Clash of Clans

Clash of Clans Tactics: Attack Tactics

April Updates

New Trophy Leagues

Clash of Clans

Clash of Clans Tactics: About us

Clash of Clans: May Updates

New Town Hall level 10

Clash of Clans

Clash of Clans Tactics: Defense Tactics

Clash of Clans: June Updates

New Freeze Spell

Clash of Clans: Two Years of Clash!

Happy Anniversary, Chief!

Clash of Clans: December Updates

Clash of Clans Tactics: Winter is Here!



Balancing Blog Series: May 2016 Update

Balancing Blog Series: May 2016 Update

We have a small balancing update going out that is all about time! Full armies will be ready much faster, the Bowler gets a minor buff, and matchmaking search timeouts have been increased for top players.

  • 2x faster brewing for all Spells
  • 2x faster training for Dragon, Witch and Wall Breaker
  • 3x faster training for Golem, Lava Hound and P.E.K.K.A
  • Hugely reduced Hero regeneration times
  • Faster training also for Balloon, Wizard, Healer, Valkyrie and Bowler
We're looking to get players battling with full and well-balanced armies much more often than before. Waiting several hours for heavy armies will be a thing of the past. Army building boosts still provide a 4x speed boost atop this - blazing fast!

Gameplay balance: Bowler starts attacking much faster when reaching a target

The Bowler landed a bit softer than he would have liked. While we continue to watch how strategies evolve with this new troop, a faster first-attack speed (similar to the recent Valkyrie buff) will make sure Bowlers don't lag behind the rest of the army.

Maximum timeout searching for opponents raised from 5 to 30 minutes

This change mainly affects players at very high Trophy counts who are familiar with waiting in the clouds for targets. Previously, the game would ask you to tap a “Retry” button after a 5-minute matchmaking timeout. Now that tap is only required every 30 minutes to keep on searching.

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Builder's Hut

In Clash of Clans, Builder’s Hut is one of the key support buildings in the game. Actually without Builder’s Hut, player cannot construct, upgrade and make any progress of the base. There is one builder inside each of Builder’s Hut. In order to construct, upgrade any buildings, walls or remove obstacles, you need to have available builder for the task.
Clash of Clans Buildings
Amazing that these small 2x2 buildings can create your whole village!
The unique element of Builder’s Hut is that you cannot build it. Instead, you purchase it by using Gems, thus makes Builder’s Hut the only building in the game that need pure Gems to obtain. Because of the nature of Clash of Clans which required long time to construct and upgrade each building, getting additional Builder’s Hut is the most worthwhile spending of Gems.


Builder's Hut

Gems

1st Builder's Hut

Free (Tutorial)

2nd Builder's Hut

250 Gems (Tutorial)

3rd Builder's Hut

500 Gems

4th Builder's Hut

1,000 Gems

5th Builder's Hut

2,000 Gems

As you can see, you get the 1st and 2nd Builder’s Hut during tutorial. In order to get 3rd, 4th and 5th Builder’s Hut, you need to use money to buy Gems or accumulate Gems from completing Achievements and removing obstacles. If you don’t want to spend money on Clash of Clans, or you want to prove yourself by playing as non-gemmer, try not to spend any Gems for quick upgrade and accumulate them for 3rd and 4th Builder’s Hut.

New players may be reluctant to spend money at first, but as you continue playing (and become addicted); you will realize that getting Builder’s Hut since the beginning is the best tactics for long term play. See below for more details.

Builder’s Hut and Gems Tactics
Clash of Clans Tactics

If you plan to spend money and can afford it, you should immediately buy Gems for more builders.
3rd builder provides you 50% more of your production rate (from 2 to 3 builders).
4th builder provides you 33% more of your production rate (from 3 to 4 builders).
5th builder provides you 25% more of your production rate (from 4 to 5 builders).

1) Not spend any money
You play around 3 – 4 weeks to get 3rd builder, and 3 more months to get 4th builder. 5th builder can be obtained within 10 months – 1.5 years (depends on how active you play).

2) Spend $4.99 for 500 Gems
You immediately get 3rd builder, play roughly 1.5 months to get 4th builder. 5th builder can be obtained within 8 – 10 months

3) Spend $9.99 for 1,200 Gems
You immediately get 3rd Builder, play only a week to get 4th Builder, and 6 – 8 months to get 5th builder.

4) Spend $19.99 for 2,500 Gems
You immediately get 3rd and 4th Builder, play 1.5 months to get 5th Builder.

In summary, if you plan to get all 5 builders and enjoy to play for a long period of time, just spend $19.99 or more. With little bit of patience and money savings, you can spend $9.99 or $9.99 + $4.99, which are still a good deal in the long run.

Builder Scheduling/Management Tactics
Aside from getting more builders to work for you, you can try to schedule and utilize them in effective ways.
  • Plan your upgrade, and try to raid for enough resource before builder is available. 
  • Do not let the worker sleep for long period of time, or keep one builder to upgrade wall, it’s not effective!
  • Schedule your upgrade to finish in different day/time, so that you don’t need to raid too much resource. Or if you raid too much gold, you can upgrade some wall in between and not be upset because of Gold Storage are full.
Builder Summary
With Mar 2016 Update, you can keep up with the progress of your upgrades by tapping he Builder icon! Easy and quick way to display Builder Summary.

Builder's Hut



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Bug Fixes & Optional Update 24 Mar

Maintenance 24 Mar - Update tweaks & fixes

  • Healer's heal rate on Heroes will revert to normal values (unintentionally set to 70%, will revert it to the usual 50%)
  • Fixes cases where Heroes are not triggering traps
  • War Matchmaking tweaks (clans that have been in matchmaking for an unusually long time)
  • Valkyries balancing: decreased HP for levels 2-4 (respectively: 825>800, 910>850 and 1000>900). Level 1 and 5 remain unchanged.
  • War replay discrepancies: fixed cases where the result of the attack (stars/damage) is different in live and replay
  • Fixed Win Streak value for certain clans that had it at zero incorrectly
  • Notifications on multidevices work again
Bug Fixes

Optional Update - Visual Improvements and Crash Fix

  • War base edit mode crash when pressing "cancel" is now fixed
  • Air Defense graphics have been tweaked: they're easier to spot now and to identify each level
  • War Events screen: old and new Stars are now more clear and easy to read
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Mar 2016 Update "The Bowler"

Mar 2016 Update
"The Bowler"
Version 8.212.1 // 21 Mar 2016

New Updates

New Content:

  • New unit Bowler at Town Hall 10
  • Inferno Tower level 4 at Town Hall 11
  • Mortar level 9 at Town Hall 11
  • Hog Rider level 6 at Town Hall 10
  • Valkyrie level 5 at Town Hall 10
  • Goblin level 7 at Town Hall 10

Town Hall 11

  • Grand Warden Life Aura and Eternal Tome range reduced slightly

Town Hall 10, 11

  • Inferno Tower Multi-mode acquires new targets faster
  • Town Hall 10 and 11 players are less likely to find each other in Multiplayer

Town Hall 9 and above

  • All Skeleton hitpoints reduced
  • Skeletons spawned from Witches no longer trigger traps
  • Goblin level 6 has been moved to Town Hall 9 (was TH10)
  • X-Bow levels 2-4 damage increased

Town Hall 8 and above

  • Valkyrie damage increased, hitpoints decreased
  • Valkyrie starts attacking much faster after reaching her target - give her a try!
  • Wizard Tower levels 5-9 hitpoints increased, greatly increased at later levels
  • Defending Troops (but not Heroes) flee from Poison Spells if they are standing idle

Town Hall 5 and above

  • All Dark Spells brewing time decreased to 10 minutes
  • All Elixir Spells brewing time decreased to 20 minutes

All levels:

  • Battle time limit reduced to be 3 minutes per attack once again
  • Revenge attacks award Star Bonus and League Bonus rewards
  • New building constructions can no longer be cancelled (upgrades can still be cancelled)

War:

  • Clan Wars matchmaking has been overhauled
  • War sizes 35v35 and 45v45 have been removed to boost other war sizes
  • New stat "War win streak" in Clan profile shows how many consecutive Clan War wins a Clan currently has
  • War Events menu has been redesigned to be much more readable
  • Number of remaining war attacks can be seen from the Clan War button when outside of the war map
  • All replays can be viewed directly from My Team/Enemy Team summaries in War Details
  • "Star button" has been replaced with a bigger "War Details" button on the bottom-right of the war map

Other:

  • Builder Summary: Tap the Builder icon to see all in-progress construction
  • Tap an entry in the builder summary to select it in the Village
  • When attacking, army selection bar shows left/right scroll arrows if an undeployed unit or spell is hidden off-screen
  • Tapping the Loot Cart shows how many resources are inside before collecting
  • Resource storages have more visual states to indicate more clearly how full or empty they are
  • Exploding traps indicate their area of effect more clearly in battle
  • Battles now end automatically if only a Poison Spell is remaining, and no longer end automatically if only an Earthquake Spell is remaining
  • More replays are stored in the Defense Log and Attack Log, and are available for longer
  • Army Overview shows time until training/brewing is complete, also accounting for active boosts
  • Player Profiles unlocked units area reorganized

Balancing Blog Series: March 2016 Update

Each update will now be accompanied by an in-depth explanation of the gameplay changes.
Full details here!

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ฺBalancing Blog Series: Mar 2016 Update

Balancing Blog Series: March 2016 Update
Welcome to the new Clash of Clans Balancing Blog! Going forward, each update will now be accompanied by an in-depth explanation of the gameplay changes. Supercell is planning to be a lot more active in terms of balancing troops, defenses and gameplay in 2016. Rather than only waiting for major updates, Supercell will be regularly addressing offense/defense balance, troop viability and more, with the goal of keeping attacks interesting, exciting and rewarding of player skill. Supercell especially look forward to improving the dev team's communication to players with this effort!

Here are some of the upcoming changes in more detail:

Town Hall 11 Changes

  • Grand Warden Life Aura and Eternal Tome range reduced slightly
  • The Grand Warden's massive ability range and unique AI have made him a unit where placement doesn't matter as much as it should. A slight reduction in his range should help make Clash’s newest Hero a bit more challenging to place and play effectively.

Town Hall 10+ Changes

  • Inferno Tower Multi-mode acquires new targets faster
  • The Inferno Tower Multi-mode re-targeting delay was initially added a long time ago due to overwhelming effectiveness against Witches. With the latest Witch level in armies and donations, however, a speed increase is needed to help bring the defense back in-balance with even larger hordes of Skeletons.
  • Town Hall 10 and 11 players are less likely to find each other in Multiplayer
  • Now that more players have progressed to Town Hall 11, we can make adjustments to matchmaking that will result in less TH11/10 matchups. Note that players in Champion league and above will not be affected.

Town Hall 9+ Changes

  • All Skeleton hitpoints reduced
Skeletons should be a fragile unit that overcome their inability to survive damage by sheer numbers. However their hitpoints were just a sliver too high, preventing Archer Towers from destroying them with a single arrow in some cases. The hitpoint decrease will make sure that Archer Towers stay effective against Skeleton hordes.

  • Skeletons spawned from Witches no longer trigger traps
One of the Clash of Clans development values is Depth. This means that it should take well-thought armies, strategic deployment and mastery of troop behavior to achieve the best results. If we find a single troop, single spell army with a single deployment strategy (Earthquake and mass-Witch) semi-reliably 3-starring maxed out defenses, something is out of balance. Sometimes simple HP and DPS tweaks can solve the issue, but sometimes something more is needed to bring units into balance in the right way, without making them obsolete.
This was the example with the Hog Rider before we introduced the 1.5x damage from Giant Bombs. Rather than simply making the unit too weak to be useful at all, this extra gameplay twist required Hog Rider enthusiasts to play with more skill to avoid traps and pull off a sweet 3-star Hog Rush. In a similar way, making Skeletons not trigger traps will leave mass-Witch armies vulnerable to an abrupt end via traps, unless the attacker carefully charts out potential hazards or uses a more diverse army to clear the way ahead.

  • Goblin level 6 has been moved to Town Hall 9 (was TH10)
We've been a bit stingy with the Goblin levels. Goblin-lovers represent!

  • X-Bow levels 2-4 damage increased
Once upon a time, the X-Bow was the most menacing defense in Clash. Now, with ultra-tanky Giants, Golems and Lava Hounds, X-Bows could use a bit of a boost to help stay relevant at later levels, especially as TH9 defense balance hinges upon them. The X-Bow previously rode just under Archer Tower DPS per TH level, but these changes put it slightly over.

Town Hall 8+ Changes

  • Valkyrie damage increased, hitpoints decreased
We're trying to win a place in people's armies with one of Clash of Clans' least used troops. A general DPS increase sweetens the prospect, but the big difference is below, and is balanced by the hitpoints decrease.

  • Valkyrie starts attacking much faster after reaching her target - give her a try!
Valkyrie is a unit that runs in deep and hits hard, positing herself dangerously, often recklessly, to maximize her spin-attack damage. However, her wind-up speed has been so long that often groups of Valkyries spend more time waiting to attack (and dying) than actually dealing damage. With this change, the Valkyrie will launch into her spin much faster once she reaches that prime position, making her a much snappier, more reactive and nimble troop.

  • Wizard Tower levels 5-9 hitpoints increased, greatly increased at later levels
Wizard Towers are a sturdy and reliable source of splash damage early on in Clash of Clans because of their huge HP to DPS ratio, but this rapidly falls off in the mid-to-late game, even as armies get bigger and stronger. By Town Halls 9 and 10, Wizard Towers collapse like a house of cards, despite looking like a huge mountain. A significantly higher hitpoint scaling will help keep Wizard Towers relevant on defense even into the later game, and bring them better in-line with the Cannon and Archer Tower hitpoint buffs we've already done in earlier updates.

  • Defending Troops (but not Heroes) flee from Poison Spells if they are standing idle
Poison Spells are geared towards giving your army an advantage in troop-versus-troop combat, mainly by reducing enemy attack speed and providing a steady HP burn. However, it's typically more effective to just lure defenders one step out of the Clan Castle and drop one to two Poison Spells on their head to avoid the whole confrontation. Not only is this boring and time consuming, it makes Clan Castle defense more of a formality by the attacker than a strategic consideration mid-battle. Lightning will still remain an effective method for dispensing of idle defending troops caught off-guard, but now attackers will have to engage defenders directly to reap the benefits of the Poison cloud.

Town Hall 5+

  • All Dark Spells brewing time decreased to 10 minutes
  • All Elixir Spells brewing time decreased to 20 minutes
The Clash of Clans team is looking at ways to make playing easier, faster and with less downtime. Spell brewing time is the obvious first bottleneck here, but there is still more that can be done in the future.

All levels:

  • Battle time limit reduced to be 3 minutes per attack once again
In the TH11 update, we played a bit too cautious with the battle time limits. There were three main reasons why we changed it to 3 minutes and 30 seconds: the play field was expanding, the number of buildings and/or walls had been increasing over many Town Hall levels, and the Eagle Artillery could be tackled by tactical pre-strikes. However, monitoring the situation post-update, it turned out the extra 30 seconds of battle time wasn't really needed. Bringing the time limit back to 3 minutes will help bring back shorter and tighter battles for all players, and was especially requested by the war community.

  • Revenge attacks award Star Bonus and League Bonus rewards
A long requested player feature. Enjoy!

  • New building constructions can no longer be cancelled (upgrades can still be cancelled)
This change is mainly to prevent the intentional building and selling of high level defenses during Clan Wars to get an unfair advantage.

☆☆☆ Additional change log ☆☆☆

War:
  • Clan Wars matchmaking has been overhauled - details in the dev blog http://supr.cl/WarMatchUpdate
  • War sizes 35v35 and 45v45 have been removed to boost other war sizes
  • New stat "War win streak" in Clan profile shows how many consecutive Clan War wins a Clan currently has
  • War Events menu has been redesigned to be much more readable
  • Number of remaining war attacks can be seen from the Clan War button when outside of the war map
  • All replays can be viewed directly from My Team/Enemy Team summaries in War Details
  • "Star button" has been replaced with a bigger "War Details" button on the bottom-right of the war map
Other:
  • Builder Summary: Tap the Builder icon to see all in-progress construction
  • Tap an entry in the builder summary to select it in the Village
  • When attacking, army selection bar shows left/right scroll arrows if an undeployed unit or spell is hidden off-screen
  • Tapping the Loot Cart shows how many resources are inside before collecting
  • Resource storages have more visual states to indicate more clearly how full or empty they are
  • Exploding traps indicate their area of effect more clearly in battle
  • Battles now end automatically if only a Poison Spell is remaining, and no longer end automatically if only an Earthquake Spell is remaining
  • More replays are stored in the Defense Log and Attack Log, and are available for longer
  • Army Overview shows time until training/brewing is complete, also accounting for active boosts
  • Player Profiles unlocked units area reorganized

Stay tuned!
New Update coming!

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Clash of Clans Mar 2016 Sneak Peek!

Welcome to Clash of Clans Mar 2016 Update SNEAK PEEK!

Introducing New Dark Troop - Bowler!

Upgrade Dark Barrack to level 7 to unlock "Bowler".

Sneak Peek

  • Ranged & Area Splash
  • Ground only
  • Double strike hit - throwing boulders to the target & bounce off hitting again behind it

Meet New Defense Levels - Inferno Tower & Mortar!

  • Inferno Tower level 4
  • Mortar level 9
  • Visual change for Air Defense
  • Visual change for Heroes Altar
New Update

New Troop Levels - Valkyrie & Hog Rider & Goblin!

Sneak Peek

  • Valkyrie level 5
  • Hog Rider level 6
  • Goblin level 7

Balancing Blog Series: March 2016 Update

Each update will now be accompanied by an in-depth explanation of the gameplay changes.
Full details here!


Stay tuned!
New Update coming!

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Analysis & Speculation Town Hall 11 Updates

Analysis & Speculation
New Updates Town Hall 11

Is it worth to go to Town Hall 11 now?

Top player have to upgrade to Town Hall 11 because they are at max Town Hall 10. Improvement of New Hero and potential troop upgrades, along with New Falcon Defense Building, will definitely help on both attack and defense in trophy race and clan war.
New Updates

How about normal player or typical farmer? 

Don’t rush yourself because the loot penalty will affect your resource earning rate. At Town Hall 11, easy Town Hall 9 comes with 50% loot penalty. It will be hard to find good resources from Town Hall 10, and most of the time you have to fight against triple X-Bow and dual Inferno Tower.

Don’t get fooled by new awesome Defense as same as lots of premature Town Hall 10 get lured by Inferno Tower. Unless you stay in the high league and earn loot from league bonus, wait until you are mature Town Hall 10 before move up to Town Hall 11 for additional upgrades.

So Town Hall 11 only gives access to only New Hero and Falcon Defense? 

Yes, it is…….for now. In the next few months, there will be lot of goodies for Town Hall 11.

Speculation….

Troop upgrades for Town Hall 11 are inevitable. The reason is that troop upgrades are needed to combat with additional Defense of Town Hall 11.

Wall Breaker level 7 is required if there is Wall level 12.
Balloon and Minion level 7 will be good addition to the Air attack tactics.
Wizard level 7 should be added in the future for GoWiPe and GoWiWi army.
Hog Rider level 6 and Valkyrie level 5 will make clasher want to try and use them more often.
Witch level 3 and Rage spell level 6 are good candidates too.

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New Updates: Town Hall 11

Nothing excites us more than NEW TOWN HALL LEVEL 11
New Updates

Yes, it is not a dream, it's REAL!
  • To accommodate the additional Buildings, map size is increased from 40x40 to 44x44.
  • Apart from new toy you will get, Nexting will cost you 1250 gold each.
New Updates

How about new Defense Buildings?

Is it a bird? Is it an eagle? Is it a griffin?
....
No one knows.
New Updates

What we know is it's a new Defense Buildings....with the following speculations.
  • Occupy 4x4 space
  • Activated when certain amount of Troops are deployed
  • Shoot Laser Beam up in the sky and back down to target Troops
  • Target both Ground & Air Troops
  • Infinite Range (can target anywhere in the map)
  • Time delay with High Splash Damage output

Laser Beam in action!

New Updates

New Hero? New Unit?

6 million Elixir to add this into your Army.
Well, whatever it is, this will definitely give you another aspect of Attacking Tactics.

New Updates

Stay tuned!
There are more to come!

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Haste Spell

What is Dark Spell?

From the Dark Spell Factory, you can create powerful spells that can be used when attacking enemy villages.

Do we need to use spell in the battle?

You don’t have to use spell in the battle. But at the expense of some Dark Elixir, you can use these powerful Dark Spells to turn the tide of battle in your favor! Practice and you shall master!

When you upgrade Dark Spell Factory to level 3, you gain access to the third dark spell of the game: Haste Spell. Haste spell is very similar to Rage spell except the damage effect boost.
Clash of Clans Tactics

Put some hustle in even your heaviest units!
Haste Spells lack the damage boost of Rage Spells, but provide an even better boost to movement speed. A lower storage space also allows you to take more of them into battle!
Clash of Clans Tactics

Haste Spell Fact

Damage type = Area Splash (4 tiles)
Spell housing space = 1
Time to create = 15 minutes
Targets = Ground & Air

Haste Spell level 1/2/3/4
Speed increase = 28, 34, 40, 46
Spell Duration = 10/15/20/25 seconds
Cost = 80/85/90/95 Dark Elixir

Haste Spells do not stack, place 2 of them in the same location give effect of only 1 Haste Spell.

Attack Tactics for Haste Spell

1) Enhance slow troops
Slow troops such as Dragon, P.E.K.K.A especially Balloon are good target for Haste spell. Balloon army can carry more Haste spell than Rage spell and give more room for Healing and Freeze spell if needed.

Defense Tactics against Haste Spell

1) Base Segmentation
There is not much tactics you can do to defend against well-placed Haste Spell. Using Walls to create segments as much as possible will help delay the troops.

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Earthquake Spell

What is Dark Spell?

From the Dark Spell Factory, you can create powerful spells that can be used when attacking enemy villages.

Do we need to use spell in the battle?

You don’t have to use spell in the battle. But at the expense of some Dark Elixir, you can use these powerful Dark Spells to turn the tide of battle in your favor! Practice and you shall master!

When you upgrade Dark Spell Factory to level 2, you gain access to the second dark spell of the game: Earthquake Spell. While Poison spell is similar to Lightning spell to deal with enemy Troops, Earthquake spell is used to damage Buildings and destroy Walls, it is like a combination of Lightning spell and Jump spell, all in one.
Clash of Clans Tactics
Weaken walls and buildings with crippling earthquakes!
Earthquake Spells damage structures based on their maximum hitpoints. Repeated earthquakes deal decreasing damage to the same buildings, but increasing damage to the same Walls. No wall can withstand the might of four Earthquake Spells!


Clash of Clans Tactics

Earthquake Spell Fact

Damage type = Area Splash (4 tiles)
Spell housing space = 1
Time to create = 15 minutes
Targets = Buildings & Walls
Favorite target = Walls

Earthquake Spell level 1/2/3/4
Damage = 14%/17%/21%/25%
Cost = 125/140/160/180 Dark Elixir

The second Earthquake spell on the same building will deal only 1/3 of the damage of the first Earthquake spell. The third will do 1/5 of the damage, the fourth will do 1/7 of the damage and so on.

4 Earthquake spells (any level), can take down Walls (any level).

Attack Tactics for Earthquake Spell

1) Damage Buildings especially high hitpoint building
1 Earthquake spell level 4 can damage 25% hitpoint of the buildings. Effective on key buildings such as Inferno Tower, X-Bow.

2) Destroy Walls
It is 100% guarantee tactic to use 4 Earthquake spells to destroy sections of Walls. No need to carry Wall Breakers and/or risk failed from dead Wall Breakers. Earthquake spell also provide permanent path into the base compared to Jump spell which will run out of time.

3) Finish off the building
In a rare case that you run out of troops and need to destroy few more buildings to obtain 50% victory star, Earthquake spell can come in handy for you.

Defense Tactics against Earthquake Spell

1) Separate high hitpoint buildings
Not having high hitpoint buildings close together help avoid damage effect from Earthquake spell.

2) Separate section of Walls
Since the introduction of Earthquake spell, tight base layout and small box of Walls becomes a weak layout. More than 4 tiles separation is perfect counter tactic against Earthquake and also Jump spell.

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