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    Clash of Clans [Guide] A Comprehensive Guide on the Eagle Artillery!

    Clash of Clans [Guide] A Comprehensive Guide on the Eagle Artillery!


    [Guide] A Comprehensive Guide on the Eagle Artillery!

    Posted: 06 Jun 2020 11:40 AM PDT

    Hey Everybody!

    I get (and used to ask!) questions all the time about how much it takes to trigger the Eagle Artillery, and even though it won't be a huge factor in most attacks, I wanted to put together a quick guide that includes everything you need to know about the eagle artillery.

    tl;dr https://www.youtube.com/watch?v=stQTMy5beY4 Here's a video for anyone too lazy to read

    Basics: The Eagle Artillery is introduced at Townhall 11, where you can upgrade it to level 2. At th12, you can upgrade it to level 3, and th13 you can upgrade it to level 4. It is the ONLY defense in the whole game that won't activate until a certain number of troops are dropped. This way, it won't (or shouldn't) affect your funnel, but it should kick on whenever you deploy your main army, and attack that. At levels 1-3, it triggers at 180 troop-space. At level 4, it triggers at 200 troop space. Presumably as th14+ get released, the threshold will increase so that you can comfortably queenwalk and funnel without triggering it.

    More numbers (price, HP, can be found here: https://coc.guide/defense/ancient-artillery

    Offense: The way the Eagle targets troops is different than any other building. Unlike other defenses, it doesn't target proximity; the Eagle Artillery targets the highest hitpoint-density tile on the map. So if you have a big tank, like a golem or the Barbarian King, the Eagle will probably target that. If your army is all on top of each other (like 30 hogs all attacking the same building, standing on the same tile), then it will target the cluster of troops. You can benefit off of this by spreading your army out just a bit whenever you deploy it, and that'll keep the eagle trained on your tanks instead of your clusters. The Eagle is able to re-target for the first 5 seconds, but "locks-on" to a target after that and will fire no matter what (even if it is an Archer Queen using her ability).

    Similar to a mortar, it has a "dead zone" around it. This radius is 7 tiles, so amost any troop that targets the eagle directly will be outside of its range. It then goes on to have a 50 tile range, covering nearly the entire map if it is placed anywhere near the center.

    The eagle fires three shots every ten seconds, at every level,

    Note: the Eagle deals a large amount of damage to 1 tile (and every troop standing on that tile if there are multiple), and splash damage to the surrounding tiles. It also deals the splash damage to the troop it's locked on to, so the effective damage is higher than it reads in-game.

    Defense: The Eagle is one of the highest damage and highest hitpoint defenses, so it should usually be protected. At townhall 11, it is important to keep it near the center of your base so that it stays up for as long as possible. At th12, it's usually recommended to keep it separated from your townall (but still relatively central) so that the attacker has to prioritize one over the other, which can lead to 1-star attacks, or low 2 stars where the eagle stays up throughout the attack. At th13 there are enough powerful defenses that the placement of the Eagle Artillery becomes more debatable, but ultimately you don't want an attacker to be able to queen-walk your artillery, or else you lose one of the most powerful defenses before it has to chance to deal any damage.

    This is the big question: how many "campspace" are my non-troop resources worth? Here's a quick table.

    Resource: Camp-Space Value: Example:
    Troops Equivalent Value Wall-Breaker = 2
    Spells 5 per housing space Rage = 10
    Siege Machine 1 Wall Wrecker = 1
    Heroes 25 Archer Queen = 25
    Clan Castle Troops 0 CC troops will not count towards the total
    Cloned/Spawned Troops 0 Barbarians from BK Ability = 0

    A few notes to supplement this:

    No spawned troops count towards the Eagle Activation: This includes the archers and barbarians spawned during the King and Queen Ability, cloned troops during a clone spell, skeletons spawned by a witch or a spell, and bats that are spawned. They all come from something that has a value (i.e. the spell or hero), and the spawned units never increase that value.

    Siege Barracks are only worth 1: The Pekka and wizards all count as "spawned troops" and the clan castle troops don't count toward the EA, so you can get INCREDIBLE funneling value without risking the Eagle activating by using siege barracks.

    A standard Queen-charge is an even 100: The queen counting as 25, one balloon to tank air mines (coco loon), and 5 healers equal 100 housing space. That makes counting pretty easy for you. If you use your king and champion to funnel the opposite side of a base, then you only have 50 space left before the EA triggers (which is taken up quickly with 2-3 rages for the QW, a poison for the enemy cc, and whatever small troops you use to funnel your queenwalk!).

    Changing Targets: As mentioned above, the Eagle may change its target during the "lock-on" process, but only for the first few seconds. If it targets your Archer Queen, popping the ability will cause it to re-target. If you wait until the final seconds of the "Lock-on" countdown, then it will hit your queen regardless, as it is unable to re-target in the final seconds.

    "When will this come in handy?"

    Probably never. But it's fun for me to do, and if you're a th12 or th13 that enjoys heavy queenwalks, then maybe this will help you. If you can avoid triggering the Eagle until you deploy your main army, that'll ultimately be helpful as you don't want the eagle to target your funnel or your queen walk.

    If you enjoy these types of guides then let me know the next topic that you'd like me to make one for! I tried to keep this one shorter, but if you have any specific questions (or extra factoids!), feel free to let me know in the comments!

    submitted by /u/Frankbang
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