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CoC Bases


How would you "rate my base"?


This is a common request on the Global Chat in Clash of Clans. But how do you exactly rate a base? What parameters do you base your analysis upon?

Is it raw strength? If so, then a maxed out Town Hall (TH) 10 would get a 10/10. But then, what should a maxed out TH8 get? In comparison to a maxed out TH10, a maxed out TH8 is impotent. So... perhaps a 3? This already fails to make sense.

What about how well a player utilizes given resources? I.e. - structural arrangement, building and troop levels, etc. So, if a TH8 has, say, level 10 cannons with level 2 walls, we can now drop some points for ineffective wealth distribution. This makes much more sense. This is EFFICIENCY ANALYSIS; rate a base based on its efficiency.


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Article Summary:

The most efficient bases are those that meet base requirements for TH 8, avoid the DON'Ts, and go straight to TH 10. The base requirements are:

Collectors: Maxed

Cannons: lvl 10

Archer Towers: lvl 9

Wizard Towers: lvl 6

Mortars: lvl 5 (one-hit lvl 5 archers)

Air Defense: lvl 3

Walls: lvl 6

All structures must be present.

Archers: lvl 5

Wizards: lvl 5

Barbarians: lvl 5

[Recommended for war] Giants: lvl 5; healers: lvl 3.

Base arrangement: A well-spread out base, with most, if not all, traps on the inside, storages evenly distributed and NOT CLUSTERED, and, if farming (highly recommended), Clan Castle centralized, with DE storage nearby.

The DON'Ts are:

Staying at TH9, which results in an annual loss of 900K dark elixir and 72M combined gold and elixir, as well as associated defensive losses due to inferior defenses and high cost-inefficiency when upgrading structures.

Upgrading walls past lvl 6 before TH 10.

Upgrading PEKKAs before lvl 100+ TH 10.


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SUPPORTING ARGUMENTS


Efficiency, by definition, is getting most from investing the least. This means resource gathering, base defense damage and health, troop strength, etc. Let's analyze TH 8-10:

TH 8-10:

WALLS:

According to the Clash of Clans Wiki table below, it takes two maxed wallbreakers to break through a lvl 7 wall, and three of them for a lvl 10 wall.




Since TH8 doesn't have lvl 10 walls, should we upgrade to lvl 7? Well, the cost to upgrade all walls to lvl 7 is 80M. Is this worth it? Not at all. While it does take only one maxed wallbreaker to break through any lower wall, one must realize that there aren't many players with maxed wallbreakers going around chasing TH 8s. A lvl 6 wall suffices for lvl 5 wallbreakers. As far as non-wallbreaker troops go, we can look at the issue a bit differently. So, what does a wall exactly do? On its own, nothing really. A layer of walls stops an army from progressing past to defenses. Usually, walls compartment a set of defenses:



In this example, about each structure has its own wall compartment. Is this efficient? Let's look at that wizard tower. It is surrounded by 16 lvl 8 walls. Essentially, those walls add 3,000 hp to the wizard tower. Assuming we are on lvl 7 walls right now, which would add 2,500 hp to the wizard tower, is it worth going to lvl 8 walls? A lvl 8 wall adds 500 hp to the wizard tower, at a cost of 16*(500,000)=8,000,000 gold. Should you spend 8M gold to give the wizard tower 500 hp? For 8M, you can make a wiz tower go from lvl 5 to lvl 7, adding 240 hp and 16 dps (67% increase). So which is better? In this example it is somewhat debatable, since upgrading the wizard tower gives half the hp of upgrading the walls, but also gives a significant damage boost. However, it is no longer so trivial if we analyze a different scenario:



Assume all walls are lvl8. Also, for simplicity, assume that little space on top right is filled. Now, is that a +500hp for the tesla, cannon, and 2 archer towers? Not at all. Once the wall is broken, the invading troops have access to all the buildings in the area. Essentially, only one of those buildings (whichever gets hit first), gains 500 hp. Now we have essentially spent 16,000,000 gold to give one building 500 hp. This is HIGHLY COUNTER-EFFICIENT.

Now of course having walls surround a set of buildings does not guarantee a perfect line-defense so that troops only attack from one side, or that the wlls defend only those buildings (after all, some walls are shared between compartments). In that example, there are three places from which the compartment could be attacked; the open one, the one from the gold storage, and the one from the air defense. The other ones aren't realistic. But this will happen only assuming that initial attackers didn't fully clear out the compartment. This makes analysis complex, but depending on the situation, most frequently the walls give +500hp, but the full probable range is anywhere from +500hp to +1500hp. +1500hp doesn't sound that bad, but again, it is improbable. It makes sense to use probability in analysis since we're looking on the big picture - the average course of the raid (which certainly does not involve breaking every compartment from every side possible). So, hell, let's give it a +1000hp for the average. Is it worth it? Absolutely not.

16M is an outrageous price to pay for +1000hp to just one building. This 16M could've been spent upgrading many, many towers, that would gain their own HP's and DPS. Overall, 250 lvl 8 walls cost 200M. With this, on around TH8 defense basis, it is safe to say that almost every defensive building could be upgraded twice - conferring far more benefit than occasional hp boosts to some buildings.

Now it is without question that walls have important functions beyond simply adding hp to defenses (like making troops go around the long way in annoying maneuvers), but they all come with lvl 1 walls. Any higher lvl walls are hp boosts only.

Thus, it is reasonable to conclude, that lvl 8 walls are highly counter-efficient, and TH 8s should refrain from those.

Now what about lvl 7 walls? Adjust all previous analysis by multiplying costs by (2/5). So, total upgrade is 80M, which isn't that bad. Plus, it adds protection from lvl 5 wallbreakers. But is it worth it? Well, many buildings can be upgraded with 80M. However, we could use some wallbreaker protection. So maybe we should let SOME walls be lvl 7 and some lvl 6. This way, after the wallbreakers are through, we're not wasting millions on occasional +500 hp boosts. This makes sense.

In conclusion, level 8 walls are highly inefficient and should be avoided. Level 7 walls are OK, but it would make more sense to have a level 6 wall majority. And it goes without saying that level 6 walls are a must-have, since they provide occasional +600 hp for a total cost of only 18.75M.

(Personally, I've raided a base once with all lvl 5 walls. But the guy's defenses were on point. I scored miserable 19% on that guy's base, compared to a 92% I scored earlier on a full lvl 8 wall base. I hope this puts in perspective on just how over-rated walls can be sometimes).



RESOURCES


It goes without saying that collectors must be the number one priority on ANY base level - especially TH8. Do not think about moving up a TH without having gold and elixir collectors maxed. At this point it makes not much sense to restrain analysis to TH8, so let's do a general analysis.

There is a big problem with staying at TH9. Some players choose to fully max out TH9 before moving on to TH10. This process may take two-three year of very active playing and no gemming. With this being said, there are significant losses related to not upgrading to TH10:

You get 1 DE drill, gold mine, and elixir collector at TH10. Thus, by not being a TH10, you lose thus benefits per year (here we assume we do not miss out on collecting):

GOLD/ELIXIR: (3500 res. / hour)*(24 hours / day)*(365 days / year) = 30,660,000 res / year ~ 31M res / year.

Dark Elixir: (100 DE / hour)*(24 hours / day)*(365 days / year) = 876,000 DE / year ~ 900K DE/ year.

Thus, in the best case scenario that you loot perfectly, you lose 72M combined Gold & Elixir along with 900K DE each year you are a TH9. I thus advise all players with a life to skip TH 9 entirely and move on straight to TH10 - after meeting some minimal TH 8 requirements below:


WHEN RUSHING IS NOT RUSHING

To achieve maximum efficiency, one must find the optimal balance between growth and power. You want good collectors and defenses, but you also don't want to level up so quickly that you are a TH 10 with TH 7 defenses. No matter how much resources you gain, you'll be easy fresh meat for TH10, TH9, and most TH8 players. Got money? Good. Now protect it with the skin of your teeth. Here are some guidelines for a TH8 ready to go TH10:

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Collectors: Maxed

Cannons: lvl 10

Archer Towers: lvl 9

Wizard Towers: lvl 6

Mortars: lvl 5 (one-hit lvl 5 archers)

Air Defense: lvl 3

Walls: lvl 6

All structures must be present.

Archers: lvl 5

Wizards: lvl 5

Barbarians: lvl 5

[Recommended for war] Giants: lvl 5; healers: lvl 3.

Base arrangement: A well-spread out base, with most, if not all, traps on the inside, storages evenly distributed and NOT CLUSTERED, and, if farming (highly recommended), Clan Castle centralized, with DE storage nearby.

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Also highly recommended to get Barbarian King to lvl 5 first and then immediately work on hog riders until they are at least level 4. Level 5 hogs can 3 star most fully-maxed out TH 9s easily with the right tactics (see YouTube). The only TH9s hard to 3-star are the ones specifically designed against hogs - anti-hog bases - characterized by great spread and double giant bombs. Avoid those at all costs.

And perhaps the number one reason to go to TH10 is the Inferno Tower. The multi-targeted Inferno Tower automatically grants you immunity to all hog raids ever (assuming the rest of your base meets the above TH8 standards). Even one lvl 1 MIT will BBQ your hogs. And once you get to TH10, remember first-thing defensively is to get all defenses, archer tower and cannon to lvl 9 at least, and then Inferno Tower to lvl 2 immediately. Don't bother with lvl 3 because it is cost-inefficient.

Next suggested steps are upgrading tesla towers, because they are the most damage-cost efficient buildings in the game (after the single-towered inferno tower and air defenses, of course). It is also suggested you stay away from PEKKAS until you are TH10, because they are highly cost-inefficient and only make sense for trophy hunting or high level clan wars, which you will not be doing until you are a lvl 100+ TH10.


COST EFFICIENCY

It is important to realize that as buildings become higher levels, they become more expensive to upgrade. This results in cost-inefficiency. At TH9, players are highly cost-inefficient, spending on average 4-6M to get only 10 DPS added to defensive structure. At TH10, this burden is eased with two inferno towers, that combined, are well-worth over 100M spent on defensive buildings at TH9, and of course, a third x-bow.

"LOOT PENALTY"

This is the most widely used argument by players. However, there's not much beef to it. First, there isn't good loot at TH8, so we don't have to worry about the 50% loot penalty. As for TH9, the loot penalty is only 10%, which definitely does not outweigh all the benefits of being a TH10. The bottom line is, you get more loot collecting AND raiding by being a TH10.

MY BASE

My base is in the top picture. How would you rate it? By the only reasonable rating standards discussed above, I rate my base as a 10/10.

I wrote this article to have a quick link to explain to another common CoC player as to why TH 9 is a waste of time, and why my base is not "RUSHED." I feel very bad for the CoC community when I am rejected from clans due to being rushed. I have survived fully maxed (except the heroes) LavaLoonion, GoWiWI, and GoWiPe raids, as well as three-starred multiple fully-maxed out non-antihog TH 9 bases in clan wars and random raids. As such, my base strength is clearly superior to my maxed out TH9 counterparts that get demolished in wars by the same player that raided me only for 47%. The effect of the false rumors spread by popular media is unprecedented in the modern society, and it has taken a great toll on the uneducated majority of the Clash of Clans gaming community.

I hope, if you were somewhat like the people described above, that you have changed your mind about things by reading this article, and, that you will take the information presented into account when deciding on which town hall to stay, what buildings to upgrade, and how to be generally efficient in Clash of Clans.

Peace.