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    Clash of Clans [NEWS] Town Hall 13 Dev Update - Clash of Clans

    Clash of Clans [NEWS] Town Hall 13 Dev Update - Clash of Clans


    [NEWS] Town Hall 13 Dev Update - Clash of Clans

    Posted: 07 Dec 2019 04:57 AM PST

    [News] Townhall 13 Update: Full Patch notes including stats and QoL fixes!

    Posted: 07 Dec 2019 08:29 AM PST

    Town Hall 13 is almost here!

    This is the biggest update to Clash of Clans this year and it's been worth the wait!

    Not only is Town Hall 13 the newest feature with a new signature defense to protect your Village, this update also introduces the first brand new Hero since Town Hall 11: The Royal Champion. She's battle-ready, she's mean, and her Seeking Shield ability will rain destruction on her foes. Town Hall 13 also brings a brand new defense, the Scattershot; a projectile that breaks apart on impact dealing additional damage to units behind its target. A new kind of Siege Machine, the Siege Barracks, brings a new mechanic to this unique kind of offensive unit. Finally, for Town Hall 12 and above we're introducing a brand new Troop: the Yeti. But that's not all. Below are the full patch notes for this update. Welcome to Town Hall 13...Clash of Clans has never been more exciting!


    Town Hall 13 is a brand new level for players to upgrade to after Town Hall 12. This new endgame feature adds more content for Clashers to upgrade. New defense levels, new troop levels, new Hero, and a new Siege Machine.

    In Clashland, the winters are cold. Frost covers the lands in a fine diamond dust while villagers huddle for warmth deep in their boroughs. Fortunately, new Dark Elixir technologies have wrought a new breakthrough: the Giga Inferno. Town Hall 13's signature defense takes on a different twist than its Town Hall 12 predecessor. The Giga Inferno is ready to roast any attackers who dare approach its searing proximity.

    The Giga Inferno has 5 upgradeable levels, each delivering more devastation than the previous level. But it's at level 3 where the Giga Inferno shines. When Town Hall 13 reaches 0 Hit Points, the Giga Inferno will explode in a devastating blast of damage that delivers a powerful freezing blast (don't ask how that works) that temporarily slows down any enemies within its range. Not even the Grand Warden's Eternal Tome grants immunity to the slowdown effect of the Giga Inferno's blast.

    Townhall 13 Stats

    Upgrade Time Upgrade Cost Storage Capacity (Gold) Storage Capacity (Elixir) Storage Capacity (Dark Elixir) Hitpoints
    18d 12M Gold 2M Gold 2M Elixir 20K DE 8200

    Giga Inferno Stats

    • Range: 10 Tiles

    • Damage Type: Multiple Targets

    • Targets: Ground & Air

    • Favorite Target: Any

    Level Upgrade Time Upgrade Cost Damage per Second Damage When Destroyed Slow Duration # of Targets
    1 NA NA 200 1000 NA 4
    2 10d 12M Gold 225 1000 NA 4
    3 12d 14M Gold 250 1000 4 sec 4
    4 14d 16M Gold 275 1000 6 sec 4
    5 16d 18M Gold 300 1000 8 sec 4

    Royal Champion

    Commander of the royal armies, the Royal Champion is as fierce as a winter storm and equally as fearless. The Royal Champion is the newest Hero that unlocks at Town Hall 13, bringing the total number of Heroes to 4. Upgraded with Dark Elixir, the Royal Champion brings an interesting and exciting new strategy to Clash of Clans.

    As a tactical warrior, she is able to hop over walls and drive her powerful spear into her chosen targets: Defenses. However, it's her Seeking Shield ability that is truly destructive. With a mighty heave, the Royal Champion hurls her shield across the battlefield and will target the 4 nearest defenses, regardless of range, and will deal damage.

    Get ready to unleash her fury!

    Royal Champion Stats

    • Level 1 Cost: 120,000 Dark Elixir

    • Favorite Target: Defenses

    • Damage Type: Single Target

    • Targets: Ground & Air

    • Movement Speed: 24

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints Regen Time Ability Level
    1 NA 120K DE 374 2950 31 mins 0
    2 1d 130K DE 383 3000 31 mins 0
    3 1d 12h 140K DE 392 3050 31 mins 0
    4 2d 150K DE 401 3100 31 mins 0
    5 2d 12h 160K DE 410 3150 34 mins 1
    6 3d 170K DE 418 3200 34 mins 1
    7 3d 12h 180K DE 426 3250 34 mins 1
    8 4d 190K DE 434 3300 34 mins 1
    9 4d 12h 200K DE 442 3350 34 mins 1
    10 5d 210K DE 450 3400 37 mins 2
    11 5d 12h 220K DE 458 3450 37 mins 2
    12 6d 230K DE 466 3500 37 mins 2
    13 6d 12h 235K DE 474 3550 37 mins 2
    14 7d 240K DE 482 3600 37 mins 2
    15 7d 245K DE 490 3650 40 mins 3
    16 7d 12h 250K DE 498 3700 40 mins 3
    17 7d 12h 255K DE 506 3750 40 mins 3
    18 7d 12h 260K DE 514 3800 40 mins 3
    19 7d 12h 265K DE 522 3850 40 mins 3
    20 270K DE 530 3900 43 mins 4

    Seeking Shield Stats

    Level Damage Health Recovered # of Targets
    1 1260 1700 4
    2 1460 2000 4
    3 1660 2300 4
    4 1860 2600 4

    Scattershot

    Is it a catapult or a trebuchet? Nay, it is neither and superior to both (That's Darian's claim. r/TrebuchetMemes would like a word over what is clearly a catapult).

    The Scattershot is a brand new defense at Town Hall 13 and will be an interesting thorn in the side of the Bat Spell.

    Able to target both ground and air attacks, the Scattershot will fling its projectile of loosely-tied rocks at its target. However, upon impact the bundle will break apart causing additional damage in a cone-shaped blast to the units behind the initial target.

    • Range: 3-10 Tiles

    • Damage Type: Area Splash

    • Targets: Ground & Air

    • Favorite Target: Any

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints
    1 15d 15M Gold 150 3000
    2 17d 17M Gold 180 3500

    Siege Barracks

    How the Siege Barracks are able to gracefully parachute down with so many Troops inside is a mystery better left unsolved.

    The Siege Barracks deploy anywhere you can deploy your Clan Castle Troops normally, outside the boundaries of the defending Village. Although the Siege Barracks don't drive or fly towards the Town Hall or a defensive structure like the other Siege Machines do, the Siege Barracks come pre-loaded with a number of Troops already embarked alongside your Clan Castle Troops.

    When the Siege Barracks land, the pre-loaded Troops will begin to disembark while the Hit Point bar slowly ticks down to zero. Once the Siege Barracks' Hit Points are gone, it will break apart and deploy the Clan Castle Troops you placed inside, although you can manually destroy the Siege Barracks to deploy the Clan Castle Troops earlier.

    • Housing Space: 1

    • Movement Speed: 0

    Level Research Time Research Cost Hitpoints Training Cost P.E.K.K.A Count Wizard Count Lifetime Training Time
    1 NA NA 3300 100K Gold 1 6 30 sec 20 mins
    2 10d 8M Elixir 3700 100K Gold 1 8 30 sec 20 mins
    3 14d 11M Elixir 4100 100K Gold 1 10 30 sec 20 mins
    4 16d 14M Elixir 4500 100K Gold 1 12 30 sec 20 mins

    Yeti

    Adorably frosty, and frostily furry-ous, the Yeti is a brand new Troop that unlocks at Town Hall 12 when you upgrade your Barracks. This wild-maned wonder lumbers towards its targets and packs a mighty punch in those paws. But on his back, the Yeti carries a basket of Yetimites that he cares for in the cold peaks of the mountains.

    When the Yeti takes damage, his Yetimite friends will hop from their cozy wicker sanctuary and seek retribution. When the Yeti's Hit Points reach zero, the remaining Yetimites break free and will swarm the enemy as they perform untold acts of mischief like hopping over Walls to deal damage or leave everyone's shoelaces untied.

    • Favorite Target: Any

    • Damage Type: Single Target

    • Targets: Ground

    • Housing Space: 18

    • Movement Speed 12

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints Training Cost Spawned Yetimites Training Time
    1 NA NA 230 2900 19K Elixir 8 12 mins
    2 14d 11M Elixir 250 3200 21K Elixir 9 12 mins
    3 16d 15M Elixir 270 3500 23K Elixir 10 12 mins

    Yetimites

    • Favorite Target: Defenses (Damage x4)

    • Damage Type: Area Splash

    • Targets: Ground & Air

    • Movement Speed: 24

    Level Damage Hitpoints
    1 56 300
    2 64 350
    3 72 400

    -‐--------------

    New Building Levels

    Upgrading to Town Hall 13 also brings a bevvy of new levels to your Village.

    Because the theme of Town Hall 13 is "Dark Elixir and Ice" all of the Defenses and Buildings have been given a suitably frost makeover when you upgrade them at Town Hall 13. But it's not just your Defenses that get an upgrade! When you upgrade your Laboratory to Level 14, several Troops can be upgraded to new levels as well!

    Defenses

    Eagle Artillery Level 4

    Level Upgrade Time Upgrade Cost Damage per Hit Shockwave Damage Hitpoints
    4 18d 18M Gold 450 35 5200

    Inferno Tower Level 7

    Level Upgrade Time Upgrade Cost Damage per Second # of Targets Hitpoints
    7 17d 17M Gold 93/2250 5/1 3300

    Wizard Tower Level 12

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints
    12 16d 16.2M Gold 78 2480

    X-Bow Level 7

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints
    7 16d 16M Gold 175 3900

    Air Defense Level 11

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints
    11 16d 15M Gold 440 1500

    Hidden Tesla Level 11

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints
    11 16d 15M Gold 130 1100

    Cannon Level 18

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints
    18 15d 14M Gold 139 1860

    Walls Level 14 (100x pieces can be upgraded to Level 14)

    Level # of Pieces Available Upgrade Cost Hitpoints
    14 100 6M Gold/Elixir 11.5K

    Buildings

    Siege Workshop Level 4

    Level Upgrade Time Upgrade Cost Siege Capacity Hitpoints
    4 14d 14.5M Elixir 3 1300

    Barracks Level 14

    Level Upgrade Time Upgrade Cost Unlocks Hitpoints
    14 9d 5M Elixir Yeti 1050

    Dark Elixir Storage Level 8

    Level Upgrade Time Upgrade Cost Storage Capacity Hitpoints
    8 10d 9M Elixir 280K DE3 800

    Gold Storage Level 14

    Level Upgrade Time Upgrade Cost Storage Capacity Hitpoints
    14 9d 4.5M Elixir 4M Gold 3300

    Elixir Storage Level 14

    Level Upgrade Time Upgrade Cost Storage Capacity Hitpoints
    14 9d 4.5M Gold 4M Elixir 3300

    Clan Castle Level 9

    Level Upgrade Time Upgrade Cost Troop Capacity Spell Storage Siege Machine Hitpoints
    9 18d 16M Gold 45 2 1 4800

    Laboratory Level 11

    Level Upgrade Time Upgrade Cost Hitpoints
    11 10d 10M Elixir 1210

    New Troop Levels

    Troop Level Upgrade Time Upgrade Cost Damage Hitpoints Training Cost Training Time
    Wall Breaker 9 15d 14M Elixir 120 112 2000 Elixir 15 sec
    Balloon 9 16d 14M Elixir 256/322 940 6000 Elixir 30 sec
    Dragon 8 16d 15M Elixir 330 4200 24K Elixir 3 mins
    Miner 7 15d 12h 14M Elixir 128 1000 6800 Elixir 30 sec
    Electro Dragon 4 16d 16M Elixir 330/390 4500 40K Elixir 6 mins
    Hog Rider 10 16d 280K DE 174 970 42 DE 45 sec
    Bowler 5 16d 280K DE 96 430 53 DE 1 min

    Healer Level 6

    Level Upgrade Time Upgrade Cost Troop Heal Hero Heal Hitpoints Training Cost Training Time
    6 15d 14.5M Elixir 72 56 1600 17K Elixir 2 mins

    Spells

    Heal Level 8

    Level Upgrade Time Upgrade Cost Total Troop Heal Total Hero Heal Cost
    8 16d 14M Elixir 2000 1100 8100 Elixir

    Jump Level 4

    Level Upgrade Time Upgrade Cost Spell Duration Cost
    4 15d 13M Elixir 80 sec 32K Elixir

    Skeleton Level 7

    Level Upgrade Time Upgrade Cost Skeleton Count Cost
    7 15d 250K DE 16 170 DE

    New Traps

    • 1x Seeking Air Mine at Town Hall 13

    • 1x Bomb at Town Hall 13

    New Trap Levels

    Seeking Air Mine Level 4

    Level Upgrade Time Upgrade Cost Damage
    4 7d 6M Gold 2400

    Giant Bomb Level 6

    Level Upgrade Time Upgrade Cost Damage Area of Effect
    6 7d 5M Gold 325 4 Tiles

    Air Bomb Level 7

    Level Upgrade Time Upgrade Cost Damage Area of Effect
    7 6d 4M Gold 248 3 Tiles

    Bomb Level 9

    Level Upgrade Time Upgrade Cost Damage Area of Effect
    9 6d 4M Gold 112 3 Tiles

    Heroes

    Archer Queen Level 70

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints Regen Time Ability Level
    66 7d 12h 250K DE 739 2980 46 mins 13
    67 7d 12h 260K DE 751 3040 46 mins 13
    68 7d 12h 270K DE 762 3095 46 mins 13
    69 7d 12h 280K DE 772 3145 46 mins 13
    70 8d 290K DE 781 3190 49 mins 14

    Royal Cloak

    Level Damage Increase Health Recovery Ability Time Summoned Units
    14 1370 475 6.2 sec 18

    Barbarian King Level 70

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints Regen Time Ability Level
    66 7d 12h 250K DE 462 8470 46 mins 13
    67 7d 12h 260K DE 471 8680 46 mins 13
    68 7d 12h 270K DE 480 8890 46 mins 13
    69 7d 12h 280K DE 490 9100 46 mins 13
    70 8d 290K DE 500 9300 49 mins 14

    Iron Fist

    Level Damage Increase Health Recovery Speed Increase Summoned Units
    14 846 3850 31 32

    Grand Warden Level 50

    Level Upgrade Time Upgrade Cost Damage per Second Hitpoints Regen Time Ability Level
    41 7d 12h 12M Elixir 260 2260 45 mins 8
    42 7d 12h 12.5M Elixir 266 2280 45 mins 8
    43 7d 12h 13M Elixir 271 2300 45 mins 8
    44 7d 12h 13.5M Elixir 275 2320 45 mins 8
    45 7d 12h 14M Elixir 279 2340 47 mins 9
    46 8d 14.5M Elixir 283 2360 47 mins 9
    47 8d 15M Elixir 287 2380 47 mins 9
    48 8d 15.5M Elixir 291 2400 47 mins 9
    49 8d 16M Elixir 295 2420 47 mins 9
    50 8d 16.5M Elixir 299 2440 49 mins 10

    Eternal Tome/Life Aura

    Level Ability Time HP Increase Max HP Increase
    9 7.5 sec 90% 575
    10 8 sec 90% 575

    Quality of Life Improvements

    Gameplay

    Heroes will now automatically try and save themselves and use their Ability if they take damage that would kill them and the ability is available to be used. Advanced players can disable this feature in More Settings.

    Village

    Resize Army Camps and Siege Workshop to 4x4 and Laboratory to 3x3 to free some space in the Village

    UI

    • Village preview in profile is back! Tap the Town Hall Icon in the profile.

    • When choosing war members you can now see Clan mate's town hall levels in all war types (as long as they have logged in since the update)

    • When signing up for War League if you close and re-open the choose members screen it will remember your previously selected war size.

    • Multiple walls can be upgraded if the combined price is not greater than max(you current resources, resource cap)

    Skins & Decorations

    • Decorations can now be placed on the outer edges of the map.

    • It is no longer necessary to place decorations in every layout. For example it's possible to have a decoration only in the Home Village layout but not in the War Base layout.

    • Warden shoot effect starts closer to the staff than stomach

    Clan Perks

    • Reaching clan level 8 now enables clan members to donate 2 spells instead of 1

    • All existing troop donation limits have been increased by 1

    Troops

    • Level 8 PEKKA has new graphics

    Balancing

    Buildings and Traps

    • Increased storage capacity of level 13 Gold Storages and Elixir Storages by 500000

    • Increased Multi Mortar damage by 10% across the board in Home Village

    • Reduced Spring Trap ejected housing space

      • Level 1: 15 → 10
      • Level 2: 16 → 12
      • Level 3: 17 → 14
      • Level 4: 18 → 16
      • Level 5: 19 → 18

    Troops and Heroes

    • Increase Giant level 8/9 HP from 1480/1660 to 1500/1850

    • Increase Miner level 6 HP from 870 to 900

    • Decrease Lava Hound explode radius from 5 tiles to 3.5 tiles

    • Add death damage of 1000/1200/1400 for level 1/2/3 Battle Blimp

    • Increase Valkyrie level 7 HP from 1400 to 1450

    • Make Grand Warden a bit less likely to follow Lava Hounds

    • Decrease troop healing of Level 5 Healer from 80 to 72

    • Increase hero healing of Level 5 Healer from 44 to 48

    Loot

    • Increased the maximum amount of Elixir/Gold that can be looted from TH12 player storages by 50 000

    • Increased the maximum amount of Dark Elixir that can be looted from TH12 player storages by 500

    Spells

    • Change Skeleton spawning frequency to 1 skeleton per second after the initial spawns for all Skeleton spell levels

    • Increase cost of Haste spell level 2-5 from 85/90/95/100 to 100/120/140/160

    Fixes

    • Fix bug which adds wrong tag (HV instead of WB) to the layout link when sharing layout from purchased war layout slot.

    • Affects at least the text of clan chat entry

    • Fix for a crash caused by broken deep links for layout sharing

    • Fix bug in the case where if any wall is destroyed all units who are attacking wall will retarget immediately. Now they will retarget only after finishing their hit

    • Fixes issues with Battle Machine and PEKKA attacking walls and doing no damage in Builder Base

    • Force retarget for Grand Warden if he's attacking a wall and his group has died

    • Improve attack position evaluation by checking if the target is reachable before reaching the path end.

    • Should improve AI of many ground troops, but especially Battle Machine.

    Clan recruitment improvements

    • Added ability for Clans to set a minimum Town Hall level requirement to join (similar to Trophy requirements)

    • Prompt players if they still want to receive invites after they've rejected a number of invites

    • Added possibility to toggle receiving invitations on in the Clan search screen

    • Added Clan badges to the "Find new members" list

    • Added "View Clan" button to Clan invitations

    • Added notification bubble when player has received maximum amount of clan invitations

    • Ongoing improvements to both suggested Clan and member models.


    Apologies for any errors. Formatting on reddit was transcribed by hand on mobile while this guy waited for breakfast.

    That's what happens when you don't di a reddit version, /u/Darian_CoC. Zag's cat cries...

    Anyway if you find errors lmk in the comments and I'll fix then up!

    submitted by /u/DragonBard_Z
    [link] [comments]

    [HUMOR] The real TH13 update

    Posted: 07 Dec 2019 05:30 AM PST

    [HUMOR]My beautiful 50% walls...

    Posted: 07 Dec 2019 11:13 AM PST

    [MISC] Really dig the look of the Level 9 Bombs...

    Posted: 07 Dec 2019 08:05 AM PST

    [HUMOR] LATEST MEME TEMPLATE!!!

    Posted: 07 Dec 2019 05:20 AM PST

    [HUMOR] We all know it

    Posted: 06 Dec 2019 07:09 PM PST

    [HUMOR] Where is your Tesla?

    Posted: 07 Dec 2019 04:36 AM PST

    [RANT] The goblins haven't received a new level in over three years which is actually really upsetting. Please don't abandoned the goblin.

    Posted: 07 Dec 2019 10:16 AM PST

    [MISC] Thanks supercell.

    Posted: 07 Dec 2019 09:41 AM PST

    [MISC] Can we all agree now that having level 69 heroes and posting countless screenshots in the sub isn’t funny?

    Posted: 07 Dec 2019 05:15 AM PST

    I can just see all the stupid "[HUMOUR] Nice" titles now. Cringe.

    submitted by /u/DGSmith2
    [link] [comments]

    [HUMOUR] Finally something for everyone

    Posted: 07 Dec 2019 10:04 AM PST

    [MISC] New loading screen?

    Posted: 07 Dec 2019 11:12 AM PST

    [GUIDE] Preliminary TH13 upgrade priority guide

    Posted: 07 Dec 2019 09:07 AM PST

    Original full text:

    https://clashguideswithdusk.net/2019/12/08/preliminary-th13-upgrade-priority-guide

    The TH13 patch notes have been revealed along with a video, the only thing missing right now is the final release date. Because all the stats and prices of the new stuff has been released, we can now make an informed decision on how to prioritize our upgrades.

    Link to dev video + patch notes:

    https://forum.supercell.com/showthread.php/1873520-Town-Hall-13-Dev-Video-and-Patch-Notes%21

    Fortunately or unfortunately, most upgrades in TH13 are not significant so we can easily narrow down which upgrades give the most bang for your buck. Almost all strength increase for TH13 will come from the royal champ and scattershot, so it is crucial to focus on these new buildings/hero. Upgrading old stuff on the other hand, is very lackluster and should be done much later.

    On the offensive front, Royal Champion is going to carry all the weight so upgrading her should be paramount. Upgrading your old stuff except for giga inferno would provide minimal value in the beginning so that leaves us with some easy optimization. One lvl1 scattershot for example, will give you 150 dps straight up for a small cost of 15mil. To gain 150 dps otherwise, you will need to upgrade all 7 cannons, all 5 teslas and 2 xbows to get the same dps without splash.

    An important thing to take note in the beginning of TH13 is that you get zero extra storage space. Lvl13 (TH12) storages have been buffed to store 14mil/14mil loot but that is not enough to do most TH13 upgrades, so you will need to focus on gold/elixir storage if you want to do any new TH13 building (unless you have the gold pass discount *wink wink*). Even the scattershot would require at least one gold storage upgraded before you can build it. If you have the gold pass, you can finish all TH13 upgrades with just one gold/elixir storage upgrade and you don't even need to upgrade your DE storage.

    The town hall itself will cost 12mil gold to upgrade and will take 18 days. If you want to join the hype train and use a book, read on. If you don't plan to use a book and intend to wait the 18 days, please come back later for me to update the guide once I play TH13 for 18 days. Using a book means that you will have 0 gold going into TH13 and you will need to plan around that.

    Due to the effect of the gold pass, this guide will be split accordingly.

    First priority upgrades: (gold pass on)

    1. Royal champion lvl1 > royal champion lvl 2 > RC lvl3 > … > RC 20
    • This will cost 200k DE straight up and you will need to farm another 112k in 24 hours before she wakes up. This is actually not too hard especially if you still have the season bank reward from Nov.
    • After lvl3, her cost/day drops dramatically and you can work on other heroes.
    1. Siege workshop so that you can at least train and upgrade the siege barracks. 11.6mil elixir + 11.2 days
    2. Place your new seeking air mine and mini bomb. I wouldn't worry about upgrading them yet because you have better things to do with your builder time.
    3. Your gold/elixir and DE will be depleted now so you will need to farm hard to refill. If you are in legends, then you will need to wait another 3 days before you can start your next builder, unless you are keen on upgrading traps/storages or using some runes.
    4. Now its time to upgrade the lab otherwise you cannot upgrade any TH13 troop. This will cost 8mil elixir and 8 days.
    5. Scattershot lvl1 will only cost 12mil (12 days) with the gold pass, allowing you to pick it up pretty easily with some farming.
    6. With some additional farming or using a rune, you can start your clan castle upgrade here. 12.8mil gold + 14.4 days
    7. If you have the master builder/OTTO, farm up and upgrade your DE storage for early Jan when you lose your 20% discount. 7.2mil elixir + 8 days
    8. After this, all your upgrades beside the Royal Champ will require another week, so spend your first week in TH13 just upgrading the RC and dumping your gold/elixir into walls. After 8 days of TH13, you should have a lvl6 RC who is upgrading to lvl7. Her cost should be very manageable by now. Your lab and DE storage should complete.
    • Depending on the meta, there are a few troops that you may want to upgrade. Healers, yeti, electro come to mind as good early upgrades. Be cognizant and watch Youtube to see which troops become meta otherwise you might lose out in Jan during CWL.
    • If yeti becomes the meta, I suggest using a book of building on a barracks and starting your yeti upgrade shortly afterwards. You may even use a book/hammer of fighting to immediately get lvl3.
    1. Even if yeti is not the meta, I think it is still a wise decision to invest a book to unlock the yeti. Whenever you have an extra book of building, consider spending it to upgrade one of your barracks.
    2. You will need one gold storage upgrade now to work on lvl2 scattershot. 3.6mil elixir + 7.2 days
    3. Build your second scattershot now to improve your defenses.
    4. Your siege workshop and first scattershot should be done shortly afterwards so you can finally upgrade your giga inferno to max.
    5. You have two choices here with your spare builder. You can either work on the warden or some more storages. You can get the 10% discount on the first day of the season so your most expensive upgrade is 16.2mil. You can also choose to do cheaper upgrades after losing the discount so that you don't need to upgrade more storages.
    6. After your clan castle is done, your RC's cost should be really low now and you can work on AQ to lvl70.
    7. If you have extra book/hammer of buildings, use them to skip the timer for lvl2 scattershot before you lose the 20% discount.
    8. Your remaining spare builder can work on whatever upgrade. If you want to push heroes quickly, then BK is a good choice. Otherwise upgrading gold/elixir storage will always be a safe bet for when you lose the 20% discount. If you really want to max out your defense power, you can choose to upgrade your Eagle or Xbows here.

    Summary:

    1. RC 1 > max
    2. Siege workshop > grand warden lvl41-max
    3. Lab > Gold storage #1 > open-ended
    4. Scattershot #1 > Giga inferno lvl2-max
    5. Clan castle > AQ lvl65-70
    6. DE storage > Scattershot #2 > Elixir storage #1 > open-ended (you can safely put these upgrades at builder #2 or #3 if you don't have the OTTO)
    7. Troop: depends on meta

    After your first priority upgrades, you're basically done with your significant TH13 upgrades. From here, you can slowly max out your storages, defenses and walls. Upgrade BK to max after AQ is done. I would choose to max out your storages before touching your old defenses. Once that's done, work on Eagle > xbow > inferno before touching WT, AD, cannons, tesla.

    First priority upgrades (no gold pass)

    1. Royal champion lvl1 > RC lvl2 > RC lvl3 > … > RC lvl20
    • Day one will be much harder for royal champ upgrading without the gold pass but if you can keep her upgrading from lvl1 to 3, then you can easily keep her upgrading all the way to lvl20
    1. Lab. This is the only elixir upgrade you can afford with your 14mil cap.
    2. Place your new seeking air mine and mini bomb. I wouldn't worry about upgrading them yet because you have better things to do with your builder time.
    3. Gold storage. You need at least one upgrade done to build the scattershot. If you have a rune of gold and book of building ready, I recommend using a book here to start your scattershot immediately.
    4. (Book+rune) Scattershot lvl1. Otherwise do this upgrade after your first gold storage is done.
    5. (2nd rune?) 2nd scattershot lvl1
    6. (No book/rune) Giga inferno lvl2. This is the only gold upgrade you can afford with your 14mil cap.
    7. At this point, you still have 1-2 idle builders. Use one to upgrade your elixir storage.
    8. If you have the master builder/OTTO, upgrade your DE storage because you will need this if you want to upgrade AQ/BK or the final levels of RC.
    9. After this, all your upgrades beside the Royal Champ will require another week, so spend your first week in TH13 just upgrading the RC and dumping your gold/elixir into walls. After 9 days of TH13, you should have a lvl6 RC approaching lvl7. Her cost should be very manageable by now. Your gold and elixir storage should complete around this time.
    10. After your elixir storage is done, upgrade your siege workshop to unlock the siege barracks.
    11. Once lab is done, your choices for troop upgrades will depend entirely on what you can afford. Fortunately, there are a few 14-15mil upgrades that you can pursue. Look through the meta and choose wisely. From here, you can use your builder to upgrade your second gold storage so that you can work on the clan castle.
    12. Once you have built both of your scattershots, you can dedicate two builders to work on storages full time. You'll need that to max out your gold storage to max out giga inferno and scattershot. You'll only need 2 elixir storage upgrades to finish all TH13 upgrades except for lvl50 warden which costs 16.5mil. I would focus on two elixir storage for now until your warden approaches lvl50.
    13. Once you have enough gold storage upgrades, upgrade your scattershots to lvl2 and giga inferno to lvl5.

    Summary:

    1. RC lvl1 > max
    2. Lab > 2nd gold storage > clan castle > Warden to lvl50
    3. Gold storage > Scattershot > 3rd gold storage > 2nd elixir storage/scattershot lvl2
    4. Giga inferno/Scattershot #2 > vice versa > 4th gold storage > scattershot lvl2
    5. Elixir storage > Siege workshop > giga inferno to max
    6. DE storage > AQ lvl66-70 > BK lvl66-70
    7. Troops: Whatever you can afford

    From here its the same as with the gold pass. You've completed all important upgrades and now you can slowly max out your other defenses.

    SinOfDusk's upgrade priority: (hero-centric)

    Just going to share what I'm going to upgrade in TH13. I have prepared 30mil gold, 25mil elixir and 400k DE

    First week:

    1. Royal Champion lvl1 > RC lvl6
    2. AQ lvl66
    3. Siege workshop lvl4
    4. Lab > book+rune > warden lvl41
    5. Clan castle
    6. Scattershot #1 > book+rune > Scattershot #2
    7. Troop: Electro drag lvl4

    Week 2-4

    1. RC lvl6 > RC lvl11
    2. AQ lvl67 (+gem to skip timer) > AQ 70 > giga inferno to max
    3. Gold storage > DE storage > elixir storage
    4. Warden lvl42 (+gem to skip timer) > lvl50
    5. BK lvl66 > lvl70
    6. Scattershot lvl2 > 2nd scattershot lvl2

    My aim will be to max out all heroes including the royal champ within 2 months of the update so that I can start crushing in war and not worry about them anymore. The first week will be a little tough as RC costs a ludicrous amount of DE upfront but her cost/day drops significantly after lvl4. After that I will gem AQ whenever I get enough DE for her next level and I should be able to finish her within 10 days of the update so I don't need to worry about losing the season pass discount.

    Footnote: I hate reddit's numbering

    submitted by /u/gctan8
    [link] [comments]

    [STRATEGY] Order of troops leaving Clan Castle/Siege

    Posted: 07 Dec 2019 09:35 AM PST

    Our clan has been testing this for a bit. Might be common knowledge to most, but I'll share for those (like our clan mates) who didn't know: The order of your clan castle troops emerging follows two patterns. The first is the exact order in which they are placed in the castle, as long as you don't log off. Once you log off, the order is simply the order you see the troops when viewing your barracks to train (elixir first, then DE). This can have an impact on your attack, especially in cases where you want a DE troop to tank for an elixir troop (Ice Golem before Pekka).

    submitted by /u/tgreek88
    [link] [comments]

    [Misc] Healers finally have both hero and troop healing stats displayed.

    Posted: 07 Dec 2019 05:35 AM PST

    [NEWS] All Troops + Buildings That Are Getting An Upgrade!

    Posted: 07 Dec 2019 05:21 AM PST

    [HUMOR] Love that they’re gonna fix this (hopefully)

    Posted: 07 Dec 2019 11:37 AM PST

    [HUMOR] No one greeted him in the 1st minute that was enough for him

    Posted: 07 Dec 2019 01:13 PM PST

    [GOAL] There's been a lot of these lately but I'm so psyched--Going to be short lived, but my first time maxed!

    Posted: 07 Dec 2019 06:11 AM PST

    [HUMOR] These edrags are very impatient to get to war

    Posted: 07 Dec 2019 10:45 AM PST

    [Humor] Enjoy my OCD, I know Supercell made money off it

    Posted: 06 Dec 2019 04:48 PM PST

    [HUMOR] Worse than a 99% 1 star, heres a 100% no star!

    Posted: 07 Dec 2019 02:24 AM PST

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