Clash of Clan Planner
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Transcript of Clash of Clan Planner
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1 BU2
3
4
5EP GM6
EP GM7 W
8 W W W W W
9 W W W W W W
AT AT10GM
W
CNN
W
11 W T
12 W W W W W W
13 W W W W W
MTR GS14
AB
W
ES15 B W
16 B W
TH17 B W
GS18 B W
19 W
20TC
W W W W W
CC AIR21 W
CNN
W
22 W W
23 W W W W W W W W
24TC
W W W W W
25
AB26
LAB27
28
29
30
31
32
33
34
35SP36
37
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 TYPE
BU BUIL
BUIL
BUIL
BUIL
GMBUIL
BUILW
EP GMBUIL
W W W BUIL
AT
W BUILW W W W W
EPBUIL
T W BUILW W W
CNN
W BUIL
GS
W W
GMWALL
W W BUILW W W W W BUIL
ES
W BUILW
AB
BUILW BUIL
WT
W DECW BUILW HAZ
W W W W W HAZW
AT
W
EPHAZ
W W
W W
W W W W W
TC
BU
Giants will aim for the turret sections, which also protect inner section from Wall breakers. Mortar is near the centre and well protected from the north. WT is covering east and south, bombs arranged to help protect the west side. Expect attacks from east, west and south.
description key no. W L
town hall TH 1 4 4mortar MTR 1 3 3cannon CNN 3 3 3archer tower AT 3 3 3wizard tower WT 1 3 3air defense AIR 1 3 3Hidden Tesla HT 0 3 1X-bow XB 0 3 3army camp AB 3 5 5barracks TC 3 3 3Laboratory LAB 1 4 4Spell factory SP 1 3 3wall W 100 1 1gold mine GM 5 3 3gold storage GS 2 3 3elixir pumps EP 5 3 3elixir storage ES 2 3 3builders BU 3 2 2Decorations DC 0 2 2clan castle CC 1 3 3Giant Bomb GB 0 2 1BOMB B 4 1 1Spring trap T 2 1 1
TOTAL
AVAIL.
Giants will aim for the turret sections, which also protect inner section from Wall breakers. Mortar is near the centre and well protected from the north. WT is covering east and south, bombs arranged to help protect the west side. Expect attacks from east, west and south.
SPACES USED?Town Hall Level 516 Y
9 Y
27 Y
27 Y
9 Y
9 Y
0 Y
0 Y
75 Y
27 Y
16 Y
9 Y
100 Y 10045 Y
18 Y
45 Y
18 Y
12 Y
0 Y
9 Y
0 Y
4 Y
2 Y
477
1369
Giants will aim for the turret sections, which also protect inner section from Wall breakers. Mortar is near the centre and well protected from the north. WT is covering east and south, bombs arranged to help protect the west side. Expect attacks from east,
MTR
WT
MTR
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1
AB2
3
4TC5
6TC
W
7 W W W W W W W
8GM
W
AIR CC9 W
10GM
W
11 W W W W W W W W W W W
12 B W
WT
W
GS ES13 B W W
14GM
W W
15 W W W T W W W
TH16 W
AT
W
MTR MTR17 W W W
18EP
W W
19 W W W T W W W
ES GS20 W
AT
W
21EP
W W
22 W W W W W W W W
23 W W W W W
CNN CNN24EP
W
25
LAB
W
26 W W W W W W W
27 WGB
28
29
AB AB30
31
32
33
34
35
36 BU37
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 TYPE
BU BUIL
BUIL
BUIL
TCBUIL
BUILW BUILW BUILW
GM GMBUIL
W BUILW BUILW W W W W BUILW
WT
W
GMBUIL
W W B WALLW W B BUILW W W T W W W W BUIL
MTR
W
AT
W
EPBUIL
W W BUILW W BUIL
W W W T W W W W DECW
CNN
W
EPBUIL
W W HAZW W HAZW W W W W HAZW
EPW
SPW
W
AB
BU
Good anti Giant defence, and also effective against mass barb/archer, as mortars will be last defence standing while barbs/archers stand still hacking at the walls. Staggered walls are also an anti WB tactic, as are the struts - with upgraded walls it should take at least 6-8 WBs to break through to inner section.
description key no. W L
town hall TH 1 4 4mortar MTR 2 3 3cannon CNN 3 3 3archer tower AT 3 3 3wizard tower WT 2 3 3air defense AIR 1 3 3Hidden Tesla HT 0 3 1X-bow XB 0 3 3army camp AB 3 5 5barracks TC 3 3 3Laboratory LAB 1 4 4Spell factory SP 1 3 3wall W 125 1 1gold mine GM 6 3 3gold storage GS 2 3 3elixir pumps EP 6 3 3elixir storage ES 2 3 3builders BU 3 2 2Decorations DC 0 2 2clan castle CC 1 3 3Giant Bomb GB 1 2 1BOMB B 4 1 1Spring trap T 4 1 1
TOTAL
AVAIL.
Good anti Giant defence, and also effective against mass barb/archer, as mortars will be last defence standing while barbs/archers stand still hacking at the walls. Staggered walls are also an anti WB tactic, as are the struts - with upgraded walls it should take at least 6-8 WBs to break through to inner section.
SPACES USED?Town Hall Level 616 Y
18 Y
27 Y
27 Y
18 Y
9 Y
0 Y
0 Y
75 Y
27 Y
16 Y
9 Y
125 Y 12554 Y
18 Y
54 Y
18 Y
12 Y
0 Y
9 Y
2 Y
4 Y
4 Y
542
1369
Good anti Giant defence, and also effective against mass barb/archer, as mortars will be last defence standing while barbs/archers stand still hacking at the walls. Staggered walls are also an anti WB tactic, as are the struts - with upgraded walls it should take at least 6-8 WBs to break through to inner section.
MTR
WT
MTR
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1TC
BU2 W
3 W W W W W W
4TC
W W W W W W W W W
5 W
EP EP GM6 W W
7 W
EP8 W
AT AT AT9TC
W
10 B W W
11 B W
AIR
W W W W W W W W W
12 B W W
GS MTR ES13 W W W W
14 WGB
W W W
15 W W
GS MTR MTR ES16TC
W W
17 WHT
W
18 W W W W W W W W W W W W
19 W W W T
WTTH
WT20 W
EP21
AB
W
22 W
AT CNN23 W
EP CNN24 W W
25 W
CNN CNN26 W
EP CC27 W
28 W W T T
29 W W
30SP
W W W W W W W W W W W W
31 W W W
32
AB AB33
34
35
36
37
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 TYPE
BU BUIL
BUILW BUIL
W W W W W BUIL
GM
W W BUILW BUIL
GM
W BUIL
AT
W BUILW BUILW W W BUIL
W W
AIR
W B BUIL
ES
W W BBU BUIL
W W B WALLW W T W BUIL
ES
W W W BUILW W
GMBUIL
WGB
W BUILW W W W BUIL
WT GM
W W W DECW BUILW HAZ
CNN GM
W
AB
HAZW HAZW
GM
W W W
W
W
W W W
LABW
W W W
W
AB
Successful for a while until lightning spell came out - the 3 mortars are too close together and can be taken out with 2 lightning spells. Also the TH is not as protected as I would like. The bonus of having the morts close together was 3 mortar blasts pounding Giants, barbs and archers to smithereens. All the anti air surround the mortars, protecting from balloon attack. Lastly most defence structures are out of reach of archers - mass archer attack fail here.
description key no. W L
town hall TH 1 4 4mortar MTR 3 3 3cannon CNN 4 3 3archer tower AT 4 3 3wizard tower WT 2 3 3air defense AIR 2 3 3Hidden Tesla HT 1 3 1X-bow XB 0 3 3army camp AB 4 5 5barracks TC 4 3 3Laboratory LAB 1 4 4Spell factory SP 1 3 3wall W 150 1 1gold mine GM 6 3 3gold storage GS 2 3 3elixir pumps EP 6 3 3elixir storage ES 2 3 3builders BU 3 2 2Decorations DC 17 2 2clan castle CC 1 3 3Giant Bomb GB 2 2 1BOMB B 6 1 1Spring trap T 4 1 1
TOTAL
AVAIL.
Successful for a while until lightning spell came out - the 3 mortars are too close together and can be taken out with 2 lightning spells. Also the TH is not as protected as I would like. The bonus of having the morts close together was 3 mortar blasts pounding Giants, barbs and archers to smithereens. All the anti air surround the mortars, protecting from balloon attack. Lastly most defence structures are out of reach of archers - mass archer attack fail here.
SPACES USED?Town Hall Level 716 Y
27 Y
36 Y
36 Y
18 Y
18 Y
3 Y
0 Y
100 Y
36 Y
16 Y
9 Y
150 Y 15054 Y
18 Y
54 Y
18 Y
12 Y
689 Y
4 Y
6 Y
4 Y
712
1369
Successful for a while until lightning spell came out - the 3 mortars are too close together and can be taken out with 2 lightning spells. Also the TH is not as protected as I would like. The bonus of having the morts close together was 3 mortar blasts pounding Giants, barbs and archers to smithereens. All the anti air surround the mortars, protecting from balloon attack. Lastly most defence structures are out of reach of archers - mass
MTR
WT
MTR
WT
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1
2
LAB3
4TC5
6 DC7 W
8 BUW W W W W
9 W W W
GM
W W W W
10 W
11 DCW W W
12 W W
EP AT
W W W W
13 W W
WT14TC
W W W
15 W
GM CNN
W W W W
16 W W
GS MTR17 W W
18 W W W
AT
W W
19
AB
W
EP
W
MTR ES GS20 W W
21 W
AIR
W
22 W W W
ESTH23 W W W
24 W
GM AT
W
25 W W W W W
26TC
W
CNN
W W W W
27 W
GM
B
CNN28 W W B
29 W
EP
B
30 DCW W
EP31 W W W W
32 DCW W W W W W
33 DC DC
AB
W W W W
34 WBU
35 DC DC36
37
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 TYPE
BUIL
BUIL
BUIL
TCBUIL
BUIL
BUIL
BUIL
AB
DC DC BUILW W BUILW
DC DC BUILW BUILW
GB BUILW
HT
AB
WALLW W W W BUIL
T W W BUIL
CC
T WGB BUIL
T W BUILT W W W BUIL
GS WT
W W W W WBU DEC
W
EP
W BUILW W HAZ
THMTR
W W W W W
TCHAZ
W
AT GM
W HAZW W
W W W W W
W W
CNN EP
W W W
B
AIR
W
B WDC DC
B
GM
W
EP
W WDC DC
W
W W W W W W W W W
W W
WDC
SP
The Trap! 100% successful defends when they attack from the top right. Giants get sucked into a hot zone by the HT, and then WTs and MTRS crush everything. Anti WB struts surround the base making it hard to enter the central area. Note that most Defence structures are out of reach of archers. Giants work their way around the outer section until they are destroyed. Sucessfull attacks came from top left or bottom right where Giants and some Barbs would enter first. Once they had moved round, archers were then sent in to attack the middle section. Still, rarely was I 3 starred with this layout.
description key no. W L
town hall TH 1 4 4mortar MTR 3 3 3cannon CNN 4 3 3archer tower AT 4 3 3wizard tower WT 2 3 3air defense AIR 2 3 3Hidden Tesla HT 1 3 1X-bow XB 0 3 3army camp AB 4 5 5barracks TC 4 3 3Laboratory LAB 1 4 4Spell factory SP 1 3 3wall W 150 1 1gold mine GM 6 3 3gold storage GS 2 3 3elixir pumps EP 6 3 3elixir storage ES 2 3 3builders BU 3 2 2Decorations DC 17 2 2clan castle CC 1 3 3Giant Bomb GB 2 2 1BOMB B 6 1 1Spring trap T 4 1 1
TOTAL
AVAIL.
The Trap! 100% successful defends when they attack from the top right. Giants get sucked into a hot zone by the HT, and then WTs and MTRS crush everything. Anti WB struts surround the base making it hard to enter the central area. Note that most Defence structures are out of reach of archers. Giants work their way around the outer section until they are destroyed. Sucessfull attacks came from top left or bottom right where Giants and some Barbs would enter first. Once they had moved round, archers were then sent in to attack the middle section. Still, rarely was I 3 starred with this layout.
SPACES USED?Town Hall Level 716 Y
27 Y
36 Y
36 Y
18 Y
18 Y
3 Y
0 Y
100 Y
36 Y
16 Y
9 Y
150 Y 15054 Y
18 Y
54 Y
18 Y
12 Y
68 Y
9 Y
4 Y
6 Y
4 Y
712
1369
The Trap! 100% successful defends when they attack from the top right. Giants get sucked into a hot zone by the HT, and then WTs and MTRS crush everything. Anti WB struts surround the base making it hard to enter the central area. Note that most Defence structures are out of reach of archers. Giants work their way around the outer section until they are destroyed. Sucessfull attacks came from top left or bottom right where Giants and some Barbs would enter first. Once they had moved round, archers were then sent in to attack the middle section. Still, rarely was I 3 starred with this
WT
MTR
MTR
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1GM SP2
3
4 W W
5 DCW W W W W
6 DC DCW W
GM
W
7 W W W
EP8 W W W W W W
9 W W W W W W W
TC TC AT10 W
AB
W B
11 W W
12 W W
AT CNN
W W W W W
13 W W W
ES
W
14 W W W
MTR15 W W W W T W W W W W
16 W
AB
W W
MTR GS17 BUW W W T W
TH18 W WHT
W
19 W W W
AIR ES20 W W W T W
21 W W W W
MTR22 W
AB
W W T W W W W W
GS23 W W
AT CNN
W
24 W W W W
25 W W W W W W W
26 W W
TC TC AT27 W W W W W W W B
28 W
29 DC DCW W W W W W
EP30 W W W
31 W W W
32
LAB
W W W W W
33 W W
34EP35
36
37
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 TYPE
BUIL
BUIL
DC DC BUIL
BUILW W
DC BUILW W W W W W W W W
DC BUIL
EP GM EP
W BUILW W W
DC BUILW BUIL
AIR CNN EP
WDC BUIL
W BUILW W BUIL
W W W W W W W W W W W W WALL
MTR WT GS
WBU BUIL
W BUILW
HT
AB
BUIL
THWT CC
W BUILW W BUILW
HT DEC
WT ES
W BUIL
MTR
WBU HAZ
W HAZW W W W W W W W W W HAZ
W W W
CNN GM
W
AT
WDC
W
EP
WDC
GM
W W W
WDC
W W W W W WDC
W W W W W
WDC
DC
GM
The Pincer - designed to tempt attackers to attack from the right, where 2 HT's will suck giants into a hotzone - Clan castle, 3WTs and 2 MTRs will have time to pulverise them. The third HT is designed to pull Giants into a narrow alley with springtraps. Lightning spells could be used to take out the 3 WTs, but would take at leat 3 to pull this off 100%. All defences are out of archer reach (except 2 HTs), only 10 structures left outside the walls.
description key no. W L
town hall TH 1 4 4mortar MTR 3 3 3cannon CNN 4 3 3archer tower AT 5 3 3wizard tower WT 3 3 3air defense AIR 2 3 3Hidden Tesla HT 3 3 1X-bow XB 0 3 3army camp AB 4 5 5barracks TC 4 3 3Laboratory LAB 1 4 4Spell factory SP 1 3 3wall W 200 1 1gold mine GM 6 3 3gold storage GS 3 3 3elixir pumps EP 6 3 3elixir storage ES 3 3 3builders BU 3 2 2Decorations DC 17 2 2clan castle CC 1 3 3Giant Bomb GB 3 2 1BOMB B 6 1 1Spring trap T 4 1 1
TOTAL
AVAIL.
The Pincer - designed to tempt attackers to attack from the right, where 2 HT's will suck giants into a hotzone - Clan castle, 3WTs and 2 MTRs will have time to pulverise them. The third HT is designed to pull Giants into a narrow alley with springtraps. Lightning spells could be used to take out the 3 WTs, but would take at leat 3 to pull this off 100%. All defences are out of archer reach (except 2 HTs), only 10 structures left outside the walls.
SPACES USED?Town Hall Level 816 Y
27 Y
36 Y
45 Y
27 Y
18 Y
9 Y
0 Y
100 Y
36 Y
16 Y
9 Y
200 Y 20054 Y
27 Y
54 Y
27 Y
12 Y
68 Y
9 Y
664 Y
806
1369
The Pincer - designed to tempt attackers to attack from the right, where 2 HT's will suck giants into a hotzone - Clan castle, 3WTs and 2 MTRs will have time to pulverise them. The third HT is designed to pull Giants into a narrow alley with springtraps. Lightning spells could be used to take out the 3 WTs, but would take at leat 3 to pull this off 100%. All defences are out of archer reach (except 2 HTs), only 10 structures left outside the walls.
MTR
WT
MTR
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
1
2
3
4 DEC DEC5
AB6 W W
7 W W W W W W W W W W
8 W
TC EP TC9 W
10 W
11 DECW W W W W W W W W W
12 W W W W W
GM AT MTR13 W
SP
W
14 W W W W
15 W W W W W W W W W W W
16
DEC
W B B
CNN
W
THGS17 W
EP
W
18 W W
19 WGB
W
ES20 W W W B B W W
MTR21 W
GM AT
W
22 W W
GS23 BUW W
WT24 W
EP CNN
W
25 W W W W W
26 W W W W W W
AT27 W W W B B T
AT CNN28 W
GM29 W W
GM30 BUW
GBEP
GB31 W
32 W W W W W W W
33 W W W W W W W
34 W WDEC
35 BU DEC36
37
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 TYPE
BUIL
BUIL
BUIL
DEC BUIL
BUIL
BUILW W W W W
DEC
BUIL
GM
W
AB
BUILW BUILW BUIL
W W W W BUIL
WT
W
AB
BUILW
HTT
HT WALLW T BUIL
W W W W W W WHT BUIL
AIR CC
W W BUILW W W W W W W W W BUILW
WT
W
TC
WDEC BUIL
ES AIR
W W W DECW W W BUILW
MTR
W
EP
W W HAZ
GS ES
W W W HAZW W W
DEC HAZW
AT
W
TC
W
W W W W W W W W W
AT CNN
W W W W
T W
EP
W
GM
W
W W WDEC
GMLAB
W W W
W W W W W W W W W
W
W W W
W W W W W W
AB
W
DEC
The Return of the Trap - based upon layout 7b, attackers from the top right would most have hell unleashed upon them, with 3 HTs, 2 MTRs and 2 WTs. There are 2 flanks of MTR, WT AT combinations that are well protected, the Air defence are also well inside the base. Only HTs are within range of archers. Expect attacks from the bottom left or top right. Only 10 building outside the walls.
description key no. W L
town hall TH 1 4 4mortar MTR 3 3 3cannon CNN 4 3 3archer tower AT 5 3 3wizard tower WT 3 3 3air defense AIR 2 3 3Hidden Tesla HT 3 3 1X-bow XB 0 3 3army camp AB 4 5 5barracks TC 4 3 3Laboratory LAB 1 4 4Spell factory SP 1 3 3wall W 200 1 1gold mine GM 6 3 3gold storage GS 3 3 3elixir pumps EP 6 3 3elixir storage ES 3 3 3builders BU 3 2 2Decorations DC 17 2 2clan castle CC 1 3 3Giant Bomb GB 3 2 1BOMB B 6 1 1Spring trap T 4 1 1
TOTAL
AVAIL.
The Return of the Trap - based upon layout 7b, attackers from the top right would most have hell unleashed upon them, with 3 HTs, 2 MTRs and 2 WTs. There are 2 flanks of MTR, WT AT combinations that are well protected, the Air defence are also well inside the base. Only HTs are within range of archers. Expect attacks from the bottom left or top right. Only 10 building outside the walls.
SPACES USED?Town Hall Level 816 Y
27 Y
36 Y
45 Y
27 Y
18 Y
9 Y
0 Y
100 Y
36 Y
16 Y
9 Y
200 Y 20054 Y
27 Y
54 Y
27 Y
12 Y
689 Y
6 Y
6 Y
4 Y
806
1369
The Return of the Trap - based upon layout 7b, attackers from the top right would most have hell unleashed upon them, with 3 HTs, 2 MTRs and 2 WTs. There are 2 flanks of MTR, WT AT combinations that are well protected, the Air defence are also well inside the base. Only HTs are within range of archers. Expect attacks from the bottom left or top right. Only 10 building
MTR
WT
MTR
WT