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Best Clan War Defense Clash Royale

Which troops are the best for defense in a Clan Castle? That's a very common question and there are many different opinions. I will show you in this dedicated mail service which Troops work best in your Clan Castle for defending your base during Clan War and too for your Home Village.

In the showtime section of this guide, I will give y'all some info on how to build your defending Clan Castle setup and in the 2d part you find my favorite setups ranked by effectiveness.

Info! Updated with latest Balance Update (May 2022) + how the meta changed in the previous weeks. Most Town Halls got some changes in the defending cc troops recently and so my list beneath reflects them at present.

All-time Clan Castle Troop In Clash of Clans (Ranking)

Here are some setups that take worked actually well and I update them with every balancing update.

TH LVL CC Setup War CWL Home Base of operations Annotate
14 x1 x1 x9 S ⬆︎S+ Currently the strongest setup you can run in your Home Village. The additional Archers assist to swarm as attackers are less probable running specific spells confronting cc setups.
14 x1 x2 x3 ⬆︎S+ S The state of war version of the cc setup with an additional Head Hunter works more reliable in war and is harder to bargain with as attackers expect/knows the setup. Still the breadstuff-and-butter setup hither.
14 x1 x1 A S This setup is becoming more and more than meta for Legend League with the freezing effect paired with the Hound working really well. Helps mixing upwards the roaster. Less oft used in the by weeks as easier to handle when the aggressor knows almost it.
14 x2 x1 x5 *Not viable anymore* Leave information technology in the list if someone searches information technology upward simply wouldn't recommend running right at present!
fourteen x3 x9 S A Coming in more oft recently and can be a effective "switch" setup to losen up the construction of your state of war roaster.
14 x2 x2 x3 ⬇︎B S Super Minions are easier to deal with when you know that they are coming, so wouldn't recommend them in war. Still one of the best options for dwelling house base
fourteen x3 ⬇︎ B A Very handy combination because it'southward not that expected and can take hold of the attacker on the wrong pes. Merely non that swell for state of war.
town hall 14 base layouts

Looking for a solid base design that work well with these cc setups? Bank check out the latest Town Hall 14 bases here.

thirteen x2 x2 x3 ⬆︎S+ S+ With the contempo balancing changes, this setup is killing it for state of war and makes it as well neat for your Home Village.
13 x3 x1 x3 A+ S+ Works more and more at the Home Village, and a setup that you see more than and more oftentimes as the additional Super Minion is harder to bargain with
13 x1 x1 x9 South ⬇︎ S Currently the strongest setup you tin run. This is the Home Hamlet variation with 1 Caput Hunter less and more than Archers
13 x1 x2 x3 ⬆︎S+ South The version of the the above cc setup for wars and CWL with one more than Caput Hunter and Goblins as they are faster.
13 x1 x1 x3 A+ A+ Rather a new setup that you see happening more and more than. Surprising the attacker here and there but is a lilliputian rng depending how the Witch is dealt with and how luck plays into it.
13 x1 x1 B A Yeah, a very classical and hitpoint-heavy setup. Works, but I'd only recommend information technology if you have bug getting the troops in a higher place donated into your cc.
best town hall 13 base layouts for clash of clans

Looking for a solid base of operations design that work well with these cc setups? Bank check out the latest Boondocks Hall thirteen bases hither.

12 x2 x1 x2 ⬆︎S+ S+ For me the best combination to use right now with a lot of trouble for the attacker. The hound keeps troops busy and tin actually mess with the Queen while the Archers distract on top of that. Optionally use a Head Hunter to put more than pressure on the attacking heroes. Condign more than and more than the become-to setup in war recently
12 x1 x1 x4 ⬇︎ S S+ Super Minions still dominate TH12, specially in war as countering is not that easy and defective the 5 housing infinite compared to TH13 makes them however your best option.
12 x1 x1 x8 A Due south+ This cc setup is catching up recently with the regular Dragon offer more tanking than the Baby Dragon.
12 x1 x2 x6 B S Oldie but goldie… Attacker has to bargain withHound while Head Hunter go after heroes. Archers & Goblins volition create chaos and lark.
best town hall 12 base layouts

Looking for a solid base design that work well with these cc setups? Bank check out the latest Boondocks Hall 12 bases here.

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11

x1 x2 x1 A S+ For me the most versatile home village cc setup for defending. You have the Baby Dragon that volition get enraged and bargain good impairment while the Witch summons her Skeletons and the additional Archers will create more mess. Especially hard to deal with without Poisonous substance Spell.
10

&

11

x1 x5 ⬆︎S+ A Not used for quite some fourth dimension, this setup is back in the meta and the most reliable thing you tin run in wars right now.
10

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11

x1 x1 x3 A S A setup that yous see providing proficient backup for your Abode Village more and more than. The big Dragon is a little more reliable compared to the infant Dragon and the Witch can produce the same effectivity with the large Dragon compared the baby Dragon with 2 Witches setup.
best town hall 11 base layouts

Looking for a solid base design that piece of work well with these cc setups? Bank check out the latest Boondocks Hall 11 bases hither.

best town hall 10 base layouts

Looking for a solid base design that work well with these cc setups? Check out the latest Boondocks Hall 10 bases here.

nine x1 x1 x8 S Southward My personal favorite with the baby Dragon dealing nice damage and the Witch summoning a ton of skeletons when the timing is right. Messy to bargain with.
9 x1 x10 A A A classic that works like a amuse with the Dragon that will be the focus but the boosted Archers can create trouble as well with a lot of lark. No attacker likes to see those troops coming out of the Clan Castle.Can as well be used with a Baby Dragon and more Archers
nine x1 A A This setup isn't the about creative one out there only it'south effective and dealing with a Lava Hound is something no assaulter likes. Information technology slows down the attack, the pups are annoying and tin mess upwardly an attack for certain
nine x1 x3 A A Without a Poison Spell the attacker is doomed here. Would rank information technology higher but y'all need to take admission to Caput Hunters… The skeletons are super annoying and the Caput Hunter will pressure the heroes effectively. If you can use it, use information technology.
best town hall 9 base layouts

Looking for a solid base of operations design that piece of work well with these cc setups? Bank check out the latest Boondocks Hall 9 bases here.

eight x1 x1 x1 x2 Due south+ A The Baby Dragon deals a lot of damage (and tin can even ruin a Hog Rider attack) and the Valkyrie is as well nasty to deal with and cause a lot of trouble and damage to attacking troops. Not that effective in Dwelling house Hamlet because you don't see something similar mass Hogs frequently there.
8 x1 x1 x3 Due south A Does cause a lot of trouble and is i of my favorite combinations for TH8, especially against basis attacks with Hog Riders in Clan War. Also easier to counter in Dwelling Village.
8 x1 x1 x1 A South This will bargain a lot of area damage and perhaps someone thought to bring Balloons or Hog Riders. In this example, you just saved your Association some Stars.
8 x4 x1 x1 A B The Balloons work similar a charm unless someone is attacking with Dragons. You lot should just use this combo when your base is strong against Dragons (take your Air Defenses deep inside the core, etc.).
eight x2 x3 A B The Witch will hold the attacking Troops with all the Skeletons while the Wizards bargain a lot of damage. The nice affair is they all have range damage then they tin can hide backside Walls.
best town hall 8 base layouts

Looking for a solid base design that work well with these cc setups? Check out the latest Boondocks Hall 8 bases here.

Difference Of Association Castle Troops in Clan War VS. Home Village

Yous might be thinking why a dedicated post for defending Troops in Clan War is necessary.
There are some circumstances in Clan War that require variations in order to have the best Troops in the War Castle:

  1. Lack of surprise – your enemy will know later 2-three replays what's within your Clan Castle without having to brand a first attack
  2. Your enemy is better prepared for the attack in general (we don't want that!)

The taste of surprise in Clan War

I personally see a huge departure – and also disadvantage – in Clan War. Your enemy knows what's coming out of the Clan Castle because he just has to lookout replays of the base of operations beingness attacked by his other clanmates.

My advice is to avert filling all Clan Castles with more or less the same setup. Bring in some surprises past filling the War Castles with dissimilar combinations of Troops you lot find below.

Imagine an assaulter hitting base #10 and has just seen that base of operations #9 had Wizards in the Clan Castle, but you have put a Dragon in #x. I think you get my indicate, correct?

With all the troops available, there are endless possibilities to combine them, but the right approach is always combining them right against the setup your base of operations will have to defend.

A good defensive CC setup will ever consist of:

  • A base troop (with much housing infinite)
  • Diversity troops (to make it hard to counter ane troop kind)
  • Fill troops (to use all the housing space in your Association Castle available)

Here are the footing rules you should always keep in mind when requesting troops:

NEVER but have one single kind of troops in your Clan Castle! This will make it a lot easier to take them out, especially when the assailant is prepared.

Prevent having many low-hitpoint troops like Archers, Minions etc. – nearly attackers carry a Poison Spell and wipe them out hands. They are a great support and fill troop, but no more.

It'southward non all about the harm! Golems & Lava Hounds deal no damage but keep a Queen busy or deal boosted harm when getting destroyed.

Mix air & footing to make information technology harder for the attacker to deal with your defending troops 🙂

All-time Troops To Cull

Now I desire to testify yous the useful troops that you can use for the 3 categories I showed above.

Base Troop

Good base troops are

  • Golem
  • Lava Hound
  • Dragon
  • Electric Dragon!

because they are not actually affected by a Poison Spell and the Pups confuse the Queen during a Queen Charge and the Golem deals the aforementioned impairment as a Giant Bomb when it gets destroyed. Fourth dimension is always a big enemy of your assaulter and they will continue his troops busy for some time 🙂

I don't recommend using Giants (they volition endure more impairment from a Poison Spell & whatsoever splash damage) or PEKKA (the hitting speed is so slow, she gets killed before dealing damage 3 times)

Electro Dragons are a great defending troop, as it tin can charge its strong lightning attack until attacking troops volition target information technology – and the damage can take away a lot of hitpoints, fifty-fifty from a maxed Hero! Even after dying, the death lightning will deal great damage to the attacking troops 🙂

Variety Troop

The best options here are troops that bargain ranged damage. I adopt

  • Witches (considering the Skeletons go along attacking troops decorated)
  • Bowlers as they as well can hit troops behind tanks

You can have multiple of them in your CC with great results.

Hither are troops that you should only take one single of within your CC:

  • Baby Dragon with the splash damage and raged when no other air troop is in the CC
  • Valkyrie because when she hits information technology deals amazing damage
  • Balloon (then slow and predictable that a grouping of them ever goes downwardly in Poison Spell)
  • Wizard

Miners or Squealer Passenger are no good choice in your Association Castle from my experience.

Filling Troops

At present you probably have some housing space left that you should fill up, I recommend using:

  • Minions (if you do Non accept a Baby Dragon to not remove the raged bonus)
  • Archers

Barbarians are too ho-hum and die off too fast and Goblins are then fast they volition reach the target commencement and become killed without dealing any damage at all.

Wrapping it up

You encounter in that location are dissimilar combinations to utilise and mixing them up volition actually aid you. You will relieve yourself some Stars and make your attacker use more troops than originally planned.

Source: https://www.allclash.com/best-clan-war-defending-troops/

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