers will be more likely to raid before a lot of resources accumulate and you wont lose as much.
    • 5) Have a trophy range of 600-750 because you will be more likely to attacked by small numbers of lvl 2-4 barbarians and archers, and will be more likely to win the defense. Note: you WILL have to drop trophies frequently, because if you win a lot of defenses, like some people, then you could wake up and have 850-950 trophies. To save Elixir, Barbarian King dropping is the best way.
    • 6) If you use these strategies like some people, then you could win the unbreakable achievement faster than the average clasher. Note: sometimes you will be raided by a player with lots of high level troops, but don't worry about losing a lot of gold, elixir, and dark elixir because these attacks happen only because you are in silver 3 instead of bronze 1.
Defensive Bases
  • Aim: Protect Trophies
  • The town hall is normally situated in a main compartment with the clan castle air defense, mortars and if you are a higher level, x-bow and inferno tower. This means that whatever level you are, you need to have a centralized town hall that is heavily protected. 
  • There are also normally a few walled layers between the town hall and the edge of the base. This may have defensive buildings inside or it maybe one space between walls to make attacking troops destroy another wall layer. Either of these methods is an effective way of slowing down potential attackers. 
  • You also need to make sure that you don’t expose too much of your base as well as you can lose trophies at the one star stage of over 50% damage to your base. So you need to make sure that enough buildings are walled around but there are enough layers of walls to protect your town hall. It is a tricky compromise. 
  • However, you can lure attacking armies by placing your storages outside your walls. This will, of course, lead to major resource loss. If you are clever in your placement, you can cause significant damage to their army while they take your resources. You need to make a slight open inlet into your base where the storages are placed. Surround these with defenses so when the army is lured, you can almost wipe them out and keep overall base damage percentage low. They might not always target that bit, so you will need to ensure that the rest of your base is still sufficiently protected. 
  1. Conclusion
Whatever base layout you choose to make, always look back afterwards and think how you would defeat your own base. Ask yourself how you can improve it. Remember that there is no such thing as the perfect base; you just need to prioritize what you want. Also, try out each base type and see which works best for you.
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