![]() I have another defended quake tower over there though.Hey hey, PB here. And I’m not certain, but it does look poorly defended for an attack directly from the side, considering how burrowing monsters from Inferno are going to be common above-ground soon. However, I will say that your champion is easily baitable (no different than any other yard though, except when the champion cage is centered with max yard expansions). That does look like a really good design too. > I don’t really have much to say about it. I don’t really have much to say about it. I worked really hard on that design (an hour thinking of it in Church, and then 2 hours moving all the buildings). Still, as they become higher levels, I may try protecting them better. > Well, considering that every single one of my defensive towers (except for the third Railgun and other Inferno defenses) are either maxed or were maxed with the level 8 Town Hall, those Quake Towers really aren’t very powerful in comparison. They do more damage (The monsters wont destroy them very easily) when they are guarded by blocks I cant really see anything wrong, except the quake towers are exposed. More towers are better right?ġ.The compound got moved, it has 34 spurtz in it stacked in a small space :P when attackers come the spurtz will be spread out.ģ.Yes, only have 120 blocks right now and used them all :P Make pathing in between the sinpers and cannons in addition to grouping them. ![]() > 3.Place future RG’s and blocks in front of silos to screw up malphus and valgos They can refill your compound during an attack if you’ve queued monsters in them. > 1.Fill your compound-full compounds make attacks a lot more expensive no matter how baitable they are some players will even skip over yards w/ well-stocked compounds > Cons:exposed, easy to bait compound, only one incubator, no quakes/magma towers(which are awesome),again,idk what else > Pros: NECORG,towers seem to cover each other,heavily protected TH, SDT present, idk what else > Well zys123 I would use spurtz to destroy the incubator(and prevent it from refilling your surprisingly empty compound), then use four well-timed groups of zagnoids or one group of fire-spitting sabnox to wreck your grouped towers and finally use malphuses to jump OVER your silo blocks(also around your traps) or use valgos to poke holes in walls or use spurtz to de-trap the place and loot everything Other than that you’ve got a pretty solid base for your level. Ehh… 10K twigs or pebbles won’t really do anything and 100Ks are a big waste. They aren’t useful for your level but become the most important tower after Zafreetis/teratorns are being usedĦ. The extra storage from silo#4 makes building these possible. They might not sound exciting, but the army you put inside can turn the tide of an attack or stall your enemy into frustration.Ĥ.Tesla and laser towers. Champs can defend your yard, too.ģ.Monster Bunkers. There’s nothing better than a super strong monster to help your other monsters raise hell. You’re missing a few buildings, aren’t you? You should get the buildings in this order:ġ.Champ cage. When you get more blocks, you can do this with silos as well. Not many people your level know about death traps, so if someone tries to loot you, they’ll probably end up wasting monsters from your THDT. This is called a THDT.(Townhall Death trap) Then, place booby traps in those openings.
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