Monday, July 21, 2014

Townhall Based Farm Strategy

Farming Guide: Town Hall Levels 1 & 2
You end up at Town Hall level 2 by the end of the tutorial. You can actually farm some at Town Hall 2 before upgrading – it is very easy. All you have to do is make 20-30 Barbarians (be sure to upgrade your Army Camp to hold 30 units as soon as you can) and then start matchmaking. Look for people with exposed resources and just drop your Barbarians right on top of the resources. You can easily loot to cap within a raid or two. Do not worry about losing your shield – most players will not attack you anyway as there is no point since you have so little loot to take.
Farming Guide: Town Hall Level 3
Recommended Trophy Range: 600 or less
Once you hit Town Hall 3, you can finally begin to farm off of other players. At this level, you can get two level 3 Army Camps, giving you a max supply count of 70. Your best bet is to just make 70 Barbarians and attack every time. Note that 70 Barbarians at 25 Elixir each will run 1750 Elixir. As long as you steal at least this much Elixir, you will be able to sustainably farm.
As a level 3 Town Hall player, you will have to fight against players with a single Mortar. You will want to spread out your Barbarians in order to avoid taking too much damage from it. Getting up to level 2 Barbarians will help you tank a Mortar much easier.
You can do the same thing with Goblins as well – the downside is Goblins take more time to train. They are more effective at taking loot though!
Farming Guide: Town Hall Level 4
Recommended Trophy Range: 800 or less
At Town Hall level 4, not much changes from level 3. You can upgrade your Army Camp another time, so your troop capacity will increase from 70 to 80. I still recommend just making Barbarians and attacking each time your troops are ready. Other units just are not worth the increase in training time at this point.
Frequent, medium-sized raids will be what brings in most of the resources at this level range. Shoot for 35k gold and 35k elixir per raid at a minimum, or 50k of one resource (if you are already maxed on Gold or Elixir).
I do not recommend worrying about Giants or Archers at this stage. Many players will start to think they need to use Giants, but remember that Giants cost a lot of Elixir. Given that most enemies you will be farming off of only have a single Mortar, you should not need anything other than Barbarians and maybe a Wallbreaker or two.
Farming Guide: Town Hall Level 5
Recommended Trophy Range: 500 to 1000
At Town Hall level 5, things may change slightly but overall remain largely the same. You get a major increase army supply, as you get a third Army Camp that can be upgraded to level 5 (45 supplies). This brings your total army size maximum up to 135. Mass numbers of Barbarians is still the best play at this level. You can also upgrade Barbarians to level 3 at the Laboratory, increasing their strength significantly.
You will have to be more careful of about how you attack the enemy due to the introduction of the Wizard Tower. The Wizard Tower is very strong against Barbarians so you have to be careful in approaching it if you are not going to lose all of your Barbarians when you attack it. You only want to use 5-10 Barbarians at a time against it while spreading them out so that the splash damage cannot hit more than a few Barbarians at once. Ten well-placed Barbarians will take out a Wizard Tower.
If the Wizard Tower is too hard to attack, you have two options: skipping to the next base or avoiding the Wizard Tower altogether. If the Wizard Tower is at the opposite end of the base from the resource storage points, you can possibly avoid it while going for the resources. If you cannot, skip on to the next base.
I do not recommend bothering with Wall Breakers or even Archers at this level. Barbarians train faster, and are just as effective. We will not incorporate these units until Town Hall 7.
Shoot for 50k gold and 50k elixir or 70k of one resource type (if you only need gold or elixir but not both) at this level range. Any less is not worth trying to get.
Farming Guide: Town Hall Level 6
Recommended Trophy Range: 600-1100
For awhile, I used to think that Town Hall 6 was the right level to switch over to other units aside from the Barbarian. I thought it would be best to at least work in Archers and Wallbreakers, or perhaps switch to a new composition altogether like Giant/Archer/Wallbreaker/Goblin.
However, after much testing, I have found that at this level range, mass Barbarians is still the way to go. Wall Breakers, Archers, or other units may increase yield on tougher bases, but overall it is faster to just hit “next” on those bases and skip on to a more Barbarian-friendly base. Keep your Barbarians queued up in the Barracks, and you will find that you are able to constantly attack.
At this level, you get access to the level 2 Spell Factory which will allow you to research the healing spell. This spell is extremely effective at allowing Barbarians to swarm the enemy and take down a Wizard Tower. Just make sure the loot is worth it – a healing spell runs 15000 elixir before upgrades.
Farming Guide: Town Hall Level 7
Recommended Trophy Range: 800-1200 (pre 4 star research, 1100-1400 (after 4 star research)
Town Hall 7 is a big level range, with many upgrades for the player to unlock. Fully maxing out at Town Hall 7 takes many times longer than fully maxing out at TH6. It is a much larger jump than any of the previous upgrades. As a result, our farming strategies will evolve as this level progresses.
Upon first reaching Town Hall 7, your top priority is to upgrade your Laboratory so that you can get Barbarian level 4, Archer level 4, and Wall Breaker level 4.
In order to gather enough resources to get this research started, I still recommend using a full Barbarian army and farming in the 800-1200 trophy range. You can go up to a 200 supply army count at this level, meaning that your Barbarian army will be much stronger than it has been in the past.
Once you unlock level 4 Barbarian and level 4 Archer, it is time to swap to a Barbarian, Archer, and Wall Breaker combination. I recommend using about 90-100 Barbarians, 8 Wall Breakers, and 84-94 Archers.
This new army is able to easily access resource nodes behind two walls (three walls with spells). Drop down a line of Barbarians to tank and place a line of Archers behind them for extra damage. The Archers will be able to take down defensive structures behind walls (as well as Storage units).
When enemy towers are distracted, you can drop your Wall Breakers. Drop Wall Breakers in pairs, as you need 2 level 4 Wallbreakers to break down both level 5 (gold) and level 6 (pink / magenta) walls. If you are planning on using spells, safe them until you break down at least one wall. Get a bunch of Barbarians inside that broken-down wall, then drop your healing or rage spell and flood in with Archers behind.
You also get access to the Barbarian King at this Town Hall level. The Barbarian King is great for taking out enemy resource points once you take out all the Cannons and Archer Towers. Barbarians and Archers are great at taking out these towers, allowing the Barbarian King to come in and clean up the remaining Wizard Towers and Mortars, both which deal little damage to the Barbarian King.
Farming Guide: Town Hall Level 8
Recommended Trophy Range: 1100-1450
At this level range, I recommend starting out with the same Barbarian, Archer, and Wall Breaker army that we used at TH7. However, you should start working on level 5 upgrades for the Archer, Giant, Goblin, and Wall Breaker.
Once you have completed this research, we can take on a new farming strategy altogether: Giants, Archers, Goblins, and Wall Breakers. The typical breakdown for an army should be about 10 Giants, 50-60 Archers, 10 Wallbreakers, and 70-80 Goblins for a total of 200 supplies.
To use this new army, you are looking for a place to distract the primary towers protecting the resource storage points. Make sure you trigger any traps with Goblins near where you want to start and drop your Giants and a few Wallbreakers. While the Giants are distracting the enemy towers, drop your Archers in a semi-circle behind the Giants. Also, save a few Archers for exposed resource points or other structures.
While your Giants are distracting the enemy, use the rest of your Wallbreakers to try and break towards the enemy’s storage points. You can then drop large numbers of Goblins, which will focus on grabbing the exposed loot. Healing Spells work best when used on the clustered group of Goblins. When you give 60+ Goblins a healing spell, they will chew through walls and move onto the next storage point with surprising speed.
When looking for bases to attack, you should try and find Town Hall 7 or Town Hall 8 bases. Town Hall 9 bases can be good for snagging Dark Elixir, but will be too tough to clear with this army.
However, even TH9 and TH10 bases can make great farming if the mines and elixir collectors are full. Goblins are great at collecting hundreds of thousands of gold and elixir in a single attack just by looting full collectors and mines. You can loot these full collectors for a massive resource gain. Do not worry about hitting the 50% clear on these bases – you can always get the trophies back later.
Note that with the Goblin, Archer, and Giant combination, you rarely clear the enemy’s base, but you almost always get all of the loot. Your Archers should help you hit 50% so you can maintain your trophy count.
Barbarian and Archer-based armies still work great if your primary focus is Gold or Elixir. The Giant/Goblin/Wall Breaker army is better for grabbing Dark Elixir while still effective at getting Gold and Elixir.
Farming Guide: Town Hall Level 9
Recommended Trophy Range: 1300-1800
Things do not change much at Town Hall 9 except that your army grows a little larger, you can get a few more upgrades, and you will have to farm mostly off of Town Hall 8 and above bases. Use the extra
You can still do quite well farming mostly with Goblins, Giants, Archers, and Wallbreakers. You may start having to use a few more Giants with your extra supplies. You can go up to 14 Giants now that the Town Hall 9 supply cap is 220 supplies.
Spells and heroes can be saved for tough bases, and are the major change of TH9. Players can now get 4 total spells, a new hero (the Archer Queen), and level up their Barbarian King all the way to 30. A high level Barbarian King (and to an extent, Archer Queen), really change the game at this level range. The same old Giant/Goblin/Archer/Wall Breaker army can suddenly start clearing Town Hall 8 bases (and putting a big dent into Town Hall 9 bases) if you get your heroes up in level. After all, a level 30 Barbarian King will be able to take out a significant chunk of a TH8 base in his own right.
If your elixir count gets high and you need to farm Dark Elixir, you may want to go with the GoWiPe or GiWiPe approach – that is a Golem (or Giants), Wizards, and a few P.E.K.K.As in your army. This can be used very effectively to hit 2k+ Dark Elixir Bases. Use your Wizards (or a handful of Archers) to clear meaningless perimeter buildings to encourage the P.E.K.K.As to core to the center of the enemy’s base.
Farming Guide: Town Hall Levels 10
Recommended Trophy Range: 1800-2200
Just like at Town Hall 9, things do not change much when you reach Town Hall 10 except that farming becomes harder. You will need to upgrade your units so that you can get level 6 of every unit category.
You may want to work in some tougher units like Barbarians at the expense of Goblins if you are having trouble with tough bases. You can also mix in a few Witches if you have spare Dark Elixir – they are among the best units in the game and can really boost an army’s strength.
The fastest farming tends to come from just skipping with the “Next” feature a lot and sniping full resource collectors. You can always go for exposed Town Halls as you see them to maintain your trophy count.
If your elixir count gets high and you need to farm Dark Elixir, you may want to go with the GoWiPe or GiWiPe approach as mentioned in the Town Hall 9 section.

Ultimate Farming Strategy !

Using The Right Combo

Summary: Mathematically BAM (Barb, Arch, Minion) is the most efficient combo for farming once properly used.
Explanation: BAM is efficient because it gets 6 barracks working for you instead of 4. The barbs are necessary for a little tanking and the archers for buildings behind walls. A 50% increase in production capacity only means you can spend more time farming and less time waiting. While it's possible to get good farming results with other combos, over time BAM should produce better results just because you are making more troops faster.
Goblin usage may get similar results since you can skip buffer buildings and go straight for mines, but I haven't spent the time to do a comparison.

Picking the Right Base

Summary: Picking the right base is probably more important than what combo you use or how much gold is available for fast efficient farming. Learn the signs.
Explanation: This is the most important part of increasing your efficiency because picking the wrong base can set you back in time, cups and troops. When analyzing the defense, try to get used to thinking about how many troops you may need to use to get the gold easily. A 200k or less base that requires all my troops to get it all is an instant skip for me. Refer to the Math section for the GPU you want to target.
  • Gold Available - obviously the first thing to look at while spamming next. I generally only start scanning a base if it's over 100k. This can give you some clues on how much is in pumps however. This is why I generally skip TH10s as a TH9 because even with 300k showing means most likely there is only 60k in the pumps. TH10 I'd need to see over 360k or if it was prem to considering going for it.
  • Gold Storages - I do a quick scan to see if the gold storages are full. If they aren't empty I skip unless the loot is over 300k or the storages are easy to get to. The graphics for the gold storage are bugged however so an empty looking storage is not enough info to press go.
  • Mine Positions - if the gold available is good I scan to see if the mines are on the outside or first wall layer. Some bad bases randomly sprinkle mines further into the core. I will probably skip these unless the loot available is high and worth the extra troops it will take to get there.
  • Even Resource Amounts - Even numbers in the mines like 75000 or 150000 are a good sign they are maxed.[thx dahimi and siv75]
  • Similar Resource Amounts - Resources close together like 190k gold and 190k elixir. [thx dahimi]
  • Elixir Pump Levels - I didn't know this got fixed, but they show graphically now whether they are full or not, a good indicator of possible mine levels too. [thx siv75]
  • DE Drills - once I've decided the mine positions are good I look for DE drills. These are one of the few reliable ways to see if the base is abandoned. If the little square box on top is full it's a good chance so are the mines.
  • Tombstones - if the DE drills weren't conclusive I scan for tombstones to see if the base is inactive and has been raided. I often skip a base if I see no tombstones even if the other signs were looking good.
  • Workers - Some bases can fool you having all the above look ok. But if you see multiple buildings being upgraded there's a good chance the loot was all in the storages and the player is purposefully not collecting tombstones.
It takes some practice to run through all these but it will become second nature for a seasoned farmer.

Attacking Efficiently

Summary: Set a target GPH and keep it in the back of your mind. This will determine the amount of gold each unit should generate at a minimum to hit your target.
Explanation: This takes a lot of practice to get down, but is necessary if you want to get all the loot with least troops used and therefore increase your farming efficiency.
  • Single Mines - My default spam is 4 barbs followed by 4 archers. I drop these and just look away to the next mine. If I spy AOE or too much pt def nearby I may add a few more units. DON'T spam a free mine. Always use a single archer or minion where possible.
  • Two or More Mines - If there's a row of Mines it can be more efficient to drop a line of barbs followed by a line of archers. You'll take down the mines with less troops than single mine spam.
  • Mines and DE Drills Only - If you're not planning to get 50%, don't bother getting the elixir.
  • Enemy BK - My default spam for lvl1 BK is 3-4 minions with a couple barbs to keep him pinned. If you're quick you can lure BK to one side of the map and take out the mines while he is busy walking.
  • CC - Generally the bases I hit will have an empty CC. But if you got unlucky and run into one, either try to take down the mines and avoid them or just light them up. Don't even bother trying to take down a dragon the troop cost is terrible.
  • Don't forget the Minions! - It's easy to forget to use minions and just take down an easy base with barbs and archers. But if you think about any raid it's about HP and DPS. Adding some minions to each attack means less barbs/arch expended and your army will be ready faster if you're relying on 6 barracks going and not just 4.
  • Troops Ready - don't bother waiting for your camps to fill all the way up. I usually am good to go if I have at least 30 barbs, 30 archers and 12 minions. You're probably thinking - O nos! What if I find the legendary 600k base?! There is an instinctive need for players to have to get every last drop of loot and for efficiency it's just totally wrong. On a 600k base that still means there's 400k in the mines! Get those mines and get on to the next battle! It's the same as skipping a 200k base you know is all in core storages.
  • AQ - this goddess is all about skill and experience. Keeping her from taking damage can increase your efficiency a LOT, something I'm still really bad at. Use her to snipe mines but always make sure she's got tanks in front and use her towards the end of the battle so you don't forget about her and get her killed.
  • BK - Really only good for taking down exposed TH quickly. If you use him on a charge into core, he will be out for a long time so save him for when you really need him.
  • Spells - if you had to use a spell you probably failed in the base selection step :D Generally I will never use a spell unless I'm going for a core.

Queueing

Summary: Always keep your barracks working.
Explanation: While you're raiding all your barracks should be going non-stop. Always top off your barracks and readjust in between raids.
As stated above, to maximize efficiency I never wait for full army camps because it doesn't take many troops to lazy farm. If my cups are high in my range I will start searching as soon as I have about 30 barb, 30 arch, 12 minions. If my cups are low in my range I will wait for more troops to go for 50%. For BAM I like to have a bit more archers than barbs, so I run 3 rax on archers, 1 on barb and DE rax on minions. I will alternate 1 archer rax with some barbs.

Maintaining Cup Range

Summary: Go for 50% on weaker bases or guaranteed exposed THs to maintain cup range.
Explanation: If you are farming for extended periods of time you can't keep farming down these bases with minimum troops and dropping cups. Some tips to maintain cup range.
  • Use a trophy base or hybrid base you know works well. The cups gained in your downtime can save you time having to gain them while farming.</span>
  • Leave your Elixir Storages outside and exposed for easy cups. [thx rapidxx]
  • Add free TH to your scanning criteria when pressing next. You have to be 100% SURE before you go for it or you'll have wasted a bunch of troops taking down a TH covered by teslas for a few measly cups. I made this mistake in the video :)
  • Go for 50% on weaker bases that you have pegged with exposed mines. I would stick with THs lower than yours to go for 50% since weaker def and less buildings means less troops wasted.

Suggested Farming Range

Summary: Depends on your TH level and time of day.
Explanation: For TH9 I have found 1500-1650s good. TH8s I've heard recently are good from 1400s-1500s. Ranges seem to shift all the time so ask your clannies for updates ^^

Maths 'n Stuff

Summary: BAM is far and away the most efficient combo from a mathematical standpoint.
Explanation: Let's compare 2 popular farming setups.

BAM

I set a target of 1 million gold per hour. Using BAM, we can determine the max amount of troops able to be produced in 1 hour if all 6 barracks are building non-stop. 2 barb, 2 arch, 2 minion rax can produce 808 units in 1 hour. I usually prefer a bit more archers (78 arch, 70 barb, 36 minions) and so my hourly amounts to 791 units created, or 1264 gold per unit necessary to achieve 1 million GPH.

BAG

Compare this to a typical BAG combo (40 arch, 40 barb, 64 gobs, 8 wbs) which takes 19.5 min to complete. In one hour 468 units can be created. This amounts to 2137 gold needed to be gained per unit to hit 1 mil per hour.
Comparing the GPU for both combos it is easy to see that BAM must be more effective in the long run because each unit expended requires less gold to reach your target.

How to Practice All This and Have Some Fun!

Summary: Set a goal and watch the clock!
Explanation: Have a goal and stick to it. Watch time elapsed like a hawk and compare that to your current gph. Pushing yourself against the clock will improve your farming drastically and can be a rush! Even better is to compete with a clannie. Thanks to Deathmarch for introducing the Gold Rush idea to our clan. ^^

Examples

I recorded a full 30 minute gold rush session for my clannies. 1 mil gold as TH9 in 30 minutes. The goal was not to show them just the raids, but the types of bases I skipped while searching. Yes it's long. Yes it could use subtitles or a voiceover. Maybe I'll get around to that. -_- Probably I didn't follow some of my suggestions, but hey, I'm still learning too! :D

Starting As "A Clasher"

The Ultimate Clash Of Clans Starter Guide


At first you will need to do some of the single player mission to gain your first money to upgrade and buy your basic stuff. After you feel that you are starting to fail in the single player start doing some multiplayer battles and stay at low trophy range. Don't rush your trophy range or townhall.

-Townhall:

At first upgrading or maxing your stuff won't take long but still (Don't rush upgrading your townhall). Try and finish upgrading your defenses and your walls before upgrading your townhall. 

-Gold mines and Elixir collectors:

They are one of the main buildings you have. You will need to upgrade them to maxed so when you wake up you find someMONEY waiting for you!

-Walls:

In my opinion walls are more important than defenses and walls are the thing that people use to rate your base. You should upgrade your walls at every townhall. They are the most expensive buildings in the game but they are the most important ones.

-Gold:

Gold is the resource that upgrades defenses, walls and its used in finding bases in multiplayer battles.

-Elixir:

Elixir is used in upgrading offensive buildings (except Elixir collector) and its also used to upgrade laboratory which is used to upgrade troops.

-Laboratory:

Its used to upgrade your troops and make them stronger and better (Its one of the first building you need to upgrade after upgrading you townhall). Upgrading troops costs elixir and dark elixir.

-Dark Elixir:

Its the rarest resource avalible in Clash Of Clans and is used to upgrade heroes and troops.

-Heroes:

There are two heroes in clash of clans The Barbarian King and The Archer Queen. They have abilities which can be unlocked by upgrading them to level 5. Barbarian king is know as a tank but Archer queen is a sneaky destroyer!

-Obstacles:

FREE GEMS! Also there are some obstacles that are rare suchs as XMas Trees.

-Defenses:

They defend your village and they MUST be upgraded before upgrading townhall.

-Achievements:

FREE GEMS! Try doing the achievements to get your 3rd, 4th and 5th builders!

-Builders:

They build and upgrade your buildings so they are very important!!

-Gems:

Gems are buyable and they are used in instant upgrades, Boosting stuff, buying decorations, exchanging it with resources and buying builders.

-Shield:

- Shields can be bought with gems or earn't through defensive battles. ( Shield protect you from other players attacks)
If your base got raided by ... = You get ... shield
40% - 12 Hour Shield
90% - 16 Hour Shied
Buying a shield:
1 Day 100 gems
2 Days 150 gems
7 Days 250 gems (note this cant be purchased past 3200 trophies)

-Trophies:

They are gained by raiding bases in multiplayer battles or winning in defending a battle. (Top players are by the trophy count)

-Decorations:

Decorations got no power in them but they just make your base look AWESOME!

-Cannon:
Its the first defensive building you will have. Its has a medium range and it deals good damage on ground troops.
Also its the cheapest defensive building to upgrade.

-Archer Tower:

Its same as cannon but with higher range and the ability to shoot flying troops Which makes it better than cannon.

-Mortar:

Its one of the most effective defensive buildings as it does a great splash damage on troops and it has high range. Its advisable to upgrade the mortar before any other defensive building.

-Wizard Tower:

Its the second most effective building after the mortar. Its damage is low and has a low range but it hits fast but you know what makes it good? SPLASH damage!!

-Air Defense:

Its a very important defensive building as it does a great TON of damage on flying troops and it has a medium range. Its advisable to keep it inside walls.

-Hidden Tesla:

Its a really fast defensive building with low range and it does a pretty good damage on troops. Also by saying hidden tesla it means that its hidden. Once your troops get near to it..... SURPRISE!!!

-XBow:

Its a very fast building with high range and it does high damage. Its used in high level defending as its a really strong defensive building. Also it needs to be loaded using elixir.

-Inferno Tower:

Its a low range defensive building with two defensive modes. Also it needs to be loaded by dark elixir.
First mode: The damage start low and keeps increasing by time on the troop its hitting but it can only hit one troop at a time.
Second mode: The damage is constant and it can hit up to 5 targets at a time.
The inferno tower is used in high level defending.