Post by rattysl on Jul 17, 2013 14:06:38 GMT -6
This was originally posted by Trevor, Co-Leader with me, over on our forums. Thought I'd bring it over here for others to see, as he doesn't know about this forum yet. All thanks should be directed towards him.
Barbarians
The most basic melee troop, it attacks the closest structure and does not have any particular favourite target.
Archers
The bread and butter of most clashers, archers are the most popular troop in every type of army composition. They are just like Barbarians, but ranged instead and move faster.
Goblins
The most important troop for farmers, these guys always attack the closest collector/storage and only when there's no more resources to be taken do they begin attacking other structures. Since they move very quickly, spring traps sometimes fail and mortar hits sometimes miss.
Giants
The legitimate tanks. They do not deal a significant amount of damage themselves, but in a group of 10-15 they can take on many defensive structures before dying. Speaking of which, their favourite targets are defensive structures.
Wall Breakers
A very important component in most, if not all armies. They do massive damage to walls (40x) and allows for your other troops to penetrate the base quickly.
Balloons
Pretty much a very watered down version of Dragons and the first flying unit introduced, making them only able to be hit by Air Defenses, Archer Towers, Wizard Towers and CC troops.
Wizards
A unit that deals almost as much damage as Dragons. Wizards are very weak HP wise, but deal splash damage also.
Healers
The only unit that can actually HEAL other units. They work amazingly well with a horde of giants. They are a flying unit, but are still vulnerable to Air Defenses and Archer Towers.
Dragons
The most popular unit in the game, Dragons are an all time favourite. Used primarily in high trophy level raids.
P.E.K.K.A
The ultimate elixir troop, deals the most damage and has the most HP. It is a ground melee unit and is weakest to Hidden Teslas and Inferno Towers.
-x-
This is just a basic analysis of each elixir troop, and I do know that some advantages and disadvantages are the same for different troops. I will go into specific Army Camp compositions in another post.
Woops, forgot to put borders on most of the tables...hopefully it's still readable.
Barbarians
The most basic melee troop, it attacks the closest structure and does not have any particular favourite target.
Advantages | Disadvantages |
Cheap, and are often used as an alternative to giants as a tank | Quite weak individually |
Low housing space | Very ineffective individually |
Does not require any upgrading to unlock | Attacks closest structure |
Archers
The bread and butter of most clashers, archers are the most popular troop in every type of army composition. They are just like Barbarians, but ranged instead and move faster.
Advantages | Disadvantages |
Cheap | Weak individually |
Low housing space | Attacks closest structure |
Easy to unlock in the Barracks | |
Good DPS in a group | |
Able to shoot over walls | |
Able to pick off structures that are positioned outside of the enemies defense range | |
Can target flying units |
Goblins
The most important troop for farmers, these guys always attack the closest collector/storage and only when there's no more resources to be taken do they begin attacking other structures. Since they move very quickly, spring traps sometimes fail and mortar hits sometimes miss.
Advantages | Disadvantages |
Goes for resources first | Doesn't help when trophy hunting |
High movement speed | |
Deal 2x damage to resources | |
Can usually take two Mortar hits | |
Cheap | |
Low housing space |
Giants
The legitimate tanks. They do not deal a significant amount of damage themselves, but in a group of 10-15 they can take on many defensive structures before dying. Speaking of which, their favourite targets are defensive structures.
Advantages | Disadvantages |
Can tank a lot of damage | Slow movement speed |
Attacks defensive structures first | Easily picked off by Archer Towers and Cannons |
Large housing space | |
Expensive to train |
Wall Breakers
A very important component in most, if not all armies. They do massive damage to walls (40x) and allows for your other troops to penetrate the base quickly.
Advantages | Disadvantages |
Break through walls with ease | Expensive to train |
Balloons
Pretty much a very watered down version of Dragons and the first flying unit introduced, making them only able to be hit by Air Defenses, Archer Towers, Wizard Towers and CC troops.
Advantages | Disadvantages |
Flying unit | Slow attack speed |
Splash damage | Expensive to train |
Decent amount of HP | Long training time |
Ineffective individually | |
Large housing space |
Wizards
A unit that deals almost as much damage as Dragons. Wizards are very weak HP wise, but deal splash damage also.
Advantages | Disadvantages |
Massive damage | Low HP |
Splash damage | Long training time |
Can target flying units | Expensive to train |
Ranged attack | Large housing space |
Healers
The only unit that can actually HEAL other units. They work amazingly well with a horde of giants. They are a flying unit, but are still vulnerable to Air Defenses and Archer Towers.
Advantages | Disadvantages |
Able to heal ground troops | Long training time |
Flying unit | Very expensive to train |
Splash heal | Large housing space |
Higher HP than Giants |
Dragons
The most popular unit in the game, Dragons are an all time favourite. Used primarily in high trophy level raids.
Advantages | Disadvantages |
Flying unit | Slow movement speed |
Splash damage | Attacks closest structure |
Massive damage | Very expensive to train |
Very high HP | Very long training time |
Ranged attack | Very large housing space |
P.E.K.K.A
The ultimate elixir troop, deals the most damage and has the most HP. It is a ground melee unit and is weakest to Hidden Teslas and Inferno Towers.
Advantages | Disadvantages |
Massive damage | Slow movement speed |
Very high HP | Attacks closest structure |
Very expensive to train | |
Very large housing space | |
Very long training time |
-x-
This is just a basic analysis of each elixir troop, and I do know that some advantages and disadvantages are the same for different troops. I will go into specific Army Camp compositions in another post.
Woops, forgot to put borders on most of the tables...hopefully it's still readable.