So as everyone knows, a new update is coming very soon, and it features a lot of nice changes. Off the top of my head, you can now dismiss clan castle troops you don’t want (bye bye unwanted goblins and wallbreakers), walls can be upgraded in rows, walls can be upgraded using elixir, dark barracks now goes to level 6 (to unlock Lava Hound), valkyries will have a faster build time, and archer towers will go to level 13 now. *EDIT: I can’t believe I forgot about level 7 barbarians and archers! And reduced hero regeneration time!
That’s a lot to digest all at once, so let’s talk about the most important stuff.
Elixir for Wall Upgrades
While a lot of people rejoice at this news, it does make me a tad nervous. Obviously, this means that elixir won’t be in as much abundance when I raid, and I already have trouble at times breaking even elixir-wise. If people can dump their elixir as soon as they can afford a new wall, then it might be difficult to steadily build strong armies, particularly when trophy pushing. It remains to be seen how this change will affect the economy (people worried when spells were changed to elixir as well), but it could potentially become a struggle to earn elixir now at certain levels.
Faster Build Time for Valkyries
Supercell continues to try to buff valks as much as they can to make us use them more. I am guilty of thinking they were immediately going to become the new hot strategy, which turned out to be somewhat false. In my own trial runs with them, they do a respectable amount of damage and the new AI helps, but they are still a bit too slow in their wind-up in attacking and their durability is an issue against max level bases. Sure you can hide them behind golems, but two wizards instead of one valk can also do a lot of damage and generally stay safer in the fray.
I’m still determined to make use of them once they are maxed (in mere hours!), and the faster build time will make it less frustrating to try them out more frequently.
Level 7 Barbarians and Archers
Honestly, I’m not that excited about this upgrade unless archers can withstand a high level mortar or wizard shot now (which honestly would be OP). Otherwise, they’re probably just getting more expensive when they more or less work fine as is already. Maybe it will change the barching game, but for now, I will withhold further judgment.
Reduced Hero Regeneration Time
Great change! Even mid-level heroes (like mine) typically take longer than the entire army to rest up for the next raid, so it will be nice not to have to go hero-less into battles as often. For high level players and gemmers, this will save them a lot of money in the long run.
Archer Tower Level 13
As soon as I feel like I’m getting close to a maxed base (defense-wise), Supercell pushes the finish line out a bit farther. That’s OK since I’m still closing in faster than the line is moving out…but this now means that I have two levels to go for most of my archer towers. I wonder if level 12 archer towers will become cheaper. Paying 7.5M for a point defense already felt like too much, and level 13 can only go so far in price.
Either way, I’m sure this new level was in response to dealing with the new dark troop…
Dark Barracks Level 6: LAVA HOUND
This is the best video I’ve seen on this new unit, so I suggest you check it out:
Basically, it’s an air version of the golem. It tanks for the rest of your army as they take out things behind it. Perhaps hinting at the future of the game, this troop is very specialized as it specifically targets air defenses (then next priority is to regular defenses, then any). As its health runs out, it explodes, causing damage below, and spawns a number of flaming “pups” who are very similar to minions.
Rough estimates indicate that this unit has close to 7700 health, making it the tankiest unit in the game–but that’s really because air defenses do the highest damage per second, not counting single-target infernos after they’ve locked on. Its attack damage is nothing worth relying on, like the golem, but when it dies, the explosion actually does do a fair deal of damage. Like balloons crashing on defenses below, I’m sure this will actually make the difference in a good number of attacks.
I was pleasantly surprised to see that it’s not terribly slow moving like balloons. On paper, you could worry that it will race out ahead of the rest of your air army since they have to deal with in-between buildings first…and balloons are the slowest unit in the game. But rage spells and quick destruction could help the support troops keep up somewhat.
When I first heard there was a tanky air unit that targets air defenses, my initial thought was that lava hounds + dragons would be unstoppable…but after seeing lava hounds’ inability to actually take out air defenses, it might be more advisable to mix in some faster troops as well. Lava hounds, like golems, are simply there to tank, and air defenses are still going to have to be destroyed using some other troop. Either way, I can’t wait to experiment with them since I love using air armies already.
On initial look, it doesn’t seem they are terribly overpowered at this point, even at level 3 (their max level for now). But it might still become imperative to upgrade air defenses, teslas, and archer towers to deal with this new threat. Otherwise, 2-stars might become almost automatic once people learn the ideal troop mix and strategy. Already, I’m thinking I may have to change my layout and make one of my inferno towers single-target within range of air defenses to deal with these tanks.