Friday, April 18, 2014

Starter's Guide & HBM wave A

Hi CClashers,

castle clash is a great and addictive game, however it's not easy to start out well. After having made many mistakes myself on the first account, I now know better what works and what doesn't. Also, I stumbled upon a ton of material on the web which will be continuously included here.

Here my do's and don'ts for the very beginning:
  • MIGHT: Keep your might as low as possible, otherwise raiding becomes a real pain early on - the difficulty of the bases you raid are based on your might. And the demand for gold is high as you progress. You will have plenty of opportunity to push might up later.
    • No troop upgrades at all. If troops are needed in the very beginning, work with guardians level 1.
    • No army camp upgrades whatsoever, no additional army camps.
    • Gold mines and mana mills are essentially useless until you are high level (needed for 6th hero base). Don't upgrade them, don't add any additional ones to your base.
  • HEROES: It's all about heroes. First thing is to get your town hall up to level 7 to get 5 hero bases. Place hero bases and buy heroes once available. Upgrade gold and mana vaults as needed. Placing a second gold and mana vault is fine. Get 5 heroes. At his point, it doesn't matter too much if they are crap initially. Save the sacrifices if you are able to restrain yourself. :-). If you plan to spend money on gems to roll legendaries, do it now. The earlier you get them, the less experiences through battles and consumption is put into heroes used only temporarily.
  • HBM: Focus on Here Be Monsters (HBM) straight away.
    • Upgrade hero bases ASAP, they give additional damage and hit points to your heroes while increasing might by only 1 point per base and level. Furthermore, they increase hero skills once these depend on damage themselves (e.g. Druid's Energetic). This is very important and needed to farm HBM as quickly as possible. You will be grateful for it later on as well.
    • You can complete wave A at around 1000 might with 2 star heroes. I use no towers just yet, only hero bases at level 5ish if I recall correctly (if you fail, just level up the hero bases), walls (nowadays, they don't add to your might anymore) and a good set-up. The set-up shown is from BKF666, he explains his approach to wave A in detail here.
First set-up for wave A, 2014-04-14
  • MAGIC: Refrain from using magic in the beginning, i.e. building the relic hall at all. The relic hall upgrades push might up quite a bit. If you start using it at some point (I'll hold off until my Druid and Thunder God are operational), don't rush to upgrade the relic hall higher than level 8 which unlocks Guardian Angel. Don't upgrade any spell other than Restoration. This can go up to level 5 if you need it, however it shouldn't be necessary until later on.
  • UPGRADES: Generally, no upgrade can be rolled back, no building can be removed. Once it's done you need to live with it. E.g. a common mistake is to upgrade said Guardian Angel to higher levels. However, GA level 1 covers for your heroes and this is all you need. GA level 1 costs 10k gold and gives 30 might, GA level 5 costs 30k gold and increases might by 450. So upgrading it to level 5 further increases your might by 420 points plus costs you 20k gold more every time you buy it - that is super annoying.
  • BUILDERS: After you got your 5th hero, try to save the daily gems till you get 500. Buy a 3rd worker before you gem roll for better heroes. I know, it's no fun to save up 500 gems that early, but achievements help a lot early on and your base will just develop so much faster having 3 builders.
  • TOWERS: Start basic towers once your town hall reaches level 7. But then build 3 of them and upgrade them to arrow towers ASAP.
  • TIP: After 30 days a Druid gets rewarded with a Paladin on the way. Farming HBM wave A for around 10 days, and HBM wave B for another 20, you will have the amount of shards needed to buy a Thunder God to your free Druid. Keep as many of the mid and high sacrifices as possible for your Druid (or Thunder God). It requires patience and discipline :-), but it will be the perfect set-up then. You won't have enough slots in your altar to save everything, so you consume low sacrifices and unwanted heroes to increase skill levels of your crap heroes. If you are lucky and roll a legendary before you'll get your Druid, so much better. Upgrade hero bases, arrow towers; vaults as needed. I don't upgrade initial heroes beyond level 60 b/c the honor badges are needed later on and they are most likely getting consumed soon anyway.
  • WALLS: As you see in the screen shot, the walls for HBM wave A are really low level. However, to step up to higher waves much better walls are required. Thus, it's recommendable to start upgrading your walls early on. When you keep your overall might low as suggested your heroes get really strong though compared to the bases you are paired up with when raiding. That's why raiding becomes a piece of cake and most of the time I don't even watch while my vaults are filled.
  • ARENA: Make your defensive arena set-up easy to lose. You will get easier opponents this way and can win more battles for 40 Honor Badges each.
  • Clear the obstacles from your field, like stones and trees etc. It costs a bit of gold and mana, but it gives a few gems and there are two achievements linked to it.
  • Useful stats:
Hopefully this helps you to achieve a great start into the game - success stories, questions and comments welcome.