Clash of Clans is an online multiplayer game in which players build a community, train troops, and attack other players to earn gold and elixir, and Dark Elixir, which can be used to build defenses that protect the player from other players' attacks, and to train and upgrade troops. The game also features a pseudo-single player campaign in which the player must attack a series of fortified goblin villages.
Since it's release in 2012. Clash of Clans (simply called CoC) became one of most popular Mobile-phone games. Game is also popular as one of best strategic games for mobile phone.
Gameplay
Troops:
Troops are divided into Tier 1, Tier 2, Tier 3, Dark Elixir Troops, and Heroes. All Tier 1–3 troops are created and upgraded with elixir; other troops and heroes require "dark elixir", a special type of elixir that is only available at higher levels. Troops in each group are listed in the order that they become available.
Spoiler :
- Tier #1 – Consists of Barbarians, Archers, and Goblins. All take up a single housing space in the barracks and army camps.
- Barbarians: Popularly known by serious players as "Barbs", they require the shortest training time of any troops (20 seconds). Travel at normal speed (16 units) and have moderate health and damage. Cannot attack airborne troops.
- Archers: The first units that can attack air troops, they are relatively fast to create (25 seconds). Ranged attack troops that fire arrows at their targets, they are faster than Barbarians (1.5x), but have less health (comparing maximum-level troops, the lowest of all troops) and do slightly less damage per second.
- Goblins: Useful for looting bases at lower levels, Goblins take 30 seconds to create. They have the highest damage per second of Tier 1 troops, not including the double damage they cause to resource buildings (gold, elixir, and dark elixir storages; gold mines; elixir collectors; dark elixir drills), but cannot attack airborne targets. Goblins are also the fastest ground-based troops (2x Barbarian speed), but have low health comparable to that of Archers. Before the winter 2014 update, they were unlocked at barracks level 3, but they are now unlocked at level 4, with Giants now being unlocked at level 3.
- Tier #2 – Consists of Giants, Wall Breakers, Balloons, and Wizards.
- Giants: Large (5 housing spaces) and slow troops (0.75x Barbarian speed) with robust health used mainly as "meat shields" for more fragile troops. Giants will attack defensive buildings until all of them are destroyed, and can only attack on the ground.
- Wall Breakers: Skeletons that carry bombs, they require 2 housing spaces, travel at the same speed as Archers, attack only ground targets, and preferably target walls that guard buildings and their AI is trained such that they will only attack buildings surrounded completely by wall with no gaps for troops to enter. However this has been very controversial sparking debates on the Supercell Forums. Wallbreakers take 2 minutes to train. Once they reach a wall (or, if no walls are available, a building or enemy troop), they halt for 1 second and detonate, blowing themselves up and doing damage to the target (plus splash damage). They have fragile health similar to that of Archers, and only modestly damage buildings or troops, but their damage is multiplied by 40 against walls.
- Balloons: The first airborne unit to become available, these are Wall Breakers that have been "promoted" to manning hot air balloons, dropping bombs on ground targets that cause splash damage (they cannot attack airborne units). The slowest troops in the game (0.625x Barbarian speed), requiring 5 housing spaces and 8 minutes to train, they preferentially target defensive buildings. While they have strong damage statistics, they are relatively fragile at low levels, making them most useful as cleanup troops (especially in single-player missions). However, at higher levels, they have enough health to be used in high-level attack strategies.
- Wizards: The first "premium" troops to become available, Wizards shoot fireballs or lightning bolts (depending on level) at both ground and air targets, doing splash damage. They take up 4 housing spaces, require 8 minutes to train, and travel at the speed of the Barbarian. They have moderate health (more than Barbarians, considerably less than Giants) and the highest damage per second of all troops on a per-housing-space basis.
- Tier #3 – Consists of Healers, Dragons, and P.E.K.K.As.
- Healers: The only units incapable of doing damage, Healers (flying human-like female creatures or are popularly known as angels particularly by people who do not have English as a first language) shoot healing rays at friendly troops (or, while defending a base she may heal the heroes such the Barbarian King and the Archer Queen or the defending ground based clan castle troops such as barbarians or wizards if they are avialable). Healers take up 14 housing spaces, move at Barbarian speed, require 15 minutes to train, and have health roughly comparable to that of a Giant. They cannot heal airborne troops.
- Dragons: One of the strongest units in the game, the Dragon travels at Barbarian speed, has high health (equivalent to several Giants), and causes very high splash damage to both ground and air troops. These attributes are counterbalanced by its large housing space (20), long training time (30 minutes), and high elixir cost. Dragons based attacks such as "mass dragons" and "rage dragons" are considered to be the most clichéd attack strategies at townhall seven and eight due to the immense power; since it offers one of the highest chances of a three star and due the simplicity of the use.
- P.E.K.K.As: A heavily armored sword-wielding warrior whose exact identity is unconfirmed(though the P.E.K.K.A is believed to be a female since the trivia at the loading screeen mentions the P.E.K.K.A as a "her"), the P.E.K.K.A travels at Barbarian speed and has the highest health and damage per second of all elixir-based troops. Can only attack ground targets, but can usually "one-shot" lower-level troops, and can even do the same to some buildings. The high health and damage are counterbalanced by lack of ability to attack multiple targets, slow attack speed, high housing space (25 spaces), training time (45 minutes), and very high elixir cost. In addition, its metallic armor takes double damage from Hidden Teslas (a high-level defensive trap).
- Dark Elixir Troops– Consist of Minions, Hog Riders, Valkyries, Golems, Witches, and Lava Hounds, These troops are created and upgraded with dark elixir, and are also trained in their own "dark barracks".
- Minions: Flying troops that resemble imps, they have the lowest housing requirements (2 spaces), shortest training time (45 seconds), and lowest cost of dark elixir troops. Minions attack both air and ground targets by spitting dark elixir. They are the fastest flying troops (same speed as Goblins), but have relatively low health.
- Hog Riders: Hammer-wielding warriors bearing a strong resemblance to Mr. T and mounted on hogs that are capable of leaping over walls. Somewhat analogous to the Giant in that they require 5 housing spaces, train in 2 minutes, attack only on the ground, and preferentially target defensive buildings. However, compared to Giants, they travel much faster (same speed as Archers), have roughly half the health, and do several times the damage.
- Valkyries: Wielding a two-handed axe, Valkyries take up 8 spaces, train in 8 minutes, and travel at Archer speed. Their ground-only attack involves spinning their axe at high speed and every damaging swing leads to them gaining a very small fraction of their health back They preferentially attack groups of buildings adjacent to one another (or enemy troops), and their attacks have a small area of splash damage. Valkyries have very high health and damage, but are relatively expensive to train.
- Golems: Occupying 30 housing spaces, requiring 45 minutes to train, traveling at the same speed as a Giant, and having extremely high health (the highest of all ground troops), the Golem is a popular meat shield for high-level ground attacks. It attacks only on the ground, doing relatively little damage for its size, and preferentially targets defensive buildings. When killed, it splits into two smaller units called Golemites.
- Witches: Occupy 12 housing spaces, require 20 minutes to train, and travel at the same speed as a Giant. Shoot fireballs at both ground and air targets, and also summon a group of skeleton warriors at regular intervals. The summoned warriors travel at Archer speed and attack only on the ground. Unlike other troops they have only two levels in which their appearance remains unchanged.
- Lava Hounds: Flying creatures, resembling a cross between a Golem and a dog, that travel slightly faster than Barbarians or Dragons (1.25x) and spit fireballs at their targets. Preferentially target Air Defenses, then other defensive buildings. Like Golems, require 30 housing spaces and 45 minutes to train, and also split into smaller units (8–12 Lava Pups) when killed. Cause relatively little damage for their size, but have the highest health of all troops, making them useful meat shields for airborne attacks.
- Heroes - Consist of the Barbarian King and the Archer Queen. Heroes are immortal and are only trained once. They are summoned by an altar rather than being trained in the barracks (or dark barracks) like the other troops. They are trained and upgraded exclusively with dark elixir. If they lose any or all of their health in battle, the Heroes must rest or sleep on their altar for a set period to regenerate. After several upgrades, both gain special abilities in attacks. The Barbarian King is basically a larger, more powerful Barbarian. He is automatically summoned once the Barbarian King Altar is constructed, which costs 10,000 Dark Elixir.The Barbarian King's "Iron Fist" restores a significant portion of health, temporarily increases attack speed and damage, and also summons a small group of Barbarians. The speed and damage increase also affects any friendly Barbarians near the King. The Archer Queen is basically a stronger, more powerful version of the Archer. She is automatically summoned once the Archer Queen Altar is constructed, which costs 40,000 Dark Elixir. As in the January 29th 2014 update, the Archer Queen gained a new special ability: Royal Cloak. The Royal Cloak allows her to become "invisible" to enemy defenses for a short period of time, in addition to greatly increasing her damage, restoring some of her health and summoning up to 12 Archers to aid her in battle (although the Archers are summoned by Royal Cloak, they are otherwise unaffected by it unlike the Barbarian King, where barbarians are affected). The Archer Queen gains this ability at Level 5, and it becomes more powerful every five levels she gains. Unlike the Barbarian King, The Archer Queen can attack air units like Balloons, Dragons, or Minions, making her effective in guarding a village against players who utilize air raids.The amount of time the hero sleeps to regenerate is directly proportional to the health the hero has left at the end of the battle. So if the hero is not damaged then the hero is ready to fight immediately; however, if the hero falls in battle or even gets hit, then he or she must sleep for some time to regenerate. You can temporarily quadruple the hero's healing rate for 2 hours by spending 10 Gems.
Spoiler :
1.Lightning Spell- The Lightning Spell is the first spell unlocked in the Spell Factory, and is automatically unlocked once the Spell Factory has finished construction. When this spell is used, a number of lightning bolts drop from the sky, damaging all Buildings and enemy Troops randomly within a circle 7 tiles wide. The only spot that receives the full damage of the spell is the one-tile area onto which it was targeted.As of the July 1, 2015 update, the lightning spell won't affect storages.
2.Heal Spell- It takes 30 minutes to create in the Spell Factory. When placed, the spell forms a stationary ring of healing on the ground. All friendly units within the ring will be healed (ground or air), which includes Healers. It lasts for a total of 12 seconds (40 healing 'pulses' every 0.3 seconds). Heroes can also be healed by the Healing Spell, although the rate of healing is reduced to half of that of normal troops.
3.Rage Spell- The Rage Spell creates a translucent purple ring on the battlefield that boosts the movement speed and damage of any friendly units inside the ring. In the case of Healers, the Rage Spell increases their healing by a similar amount.
4.Jump Spell- The level 1 Jump Spell allows all ground Troops (except for Hog Riders, which do not need the spell) and Heroes to jump Walls. Upgrading the spell will increase its duration on the battlefield (the level 3 Jump Spell lasts three times as long as the level 1 one).
5.Freeze Spell- The Freeze Spell is used to temporarily disable defenses and/or ground troops from the enemy Clan Castle within a small radius. Until the spell's duration finishes, the affected enemy units will neither move nor attack. Enemy Troops that are not within its radius when the spell is cast are unaffected by the Freeze Spell, even if they move into the area of effect while it is still active. The Freeze Spell is currently the final spell unlocked in the Spell Factory. At its maximum level, it is the most expensive elixir spell in the game. The Freeze Spell cannot freeze any Air Troops.
As of the July 1, 2015 update, a new dark spell factory was made available. It featured 3 new spells-
1.Poison Spell- It is the first spell available in the Dark Spell Factory. It does damage to all enemy Troops, Heroes, and Skeletons inside its area of effect as well as slow them down, but does not damage buildings whatsoever.
2.Earthquake Spell-This is the second dark spell. It deals a percentage of damage to all buildings within its area of effect, except for Gold Storages, Elixir Storages, and the Dark Elixir Storage. It has a preferential target which are walls and does more 4 times greater damage to walls than other buildings. But from the July 1, 2015 update Dark Elixir and other storages are immune to all forms of direct spell attacks such as the Lightning spell and the Earthquake spell.
[size=13]3.Haste Spell-The Haste spell is the 3rd and the last(till now) dark spell. Like a Rage Spell, it boosts the speed of troops in its area of effect; the Haste Spell, however, does not make them deal extra damage. The Haste Spell has a slightly smaller radius than a Rage Spell.
2.Heal Spell- It takes 30 minutes to create in the Spell Factory. When placed, the spell forms a stationary ring of healing on the ground. All friendly units within the ring will be healed (ground or air), which includes Healers. It lasts for a total of 12 seconds (40 healing 'pulses' every 0.3 seconds). Heroes can also be healed by the Healing Spell, although the rate of healing is reduced to half of that of normal troops.
3.Rage Spell- The Rage Spell creates a translucent purple ring on the battlefield that boosts the movement speed and damage of any friendly units inside the ring. In the case of Healers, the Rage Spell increases their healing by a similar amount.
4.Jump Spell- The level 1 Jump Spell allows all ground Troops (except for Hog Riders, which do not need the spell) and Heroes to jump Walls. Upgrading the spell will increase its duration on the battlefield (the level 3 Jump Spell lasts three times as long as the level 1 one).
5.Freeze Spell- The Freeze Spell is used to temporarily disable defenses and/or ground troops from the enemy Clan Castle within a small radius. Until the spell's duration finishes, the affected enemy units will neither move nor attack. Enemy Troops that are not within its radius when the spell is cast are unaffected by the Freeze Spell, even if they move into the area of effect while it is still active. The Freeze Spell is currently the final spell unlocked in the Spell Factory. At its maximum level, it is the most expensive elixir spell in the game. The Freeze Spell cannot freeze any Air Troops.
As of the July 1, 2015 update, a new dark spell factory was made available. It featured 3 new spells-
1.Poison Spell- It is the first spell available in the Dark Spell Factory. It does damage to all enemy Troops, Heroes, and Skeletons inside its area of effect as well as slow them down, but does not damage buildings whatsoever.
2.Earthquake Spell-This is the second dark spell. It deals a percentage of damage to all buildings within its area of effect, except for Gold Storages, Elixir Storages, and the Dark Elixir Storage. It has a preferential target which are walls and does more 4 times greater damage to walls than other buildings. But from the July 1, 2015 update Dark Elixir and other storages are immune to all forms of direct spell attacks such as the Lightning spell and the Earthquake spell.
[size=13]3.Haste Spell-The Haste spell is the 3rd and the last(till now) dark spell. Like a Rage Spell, it boosts the speed of troops in its area of effect; the Haste Spell, however, does not make them deal extra damage. The Haste Spell has a slightly smaller radius than a Rage Spell.
Source: Wikipedia
~yugideckfan