Clash of Clans TH9 Farming Guide: Gold and Wall Farming

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III. Gold & Wall Farming:

Gold farming has been a grind historically. Most people do collector raids, or storage raids that require a lot of player input. Not for me, because I have a lot of real life responsibilities, I cannot play like that for long hours. I can, however, play long hours if I only do minimum input into the game. Farming all lava walls takes a long time - it is a marathon, so I cannot sprint to the finish. I must use a strategy that is easy on my energy level and allows me to work while I play. Thus, I thought up the follow strategy after some researching and testing. It is a versatile army that can hit either the storage bases or do collector raids. I was able to get about 21-24 million gold per day and finished all lava walls within about 6 weeks - my true average over the 6 weeks were about 18 million gold per day, because there were about 6 days spent on refilling DE and there were days during which I couldn't play much.

So, at this stage you should have high level heroes (hopefully both level 30), lv 5 hogs, lv 4 healers, and lv 6 giants. And these are the key troops for the following strategy:

1) Barrack Queue order: I queue both dark barracks with hogs non-stop, 3 regular barracks making healers non-stop, and the last regular barrack makes 4 giants + 10 archers + 10 barbs, and sometimes I add in a couple of wizards or more archers and barbarians.

When both of my heroes are unavailable, I would add a wizard or 2 , or 20 more archers & barbarians at least, to be able to kill enemy CC troops and heroes. If I don't have enough units to kill them, I just avoid those bases when my heroes are down.

I typically go raid after I have at least 18-24 hogs and have 3-4 healers, just in case battle gets too tough and that I need to send in reinforcements.

2) Base selection: Typically I went for premmie TH8's, because there is no xbow, and their defensive towers are low level. If the towers are high level, then I will just need to use a few more hogs.

I also went for bases with level 1 xbows if they have 800+ DE, because with my DE intensive army, DE will run out quickly if I don't hit such bases.

With this strategy was losing about 500 DE per hour, so I had to replenish DE once every 3 weeks approximately - just farm DE like crazy for 3 days and you should have 200K DE then do gold farming again. Before the loot change update, I was making about 1.4 million gold per hour without boosting anything. However, after the loot change, really weak bases no longer offer as much gold so I was forced to fight tougher bases (mostly well developed TH8s and above), making about 1.1-1.2 million gold per hour, but I was only losing about 100-200 DE per hour. So it balanced out a bit.


3) Amount of troops to use: It is very important to estimate approximately how many hogs you will need to use to take out all of the defensive towers and then have enough DPS left to clean up all the loot. Sending in more hogs first is always better than sending them in half way through the battle, because as the battle goes on, each additional hog provides a diminishing return to your offense. A base could be taken out by 18 hogs could need 8 hogs of reinforcement if you sent in only 14 hogs initially, as they take down towers too slowly and get shot at longer. But at the same time, you want to expend as few hogs as possible, so that you can raid again faster for higher efficiency, as well as saving DE.


After using this strategy for about a week, I was able to estimate quite accurately how many hogs to use per base:
- For really premie TH8, if their base design is bad - such as a vault design, I would use only 10-12 hogs
- For half-way developed TH8, I would use 15-16 hogs
- For well developed TH8, I would use 18 hogs and if there is no tombstones on the map, then I would add 2 more hogs because the traps should still be intact for my hogs to trigger
- For maxed out TH8 or premie TH9 with lv 1 xbows, I would use about 21-24 hogs, but I would only go after these kinds of bases if they offer at least 1000 DE. Because it would not be worthwhile for me to spend so many hogs on the loot.

Also depending on the real-time loot situation, I would choose easier or harder bases. When the loot is abundant, I would skip harder bases and wait out for the easier bases with juicy 200-300k gold. When the loot is quite dry (like in the weekends), I would hit the harder bases because there is pretty much nothing better at that time.

4) Deployment order:
- First, lure CC & heroes to near a position where you can snipe a camp or something with an archer safely, preferably near an AD that is close to the outside of the base. You want to take out as many Air Defenses and as early as possible so that your healers would live longest, which leads to the hogs surviving the longest.
- Then deploy your heroes & healers to kill their CC troops & heroes. If they have 2 heroes, then deploy a few barbs and archers to tank for your heroes a bit. If they have a dragon, deploy a few archers spread out in front of heroes to help tank your heroes. If they have wizards, spread out barbs and archers to tank for heroes as well, because concentrated wizard fire would kill your heroes quite quickly. You want your heroes to take as little damage as possible so that your healers can finish healing them quickly, then move onto healing hogs.

- After all the heroes & CC troops are gone, wait until the heroes are nearly healed, then release the set amount of hogs you estimated to send into the base. If your heroes were getting too close to enemy base, then send in a few barbs to tank for them. This way the healers will finish healing the heroes and move onto hogs.

- As soon as you release the hogs, deploy 2 giants on both sides of enemy base, so their defense towers would attack the giants instead of hogs. Hogs then can sneak up to them and destroy the tower. Make sure that giants are not deployed too close to the hogs or the healers can get sidetracked and go to heal giants instead.
- Then just wait and see the destruction unfolds. If there are hogs being spring trapped and you think that you need to reinforce the army, then just send in more hogs to join the group. If the healers and the hogs got separated, and you think that you need to heal the hogs, then use a heal spell. Normally I avoid using heal spells, and save them for emergencies only.

- I almost always save a healer or heal spell in my arsenal, for healing heroes at or near the clean up phase. If the battle doesn't go well, your heroes can get hurt badly and sleep for up to 3 hours, so you want to avoid this as much as possible. With the trap buffs recently, healers get slaughtered more so than before, especially when you fight tougher TH8's. So if I think a healer would be needed to help restoring the HP of my heroes to full, I would release it near the heroes when possible. Sometimes I don't have an extra healer, and I would use the heal spell to restore their HP as much as possible.

The beauty of this strategy is that it is not as grindy as other gold farming methods. I could type on a keyboard, doing my work, while watching the battle (not constantly either). I would only need to tap on my iPad whenever reinforcements are needed - which is rare. This is how I was able to play 16+ hours per day for 7 weeks straight while not feeling too bored/sick of gold farming.


5) Key points:


Heroes used as initial force, not as clean up crew: Lv 30 heroes with healers is the perfect combo to start the battle. They slaughter enemy CC troops and enemy heroes (usually low level). Then you can send in hogs safely. They can also help take out a small portion of enemy defense before you send in hogs, and healers will heal them back up - this will reduce the number of hogs required to take out the base. Usually I release the hogs right after the heroes start to take some damage and healers are unable to completely negate the damage taken. This way, the healers should be able to follow the hogs quickly after the hogs take out the front line of defenses (that were shooting at heroes) and healed the hero(es) back up to full health. However, after the loot system change, those very premie TH8 no longer offer 180k+ of gold (they offer around 120-150k instead), so I don't really attack those bases now. Using this tactic against harder bases is to be cautioned, because the heroes can take too much damage, and by the time the healers heal them back up and chase the hogs to heal, a good number of hogs would have died already - unless you have a heal spell to heal the hogs while healers heal the heroes, then it would still work. Also as long as you don't let your healers and heroes die, the healers will heal heroes during the clean-up phase, so definitely put your heroes to work if they are high level - they rarely die when fighting weak bases alongside healers.

Enemy defense distraction (this is the most crucial part): release 12+ hogs depending on enemy base strength (you will know approximately you need to use after you use this strategy for about a week or so). Then immediately send 2-4 giants to flank the enemy base from the sides so that the enemy defense towers will shoot the giants instead of hogs. You can release the giants on 1 side or both, depending on where the hogs are going. This will greatly reduce the number of hogs needed to take down all the defenses. If you don't have giants or ran out of them, use barbs. If barbs are out, use archers. Anything that distracts enemy defenses on the sides would help. Lv 6 giants would hold the fire longest though. I was able to raid almost every 5-8 minutes before the latest loot change update, because I was raiding mostly premie TH8s, and only 12-16 hogs were needed per base. I also was getting 6 hogs every 20 minutes from my CC.

Collector raids: So normally I try to save up the tier one units and use as few of them as possible. Also the barrack that produces giants and tier one units are usually under-utilized. So I often make some extra tier one units as well. As I raid storage bases, I would sometimes get offered collector bases - and that is when those extra tier one units come in handy. If the collectors are easy to get to, and that I have a lot of tier one units I would just hit the collectors and end battle. If the collectors are hard to get to (inside base and scatted all over the place), then I would do the standard hog raid because it is just easy - takes very little user input.

Here are the video examples:


a) Hogs/Healer/Hero combo video 1



So I didn't use any tier one troops here to conserve them for collector raids that I may find in the following battles.

b) Hogs/Healer/Hero combo video 2
So I tried to lure CC, which turned out to be empty, then I just used the standard strategy to 3 star the base. Notice only 10 hogs were needed because his base design was horrible - almost like a vault. The problem with vault is that healers can easily catch up to hogs when they turn the corners, and defensive towers do not over lap each other in terms of fire coverage. So 10 hogs easily took down the towers 1 by 1.

c) Hogs/Healer/Hero combo video 3
This was an example to show that I should have deployed barbs first before the BK so that my BK could take less damage and healers would restore BK's HP to full, then move onto the hogs. Healers didn't move onto the hogs, so I had to use a heal spell to save the situation. I was able to deploy giants from 3 different directions, which helped the hogs quite a bit

d) Hogs/Healer/Hero combo video 4
So this example shows that when heroes are down, you can still take out the base even if they have 2 xbows! But you would need a heal spell or 2, and some good units like wizards to help take out the heroes + cc troops fast. If there were CC troops in this battle, I would have sent in more barbs and archers - always have some on hand just in case. But don't send them in to save for the next battle if you can, this way your efficiency improves.

If your heroes are not down, your efficiency would be higher in this case, as you wouldn't need to make as many tier one units and 2 wizards.

e) Hogs/Healer/Hero combo video 5
So this videos showed what I was saying about sending in barbs to tank for the heroes. And high level heroes are really strong in taking out buildings

That is all for the demonstrations, thanks for your time!

Due to quite a few requests for this, here is my parting gift for this farming guide (don't ask me to write any more farming guides please, I won't farm any more!).

TH 10 DE farming Strategy:

Same as TH 9, use dragloonion in Gold 1 or Crystal 3 for both DE and gold.


TH 10 Gold farming Strategy:


Almost the same as TH 9 Hog Healer strategy, except you have to make a lot more giants, and deploy the hogs in a line. The key is to use giants to tank for hogs, and then the hogs will clear defenses from about 50% of the map. Your heroes would then go into the core and take out the storages in the middle (if they are in the middle). Some times you will be able to 3 star as well.

The range to do this is in Gold 1 (with occasional boosting of heroes), and your DE will continue to go up slowly even without refilling it. If you do it in gold 2 you might need to refill the DE once per 2-3 weeks, but almost no boosting of heroes will be needed.

However, with the hero changes on July 3, I am not sure if this strategy still works, you guys have to try it out.

Here are the videos:






End of UnitySharp's TH9 Farming Guide on Clash of Clans!

Chaos Fighters (X-Fighting) Pet Guide

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Pets; they are your buddy the whole game. Garments will come and go, but a good pet can follow you all the way to the top. So how do you build a good pet? First, choose a pet with abilities you like. 

Suggested Pets: 

Vampire Bat: If you get Cruelty as a passive, your little bat will be giving you a 150 crit bonus
Psychic Dog: Special attack silences enemies. This can buy you a lot of time versus enemies with dangerous special attacks
Polar Penguin: Special attack freezes enemies. A frozen enemy cannot attack you until you hit them, and your hit will be doubled in power. Criting after Polar Penguin specs usually kills most enemies due to the 4x damage multiplier. I had a penguin user at the same level as me hit me for over 3600 in one hit!

Pet House: after you have 4-5 inventory pages, spending your gems on pet house bowls is definitely your best investment possible. Try to get at least 6 bowls so you can check the starting 3 skills of a new copy of your favorite pet every 8 hours.

Now, that you've chosen what pet you want, get a pet either from questing or buy one for 140,000 gold from the Store. DO NOT BUY THE MYSTICAL PET CONTAINER FOR 140 GEMS!!! Seriously, it is a terrible waste of $3.50 worth of gems. First, leveled up pets take a lot more exp to skill up, so they will gain skills exponentially slower per level. Also, you cannot transform +ed pets at the laboratory. Save your gems for food bowls and jail cells, friends.

OK now that that is established, you need a lab. The Laboratory unlocks at level 31 and is one of the most helpful features in the game. If the pet you have is not the pet of your choice, bring it to the lab. The lab charges you a small but increasing gold fee to change pets and garments at level 0 to units of equivalent type. Therefore, a pet will never become a garment, and a senior garment will always produce another random senior garment. Transform your pet until it is the one you want. Try to get 3 copies of the pet you want.
Good, now you have the pet you want. Feed the pet in the pet house. At lvl 0, pets only take 200 exp to skill up, so keep them that way until you have 3 awesome skills on one pet. First, use 600 exp to reveal the 3 skills of each of your 3 copies of your favorite pet. Then, choose the pet who has the skill you like best, and if you have pet locks, lock the skills you want to keep. You will need a pet lock per skill per each time you teach your pet a new skill in order to protect the skills you want. Repeat this process until you have a pet with ideal or at least close to ideal starting skills.

Fusion and beyond:

Do not start fusing to level up your pet until you have 3 great skills. Seriously, it is a bad idea. Once you have 3 uber skills, unlock a 4th skill slot by leveling your pet to level 3. Remember those lame duplicates that did not give you the skill you wanted? Feed them to your far superior 3 skill wonder pet. This will take 6 additional copies of the pet you want so the lab will be your best friend. Voila! You have a 4th skill slot. Get a 4th skill before leveling your pet up further. If the skill is good enough, then go on to level 6 for your 5th skill and so on. Leveling pets is easy if you do it right, so get out there and make a pet who will join you at the top!

Pet Skill Tiers

Tier 1: 

Defense: Your pet blocks 10% of hits against you. This skill has saved my life countless times!

Improved Ferocity: Your pet gives you 10% more attack power... If you were wondering if this is huge, yes... yes it is huge!

Improved Accuracy: Hit gets a bad rap, but it will make you a star the second you come across a high EVA enemy in a group quest.

Improved Fury: +100 crit. Crit + Frozen opponent= 4x damage. This lets you 1HKO sooo much.

Improved Vitality: 10% HP makes you the tankiest tank.

Improved Toughness: Res is currently very powerful. Use it.

Improved Dexterity: EVA lets you take advantage of enemies with low Hit Scores. Be a ninja!

Tier 2: 

Attack: What?! Attack is tier 2?! Yea, if you freeze opponents, nothing is more painful then watching your pet free them from their icy prison for very little damage. Also, your pet could activate an opponent's healing ability, throwing the battle in the enemy's favor. This ability is a double-edged sword.

Armor Break Variants: May be tier 1. I am still not sold on the break stat.

The lesser versions of all improved skills on the Tier 1 List 

Rudeness and Firmness Variants 

Tier 3: 
Gale, Devotion 

Note: tier list does not include pet specific skills. However, my suggestions based on pet-specific skills mirror the suggested pets posted about. Seriously, polar penguin and vampire bat do work. If you have any questions, post below. I will be on World 7, crying because 2x exp is over and wishing I was level 45 (about 219 k exp to go!)

Chaos Fighters (X-Fighting) Guide: Legendary Fighters General Build

wew Note: This page will be updated without further notice

Jupiter
Jupiter is a high damage anti tank with a Thunder Mastery. It has a high STR ratio/growth rate, medium DEX ratio/growth rate, and a low STA ratio/growth rate. It's Thunder Mastery will be very advantageous in the increased trigger rate of stunning Thunder skills like Thunderbolt Boxing and Lightning ball because they stun the enemy and allow you to play for another turn. Once breaking stun lock SPD, these abilities will be especially helpful.

Main stats to build (In order of importance): BRK, STR, DEF, HIT/DEX Subcategory stats to build (Pick 1-2): CRT Recommended preceding fighters to transition from: Vikav (Senior)

Competitive level 90 stats:
-EVA:-
-DEF:1000+
-RES:-
-HIT:800+
-BRK:1200/1400+ (with/without CRT)
-CRT:1000+ (sub)
-HP:3500+
-SP:120+
-ATK:1500+
-SPD:250+

Recommended skill bank: Golden Shield, Thunderclap Quake, Lightning Ball, Thunderbolt Boxing, Fast Move, Heavy Hammer, Barbarism, Assassinate, Revive, Blood Sacrifice.

Evil Guan Yu 
Evil Guan Yu is a high damage anti tank with a Taijutsu Mastery. It has a high STR ratio/growth rate, medium DEX ratio/growth rate, and a low STA ratio/growth rate. It's Taijutsu Mastery will be advantageous in the increased trigger rate of the skill Heavy Hammer and Counterattack. Both of these skills do high damage to the opponent (especially heavy hammer to tanks), and will allow you to finish them off with big hits.

Main stats to build (In order of importance): BRK, STR, DEF, HIT/DEX
Subcategory stats to build (Pick 1-2): CRT
Recommended preceding fighters to transition from: Jessie (Basic), Guan Yu(Senior), Marcus (Senior), Zellah (Senior)

Competitive level 90 stats: 
-EVA:- 
-DEF:1000+ 
-RES:- 
-HIT:800+ -BRK:1200/1400+ (with/without CRT) 
-CRT:1000+ (sub) 
-HP:3600+ 
-SP:130+ -ATK:1500+ 
-SPD:250+ 

Recommended skill bank: Golden Shield, Thunderclap Quake, Lightning Ball, Thunderbolt Boxing, Fast Move, Heavy Hammer, Counterattack, Bomb, Barbarism, Assassinate, Revive, Blood Sacrifice.

Merv
Merv is a speedster anti tank with a Cursed Seal Justu Mastery. It has a high DEX ratio/growth rate, medium STR ratio/growth rate, and a low STA ratio/growth rate. It's Cursed Seal Jutsu Mastery is not popular in it's ability sets; however, the increased trigger rate of the skill Ghoul Block or Skill Shackles could weaken the enemy early on so that you can use the Merv's high DEX to swiftly take out the enemy before they become a threat. In addition, the Merv's high DEX ratio/growth rate, allows users to pass the stun lock SPD quite easily and take advantage of using stun abilities.

Main stats to build (In order of importance): BRK, DEX, DEF, HIT/STR
Subcategory stats to build (Pick 1-2): CRT (uncommon)
Recommended preceding fighters to transition from: Jen Furries (Senior), Vlad (Senior)

Competitive level 90 stats: 
-EVA:- 
-DEF:1000+ 
-RES:- 
-HIT:800+ 
-BRK:1200/1400+ (with/without CRT) 
-CRT:1000+ (uncommon sub) 
-HP:3500+ -SP:120+ 
-ATK:1200+ 
-SPD:400+ 

Recommended skill bank: Golden Bell, Thunderclap Quake, Lightning Ball, Thunderbolt Boxing, Fast Move, Magic Stealing, Heavy Hammer, Shackles, Ghoul Block, Assassinate, Revive, Blood Sacrifice.

Toadmeister 
Toadmeister is a speedster anti tank with a Wind Mastery. It has a high DEX ratio/growth rate, medium STR ratio/growth rate, and a low STA ratio/growth rate. It's Wind Mastery will be advantageous in having an increased Fast Move and Storm Boxing trigger rate so that you will be able to do many more moves per round. Once breaking stun lock SPD then Thunderbolt Boxing becomes a more practical choice than the Storm Boxing, however, either will still be good skills to use as they have respective advantages.

Main stats to build (In order of importance): BRK, DEX, DEF, HIT/STR
Subcategory stats to build (Pick 1-2): CRT
Recommended preceding fighters to transition from: Guan Yu (Senior), Magma (Senior), Monkey King (Senior)

Competitive level 90 stats: 
-EVA:- 
-DEF:1000+ 
-RES:- 
-HIT:800+ 
-BRK:1200/1400+ (with/without CRT) 
-CRT:1000+ (sub) 
-HP:3800+ 
-SP:140+ 
-ATK:1200+ 
-SPD:350+ 

Recommended skill bank: Golden Shield, Thunderclap Quake, Lightning Ball, Thunderbolt Boxing, Storm Boxing, Fast Move, Magic Stealing, Heavy Hammer, Assassinate, Revive, Blood Sacrifice.

Sima Yi 
Sima Yi is a high damage anti tank with a Fire Mastery. It has a high STR ratio/growth rate, medium STA ratio/growth rate, and a low DEX ratio/growth rate. It's Fire Mastery will be advantageous in having a Blood Frenzy/Fire Shield combination ability set; the increased Fire Skill trigger rate will make Fire Shield trigger even more than it already does in the Frenzy/Shield combination. Having CRT with a Sima Yi will be especially advantageous because you will be more likely to CRT your opponent multiple times from the high amount of attacks you will be doing in the Frenzy/Shield combination.

Main stats to build (In order of importance): BRK, STR, DEF, HIT
Subcategory stats to build (Pick 1-2): CRT, STA, RES
Recommended preceding fighters to transition from: Rocky (Basic), Marcus (Senior)

Competitive level 90 stats: 
-EVA:- 
-DEF:1000+ 
-RES:400+ (sub) 
-HIT:800+ -BRK:1200/1400+ (with/without CRT) 
-CRT:1000+ (sub) 
-HP:6000+ (STA sub) 
-SP:150+ 
-ATK:1500+ 
-SPD:120+ 

Recommended skill bank: Fire Shield, Blood Frenzy, Wound Infection, Golden Bell, Inescapable Net, Thunderclap Quake, Wine, Barbarism, Assassinate, Revive, Blood Sacrifice.

Llamar: 
Llamar is an evader tank with a Genjutsu Mastery. It has a high DEX ratio/growth rate, medium STA ratio/growth rate, and a low STR ratio/growth rate. It's Genjutsu Mastery will be advantageous in that the increased trigger rate of skills Assassinate, Moving Illusion, and Shield Wall will allow you to regain HP often, and protect yourself from even more of your enemies' attacks than your EVA already allows you to do.

Main stats to build (In order of importance): EVA, DEX, DEF, HIT
Subcategory stats to build (Pick 1-2): CRT, BRK, RES, STA
Recommended preceding fighters to transition from: Muerte (Senior)

Competitive level 90 stats: 
-EVA:1600+ 
-DEF:1000+ 
-RES:400+ (sub) 
-HIT:1000+ 
-BRK:800+ (sub) 
-CRT:800+ (sub) 
-HP:6000+ (STA sub) 
-SP:150+ 
-ATK:650+ 
-SPD:400+ 

Recommended skill bank: Cleanse, Energy Shield, Golden Bell, Thunderclap Quake, Lightning Ball, Thunderbolt Boxing, Arrival of Thunder God, Fast Move, Magic Stealing, Poisonous Fog, Assassinate, Moving Illusion, Shield Wall, Blood Sacrifice.

Freya
Freya is a speedster tank with a Healing Mastery. It has a high STA ratio/growth rate, medium DEX ratio/growth rate, and a low STR ratio/growth rate. It's Healing Mastery will be advantageous with the increased Rejuvenation skill trigger rate activating the skill multiple times early on when starting a battle with low HP - this can help you to out of many sticky situations. The increased Draw Power trigger rate will also help tanks specializing in draining the enemy's SP, do so much more quickly.

Main stats to build (In order of importance): DEF, DEX, STA/HP, RES/HIT
Subcategory stats to build (Pick 1-2): CRT, BRK, EVA (not recommended)
Recommended preceding fighters to transition from: Elize (Basic), Kybo (Junior), Kid Bongo (Senior) 

Competitive level 90 stats: 
-EVA:1200+(non recommended sub) 
-DEF:1400+ 
-RES:800+ 
-HIT:800+ 
-BRK:800+ (sub) 
-CRT:800+ (sub) 
-HP:10000+ 
-SP:250+ 
-ATK:650+ 
-SPD:300+ 

Recommended skill bank: Energy Shield, Golden Bell, Thunderclap Quake, Arrival of Thunder God, Anti-damage chop, Poisonous Fog, Earth Style Wall, Draw Power, Rejuvenation.

Chrome 
Chrome is a tank with an Earth Mastery. It has a high STA ratio/growth rate, medium STR ratio/growth rate, and a low DEX ratio/growth rate. It's Earth mastery will be advantageous in having an increased Golden Bell, and Thunderclap Quake trigger rate so that you will be protected from outside damage early on and/or stun your enemies to allow dots (abilities that do continuous damage) to get the best of them.

Main stats to build (In order of importance): DEF, STA/HP, RES, HIT
Subcategory stats to build (Pick 1-2): STR, BRK, CRT
Recommended preceding fighters to transition from: Ainu (Basic), Kybo (Junior), Kid Bongo (Senior), Betty (Senior)

Competitive level 90 stats: 
-EVA:- 
-DEF:1400+ 
-RES:800+ 
-HIT:800+ 
-BRK:800+ (sub) 
-CRT:800+ (sub) 
-HP:10000+ 
-SP:250+ 
-ATK:800+ 
-SPD:150+ 

Recommended skill bank: Energy Shield, Golden Bell, Thunderclap Quake, Arrival of Thunder God, Anti-damage chop, Poisonous Fog, Earth Style Wall, Rejuvenation.

Muramusa
Muramusa is a high damage anti tank with a Genjutsu Mastery. It has a high STR ratio/growth rate, medium DEX ratio/growth rate, and a low STA ratio/growth rate. It's Genjutsu Mastery will be advantageous in having an increased Assassinate and Moving Illusion trigger rate so that you will be able regain a great deal of HP while being able to protect yourself from many of the enemy's attacks.

Main stats to build (In order of importance): BRK, STR, DEF, HIT/DEX
Subcategory stats to build (Pick 1-2): CRT
Recommended preceding fighters to transition from: Lu Bu (Senior), Masamune (Senior)

Competitive level 90 stats: 
-EVA:- 
-DEF:1000+ 
-RES:- 
-HIT:800+ -BRK:1200/1400+ (with/without CRT) 
-CRT:1000+ (sub) 
-HP:3800+ 
-SP:120+ 
-ATK:1500+ 
-SPD:250+ 

Recommended skill bank: Golden Shield, Thunderclap Quake, Lightning Ball, Thunderbolt Boxing, Fast Move, Heavy Hammer, Barbarism, Assassinate, Moving Illusion, Revive, Blood Sacrifice.

Void
Void is a high damage anti tank with a Genjutsu Mastery. It has a high STR ratio/growth rate, medium STA ratio/growth rate, and a low DEX ratio/growth rate. It's Genjutsu Mastery will be advantageous in having an increased Assassinate and Moving Illusion trigger rate so that you will be able regain a great deal of HP while being able to protect yourself from many of the enemy's attacks.

Main stats to build (In order of importance): BRK, STR, DEF, HIT
Subcategory stats to build (Pick 1-2): CRT, STA
Recommended preceding fighters to transition from: Jessie (Basic), Lu Bu (Senior), Masamune (Senior) 

Competitive level 90 stats: 
-EVA:- 
-DEF:1000+ 
-RES:- 
-HIT:800+ 
-BRK:1200/1400+ (with/without CRT) 
-CRT:1000+ (sub) 
-HP:6000+ (STA sub) 
-SP:150+ 
-ATK:1500+ 
-SPD:150+ 

Recommended skill bank: Golden Shield, Thunderclap Quake, Storm Boxing, Fast Move, Heavy Hammer, Bomb, Barbarism, Counterattack, Assassinate, Moving Illusion, Revive, Blood Sacrifice.

Altira 
Altira is a speedster anti tank with a Genjutsu Mastery. It has a high DEX ratio/growth rate, medium STR ratio/growth rate, and a low STA ratio/growth rate. It's Genjutsu Mastery will be advantageous in having an increased Assassinate, Moving Illusion trigger, and Shield Wall rate so that you will be able regain HP while being able to protect yourself from many of the enemy's attacks. It's high DEX ratio/growth rate allows you to pass the stun lock SPD quite easily and use stunning skills to your advantage.

Main stats to build (In order of importance): BRK, DEX, DEF, HIT/STR
Subcategory stats to build (Pick 1-2): CRT, EVA (can also be built as a main)
Recommended preceding fighters to transition from: Lu Bu (Senior), Masamune (Senior), Monkey King (Senior)

Competitive level 90 stats: 
-EVA:1600/1400+ (main/sub) 
-DEF:1000+ 
-RES:- 
-HIT:800+ 
-BRK:1200/1400/1000+ (with/without CRT/sub) 
-CRT:1000+ (sub) 
-HP:3200+ 
-SP:120+ 
-ATK:1200+ 
-SPD:400+ 

Recommended skill bank: Golden Shield, Thunderclap Quake, Lightning Ball, Thunderbolt Boxing, Fast Move, Magic Stealing, Heavy Hammer, Assassinate, Moving Illusion, Shield Wall, Revive, Blood Sacrifice.

Pirate D.L
Pirate D.L is a tank with a Cursed Seal Jutsu Mastery. It has a high STA ratio/growth rate, medium STR ratio/growth rate, and a medium DEX ratio/growth rate. It's Cursed Seal Jutsu Mastery will be advantageous in having an increased Ghoul Block and/or Earth-Style Wall trigger rate so that you can weaken your enemies from early on, and reflect many of their attack back to them.

Main stats to build (In order of importance): DEF, STA/HP, HIT, RES
Subcategory stats to build (Pick 1-2): STR, DEX, BRK, CRT
Recommended preceding fighters to transition from: Ainu (Basic), Kybo (Junior), Kid Bongo (Senior) 

Competitive level 90 stats: 
-EVA:- 
-DEF:1400+ 
-RES:800+ 
-HIT:800+ 
-BRK:800+ (sub) 
-CRT:800+ (sub) 
-HP:10000+ 
-SP:250+ 
-ATK:800+ 
-SPD:200+ 

Recommended skill bank: Energy Shield, Golden Bell, Thunderclap Quake, Arrival of Thunder God, Anti-damage chop, Poisonous Fog, Ghoul Block, Earth Style Wall, Rejuvenation.

Shifter 
Shifter is an anti tank with a Water Mastery. It has a high STR ratio/growth rate, high STA ratio/growth rate, and a low DEX ratio/growth rate. It's Water Mastery will be advantageous in having an increased Bacteria, and Freezing Skill trigger rate which will allow you to make your opponent run out of SP much quicker and double your damage dealt to them often. The Freezing Skill ability will drain quite a bit of SP, so it is recommended that you build STA for a higher amount of usable SP, if you plan on using the skill.

Main stats to build (In order of importance): DEF/BRK, HIT, STR
Subcategory stats to build (Pick 1-2): CRT, RES, STA
Recommended preceding fighters to transition from: Ainu (Basic), Jessie (Basic), Sai Fon (Senior)

Competitive level 90 stats: 
-EVA:- 
-DEF:1200+ 
-RES:800+ (sub) 
-HIT:800+ 
-BRK:1200+ 
-CRT:800+ (sub) 
-HP:8000+ (STA sub) 
-SP:150+ 
-ATK:1500+ 
-SPD:150+ 

Recommended skill bank: Bacteria, Freezing Skill, Golden Bell, Thunderclap Quake, Arrival of Thunder God, Anti-damage chop, Fast Move, Heavy Hammer, Counterattack, Bomb, Poisonous Fog, Time Bomb, Barbarism, Assassinate, Revive, Blood Sacrifice.

Chaos Fighters Stat Optimization Guide [iOs and Android]

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Here is a guide on Chaos Fighters for iOs and Android written by PerfectLuck that tackles Stat Optimization.

To start, let's breakdown the stats.

Battle Stats: HP/SP/MinATK/MaxATK/SPD/HIT/EVA/BRK/DEF/CRT/RES These attributes are what is factored in actual battle. In battle, these are the only statistics that matter. When you are reforging and changing your gear, your end goal is to affect these attributes.

HP: Your hit points. If it hits 0, you die.
SP: Your mana points. You spend them for certain skills.
MinATK: The minimum damage you'll do, before defense/skill/crit modifiers.
MaxATK: The maximum damage you'll do, before defense/skill/crit modifiers.
SPD: How often you will attack in a given time period.
HIT: Affects the chance of you hitting your opponent as well as the frequency of triggering your active skills.
EVA: Affects the chance of you dodging your opponent's attack/skills.
BRK: When it is higher than your opponent's DEF, you ignore their defense.
DEF: Reduces damage when attacked.
CRT: Affects the chance of doing double damage (maybe more?).
RES: When it is higher than your opponent's CRT, you ignore their CRT stat. Also affects the frequency of parrying.

Note:This guide did not include STR/DEX/STA because they are not considered in battle. They affect the battle stats, but they don't affect battle itself.

The actual modifiers of these attributes are what this guide will be focusing on. You'll find these stats in souls, constellations, and most importantly in your equips.

Primary Attributes: %ATK/+MinA/+MaxA/SPD/%HP/+HP/%SP/+SP/HIT/EVA/BRK/DEF/CRT/RES 
Of the stats you'll find on your equips, these are the ones that will directly affect your battle attributes.

Secondary Attributes: STR/DEX/STA
These stats affect primary stats, and thus only really indirectly affect battle. STR affects %ATK, DEX affects SPD and EVA, and STA affects %HP and +SP.

Equipment

Each type of equipment has its place on this spectrum (Weapon and Chest equipment hold two spaces). Basically all gloves will have an 8 in the ones digit--so 8, 18, 28, 38, 48, etc. So the equipment by level are as follows:

1: Weapon 
2: Chest 
3: Helm 
4: Necklace 
5: Shoes 
6: Weapon 
7: Chest 
8: Glove 
9: Legging 
0: Ring

Equipment power go up by one every 5 levels. So the weapon/chest/helm/necklace/shoes of levels 41, 42, 43, 44, and 45 have the same obtainable stats and the weapon/chest/glove/legging/ring of levels 46, 47, 48, 49, and 50 have the same obtainable stats, but are higher than the ones from 41-45.

Only focus the level 46-50 power bracket to compare the stats you'll find on them. Focus on the bracket of levels 46-50. Since the maximum of a stat is the only standardized measurement you can get from these equips, Compare attributes using their maximum. Note that purple equipment have a higher maximum on their 4th attribute slot, so I am disregarding those. Here is the list of maximum obtainable stats for all attributes in equipment from level 46-50.

STR/DEX/STA: 77 %ATK/%HP/%SP/SPD: 4.7 MinATK/MaxATK: 10 EVA/DEF: 70 +HP: 86 SP: 5 HIT/BRK/CRT: 76 RES: 80

So most of these are straightforward, but probably the most pervasive question is...

STR or ATK? DEX or EVA or SPD? STA or HP or SP? Which fighter should I use!? The main difference in fighters is their rate stats. What I mean by rate is the ratio at which they gain Primary Attributes based on STR/DEX/STA. These are denoted by the fighter page saying "Each R STR/DEX/STA gains ___". And yes, I will now be referring to these values as R.

First. Some of the stats offered by STR/DEX/STA are actually USELESS or IRRELEVANT.
STR is okay. It only offers ATK% which is very useful.

DEX offers both SPD and EVA, each at 1 per R. But let's compare it to the actual primary stats of SPD and EVA.

You have the chance, on an equip, to gain the following: 77 DEX 4.7 SPD 70 EVA

Regarding EVA gained by DEX, it is nearly useless. Even if you have a DEX R value of 7, which is amazing and nonexistent, 77 DEX will only give you 11 EVA, which is nothing compared to simply rolling the EVA stat at 70. Thus, all in all, increasing your DEX really only increases your SPD.

STA is easy. You will rarely run out of SP, so increasing SP is relatively useless.

So of the Secondary attributes, here's what's important about them. STR: %ATK, DEX: SPD, STA: %HP
That said, the next question is at what point is the primary attribute better than the secondary? (i.e. at what point is 77 STR better than 4.7% ATK?)

This is completely dependent on what your R is for the fighter. So let's start at the middle line. At what point is 77 STR comparable or better than 4.7% ATK? 77/4.7 = 16.4

So if your fighter gains 1% ATK per 16 STR, or an R value of 16, then it is generally better for you to get STR over ATK%. Here's a quick table:

R - %ATK Gained - Increase from Previous 16 - 4.8 15 - 5.1 - .3 14 - 5.5 - .4 13 - 5.9 - .4 12 - 6.4 - .5 11 - 7.0 - .6 10 - 7.7 - .7 9 - 8.6 - .9 8 - 9.6 - 1.0 7 - 11 - 1.4 6 - 12.8 - 1.8

So if your fighter, for every 6 STR, gains 1% ATK (R = 6), you will actually be gaining 12.8% ATK from 77 STR, which is much higher than the maximum on the 1%ATK stat itself. Note that as your R goes down, the increases in the Primary Stat you gain get larger and larger. It is better to have an R of 6 over 7 than an R of 12 over 13.

Note that this does not only apply to STR:%ATK. The numbers for DEX:SPD and STA:%HP are all the same -- 77:4.7.

So what does this mean for choosing a fighter? Choose a stat you want to base your fighting style on and focus on getting that stat as low as possible, whether it's %ATK, SPD, or %HP. Here's a list of fighters with very low R, and thus very high gains on their respective stats.

STR: Jessi(9!), Bokor(10), Skull Warrior(10), Kybo(10), Brock(11), RX-79(11) DEX: Long Nu(8!), Eaynah(10), Muerte(10), Jen Furries(10), Escorpiante(10) STA: Ainu(6!), Elize(8), Jessi(8), Calabash(8), Kid Bongo(8), Mangi(9), Phil(9), Kybo(9), Betty(9)

Know that each of these characters also has different growths, things like +1.02/lvl. I will save that for another time, but just take it into account for when you choose a fighter.

Boom Beach Attack Strategy Guide: The RZM Tactics

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Here is a attack strategy guide on Boom Beach which uses Rifleman, Zooka and Medic troops written by Swiftfist (first seen on Supercell forums).

What is RzM?

RzM is one of the less popular tactics in the game yet it does not meant its any less useful.

RzM Stands for - Rifleman , Zooka , Medic
now some may ask "hey but how can that work, they all have very low health ,wont they all die very fast?"
nope, the idea behind this tactic is to overcome single target defenses with the sheer number of rifleman's, and the medics are there to heal the rifleman back to health fast enough so splash damage defenses wont wipe your army off.

So lets introduce our troops and their roles:

The Troops:

Rifleman
As their description says: "strength in numbers" the rifleman's are your army "meat shields" or "cannon fodder" call them however you like,they are here to guard your zooka's and medics.
rifleman's have low dps but higher health then zooka's ,making them ideal to use as a shield.
they will die in one shot from cannons and boom cannons, and from snipers if they are not in high level yet.
but they can withstand a few seconds or shots from mortars,rocket launchers,and flamethrowers,they can hold enough for the medics to keep healing them to full health ,making them tougher to beat.

Zooka
The Zooka role in the army is to create the "punch" ,they have very high dps and without them your army is like ants throwing sand at spaceships.
Zooka's has very low health and will most likely get killed in one shot by every single building,even the machine guns.
so keep them safe as much as you can.

Medic
The Medic is an important troop in your army,without them your rifleman's wont heal and will all die very fast leaving your zooka's exposed.
keep them even safer then your zooka's as they are the key to keep your army alive.

Pros and Cons:
so now that you know what is RzM ,ill explain the cons and pros of this tactic:

Pros
1. RzM is built to be strong against single target buildings ,such as: Cannon,Boom cannon,sniper,and boom mines.
2. RzM is cheap and fast to retrain ,as you will lose only rifleman's at most battles if you are controlling the tactic.
3. Most players tend to upgrade their single target defenses first making most bases at early stage to have low level rocket launchers and mortars.

Cons
1. RzM is extremely weak against splash damage buildings ,such as: machine guns(only to zookas) ,flamethrowers,mortars,rocket launchers, shock launchers ,and mines.
2. RzM is the longest troop combo to upgrade as you have to upgrade 3 different troops and every single gunboat ability.
3. RzM need a lot of GBE at high levels to work as landing without taking all Rocket launchers before Landing is a great risk.

Requirements:
1. enough Gunboat Energy to be able to take all rocket launchers(or at least to destroy most of them so only one is left standing)
2. Troop Health statue ,it might not be important at lower level but at high levels its a must.
3. H.Q. 15 (to unlock medics of course)

Recommended Army Composition:
This part is up to you to choose what you feel that works for you but i recommend to use the following compositions:
For 6 loading crafts: 3 loading crafts of rifleman. 2 loading crafts of zooka. 1 loading craft of medic.
For 7 loading crafts: 3 loading crafts of rifleman. 2 loading crafts of zooka. 2 loading crafts of medic.
For 8 loading crafts: 4 loading crafts of rifleman. 2 loading crafts of zooka. 2 loading craft of medic.

Tactics, Tricks and Tips for the RzM User.
there are some guidelines that if you follow you can be successful at RzM: please bear with me, if something is not clear then look at the photos for examples.

1. Your main Target is the rocket launchers so get rid of them first, this can be done in three ways:

A. take out all rocket launchers with barrage and artillery before landing.- this way give you more room to breath and let you focus more on other defenses during combat.
B. take out all rocket launcher except one, pick the one that stands in the way you are going to take, after landing walk towards the rocket launcher and use shock bombs to neutralize it until its destroyed
C. same as "B" only if the Rocket launchers are all out of the possible routes(such as in beach front layouts)
so take all rocket launchers except one, then land on the opposite side as far away from his range,use artillery
and barrage on the last rocket launcher as your army gains energy for you from other buildings

2. if you have energy to spare ,then take one shock launcher with artillery and barrage.

3. while in combat use your shock bombs to shock any standing shock launcher, if possible try to shock mortars and flamethrowers with the same shock bomb.

4. while flanking to a certain position outside the base layout - use smokes as necessary to protect your zooka's and medics (don't worry about rifleman's)

5. while flanking while fighting inside the base layout - always use smokes to cover your route ,otherwise you risk at losing all of your army.

6. don't bother to take out mortars and mines with artillery and barrage as the energy is more needed to take out key defenses, instead use med kits to counter the damage.

7. most bases will have flamethrowers near their H.Q. that means that when you will reach them you will be low on energy.

if you can then use shock bomb on the H.Q. to neutralize all surrounding defenses,if you cant then use med kits to counter the flamethrowers damage.

8. only take out mines if they are really close to each other and you cant go in another way,and try to waste as less energy as possible.

Examples:
okay so here ill show you 4 different attacks done by me to better explain the tips and tricks in the section above. the examples in here are in photos to better explain the step in step thinking and execution.

Attack 1#

Here is the base:

Step 1: Take all rocket launchers.

Step 2: Flank from the right side of the layout and use smokes to protect zooka's and medics from the snipers.

Step 3: Use shock bombs to shock the shock launcher far from me ,and the mortars next to him.

Step 4: Use smokes to cover my army as i flank to a new position.

Attack 2#

Here is the base:

(as you see the debris is where two rocket launchers were)

Step 1: Take 2 rocket launcher out of 3.(see picture above)

Step 2: Land and flare to the route you are taking and shock the rocket launcher as your army walks towards it (in this case i shocked both the rocket launcher and the shock launcher)

Step 3:Shock bomb the shock launcher far from you with the mortars next to him.

Step 4: Flank and use smokes to cover your route.

Step 5: Use med kits to counter the flamethrowers.


Smoky RzM: This is a new tactic i developed especially for front beach bases and it is executed as follows:


Step 1: Destroy 2 rocket launchers and leave the third one untouched. 

Step 2: Flare right next to the rocket launcher,make sure its inside the rocket launcher inner range ring(so he cant target your troops at all.) and use smoke to cover your route. 


Step 3: Shock nearby mortars and shock launcher as your army destroys the last launcher. 


Step 4: Destroy some defenses to build up energy , shock flame throwers and mortars as necessary.


Step 5: Move to a new Location where you are out of most defenses range (out of shock launcher range as well if possible) and use smokes to cover your troops. 



Grzm Variation

The Grzm Variation is RzM with the addition of Grenadiers.

this variation trades cannon fodder(rifleman's) and survivability(medics) for extra damage and mine clearing.
Pros: *Dishes out more damage. *Works great for destroying mortars that are behind the h.q where you wouldn't normally reach. *Free Mine sweeping,the Grenadiers AoE damage is very helpful at clearing mines in your path which also saves you some extra gbe. *can guarantee you a win on some occasions where the grenadiers remain out of defenses reach.

Cons: *provides less room for mistakes since you have less rifleman's and medics. *cannot use smoky RzM tactic with this variation since at closed space the grenadiers will hit your army and kill all your troops. 

*inaccuracy of the grenadiers can bring random outcomes in both mine clearing and buildings destruction, making the combo somewhat unreliable at times.

Summary: A fun Combo to use that has its unique benefits. will not work on some bases that normal RzM wins,however on some bases this combo will work a lot better then normal RzM.

Grzm Videos: 


Attack Videos

PvP Bases:

Well here is a video recorded by Jerome (A.K.A omglgros) of my attack on his base. so a special thanks to Jerome ,the credit all goes to him.


And here are some videos recorded by me:

Dr.Terror With RzM:

Clash of Clans TH9 Farming Guide: Super Fast Dark Elixir Farming Strategy

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II. DE Farming and Super Hero Journey

1) Army Composition: 

A lot of people love using Balloons and Minions, but I like to add 1-2 dragons into my composition after disco infernos came out to counter them. So my build varies depending on the loot I am going for and the amount of troops per type varies slightly from 1 battle to the next since I run all barracks non-stop, and I donate troops while I cook troops:

a) When I am going after both gold & DE, I have 3 barracks making balloons non-stop, 1 barrack making dragons non-stop, and 2 dark barracks making minions non-stop. My elixir would accumulate about 1 million per day with this build. Usually I would end up with about 12 balloons & 1 dragon & 70 minions & CC troops.

b) If I start to face a lot of lv 2+ disco inferno towers, and that I don't need to save up elixir for upgrades, then I would have 2 barracks making dragons non-stop instead. My elixir would stay about constant doing this build. Usually I would end up with about 8 balloons & 2 dragons & 70+ minions & CC troops.

c) If I am in no disco land, and that I want to save up elixir fast, then I would have all 4 barracks making balloons. Usually I would end up with about 16 balloons & 70+ minions & CC troops.

d) For CC I always ask for balloons so that I always have enough balloons for the attack.

e) The time for this build is usually around 28-30 minutes

2) Cup Range

a) For mostly gold and some DE to sustain the minion army I would stay in low Crystal 3

b) For balanced gold and DE income I would stay in high Crystal 3

c) For mostly DE and some gold to keep upgrading walls and defenses I would stay in mid Crystal 2.

3) Strategic Concerns

a) Remember that dragon is slow moving and has slow rate of fire, it is weak vs. Air Defenses, but strong vs. xBows pointing up, archer queen, disco infernos, and CC full of archers.

b) Remember that minions are strong vs. Air Defenses & Archer Towers due to their sheer number (the swarm), but weak vs. air bombs, Wizard Towers, and xBows pointing up, also weak vs. CC full of archers because they target archers one by one while being slaughtered by other defense towers.

c) Remember that balloons target defenses, so you have to watch out for Anti-Hog base designs, but they are beatable with my favorite deployment method called "sandwich attack" - will talk about it soon.

d) Remember that lightning is great for killing CC full of archers, but weak vs. Dragons & high level wizards. I always try to have a lightning spell in my arsenal just in case.

e) Remember that rage speeds up your balloons and is the most effective spell for this strategy.

f) Keep in mind that you should be upgrading heroes almost constantly when you farm DE in TH 9, so you need to learn to raid without them. If you have a free hero, try to save him/her to use when you have no spell for the raid. One of them could provide enough extra strength to help you get the loot.

g) Remember that if you drop your troops separately or have long delay between dropping of different waves of troops, the DPS you apply to the enemy base will be low. It is better to concentrate your fire and maximize your army's DPS on the battlefields, so that they kill enemy troops and turrets faster, thus making them surviving longer. So I always prefer to drop troops together, from the same deployment zone (but not at the same exact spot), and do a blitz. The only exception is when all the loot are near or on the outside.

h) Picking your deployment zone: you want to pick the side where you can maximize your loot profit (either getting most storage tanks or the loaded DE drills), with good confidence of getting them too. So this takes practice and experience. Remember to avoid attacking from the TH and CC side unless the DE storage is near outside, because those 2 buildings have a lot of HP and will slow down your army significantly.

i) When and where to send in reinforcements: you will need to send in reinforcements at different spots depending the progress of the battle. For example, if a lot of loot is on the right side and your army is slowing down on the right side, then you need to send most if not all of your reinforcement troops to the right side, etc...

j) Think about where you want your army to go to or spread to. Remember the targeting AI of various units and try to "guide" your units to where they should go. I will talk about this in my "sandwich attack" deployment.

Because there are so many different base setups out there, you should have all of these strategic concerns in mind, assess the enemy base, then quickly formulate an attack plan within 30 seconds right before the battle. Even if you take 60-90 seconds to think through exactly how to lure their AQ and/or CC, and where to attack from, how to deploy, it would still be okay because Balloonion/Dragloonion army only lasts about 90-120 seconds on the battle field. Your attack plan and how you execute the plan is very important to determine if you will succeed in getting the DE (and some gold) or not. It takes practice to be perfect, so just keep at it and you will soon become an expert in the loonion combo. Also there are so many variations to deploy this army, so it is a very interesting and quite fun.

4) Deployment Tactics

There are many ways to deploy the troops for this very versatile army, and I will show you my favorite few.

a) Surgical strikes:

For collector raiding or storages near outside (master 1 farming), you can do this.

b) Sweep attack (usually without spell):

This attack is very basic, because you want to maximize your army's damage without using any spells, so you want to drop all of your troops as quickly as possible. So spread out the balloons in a line or L shape (if you attack from a corner), then follow up with minions. The balloons should tank for the air bombs, and the minions clean up buildings behind. It is super simple and only works on easy bases or collector bases.

Please click on the link to view the video: http://www.youtube.com/watch?v=XYMxnzDbpYw

c) Fan Shape Attack (for reaching multiple storage tanks):

Some times the defense in the core is weak with TH in the center, while all the storage tanks surround the core. So an attack style you can use would be an attack style that absolutely fails coring the base - "Fan Shape" attack. With fan shape attack you send balloons into the base in a line, follow up with minions deploying in the center, batch by batch but quite continuously, and because the buildings on the sides were not cleared, your minions will be attracted outwards and "spread" around the center instead of going deep into the center. So it is very simple, just try not to send in all minions due to air bombs, and here is a replay to show the deployment:

Here is one of my recent Dragloonion attack, after practicing it for over 2-3 months.

d) Coring Inferno Single Target Mode

If the DE storage is protected by single-mode infernos then the job is not too hard. Just follow the steps below:

- Drop balloons in a line or L shape (if you attack from a corner)
- Send minions in a dense line (about 30-40 minions) right behind the balloons, so the entire army "sweeps" the enemy base forward
- Wait about 3-5 seconds for your army to sweep near the core, then release the rest of the minions in the center to go to the core and rage the area in front of the DE. Because both sides and the center are being cleared simultaneously, the newly released minions will be attracted by the core.

e) Sandwich Attack - a Dragloonion army that counters discos

This is a new strategy to counter disco infernos - and I call it "Sandwich Attack" because of the way I deploy the troops in the beginning.



Deployment steps:

1) Try to use both hands if possible, 2-3 fingers each hand for faster deployment speed. The timing of this strategy is very important. You have to be very fast and almost not skip a beat. Also must watch for air bombs and where reinforcement is needed, so you can guide the bulk of your army to the core.

2) They logic behind this strategy is to destroy a good portion of the 2 sides of the deployment zone just a second or so before your main army goes into the middle of the base. You don't destroy a portion, wait and then deploy the main force. The destruction on the 2 sides must be continuous with the destruction (or movement of main army) in the middle - just a second or so in advance. This achieves 2 effects, 1 is that the army in the center will always be attracted to the buildings in the middle, leading down to the core, since the buildings on the sides are always destroyed by the time the army in the middle seeks new targets. 2 is that your entire army is fighting together as well, though they are not dropped at the same time - this maximizes the survival time of your army as your army has maximum DPS and kills turrets and buildings as fast as possible.

3) Remember to lighting their CC archers or wizards if unlurable, when they come out and bunch together.

4) Must drop rage right in front of the DE storage or the discos. Do not drop too early, must drop just as your troops go into the rage zone, to maximize your army's impact and increase its survival time vs. discos.

5) So here is how to deploy: deploy 4 balloons on each side, and then follow immediately by about 8-10 minions. Use both hands, and multi-touch to drop them fast. Then drop CC in the center front and the remaining balloons (about 6 I believe), then drop like 15-20 minions to help clear the center front, then drop the dragon so he will head to the core. You can also drop dragon first then follow with minions. Then I usually drop the rage right in front of the DE storage or the infernos at this point, then pause about 1 second or 2 to see if your troops trigger any air bombs. If there seems to be no more air bombs, then release the remaining minions. If the sides are progressing/moving forward too slow, send more minions there first, then send more minions down the middle. 

I just formulated this strategy about a week ago and I am still practicing it. I am getting better and better at it and I skip disco bases less now. There are about 50% of disco bases I can attack now, even if they have lv 3 discos. If both discos are lv 2+ and guard the DE heavily, then I would skip. If the discos are spread apart, even if lv 3, I would attack the base.

f) More Videos for the Sandwich Attack

Here is a video that shows my Dragloonion attack that can get the DE storage vs. disco infernos without using any spell if you deploy it right:

The sandwich attack works quite well on Anti Hog bases because it breaks the chain of defenses on both sides, then your main army will go to the core.

Here is another video for the Dragloonion army to counter disco infernos:

This video shows BK lv 34 with loonions (no dragon) tearing bases up in low Crystal, high Gold 1 with sandwich attack. If you manage the timing of deployment just right, it becomes a killer combo 

Clash of Clans TH9 Farming Guide: How to Farm Fast Without Spending Gems

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Here's a guide on Clash of Clans written by Unitysharp on CoC forums which tackles on how to farm very fast at Town Hall Level 10.

This image is an exampe of how effective this guide is. I only farmed those Elixir and DE in one raid.

I. Macro Strategy:

1) Preparation for TH 9

So it used to be that maxing TH8 completely (defense, walls, BK 10) was highly recommended before upgrading to TH9, however, ever since TH 10 came out along with new troops for TH 9 - such as Healer lv 4, Balloons lv 6, it is no longer recommended to max TH8 completely before upgrading to TH9.

What you need to do is to max all the defenses, get BK to lv 9 at least, and have at least all lv 7 walls (purple). Because with pink walls you would be attacked quite often as it is perceived to be an obvious mark of "premie". Purple walls is the perceived boundary between "premie" and "well developed" bases at the time of me writing this guide. Also because you want to max your 2 heroes ASAP, so sitting in TH 8 waiting to max walls with sleeping heroes will slow down your progression.

You should go into TH 9 will full storage of DE and elixir - DE for hero upgrades, and elixir for offensive upgrades as well as the 2nd drill.

2) Prioritization of resource farming

After you reach TH 9, the first resource you should be focusing on is actually all 3 resources, with less emphasis on gold:
- You need to be getting DE because you want to keep upgrading 2 heroes non-stop
- You need to be getting elixir so that you can upgrade the lab and camps, as well as the 2nd DE drill. Then there are a bunch of upgrades requiring elixir- troops in the lab, spell factory, and nearly 30 million elixir to max both DE drills.

According to Wikia, the total cost of elixir upgrades for TH 9 is about 85 million (84,948,550):

Once you are done with all the elixir upgrades or nearly done with them, you should then focus on gold & DE at the same time. The main reason is to minimize gem usage. If you focus on gold exclusively at this time, your heroes haven't upgraded to max (lv 30), and your gold farming rate won't be as efficient as it can be. If you focus on DE exclusively at this time then you will have full DE storage tanks a lot of times, and you will need to use gems to speed up hero upgrades in order to accumulate more DE. Lv 30 BK requires 140k DE, Lv 30 AQ requires 150k DE, that is a total of 290k DE to be made within 7 days. But since I was averaging 50k DE per day when I farmed for DE exclusively, I would be sitting on max DE storage for many days wasting precious farming time. Another reason for farming both resources is to save search cost. If you farm for both resources then you wouldn't pass up either a juicy gold base or DE base when it comes up - so you press the Next fewer times for a raid.

Once the heroes are maxed, then you should farm gold exclusively with my Hog Healer strategy (section 3 of this guide), because they are a key part of this strategy and only gets better with the new hero abilities. I was able to farm all lv 10 walls within 6 weeks without boosting.

Then you should be done with maxing TH 9 Congrats!

3) Upgrade Order

The first upgrades you should take on are:
- Lab: upgrading the lab opens up the lab for more troop upgrades, which help you farm faster and also the lab is like a builder, not utilizing it is like keeping a builder sleeping
- Camps: With increased camp space your army becomes more powerful and more successful at grabbing DE, so this should be a no brainer.
- Heroes: Because there are 292.5 days of builder time required (135 days for BK, and 157.5 days for AQ), you should be upgrading AQ non-stop and upgrade BK as 2nd priority. Both should be upgrading almost non-stop until you max them.
- DE Drill: a maxed out DE drill gets you 2400 per day of DE production, over a course of 157.5 days that equals to about BK lv 1-13. So 1 single maxed drill is extremely powerful in saving you time from raiding DE. Get it maxed ASAP without hesitation.

The other upgrades you should focus on would be Xbows, Splash towers, and Air Defense. Those are your key defense weapons so maxing them early on would help you defending on the long run. However, never upgrade more than 1 of the same key defense weapons at the same time to avoid being crippled (i.e. upgrading all air defenses at the same time is a huge no no).

Whenever you find yourself making more gold than you can spend per day, then keep a builder for free to dump gold to walls ASAP. Don't get to the point where you have to wait a day for builders and stop farming. The total builder time for TH 9 is 799 days:

- 506.5 for buildings
- 135 for BK
- 157.5 for AQ

799 builder days / 5 builders = 159.8 builder days. 

The total cost for gold upgrades for TH 9 is about 1.2 billion (178,229,050 for buildings and 1,020,530,000 for walls), and the cost of DE upgrades for TH 9 is 4.6 million (4,617,500).

So assuming that you farm 12 million gold or 30k DE per day (I am just estimating the average farming speed over the course of entire TH9 - in the beginning of TH9 your farming speed should be lower due to weaker troops and smaller camps), then it would take you:
4617k / 30k (DE) + 1199 million / 12 million (gold) = 254days

So there is really no rush to finish all building upgrades ASAP and always keep all builders busy. You can have a builder free for walls just fine.