Buildings outside the wall are arranged in such a way that the monsters cannot complete path around your walls. Not recommended.ĭescription: 4 entrances help spread monsters and reduces the number that can aggro on your heroes at a given time. Note: Monsters break through the walls on the east and wide a lot. Two ranged heroes required, preferrably Engineer and Druid at the edges closest to the towers Towers can be interchanged with mana/gold vaults if your towers are low levels Monsters target your towers while your heroes take them out. Note: The walls near where you start HBM and where the quest board is, is not included in the base design, I have them there because I just levelled to TH Level 11 and haven't decided on a base design for level 11 yet, don't include them at TH Level 10, you will run out of walls if you try to.ĭescription: Tower based design. No troops are required for HBM, I only have them here for faster raiding. This base also allows for protection of a gold/mana vault during raids, I chose gold for obvious reasons. Heroes in the middle will move into the corners next to the entrance and this will draw the remaining heroes/troops to target the towers so that they tank while your heroes attack them without getting damaged. Heroes Levels: 60+ For HBM Wave A, legends at 60+ for HBM B (One legend at 60+ and elites at 60+ is good enough for B)ĭescription: Monsters split at Corners and this allows towers to take advantage and peg off a few heroes/troops. A rough guideline is to increase the thickness by one for every 6 squares traveled.Īrcher Tower Levels: 1 Is Perfectly fine (Possible with normal towers level 8/9 depending on heroes) The level or damage of the attacker, the level of the wall, and the total distance to the target all affects the decision to go through or around a wall. To prevent walls from being attacked, increase the thickness of the wall the farther it is from an entrance. The inner squares will often have additional walls, flowers, or be empty. To prevent ranged attackers from shooting over walls, have at least 3 squares between the outer wall and any inner building. The castle wall has an opening, but the opening is heavily protected. These bases all have openings in the walls, so the defender chooses where the attacker enters. Flying units ignore walls and cannot be influenced. The second basic principle of base design is using walls against ground attackers to make "travel until the target is in range" involve walking farther distances and through more damage. Towers are designed for this, and arrow towers have the highest HP. Surround heroes by other buildings that will be targeted. The first basic principle of base design is ensuring that "choose the nearest target" is not a hero. Attackers targeting a regular building, not a tower, will pause to counter attack then return to the same building. For destructive troops, the nearest target is the nearest tower if there is one. Choose the nearest target, travel until it is in range, attack until it is destroyed. The rules of attacking troops and heroes are fairly simple. 11.2 Design Concept: TH21 Condensed Deathbox.10.5 Design Concept: TH19 Modified Coleoptera.10.3 Design Concept: TH19 Modified Deathbox.10.1 Design Concept: Modified and enlarged Deathbox.8.2 Design Concept: Modified Clover Zigzag.
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