Recent posts by estava on Kongregate

Flag Post

Topic: Castle Clash / Video: 4 HBM F defenses. Diamond design. Town Hall 15. Shard heroes around level 130.

Hi guys, I have created a video showing 4 HBM F defenses and uploaded it to YouTube here:

https://www.youtube.com/watch?v=7t_x5E3SdEM

The best thing is the heroes I used were all Shard heroes you can get by just saving enough shards.

Town Hall 15 is not too long to get to, either.

Enjoy! :-)

PS. Towers level 8.

 
Flag Post

Topic: Castle Clash / Mantis design for Hero Trials

I’ve recorded a video to show how strong the Cupids of L4 really are: https://www.youtube.com/watch?v=UIND5N9IrYs

Notice how my defense melts in a couple of seconds. My heroes barely manage a couple of shots out before they die, and my heroes are above level 120 mostly. My towers too melt in a couple of seconds each and they are level 8 with some garrison.

 
Flag Post

Topic: Castle Clash / Mantis design for Hero Trials

I have tried to design some new defenses in the last few days. But it hasn’t been easy, really. I came up with a “fun” design for farming Here Be Monsters F. The results though have been about as good as the old ones.

I also tried some new designs for Hero Trials and main defense. With the Mantis design some players seemed to be avoiding it. When given just a little bit of a chance though, they came back hitting hard when I used some new designs. I could say that they at least did not destroy 100% of my castle when they tried, but the idea of getting attacked at all and being looted was more of a Pyrrhic victory in the end for those defenses. :-)

Right now I’m a little bit bored. The Cupids of Hero Trials L4 are too strong. I can’t stop them. I lost way too many fights at L4 already to consider it farmable at this point. I almost beat the Druids of L5, but the net disconnected at the moment it was to save the results.

So, right now I really hate my ambitious losses of L4 and HBM F. I lost L4 thrice to cupids and once to Grizzly Reapers. Those are flying enemies that don’t care about walls and traps as much and Cupids are just way too fast at killing my heroes and towers. They have a buff.

I just want to have some fun again, farm the stages I can and wait till I get stronger later on. Making defenses is very hard, I should not be doing it “for fun.”

 
Flag Post

Topic: Castle Clash / Mantis design for Hero Trials

Someone did raid me successfully and looted over 400k gold from me. I also failed to defend against L4 Cupids. They overwhelmed my defenses.

I hope more legendary tower garrisons and a sixth hero would help to improve the defense enough so I could beat those Cupids.

 
Flag Post

Topic: Castle Clash / Mantis design for Hero Trials

So you can see how it works I just recorded a video. It shows a Hero Trials L4 Pumpking Duke defense: https://www.youtube.com/watch?v=Ff2mUiSfyeo

 
Flag Post

Topic: Castle Clash / Mantis design for Hero Trials

Hey guys. A couple of days ago I created this design I called Mantis. The goal was to try something that would better counter the Hero Trials challenges. I had been farming L2 only. I wasn’t confident I could take on L3 or L4 for farming purposes, since I even lost one on L3 after just a couple of tries, so I wanted a new design…

Inspiration

Corner bases have been used by many players before there were designs that more thoroughly countered Here Be Monsters challenges. In fact, some of the inspiration for the Here Be Monsters designs came from corner bases.

Sometimes beginners come up with corner base designs because they think they cannot be attacked by the sides glued to the corners and sides. But that’s not a good idea per se, because attacks can come from any side, we just need to click slightly offside and troops will be placed on that side.

Aware that attacks can come from all sides, we can do one better by avoiding to place important buildings right outside the borders. That’s why I’m happy I have towers and gold vaults slightly protected.

While I used corner bases as a major inspiration for the design. I also wanted to keep something from the powerful design for Here Be Monsters called Diamond. There are many different Diamond versions. The Diamond designs have proven very successful for Here Be Monsters by sparing our heroes till the end. That’s why I used the walls to create a shelter for the heroes based on that idea.

Plus, I wanted some more spikes around the entrance to the Diamond core, based on what I saw when defending from Here Be Monsters with my Diamond design. The reason for them was to add some more walking space to the enemy heroes before they would come in contact with my heroes. I experimented with that in this Mantis design and I like the results.

Explanation

The core sheltered by the walls protects the defense from most attacking angles. Hero Trials heroes wanting to destroy my towers would first have to get past the core shelter with the heroes inside most of the time. That is one good reason to have the defenses pushed more to the corner. Where my idea differs from other corner designs is that I place my heroes upfront, so they are most likely to welcome the enemy heroes first.

My towers in the back help one another with getting rid of enemy heroes that come from the corner itself. It’s important to have the towers helping one another like that. Especially on L4 where every second counts, as the towers could be wiped out very quickly.

And the towers are watched over by the camps. And the towers also watch over the camps. That is important as every second counts when getting rid of enemy heroes that are inside already.

Success

So far this design has beaten L3 Immortep, L4 Druid, L4 Snowzilla, L4 Grizzly Reaper among others. This design hasn’t yet lost me a Hero Trials defense. Where before I was only farming L2, now I’m trying to farm L4 since L3 looks easy now.

I like to start the Hero Trials defense when my camps are filled up with Griffins. It’s important to have troops in the camps, otherwise enemy heroes have much more time to deal with the defense and also have an easier time getting rid of our own heroes.

As I will be upgrading the buildings a lot more to get to the 6th hero base and the 5th tower etc, I like that camps and towers are watching over those buildings. If the buildings were unprotected, heroes that target our heroes from afar would more easily be able to by just slaying away at those defenseless buildings.

Fear

Heroes like Spirit Mage, Aries, Grizzly Reaper, Thunder God etc that can target troops and heroes from afar are very dangerous indeed whether we like it or not, as our heroes may not survive till they have a chance to defend the castle. And up-close, heroes like Immortep can just wreck our heroes before they can do much as well.

Spells like Restoration and Guardian Angel can also spoil the efforts of some defenses by giving enemy heroes extra time to deal with some core defense ideas.

I like that this design has sort of 2 or 3 defense blocks instead of just 1. I am using it as my main defense for now. It helps to have to switch just between two defenses instead of 3. One for main defense and Hero Trials. And another one for Here Be Monsters. But not many players have tried to raid me yet so I can’t really tell how effective it would be against players. All I can hope for is that they would not get all of the gold vaults. Although I think they would get more easily over 50% with this defense.

Challenge

If other players can loot my gold they would take over 400k gold from me. So it’s not for lack of incentive. Perhaps they just aren’t sure how the defense works and avoid it. That much I expect, since I find this defense a little more unpredictable. :-)

Cheers.

 
Flag Post

Topic: Castle Clash / Shards, More Shards, And Even More Shards

Torch Battles shards

You want to play with others as a team. One chance to do that is to participate in Torch Battles. Every little help counts. Torch Battles is a guild event that takes place twice a week: Wednesdays and Saturdays.

The rewards are based on the guild level and how well the guild did at the Torch Battle. The more active the members are, the higher the chance of better rewards. Also only the top 3,000 guilds can do the battles.

The maximum shards a guild can get is guild level times 80 shards. If a guild level is 2, that would give a max of 160 shards per torch battle. If the guild manages to keep the top score to the end of the battle. It’s not as hard as it seems, but as a rule it needs active members. But the guild also asks some shards to be donated so the guild can keep advancing levels and hiring more members.

The Torch Battle rewards aren’t too good unless the guild does well at the battles. A minimum score of 90% is needed for great rewards. And a max score of 100% gives all the possible rewards. Both shards and honor badges!

Let’s say a guild level 1 gets max rewards, but you donate 10 shards back to the guild and keep just 70 for your shards bank. Since we can do 2 battles per week, that would be 140 shards per week. Or 20 shards per day. Let’s add 20 shards per day to our formula:

80 Here Be Monsters shards + 20 Quests shards + 14 Dungeons shards + 20 Torch Battles shards + Merit Pack shards

Merit Pack shards

Finally we get to Merit Pack shards. We win merits by doing well at Expeditions, which are like raids done with only heroes — no troops or spells allowed.

Expeditions are found in the Arena building and the Merit Shop is found at the Warehouse. Heroes only have 1 life per day for Expeditions.

It’s a bit difficult to farm merits without heroes that are powerful already and can survive a couple of battles. But if you could save some merits, like 900, you would be able to buy a 200 shards pack. It’s not easy though. We could instead use merits to buy talent refresh cards which cost just 300 merits.

For our formula we’ll consider this to be zero and remove it from the formula altogether to simplify it:

80 Here Be Monsters shards + 20 Quests shards + 14 Dungeons shards + 20 Torch Battles shards + Merit Pack shards

Total

If we believe in unicorns we might as well believe in the following formula:

80 Here Be Monsters shards + 20 Quests shards + 14 Dungeons shards + 20 Torch Battles shards

Would we really get 134 shards daily if we played the game that much?

It is possible. I have myself bought 3 heroes with shards: Thunder God for 2,200, Immortep for 7,500 and Grizzly Reaper for 7,000.

The stronger our heroes and defenses get, the easier it becomes to farm greater amounts of shards. I now beat stage E of Here Be Monsters worth 30 shards per hit or 240 shards per day.

I farm a Tranquil Rainforest elite dungeon worth 18 shards per successful loot or perhaps around 180 shards per day for the number of times that I try to hit it.

At 10k might I can do 5 quests per set. Which is more chance to get shards from quests. And the bonus for completing the quests earlier also may give a couple more shards.

And my guild is a top guild that gives a max of 640 shards per Torch Battle. I donate at least 100 back to the guild. It’s a level 8 guild.

What do we do with the shards when we already have all the heroes we could possibly need? We can use shards to buy Gelatinous Champions to upgrade the skills of the heroes. That’s what I have been doing as the skills of my heroes get to level 5.

So there you have it your own formula to farming shards.

What prompted me to write this was players wondering in chat just how to get the shards they needed. Well guys, now you know the secret. As good magicians, keep it in the family! :-)

Good luck.

 
Flag Post

Topic: Castle Clash / Shards, More Shards, And Even More Shards

Quests shards

Our game boss is annoying. They are always giving us these quests to do daily. And for little reward. Perhaps worth some gems. Perhaps worth some shards. And even perhaps as an incentive to play the game a little more and to make us learn all that there is about the game. These quests are like a tutorial? Who would have guessed it!

Some quests like Hero Trials, Here Be Monsters, etc may give some shards. 10 shards for one. 8 shards for another. Perhaps a few shards for another one. And those numbers add up a little over the days we can do them. We can complete 2 sets of quests every day. Sometimes they give little or no shards. But other times they do give enough shards back! If we promise to be good boys and girls, that is.

Let’s pretend we know how many shards we get per quests per day. It’s pretty random… So let’s assume some number, like 20, and add it to our formula:

80 Here Be Monsters shards + 20 Quests shards + Dungeons shards + Torch Battles shards + Merit Pack shards

Dungeons shards

At dungeons the stages have all of these towers and camps and enemy heroes… It’s not easy! At all! Unless it is easy when you get to hire some better heroes down the line and can afford the needed spells. :-)

We get more shards at dungeons when we can repeatedly beat elite stages, as the chance is higher and the amount of shards is greater. We don’t know exactly what the chance is. Some even think the chance varies… It doesn’t matter though, since we just need to farm them. My own personal guess is that the chance at elite stages is around 25%. I have been doing dungeons tens of times every day. The shards will only trickle down if we hit them numerous times. It’s like mining. :-)

We get 1 dungeon ticket every 20 minutes. If we can play around 10 hours every day, we would get 3 tickets per hour or around 30 tickets per day. If only 25% of them gave us what we wanted, shards, we would get around 7 times the amount of shards the stage gives.

The very first elite stage only gives a chance of 2 shards. By successfully looting it 7 times a day we would get 7 * 2 = 14 shards per day. Let’s add it to our formula now:

80 Here Be Monsters shards + 20 Quests shards + 14 Dungeons shards + Torch Battles shards + Merit Pack shards

 
Flag Post

Topic: Castle Clash / Shards, More Shards, And Even More Shards

Sooooooo… Let me take a guess… You… Need… Shards… Now!

Good news, everyone!

You may have your shards and eat it too! Or was it your cake and eat it too? :-)

The formula is this one right here:

Here Be Monsters shards + Quests shards + Dungeons shards + Torch Battles shards + Merit Pack shards

Here Be Monsters shards

Let’s start off by showing you how much profitable Here Be Monsters shards can be. The first stage A gives 10 shards if you beat all of the waves. We only get shards at Here Be Monsters if we beat all of the waves of a stage. If we repeatedly beat them all, it’s called farming. It’s repetitive. It’s boring. But the outcome is what we like most.

Harder stages give more shards. Like this: A = 10, B = 15, C = 20, D = 25, E = 30 and so on.

As a beginner, our goal is simple. We just need to beat the easiest stage A. To do that we can help ourselves by using a defense that was created specifically to beat Here Be Monsters stages, such as the Peon Clover design!

Just swallow your defense designer pride and pick up a good defense already tested by other people already! :-)

If we do a little math, we get 1 Here Be Monsters ticket every 3 hours. A day has 24 hours. 24 hours divided by 3 hours per ticket gives us 8 tickets per day. If we win all the time at Here Be Monsters, that would give us a minimum of 80 shards per day. Not bad. And if we improve our heroes and defenses a little more, we could try the B stage and perhaps make 120 shards per day just at Here Be Monsters!

And as a beginner one could wonder, where exactly is the Here Be Monsters you keep talking about like a parrot? It’s in the cave to the left of your castle. The menacing red dragon there. The boss that comes at the last wave of HBM is called a Dinosaur!

Let’s add the HBM shards to our formula:

80 Here Be Monsters shards + Quests shards + Dungeons shards + Torch Battles shards + Merit Pack shards

 
Flag Post

Topic: Castle Clash / Why does the game either stop or slow down when I switch windows?

If you have ever wondered about that you can try to find your answer by reading the flash plugin features themselves here:

http://help.adobe.com/en_US/as3/mobile/WS4bebcd66a74275c36cfb8137124318eebc6-8000.html#WS4bebcd66a74275c36cfb8137124318eebc6-7ffd

Namely pay attention to this part:

>> To optimize CPU and battery usage, Flash Player 10.1 introduces a new feature on related to inactive instances. This feature allows you to limit CPU usage by pausing and resuming the SWF file when content goes off and on the screen."

>> – A tab is opened in the browser, which causes the SWF content to move to the background.

>> In this case, regardless of the value of the hasPriority HTML tag, the SWF content is slowed down, or throttled, to between 2 and 8 fps. Audio and video playback is stopped and no content rendering is processed unless the SWF content becomes visible again.

While that article is about mobile flash, something similar must be happening to the desktop flash we use.

Basically with mobiles, laptops, tablets etc, conserving battery is an important issue. No one wants to have to recharge their computer’s battery after just an hour of use.

A lot of this game is computed at real-time at the player’s computer. Hence any slow down as applied by the Flash systems when the game goes into a background window may cause the game to almost stop. These games may need at least 20 FPS to work well. If the Flash system reduces it to just 2 FPS you can imagine how it could cause the game to almost stop. Not sure why this wouldn’t happen to other games as well. Perhaps their systems are less demanding of graphics or their computations happen mostly at the server.

If you can own 2 monitors you could try to leave the game window’s open in one of them to keep it from going into “sleep” mode. :-)

 
Flag Post

Topic: Castle Clash / How To Make a Good Defense

So, you just started the game and you think you know how to make a good defense since you have played other similar games before. It’s true that some ideas can also be used here, but there is a lot that is very different. Like, in Castle Clash we don’t need to overprotect the Town Hall. It’s no use protecting the Town Hall because the Town Hall being destroyed only helps with getting perhaps a second flame score and some more honor. For the defense there are other concerns like protecting the gold vaults better and perhaps beating Here Be Monsters and Hero Trials defenses.

First of all, you can just try to follow the designs already created by other players since they have been battle-tested and showed good results. Early on you can just use the Peon Clover design. When your Town Hall gets to level 15 you can try a Diamond design.

Those may be the most successful designs for Here Be Monsters defenses.

You can also use 2 different defenses and switch between them easily when your Town Hall gets to level 10 and a designing tool with saving feature is enabled. So you could have a very good design for Here Be Monsters. And a more flexible design as your default choice. A very good design for Here Be Monsters is important, otherwise it’s almost impossible to beat latter HBM stages, as our towers and heroes get destroyed very easily.

If you pay attention to the designs that I linked to, Peon Clover, Diamond… You notice things like keeping the heroes together at the center. If the heroes are scattered around, they could fall one after the other anyway, like dominoes. If they are together, perhaps they may cause some pain.

But even if the heroes are together, there is a complication that players could use spells and troop deployment techniques to get around the main defenses. Spells like Guardian Angel give 6 seconds of invincibility, which is enough for attackers to get to the core of your defenses before you can take any hero out. Then other spells like Restoration can give them more health…

Which is why you don’t want to have enemy heroes inside of your defense. When they do come inside, you want your heroes to have some time to deal with them. So just having a small core defense with other buildings that are less important around it can help a lot. Also do create a couple of gaps and put the traps on them. Traps are so important at times. Don’t get lazy and forget about them.

For Here Be Monsters defenses we don’t need closed walls. But for a general defense closed walls could be good. Especially at the beginning before attackers have way too strong heroes and troops. For closed walls to work you really need the wall blocks to be high level, otherwise they just won’t delay the attackers enough. As a goal I recommend level 8 wall blocks at least. If you are a good attacker yourself, you could eventually get them all to level 10!

So, in summary, here are your goals:

  • If unsure, pick up a design like Peon Clover or Diamond. You can switch between designs at Town Hall 10.
  • Put heroes together at the center, but don’t put too many buildings near them. Just essential ones like towers and gold vaults would suffice.
  • Use the traps, Luke!
  • Wall blocks level 8.
  • Upgrade Towers to level 10 ASAP. Then choose Arrow towers for advanced towers. 1 Cannon tower is enough at the beginning. Magic towers may be good, but only with too many garrison troops, which we don’t have at the beginning.

And you can have a look at the Base Designs here: http://castle-clash.wikia.com/wiki/Base_Designs

 
Flag Post

Topic: Castle Clash / House Diamond Design

I have quickly come up with this new design I called House Diamond :

The Diamond part of the name comes from the design that originally inspired this one called Diamond.

What I wanted was the change my old standard design for one that better protected the gold vaults. Ever since I added the 4th gold vault, one of them had been placed too close to the edge. Since my gold vaults are almost always full, it made it possible for people to start their looting from the side of the 4th vault and easily pick up at least one gold vault. And not too far away were other 2 gold vaults. Making it possible for them to loot a lot and then quit to save troops. Someone in fact attacked me like that earlier today, looted 300k gold and then quit the battle. And still cleared 52% of my buildings and 2 flames! :-)

I have tried many times to create designs that I then dropped. Creating designs for Here Be Monsters ended up being more difficult than I thought. So I still use a standard Diamond design for that. The new one is just to give attackers something more to worry about. I wonder whether that will elevate the required skills to attack this one now, before they can get any gold vault.

I want attackers to use more spells or better heroes. They shouldn’t just bring some Shooting Dwarves and a Druid and turn a profit, hopefully. :-)

 
Flag Post

Topic: Castle Clash / How to beat all dungeons using just easily available heroes

I did it! Beat all the dungeons. Some are still left with just 2 flames though. I did it while playing the game for just 57 days and for the most part as a free-to-play player. So you too can beat them.

The moment I crossed the 50% on the last dungeon:

And the results:

My team:

  • Immortep 116, skill 4/9. Got him with shards.
  • Thunder God 111, skill 3/9. My first legendary hero also gotten with shards.
  • Druid 111, skill 4/9. Day 30 reward.
  • Champion 100, skill 2/9. Got him with gem roll.
  • Grizzly Reaper 105, skill 4/9. Got him with shards.

We get shards by completing 2 sets of quests per day, farming elite dungeons, at guild torch battles, sometimes even with merit packs and Here Be Monsters defenses.

After we get the heroes we want with shards, we can start using shards to buy gel champions to upgrade the heroes’ skills with. We often suggest to start with Thunder God. Then aiming for Immortep is also a good idea.

My Champion is often the first one to die. He has a relative low health. You could use other heroes in his place perhaps. And he is also a hero we can get with shards anyway. An inexpensive one.

Important not to waste too much honor on other heroes that these will eventually replace. :-)

Good luck!

 
Flag Post

Topic: Castle Clash / My Castle Clash comparison to Clash of Clans

I have played Castle Clash for the past 50 days. After a while I was curious about Clash of Clans too. I had just been watching some Clash of Clans streams on Twitch for a week or two and I was very curious. Many people came on chat and were asking whether the game was like Clash of Clans. I could only tell from what I was watching on Twitch. So I decided to give Clash of Clans another try.

My first try of Clash of Clans didn’t last much. As soon as I noticed that an early upgrade was going to take 30 minutes I just quit. I was also scared of the game always asking for gems to speed things up and so on. I googled about Clash of Clans and I even found stories of kids spending thousands of dollars on their parents’ credit cards because they thought what they were buying was just some kind of game currency. On mobile phones and tablets it can work like your wallet: it’s very easy to spend money on games and stuff with just a touch. I definitely didn’t like that. Even though I was trying it on BlueStack which is an emulator of Android for PC.

I had to try it again, so I installed BlueStack and Clash of Clans again and played it for a week. The first 3 days I just stayed within the protection shield and just built my base some. After that I began raiding others. What I found at the end though was just Clash of Clans seemed like a slower gameplay compared to what I had grown used to in Castle Clash. In these games we start with just 2 builders, but since I didn’t spend money to buy more builders for Clash of Clans, it was very slow to get the basics going. Upgrading also disabled important buildings like training camps and towers. And I needed a free worker to upgrade walls. Unlike in Castle Clash, where it’s possible to hire more builders, upgrading camps and towers doesn’t disable them and we can upgrade walls without the need of a free builder.

The comparison though continued. In Clash of Clans, the troops we use in a battle don’t come back even if they survived it. Which is already tough, since defenses can be very hard on them. So retraining armies was more like a 30 minutes build up to the next attack. Maybe OK on a mobile phone that we don’t want to be attacking every other minute, but kind of slow once we get used to a faster pace of other games like Castle Clash, where the troops that survive do come back at the end of a fight, so we can launch continued attacks.

In Clash of Clans we also get attacked. If we aren’t patient enough to wait under the shield’s protection, it’s likely that we’ll get attacked again and again several times a day. Looting in Clash of Clans also felt worse than in Castle Clash. We seemed to pay proportionally more for an attack chance with all of the costs to launch fights and train new troops and sometimes the loot just wasn’t there, since when we did find good loot it could have been under a very advanced defense compared to our attacking troops.

When I began in Castle Clash I was worried that for anything I did much of, it could get my level increased compared to others and get me in trouble when facing the opponents. These games are multiplayer so we have to constantly face others. I later found out that upgrading walls was OK since it didn’t increase our might and that attacking others didn’t give us some kind of exp that would up our comparative levels. I was delighted. But in Clash of Clans it’s different. In Clash of Clans, when we attack others we get trophy levels that increases the level of the opponents we face there. In Castle Clash we only have to take care not to inflate our might by owning heroes we don’t need or upgrading spells we don’t use, even if the game impels us to increase our might.

In Castle Clash we have Heroes, Here Be Monsters when monsters attack us up to 8 times a day, so we can get more rewards, Hero Trials when some heroes attack us up to 4 or 5 times a day, quests that we can complete twice a day, guild events like fight boss and torch battle that give lots of honor and some shards, arena that always makes us feel inferior to some stronger heroes owned by someone else, Dungeons when we have to raid some highly defended non-player bases…

In Clash of Clans it’s more about being patient and there is less chance for unbalance. In Castle Clash the chance for unbalance is much greater, attacking is considerably easier with heroes that can heal like the Druid and kill from a safe distance like many of them.

In Clash of Clans the colors follow more an established pallet of green, purple and such. In Castle Clash the colors are more diverse.

In Clash of Clans we get raided more often even at lower levels. In Castle Clash it’s not so much the case.

In Clash of Clans replays work well. In Castle Clash on the desktop, replays only work occasionally. Hopefully they can fix that.

A lot of what excites people in Castle Clash is the heroes. It’s the lottery to get a good one with gems. It’s the lottery to get a good talent on them. It’s as much a good thing as it is a bad thing. It gets people excited. But some may get too excited. :-) The game can be played without so much focus on heroes. And many good heroes can be gotten with the certainty of shards.

A lot of what excites people in Clash of Clans is the build up and sometimes the guild wars they also have. It may be a slower game play, but it may fit one’s energy just right. Clash of Clans is an awesomely developed game. Maybe some day it will also come to the desktop so we can try it again.

There you have it. Cheers!

 
Flag Post

Topic: Castle Clash / My Arena Rank 1,032

I just managed to get a high arena rank. I don’t think I deserve it, since my heroes are still lower level than the competition and I still use an elite hero.

The thing that changed today was that I finally got my Immortep by buying him with 7,500 shards. I quickly leveled him up to level 105 and I have been having fun since. It’s a very good hero.

Shards come from doing quests, dungeons, guild torch battle events, Here Be Monsters defenses and sometimes by buying them with merit points we can earn at Expeditions.

I bought some gems at the beginning. Just 20 kreds a couple of times. Otherwise I’ve been just a free-to-play player.

My Thunder God I bought with shards as well.

Paladin and Druid came from daily login rewards of days 21 and 30 respectively.

And only my Champion I got by rolling with gems.

And now I am up to 5 legendary heroes and my might is still low at 8,231.

I hope others will feel encouraged to try to get their own special heroes with shards! :-)

Good luck.

 
Flag Post

Topic: Castle Clash / A Good Castle Defense Should Have...

Hi. I welcome others to give their own opinions of what a good castle defense should have.

I will start.

Wall Blocks level 8+

A good castle defense should have upgraded wall blocks. A minimum of level 8. If you put some more effort into it, the wall blocks should be level 10 which is the max level. Any excess gold can be used to upgrade them. It doesn’t even require a free builder.

Circular or Square Building Layout

With a circular or square building layout, enemy troops are more likely to try to split into 2 or more groups, giving your defense more time to defend from a focused attack.

No Gaps Inside Where Enemies Could Be Dropped

Sometimes with spread out designs, leaving a gap inside the core defenses could allow for an attacker to more readily deal with the core defenses. A maximum of 2 blocks gap between buildings is required to avoid the gaps. But if anywhere a gap of 3 blocks is found, it could easily be spotted by an attacker before they started their attack. An attacker can pretend to drop a unit on top of a building, and the gaps would instantly be revealed by the game’s own occupied area effect. When you lay a building on a new spot when designing a castle, the same occupied area effect can tell you where possible gaps exist.

All Sides Covered By Less Useful Buildings And Camps

Sometimes players think that if they put their buildings at a corner, they cannot be attacked from the backside. Or if they can be attacked from said side, they can properly defend by concentrating most of their towers and heroes at said corner. Thing is, the attacker can drop troops at any corner by clicking offside. Also the attacker could use useful spells like Guardian Angel and Restoration giving their heroes perhaps about 12 seconds of protection, during which most of the defense’s heroes would vanish.

Traps

It seems obvious, but many players grow tired of resetting traps after they get used up. But traps can be the difference between killing no enemy units or at least killing some of them.

 
Flag Post

Topic: Castle Clash / More heroes or more builders?

Oh yes, I forgot to say that “retired” heroes can be used as tower garrison and during Expeditions at arena. Duplicate heroes can also be used as tower garrison and Expeditions. The tower needs to be upgraded to level 10 and then converted to an advanced tower before they can take garrison heroes.

 
Flag Post

Topic: Castle Clash / More heroes or more builders?

Besides randomly rolling for heroes, we could just save enough shards to hire specific heroes we need. Half of the Legendary heroes cannot be hired with shards though. Some can only be hired by rolling with gems. And some may be restricted to events or some such.

Saving shards seems impossible at the beginning. But once we manage to defend in Here Be Monsters we may get 10 shards per successful defense on the first stage A. We can also hit dungeons for a chance to get a couple of shards at the beginning. Plus, when we get to Town Hall 7, we get some quests that may give shards as rewards.

Just by using shards we could in a week assemble a team of Ordinary heroes. And manage to save Honor Badges and gems for other more important things.

A good Ordinary hero to get with shards is the Angel. The Angel is also a reward for crediting 20 kreds at the beginning. She costs just 30 shards to hire and could make a good 3rd hero to have alongside your Executioner and Frost Witch. And in a week you would get the Pain-Da as login reward. That’s 4 heroes that will relatively soon occupy your hero bases.

But we have 5 hero bases for a good while. The 6th hero base is possible, but it comes at a much later date after we’ve upgraded our castle a lot.

What will your 5th hero be? Up to you. All roads lead to Rome and more heroes if you so wish. :-) Make room for your Paladin and Druid too!

To give you an example, to get the 6th hero base we need to upgrade some buildings up to level 16. Level 20 is the max level of buildings. And to get there it will be a while with however many builders you have.

Another advantage to upgrading the castle is that we can more easily defend the castle in Here Be Monsters and Hero Trials defenses. We could also own a 4th and 5th towers and get them to max level eventually. And for that we need more builders.

As important though is that building and upgrading is fun. We want to see things evolve. If we don’t invest enough into the future, the present will look like deja vu every day. :-)

Good luck!

 
Flag Post

Topic: Castle Clash / More heroes or more builders?

While hiring heroes with gems is the best option to get higher quality ones, with a 5% chance to get even a Legendary hero, gems are also used for other aspects of the game. An important one is just hiring more builders.

We start with just 2 builders. I joke that if we played with just 2 builders, all of the upgrades of the game would take over 2 years to finish. I don’t even know how long it would actually take, but by mid-game the upgrading time gets longer from days to even weeks per upgrade.

The game kind of assumes that everyone can get a couple more builders free of charge, since we can win gems by just login in every day and doing some easy quests.

The 3rd builder costs 500 gems. The 4th builder costs 1,000 gems. And finally the 5th builder costs 2,000 gems.

Comparatively, we spend 150 gems to try to roll for a hero. But there’s a big chance we’ll get a sacrifice hero or even a repeat one as well. Say, a second Executioner. There’s even a chance we will get just an Ordinary hero! While we’d be hoping to get at least an Elite one.

So, for the price of the 3rd and 4th builders we could even get 10 new heroes. And for the price of the 5th builder we could get even more new heroes. What not to like about the deal?

The problem though is that we are ambitious one on hand. And we don’t have much use for many more heroes on the other hand. After we hired the initial set of heroes we can use, say the first 5, we start to want to get better quality ones. If we started with plenty of Ordinary heroes, maybe we could have upgraded them to Elite ones. And if we got Elite ones, maybe we’d want some Legendary heroes of our own. Since other people have them.

Then we realize that all the energy we put into hiring and upgrading the skill of our initial heroes will go to waste once we hire a new one that will replace the old one. It’s even possible to “Consume” the old one to try and upgrade the skill of the new one. But then we could think, did our initial pursuit of heroes pay off in the long term?

It’s tricky. If we get lucky at the beginning and hire say a Legendary hero, we could quickly evolve that Legendary by upgrading their level and skill. But even Legendary heroes can be replaced later on by better ones. There are over 10 different Legendary heroes. There are 9 Elite heroes. And there are 8 Ordinary ones. Some heroes could be better tailored for, say, Arena. Some heroes could work better for raids and Here Be Monsters defenses.

So in the end, all the energy we invested into hiring a Legendary hero at the beginning may not be too important in the long term. We’d still need to hire builders to upgrade our castles more quickly. And there’s also the topic of hero talents that can be improved by spending 300 gems to try for a better talent for the hero. No two Legendary heroes are the same, for their talent could vary wildly.

 
Flag Post

Topic: Castle Clash / More heroes or more builders?

While we start with just 2 heroes. We are soon given 4 or 5 bases to fill with heroes. Do the math and we need a couple more heroes for them.

How do we hire more heroes sooner?

It is possible to hire more heroes by rolling for them. Rolling means spending some resource for a chance to get a random hero.

If we use Honor Badges (HBs) for rolling heroes, the chance to get a good hero is small. And since HBs are required for leveling up the heroes past their current level caps, it’s also discouraged to spend all of your HBs trying to get your heroes. If you do spend all of your HBs trying to get heroes, your heroes will be stuck at level 20s and 40s for a while.

Heroes have their levels capped every 20 levels: 20, 40, 60, 80… To get past the cap we pay honor once the hero gets to the cap: 1,000, 3,000, 10,000, 20,000… When the hero gets to the cap, an Upgrade button will appear on the hero’s Hero Altar window.

Another option to roll for heroes is by using gems. Gems give a chance to hire a random hero as well, but the quality of the heroes tends to be higher than the ones hired with HBs.

Rolling with HBs may get us just a green sacrifice hero, the lowest level one worth just 100 skill level points when consumed. Folks tell us that the chance is very big to just get sacrifice heroes with HBs. Like, probably 70% of the chance is to get just a sacrifice hero. Tell me whether you feel the chance is wrong please. I am just assuming it.

Also when using HBs to roll for heroes, the first one costs just 500 HBs to roll. The second one costs 1,000. And it keeps getting progressively more expensive. Apparently the cost resets the next day to 500 HBs. So if you just spent 500 HBs or 1,500 HBs per day trying to get one or two more heroes and stopped there, you wouldn’t lose too much HBs. That’s why I am undecided whether it’s worth spending HBs to hire one of our first heroes.

Sacrifice heroes cannot be used in battle. They are just used for upgrading the skill level of heroes when consumed. On the hero’s Hero Altar window there’s a Consume button that allows for that.

 
Flag Post

Topic: Castle Clash / More heroes or more builders?

It’s a doubt we all face. Should we get more heroes or more builders?

At the beginning we start with just 2 heroes: Frost Witch and Executioner.

The Frost Witch is a mage type of hero with strong damage, but she’s just an Ordinary hero.

The Executioner is physical damage dealer with strong damage, and he is an Elite hero, which is a tier above the Ordinary ones.

Both can be useful till the middle game. Both can be useful at level 80. But spending the Honor Badges (HBs) to upgrade their levels that high can keep you from saving HBs for other more important heroes.

We can easily hire other important heroes by just login in daily as we get them as login rewards. On day 7 we get the Pain-Da. On day 21 we get the Paladin. And finally on day 30 we get the Druid. Then the login rewards reset to day 1 and we start getting them all again.

The Pain-Da is a physical damage dealer like the Executioner, but his skill allows him to target more enemies at the same time. The Pain-Da is also an Elite hero.

Comparing the Pain-Da to the Executioner, the Executioner’s skill can stun a single enemy for 1 second. The Executioner’s damage is very high, but his health is not as high. The Pain-Da has lower damage and more health than the Executioner.

Another important Elite hero to consider is the Serpent Queen. But she can only be hired with luck. Mostly by rolling for heroes using gems. She can target many enemies at the same time with her skill, comparable to the Pain-Da. But her skill takes a while longer to deal the damage and she can target all the enemies in an area, whereas the Pain-Da’s skill can target only so many at a time and it may have a smaller range of effect.

The Paladin is the first Legendary hero most people can get. Legendary heroes are a tier above the Elite ones. He is a tank hero whose purpose is less killing and more stalling the enemy’s attack.

The Druid is also a Legendary hero whose skill is mostly healing some nearby allies. His healing range is quite big. His skill also gives an attack buff to the healed allies. The Druid is very important for farming some harder dungeons.

 
Flag Post

Topic: Castle Clash / Castle design: Laziest Box Ever

I am using this design for a couple of days. The closed walls do seem to help with Here Be Monster challenges, which was an issue with my previous design since it didn’t have closed walls.

I have plans to continue to evolve this design as buildings and wall blocks become available.

So far the monsters are easily lured by the buildings inside the closed walls which puts them in a bad situation, as getting rid of wall blocks can be a tough thing to do while being shot at.

My heroes are surviving much more with this design as well. Since they don’t need to rush for the defense of the castle and can work in cooperation with the towers. Which seems to be a design goal of many defenses: to keep the heroes at/behind the towers, otherwise they may die quickly.

An alternative for when you want to protect the heroes even further is to switch their bases with the gold vaults and cannon tower at the center.

So far I haven’t seen monsters pathing well in this game. In backyard monsters, they used to switch targets if given a better deal. In this game, they may go by a closer target in order to continue to hunt the original target they had aimed at. It’s at least an interesting difference, but it can further help the defense.

 
Flag Post

Topic: Castle Clash / Castle design: Laziest Box Ever

One of the differences of this game to other ones that I have played is that closed walls can be pretty strong. It seems that some units don’t do well against armor/wall, but I am not sure. On the other hand, some units do shoot over walls and even fly above the walls.

Inspired by what I have seen I came up with this design:

With 4 separate boxes, it could take enemy units a while to break them or to go around them. While the proximity of the buildings with the towers still give all of them a lot of focused fire.

Perhaps the design is not too tasteful. And it would only be complete with 4 army camps and perhaps 5 towers. But I kind of like it still.

Many folks seem to go for just one big box. I think separate boxes can be better. Some buildings can work as tanks for the towers too, while the tower help to protect them.

 
Flag Post

Topic: Castle Clash / Intro tutorial

Guild and Achievements

I hope that I have covered enough of the game to give you a head-start. Anything else you need just ask. We have some great players here on Kongregate who happen to have over 10,000 might! They are much more experienced than I am and may help to answer your questions.

I didn’t touch on the Guild part. For me personally I only care about guilds to help with completing some quests. Guilds can have other kinds of challenges like a boss fighting and so on. But only strong players may get a try at them. The more you advance in terms of might and heroes, the more you will be able to join better guilds and help them with challenges. We also donate shards to help the guilds. But since we may be saving shards to hire a legendary hero, we may only donate a little to guilds. I only donate a little to mine when required by quests. :-)

We share a big server with Facebook players. While it can tough to fight for the top rankings with all of these players, it also means that we can hit many more players to farm resources for buildings and upgrades. I have raided over 100 of them! :-)

Try to complete achievements to get some gems. Also complete the daily quests to get some gem rewards.

Good luck!

 
Flag Post

Topic: Castle Clash / Intro tutorial

Towers

Towers are not too strong until they reach level 10 and can be upgraded into special towers: Arrow tower, Cannon tower and Magic tower.

It is important to upgrade them to level 10 as quickly as possible to better be able to cope with the difficulty of Here Be Monsters challenges.

The Cannon tower does splash damage to an area with monsters, helping to clear more of them in one shot. So owning at least 1 Cannon tower can be a good idea at the beginning. Their range is the greatest one and can cover most of your castle. But Cannon towers don’t hit flying units.

The Arrow tower does great damage to one enemy at a time. And the Magic tower does good damage to 3 enemies at a time.

The defensive power of the towers is greatly aided by your own defending heroes and units in the Army Camps.

At Town Hall 10 a layout designer is unlocked, potentially helping you to design and use up to 3 different versions of your castle to deal with the different challenges like defending against Here Be Monsters or just trying to defend against the raid of other players.