International Clan * Active Adults * Clan Games * War Leagues * Max Troops
Leadership
Queen VonRewl - Level 202
Baron Wasteland - Level 192
SofaKingAwesome - Level 187
Drumplestiltski - Level 154
The Beast - Level 139
Elder & Co-Leader
Elder is given out regularly to members who remain in the clan for at least 3 weeks, donate at least 300 spaces worth of troops, and are consistently active. Co-leader is rarely given, but players who remain in the clan for at least 3 months, donate 2,000+ troops per season, and display leadership abilities will be considered.
Donating
Donate what is requested, and try to keep donation ratios reasonable - around 1 donation for every 3 troops requested, at a minimum. Donating the wrong troops and requesting a lot without donating will get you a warning, and may get you kicked out if it keeps happening.
Requesting
If you want your request filled as quickly as possible, give people options. Higher level players in our clan usually keep PEKKA, wizards, bowlers, giants and golems ready to donate. Here are some frequent requests:
Ground: Any ground troop EXCEPT goblins or wallbreakers. PEKKA, valkyries, miners, bowlers, witches, or a combination of giants and wizards are generally preferred.
Defense: Dragons, balloons and witches make the best defense troops. Lava hounds, golems, minions, archers and wizards and valkyries (when in combination with other troops) are good too. Also use these for filling war castles.
For War: When requesting for war, be specific and use "for war" or "high level/max troops" as part of your request so other players know to let players with high level troops fill your castle. If you are not requesting for war, you should not be too particular about the troop level.
Clan Wars
Clan war search 2x per week - Thursday & Saturday ~10pm EST. Use both attacks. Lower level players try to attack early. Pick reasonable opponents you have a chance to 3 star. Always make sure you have a full army with heroes and Clan Castle troops before each battle. If you miss attacks, you may be left out of wars. If you don't know what base to attack or what army to use, or if you are not in war but would like to be, ask.
Have Fun & Clash On
If you aren't the greatest attacker, don't worry. We all screw up sometimes, and mastering different strategies takes time. We are more interested in having players who are active donators and clan games participants, and who are willing to learn and take advice to get better at war attacks.
There are plenty of videos on YouTube that can help you master the best strategies for each town hall level. And there is advice in this blog, or you can ask for help in clan chat.
Here is a quick reference of strategies we recommend:
Town Hall 7
Dragons: All dragons spread out along one side of the base. Drop 1 dragon at each end first, wait a couple seconds, spread the rest in between. If you have level 5 lightning, 2 lightning spells can be used to take out the further air defense before the attack. Otherwise use 3 rage. Advanced players may also substitute 4-12 hogs or balloons for 1-3 dragons to strategically target air defenses more quickly.
Hogs: The key to this attack is to lure and kill the enemy clan castle and barbarian king if possible before releasing your hogs. Try 30 hogs, 8 wizards, 18 archers, 3 heal spell. Try to save 2 wizards and a few archers for cleanup at the end. Release hogs in groups of 7-8 along one side, targeting 4 separate defenses to start. Use heal spells on hogs as a giant bomb appears, or around wizard towers.
Town Hall 8
The dragon and hog strategies above are good strategies for Town Hall 8 as well. Other strategies include:
Golem/Wizard/Pekka: 1golem/3pekka or 2golem/2pekka + 12-16 wizard, 6-8 wallbreaker, 10-16 archer, 2 rage, 1 heal, pekka in clan castle. Drop 2 golems spread about 12 spaces apart along one side, or 1 golem in the middle and 1 pekka on either side. Then drop a row of wizards behind. Concentrate more wizards where the enemy clan castle comes out, and use poison. Use wallbreakers to create 1-2 openings in the base. Use heal to keep wizards alive and rage to speed up Pekkas through the middle.
Golem/Wizard/Valkyrie: The keys to this attack are 1) make sure and dragons or balloons from the enemy clan castle are dead before releasing your main valkyrie force and 2) clear outside buildings on the side you are attacking to create a funnel so valkyries go toward the middle of the base. If luring the clan castle, you may opt for a 1 golem attack. Otherwise, 2 golem, 12 wizard, 9 valkyrie + 3 valkyrie in your clan castle, 8 archer and 6 wallbreaker. This will make it easier to create a funnel. Use 2 heal at minimum with 1 jump or rage, or 3 heal (valkyries prefer heal, they are so fast that they don't stay inside a rage spell very long). Poison is helpful for enemy clan castle, and quake will make it easier to get through walls on the back side of the base.
If You Have Trouble Funneling: The biggest key to many ground attacks is getting your troops to go into the middle of the base instead of around the outside. A single archer can often pick off outer buildings at the corners while staying outside the range of defense. 2 golems spread about 12 spaces apart or a row of 8+ giants can distract defenses long enough for a row of wizards to get rid of outside buildings. Groups of 2-3 wallbreakers can help get through the first 1-2 layers of wall, but you have to avoid wizard towers and mortars.
If you are having trouble mastering wallbreakers or funneling troops, a jump spell or 4 earthquake are an easy way to help direct your troops toward the middle. Too many players underestimate the value of using jump or earthquake, but giving up a rage or heal can often be worth it to make sure your troops go toward the center of the base, or to help troops get through the back side of the base on bases with higher level walls.
If You Have Trouble Funneling: The biggest key to many ground attacks is getting your troops to go into the middle of the base instead of around the outside. A single archer can often pick off outer buildings at the corners while staying outside the range of defense. 2 golems spread about 12 spaces apart or a row of 8+ giants can distract defenses long enough for a row of wizards to get rid of outside buildings. Groups of 2-3 wallbreakers can help get through the first 1-2 layers of wall, but you have to avoid wizard towers and mortars.
If you are having trouble mastering wallbreakers or funneling troops, a jump spell or 4 earthquake are an easy way to help direct your troops toward the middle. Too many players underestimate the value of using jump or earthquake, but giving up a rage or heal can often be worth it to make sure your troops go toward the center of the base, or to help troops get through the back side of the base on bases with higher level walls.
Town Hall 9
Town Hall 8 strategies can work at Town Hall 9. More to come soon.