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Golem

Kamis, 23 Januari 2014 | 1komentar

Golem lvl1
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"The mighty Golem loves to soak up damage! When destroyed, it explodes and splits in two. The resulting Golemites have one-fifth the Golem's strength and hitpoints."

Golem1 100
Golem3 100
Golem5
Level 1 & 2Level 3 & 4Level 5

  • Summary
    • Golems are extremely powerful tanking units that, upon death, split into two smaller Golemites that continue to do damage.
    • Both Golems and Golemites do splash damage, similar to Balloons, when destroyed.
    • Golems target defenses first, like GiantsHog Riders and Balloons.

  • Offensive Strategy
    • A good strategy is to release Golems and wait until all splash damage defenses like Mortars and Wizard Towers fire on them then release units like Archers and Barbarians.
    • Since the Golems do small amounts of damage themselves, it´s important you bring high damage-dealing troops as back-up, like Wizards orWitches.
    • Golems aren't affected by Spring Traps. However when it becomes two Golemites, they are affected
  • Defensive Strategy
    • Golems, like Giants and P.E.K.K.As, are very high-health units that can be used to soak up fire. Make sure that the Golem is in the middle or in range of most of your defenses, as the Golem can distract attacking troops very effectively for a considerable amount of time. Even when overwhelmed, the Golem does a surprising amount of splash damage, enough to kill all Tier 1 and most Tier 2 troops (including lower-level Giants), as well as even Hog Riders. Any remaining attackers will then have to deal with the two Golemites as well.
    • Golems, like P.E.K.K.As are not affected by Spring Traps. Golemites are affected by Spring Traps

  • Upgrade Differences
    • The Golem undergoes a significant graphic change at level 5.
      • At level 3, the Golem's rocky exterior changes shade from light gray to a darker gray.
      • At level 5, the Golem gains purple, crystal-like spikes, quite similar to those on the level 3 Wizard Tower and his entire body gains a purple/grey color.

  • Trivia
    • Added in the 17 Apr 2013 update.
    • You can have a maximum of 8 Golems at one time in a full complement of fully upgraded Army Camps. This number increases to 9 if you include the 1 that can fit into a fully upgraded Clan Castle.
    • It is the only troop that splits into multiple units upon death.
    • Golems and Balloons are the only troops that deliver splash damage upon dying. This is in contrast to the Wall Breaker, which dies upon delivering splash damage.
    • Has a housing space requirement of 30, which is 5 spaces more than a P.E.K.K.A.
    • The Golem is the only troop that can fill a level 5 Clan Castle by itself.
    • The Golem has the highest hitpoints among all troops even at level 1, however, it has the lowest DPS per housing space among all troops even at level 6, even lower than Giant at 2.2 DPS per housing space.
Preferred TargetAttack TypeHousing SpaceTraining TimeMovement SpeedAttack SpeedDark Barracks Level RequiredRangeDeath Damage Radius
DefensesGround3045m122.4s41 tile1.2 tiles
LevelDamage per SecondDamage per AttackDPS per Housing SpaceDamage Upon DeathHitpointsTraining Cost Dark elixirResearch Cost Dark elixirLaboratory Level RequiredResearch Time
13891.21.263504,500450N/AN/AN/A
242100.81.44005,00052560,000610 days
346110.41.534505,50060070,000712 days
4501201.6665006,00067580,000714 days
554129.61.85506,30075090,000814 days
Sumber : http://clashofclans.wikia.com/wiki/Golem
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Witch

Rabu, 15 Januari 2014 | 0 komentar

Witch
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"The Witch never fights alone, constantly raising dead warriors. Upgraded Witches raise more skeletons at a time."

Witch lvl1
Level 1 & 2

  • Summary
    • The Witch is a powerful troop that can summon dead warriors from past battles (skeletons). She is used as a support troop (similar to the way the Healer works) and when used correctly, can wipe a battlefield with ease.

  • Offensive Strategy
    • As she has low hitpoints, the Witch is recommended as a support troop, and should be placed near the back of an attack. Don't group Witches together or a Mortar may wipe them all out. The Witch has the same range as an Archer or Wizard. Plus the Witch's skeletons are good tanks to attract the attention of defense buildings.
    • Drop a couple of Giants as distractions, with a few Wall Breakers shortly after. Then add 1-3 Witches and they will spawn skeletons to help the Giants. When the Giants and Witches finish destroying the defenses, drop 1-4 additional Wall Breakers (depending on level) along with 1-4 Witches and more Giants.
    • The Witch's skeletons can help Giants destroy buildings.
    • The Witch's skeletons can easily overwhelm defenses, though splash-damaging buildings (Mortars and Wizard Towers) can wipe them out just as easily as they can be raised.
    • If you have strong enough Lightning Spells, take out one or two Mortars at the start of the raid. This will greatly decrease the base's splash damage capability. More skeletons will then stay alive longer acting as a distraction for the defense and will let your stronger troops take care of the rest.
    • If you see a Witch on defense, a single Lightning Spell is a convenient option to prevent wave after wave of skeletons continually distracting your offensive troops.
  • Defensive Strategy
    • When using Witches as part of your Clan Castle complement, place the Clan Castle behind walls to protect her from being drawn out and killed easily.

  • Upgrade Differences
    • Currently, the Witch has the fewest available levels of any troop (two); every other troop has at least four, and most have five or six levels. It is highly likely that Supercell will add more levels in future updates.
    • There is no difference in appearance between the two levels. Currently the Witch is the only troop with no upgrade differences.

  • Trivia
    • The Witch has approximately the same amount of health as a Wizard of similar level.
    • Although she appears to have no feet, which makes it seem like she is levitating, she is actually a ground troop and will not be attacked by Air Defenses.
    • In terms of health and damage output, the skeletons that the Witch summons are slightly stronger than a level 6 Archer. However, the skeletons have no ranged attack.
    • You can have a maximum of 20 Witches at one time in a full complement of fully upgraded Army Camps. This number increases to 22 if you include the 2 that can fit into a fully upgraded Clan Castle.
    • Only a certain amount of skeletons can be on the battlefield at the same time (see table below for details).
    • Although summoned skeletons look very similar to Wall Breakers, they are more likely to be Barbarians because they have a similar look, stance and attacking style.
    • If you observe carefully, the Witch looks similar to the Archer, only much more "zombified".
    • Witches don't require any graves on the battlefield to summon skeletons.
Preferred Target Attack Type Summon Cooldown Housing Space Training Time Movement Speed Attack Speed Dark Barracks Level Required Range
None Area Splash 0.3 Tile Radius (Ground & Air) 6s 12 20m 12 0.7s 5 4 tiles
Level Damage Per Second Damage Per Attack DPS per Housing Space Skeletons Summoned Hitpoints Training Cost Dark elixir Research Cost Dark elixir Laboratory Level Required Research Time
1 25 17.5 2.083 3 (Limit 6) 75 250 N/A N/A N/A
2 30 21 2.5 4 (Limit 8) 100 350 75,000 7 10 day
Sumber : http://clashofclans.wikia.com/wiki/Witch
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Valkyrie

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Troop-Valkyrie
"A master of the two-handed Axe and granted terrible power by Dark Elixir, this glorious warrior crushes enemy troops and buildings with her whirlwind blow!"

Valkyrie1
Valkyrie3
Level 1 & 2 Level 3 & 4

  • Summary
    • The Valkyrie is a fierce warrior maiden with flaming crimson hair, dressed in a long leather loincloth with matching leather brassiere and knee-high boots. She wields a massive double-bladed axe, which is about 1/2 of her size.
    • The Valkyrie has a total of 4 levels.
    • She takes up 8 spaces in an Army Camp.

  • Offensive Strategy
    • Drop the Valkyries near the Barbarian King at the start of an attack. These Dark Elixir Troops do a lot of damage on Heroes and are an easy way to get rid of the Barbarian King early; this makes the whole attack easier and more effective.
    • Using the Valkyrie against Clan Castle troops is a good idea, because they deal small area splash damage and will be able to take out groups of troops quickly and efficiently.
    • Try to refrain from using the Valkyrie in mass quantities at one location, as they will tend to bunch up around the outside of a well-defended base where Mortars and Wizard Towers will make short work of them.
  • Defensive Strategy
    • Valkyries are extremely powerful troops and can be a problem to deal with; they do a lot of damage and have quite a bit of health (although nowhere near as much as a Dragon or P.E.K.K.A). Although their damage has a splash component, it is short range and generally has no effect except when they are attacking Clan Castle troops (which they excel at) or Walls. While they do not have any particular weakness like P.E.K.K.As do with Hidden Teslas, they also do not have any unusual offensive capabilities either (like Hog Riders) so essentially the best defense against Valkyries is simply good base design.
    • Valkyries are wonderful Clan Castle troops. Their splash damage makes them extremely effective against large groups of lightly-armored, melee-range troops such as Barbarians and Goblins, though they are also very capable against groups of ranged troops such as Archers and even Wizards as well. On several occasions players have reported Valkyries to have single-handedly destroyed entire Goblin and Barbarian raids. She can only attack ground troops, however, and is completely ineffective against aerial units. Her high health also allows her to survive many hits.
    • The Valkyrie is particularly deadly when deployed among Barbarians as part of the Clan Castle complement; although she is a much more powerful troop, she is approximately the same size and can easily be missed in a group of Barbarians. Often it will take a few moments for the attacking player to notice her and understand why his or her ground troops are dying so quickly.

  • Upgrade Differences
    • The Valkyrie has the fewest upgrade differences of any unit (with the exception of the Witch, which currently only has two levels).
      • At level 3, she changes her steel axe for a golden one.

  • Trivia
    • Added with the 12 March 2013 update.
    • As part of the 29 July 2013 update, the Valkyrie's damage has been increased.
    • While the Valkyrie has very high damage per second and hitpoints, she takes 15 minutes to train.
    • The Valkyrie has the same original face design as the Archer.
    • You can have a maximum of 30 Valkyries at one time in a full complement of fully upgraded Army Camps. This number increases to 33 if you include the 3 that can fit into a fully upgraded Clan Castle.
    • Some players refer to her as a P.E.K.K.A with no armor, because she is female and has extremely high damage per second and hitpoints.
    • The size of the Valkyrie is rather small and can easily be mistaken for a Barbarian or Archer.
    • On 17 March 2013 there was a Clash-Off competition on the Clash of Clans Facebook Page involving Valkyries and Archers:
"Chief, it’s time for a CLASH OFF!! Archer or Valkyrie? Pick your favorite and tell us why - you could win 1000 gems!!! We'll announce the winner tomorrow!"
The winning comment was made by Paula Shayne Lao Olbes, supporting Archers. She said:ClashOFF17March
Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Dark Barracks Level Required Range
None Area Splash 1 Tile Radius (Ground Only) 8 15m 24 1.8s 3 0.5 tiles
Level Damage per Second Damage per Attack DPS per Housing Space Hitpoints Training Cost Dark elixir Research Cost Dark elixir Laboratory Level Required Research Time
1 88 158.4 11 750 70 N/A N/A N/A
2 99 178.2 12.375 825 100 50,000 6 10 days
3 111 199.8 13.875 910 130 60,000 7 12 days
4 124 223.2 15.5 1,000 160 70,000 7 14 days
Sumber : clashofclans.wikia.com/wiki/Valkyrie
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Hog Rider

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Troop-HogRider
"Having tamed the fierce leaping hog, the Hog Rider punishes those who hide behind their puny walls! Fueled by Dark Elixir, these warriors have never known defeat!"

Hogrider1
Hogrider3
Hogrider5
Levels 1&2 Levels 3&4 Level 5

  • Summary
    • The Hog Rider is a rugged, tanned man riding a large hog. He is bare-chested, wearing only a brown leather loincloth, a red belt and a pair of leather sandals. He has two large golden wristbands and a gold earring. His weapon of choice is a large warhammer.
    • His mount is a large boar/hog, about half its rider's height; the Hog Rider holds a brown leather bridle which is looped around the boar's tusks.
    • He is a mortal troop and can be created in multiple numbers like other normal troops.
    • Because of his hog he can jump over Walls, giving the user a great advantage over the enemy base.
    • Although he has high damage per second and high hit points, he only takes 2 minutes to train.
    • Hog Riders make good distractions when deploying other units such as Archers.
    • Because of his large amount of health and damage, and his preferred target being defenses, the Hog Rider can be used as a replacement for Giants.

  • Offensive Strategy
    • He can be used to jump over any level Walls, rendering them ineffective against Hog Riders. Note that while this allows Hog Riders free access to what lies behind the wall, it does not open up gaps for other troops to move through. If the Hog Riders need the support of other ground troops, you will still need to deploy Wall Breakers in order to assist them.
    • The Hog Rider could potentially be used in a fashion similar to Barbarians, i.e. a "Hog Rider Rush", without requiring any Wall Breakers to break Walls. However, this would likely be a poor tradeoff of resources, as a large raid of Hog Riders would cost a significant amount of Dark Elixir.
    • Hog Riders are very capable of acting as distracting troops like Giants; they have nearly as much health as a similar-level Giant, move twice as fast and do considerably more damage.
    • They work perfectly with the Healing Spell when you group several of them together.
    • When used all together they can be extremely effective offensive troops, though this is balanced by the fact that you must use a substantial amount of Dark Elixir.
  • Defensive Strategy
    • Defending against Hog Riders is tricky, as wall placement becomes irrelevant when dealing with them. However, the fact that they can jump over a Wall and attack a defense means that they may leave their ground support behind (Barbarians, etc.), as they will not be able to follow. This will allow your interior defenses to concentrate on the Hog Riders.
    • Although the Hog Rider is certainly not a liability on defense, the fact that all defensive troops are unimpeded by walls negates the primary advantage of the Hog Rider. As of the 30 Jul 2013 update, they take up the same amount of housing space (5) as Giants but are much faster and do considerably more damage. They are also much less susceptible to Lightning Spell attacks than Minions and Tier 1 troops, so they may be a good alternative for the Clan Castle if your clanmates don't mind donating Dark Elixir Troops.

  • Upgrade Differences
    • At level 3, the Hog Rider's hammer increases in size and turns black. The brass bands on the hammer's head disappear, replaced by a massive golden knob.
    • At level 5 his mohawk turns from black to orange, making it similar to that of a level 5 Goblin.

  • Trivia
    • Though the Hog Rider appears in many ways to be a mounted barbarian, unlike the Barbarian the Hog Rider's teeth appear to be in perfect condition.
    • He has more than a passing resemblance to "Mr. T", an American actor.
    • He was added in the 12 March 2013 update. On 27 August 2013 his training time was reduced from 5 minutes to 2, and he was given a preferred target (defenses).
    • Hog Riders bounce in the air when their Army Camp is tapped.
    • You can have a maximum of 48 Hog Riders at one time in a full complement of fully upgraded Army Camps. This number increases to 54 if you include the 6 that can fit into a fully upgraded Clan Castle.
    • He is the only ground troop able to bypass Walls without using the Jump Spell.
    • They have a similar body build to the Barbarian.
    • The hog rider has a pierced right ear.
Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Dark Barracks Level Required Range
Defenses Melee (Ground Only) 5 2m 24 1s 2 0.6 tiles
Level Damage per Second DPS per Housing Space Hitpoints Training Cost Dark elixir Research Cost Dark elixir Laboratory Level Required Research Time
1 60 12 270 30 N/A N/A N/A
2 70 14 312 35 20,000 5 8 days
3 80 16 360 40 30,000 6 10 days
4 92 18.4 415 45 40,000 6 12 days
5 105 21 475 50 50,000 7 14 days
Sumber ; http://clashofclans.wikia.com/wiki/Hog_Rider
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Minion

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MINION
"This terror of the skies was born out of Dark Elixir. Undetectable by the Seeking Air Mine, Minions materialize with ease, but are fragile in our world."

Minion 1
Minion 3
Minion 5
Level 1 & 2 Level 3 & 4 Level 5

  • Summary
    • The Minion is a fast, cheap and relatively weak ranged flying unit. Its appearance is that of a flying imp-like creature with large horns, stubby wings and large hands with sharp vicious claws and rubber-like gloves.
    • It is made of Dark Elixir and is trained in the Dark Barracks.
    • The Minion's method of attack is spitting Dark Elixir.
    • Because it is a flying troop, it cannot be attacked by Cannons or Mortars but is very vulnerable to Air Defenses and Air Bombs.
    • Although the Minion does the least damage per second out of all Dark Elixir troops and has the lowest health, it has the fastest training time and lowest housing space.
    • Seeking Air Mines will not target Minions, but regular Air Bombs do.

  • Defensive Strategy
    • It is really helpful to have an Air Bomb in case you are attacked by Minions. It's the biggest weak spot for a Minion, especially if the attacker has multiple Minions, as Air Bombs do splash damage and can wipe out an entire group at once. For this reason it is helpful to place the Air Bombs near storages/Town Hall.
    • Defend Air Defenses, Wizard Towers, X-Bows, and Archer Towers well so the Minions don't have free rein.
    • Minions, although individually weak, are very powerful in large numbers.
  • If your attacker plans on deploying a large amount of Minions, they will typically try to trigger your Air Bombs first with single Minions deployed at several points around your base (see Offensive Strategy). To counter this, make sure the trigger radius of each Air Bomb is at least behind the first row of defended buildings; this will help ensure that the single Minions will be destroyed by other defenses before they can trigger the Air Bombs.
  • Offensive Strategy
    • It is extremely useful to carry a small amount of Minions (10 or so) to pick off buildings that are defended by ground defenses only (Mortars, Cannons).
    • Minions are relatively inexpensive and take up only 2 housing spaces, making them well suited to use in a group rush strategy.
    • Minions can be destroyed by a single Air Bomb; therefore a good strategy is to deploy them one at a time in different locations to set off the Air Bombs, and then follow up by deploying them en masse. Note that you cannot test for Seeking Air Mines in this manner, as these traps do not detect Minions.
    • As is the case with all flying units, Archer Towers, Wizard Towers and Air Defenses should be taken out before deploying Minions.
    • Using Giants as a distraction when using Minions to attack other buildings is a good idea since the Giants will attack the defensive buildings and keep them occupied while the Minions attack all the outside buildings achieving at least 50% damage.
      • Note that while Giants can be used to destroy an Air Defense, they will not occupy its attention while it is being attacked (it will still shoot at your Minions).
    • Minions can trigger Giant Bombs even though they will not be affected by them! If you suspect a Giant Bombs may be in a certain area, a single Minion is an ideal way to find out, although placing a barbarian would incure a smaller loss (the Barbarian would die).
    • Like Balloons, Minions are exceptionally useful in the Single Player Campaign. You can simply destroy all of the Air Defenses, Archer Towers and Wizard Towers, then deploy a single Minion. It will destroy every building. It takes a bit of patience, but it pays off at the end. With a Single Player Campaign, there is no time limit, so one unthreatened Minion will eventually destroy every building.
      • Important note: In many cases a single Minion will take enough time to destroy the remaining buildings that your game will time out due to inactivity, which will cause your attack to end prematurely and be unsuccessful (regardless of how many stars you had earned to that point). To prevent this from happening either deploy multiple Minions, move your screen around, or simply change the view every few moments by panning or zooming.
    • Minions can overpower Air Defenses as they only target one Minion at a time; but beware of Wizard Towers which can vaporize entire swarms of Minions.

  • Upgrade Differences
    • The Minion's appearance changes at every other level.
      • At level 3, the Minion's skin changes from light blue to royal blue, with its horns and forearms a slightly darker shade of blue.
      • At level 5, the Minion's skin turns gray, and its horns and forearms both turn black. The eyes also glow a ghostly white, making it resemble a fully-fledged gargoyle.

  • Trivia
    • The Minion is a Dark Elixir Troop added in the 12 March 2013 upgrade.
    • Their appearance resembles that of a gargoyle.
    • You can have a maximum of 120 Minions at one time in a full complement of fully upgraded Army Camps. This number increases to 135 if you include the 15 that can fit into a fully upgraded Clan Castle.
    • Tapping on the Army Camp will make the Minion sneeze Dark Elixir.
    • The Minion is the fastest flying unit, and one of the fastest troops overall along with the Goblin.
    • The Minion is the only flying troop that is undetectable by the Seeking Air Mine.
    • The Minion is the only unit in the Dark Barracks whose picture does not resemble a level.1 unit
    • As part of the 17 June 2013 update, the colors of the levels 1-2 Minion and the levels 3-4 Minion were swapped. Twister, a Supercell Community Forum moderator, has confirmed that this was an unintended change and was reverted on 24 June 2013.
Preferred Target Attack Type Housing Space Training Time Movement Speed Attack Speed Dark Barracks Level Required Range
None Ground & Air 2 45s 32 1s 1 2.75 tiles
Level Damage per Second DPS per Housing Space Hitpoints Training Cost Dark elixir Research Cost Dark elixir Laboratory Level Required Research Time
1 35 17.5 55 6 N/A N/A N/A
2 38 19 60 7 10,000 5 5 days
3 42 21 66 8 20,000 6 6 days
4 46 23 72 9 30,000 6 7 days
5 50 25 78 10 40,000 7 10 days
Sumber : http://clashofclans.wikia.com/wiki/Minion
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