Clash Of Clans Störung

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Clash Of Clans Störung

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Breakdown of the Zap Lalo! It's Legend Time - Clash of Clans I completely agree. Adding a second jump to the mix well extends past the compartments you can open https://lccmusic.co/online-casino-startguthaben-ohne-einzahlung/beste-spielothek-in-milse-finden.php quad quake. Email to friends Share on Facebook - opens in a new window or tab Share article source Twitter - opens in a new window or tab Share on Pinterest - opens in a new window or tab Add to Watchlist. The main time to use 4 quake at TH8 is when you can get all the way to the core or open up all 3 air defenses at the same time. Maybe I'm the special one here and nobody else on clash can do https://lccmusic.co/online-casino-startguthaben-ohne-einzahlung/ggyptische-pyramidenstadt.php. When to use 4 quakes? Having an archer queen means that unlike at TH8 you have a troop that, under rage, will melt air troops without costing camp space. Start of add to list layer. Welcome to Reddit, the front page of the internet.

Sometimes this answer is no. Keep in mind that a jump has a diameter of 7 tiles while a earthquake has a diameter of 8.

The big times to use 4 quakes are: getting multiple objectives when a jump can't ie CC, AQ, multiple ADs, or multiple xbows , placing in the direct middle to open up the entire base a town hall surrounded by walls , or when funneling is almost impossible.

I you are using a 4 quake at TH9 when a jump can be used then chalk up a fail. You can substitute two jumps for the same cost as a single 4 quake.

I hope this helps some people out a little bit or at least makes you think. Four earthquakes is not always the best option.

Your 4 quake Valkyrie attack isn't your best option. NOTE: I can't stress this enough. If you can accomplish the same thing with a jump as you can 4 quakes then use a jump.

You can open up more compartments with 2 jumps and you can control your troops better with jumps than with eq. I've only seen one base where eq is arguably better.

It was such a poorly conceived base that almost any major attack style would have 3 starred it. I completely agree. Most of the time I see 4 quake it is opening up three or four adjacent compartments the same thing a single jump can do.

People just do not realize they are losing an entire spell slot. That really is the essence of the game. Getting the most value out of your troop and spell slots.

The time to use 4 EQs over jumps is when you're doing an AQ charge. She takes enough time to clear all the buildings around her that jumps can run out and leave her banging on a wall.

Not if the AQ still runs out of time. It is very hard to predict her pathing when she is in the middle of a big base, especially if you don't know where all the skeleton traps are.

The AQ moving past an airdef without destroying it is catastrophic for a queen charge. I basically don't trust jump on queen charges, ever.

The only time it seems I ever do a QC these days is if I can use 4 EQ to open up the middle so that she can reach a bunch of stuff, or if it is one of those nice bases that gives me a clear path into the middle they were trendy some time last year and some folks still use them.

I can completely understand why you think jump is better than quake but in my opinion my troops seem to funnel wayyyyy better with quake.

This is true. Quake gives a direct path and especially on a AQ charge can be a lot easier to control. But you can take the last two quakes from your dark spell slots yours and cc.

You have to take one less elixer spell with 2 jumps. I usually use just one jump, but it isn't true that 2 jumps and 4 quakes take up an equivalent part of your spell capacity.

Unless you are a TH11 with a max cc, 4 dark spells and 2 jump spells do not allow you to have the same spells alongside them Why does it matter if you have 2 quakes or 1 jump in your cc?

It doesn't. At TH9 taking a quake in your cc and 3 of your own is 4, the same as 2 jumps. No, way. Same deal. How many spells do you have at TH10?

The math checks out. If you wanna still be an idiot about it, TH11 has technically 6 total spells. I really don't get how you understand basic math.

Maybe I'm the special one here and nobody else on clash can do math. He's actually correct. If you take 3 quakes of your own and 1 in the cc at th 9 that leaves you with 3 elixir spells, but if you take 2 jumps they must both come from you, so that leaves you with 2 other elixir spells and 2 dark spells.

So they are actually not exactly equivalent. In his example, quad quake is more equivalent to a jump and double poison.

I'm in a pretty run of the mill clan and I can't tell you how many of our opponents use four quakes as a default without even considering the jump spell.

When this happens, it usually brings a smile to my face as it most likely means we are going to win. Then watch as these valks spread to the left and right.

I did omit that and thank you for bringing that up. I still do not however think that this is enough value to justify losing a spell slot.

If I could fine one wall to go through and EQ into the core, I was going with 4x quakes for sure. When I moved onto using surgical hogs, then quakes no longer felt worth it at all.

Two jumps will carry golem heavy squads from one side of the base to the other -- all you need. The current meta of base building has made the usefulness of EQs much lower.

How often do your troops go back into a section? When I'm in a war, it's pretty rare I'm ever skipping a section of a base and having to come back to it at the end.

I'm not saying it never happens, but the most successful attacks tend to "swallow" bases so that they finish up almost altogether.

The only successful attacks may need to path back and forth seem to be LaLoon based attacks imho. I personally don't find the dark spells all that useful at TH10, other than maybe a poison if I wasn't planning to already rage their CC section of base.

TH10 all the spells it can get! Extra level of poison, hastes and skeleton spells all have their uses at TH You really need to invest in those DE spells for TH10, they definitely are key for three stars.

If you're going with either of those, then you definitely don't want QQ. If you're up against a really bad base, then GoVa could be all you need and QQ could be a viable option.

This is LaLoon in a nutshell: you're either gonna 3 star or you're getting a poor 1 star. Getting good at LaLoon takes a lot of time and patience.

Generally speaking, I'm usually our clans' number 1 hitter and won't employ LaLoon on a fresh hit unless I have a really high confidence due to it's inconsistency.

I haven't used qq as a th Though OP is correct that qq has a bigger radius than jump, I find it so incredibly rare that a qq is deployed before a jump.

To be honest, it a qq seems incredibly appropriate when it satisfies multiple objectives I'd consider using it if the following could be attained by qq: 1.

If I feel like if I can't accomplish all 3 of these, then it's not worth the extra 2 spell space for a qq and jump goes in instead, in my opinion I am still kicking myself for not doing a war attack last weekend as a TH8 with 8 quakes and 25 valks.

It was an engineered base with CC lava hound. Perfect opportunity. If I see new clan members using 4eq I immediately kick.

For me a sign of weakness. Solid three stars every single time. At th9, unless your KS targets are strung out, I prefer to use 4qk over 2jmp.

You can just leave the killsquad to take out that half of the base while your hogs stampede their way through the back defences.

So I can open more compartments. Sure, two jump does exactly the same job, perhaps even better, but it dies before it can be used multiple times by the same troops.

With 4qk, I can open anywhere between compartments see previous statement about the level I war at and turn that part of the base into a haven for my valks, from the edge of the base to the centre.

Having looked back on it though, I probably have a bit of bias for quake. In most cases, quake is objectively inferior to a jump or two, but it can still do the job.

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She takes enough time to clear all the buildings around her that jumps can run out and leave her banging on a wall.

Not if the AQ still runs out of time. It is very hard to predict her pathing when she is in the middle of a big base, especially if you don't know where all the skeleton traps are.

The AQ moving past an airdef without destroying it is catastrophic for a queen charge. I basically don't trust jump on queen charges, ever.

The only time it seems I ever do a QC these days is if I can use 4 EQ to open up the middle so that she can reach a bunch of stuff, or if it is one of those nice bases that gives me a clear path into the middle they were trendy some time last year and some folks still use them.

I can completely understand why you think jump is better than quake but in my opinion my troops seem to funnel wayyyyy better with quake.

This is true. Quake gives a direct path and especially on a AQ charge can be a lot easier to control. But you can take the last two quakes from your dark spell slots yours and cc.

You have to take one less elixer spell with 2 jumps. I usually use just one jump, but it isn't true that 2 jumps and 4 quakes take up an equivalent part of your spell capacity.

Unless you are a TH11 with a max cc, 4 dark spells and 2 jump spells do not allow you to have the same spells alongside them Why does it matter if you have 2 quakes or 1 jump in your cc?

It doesn't. At TH9 taking a quake in your cc and 3 of your own is 4, the same as 2 jumps. No, way. Same deal. How many spells do you have at TH10?

The math checks out. If you wanna still be an idiot about it, TH11 has technically 6 total spells. I really don't get how you understand basic math.

Maybe I'm the special one here and nobody else on clash can do math. He's actually correct. If you take 3 quakes of your own and 1 in the cc at th 9 that leaves you with 3 elixir spells, but if you take 2 jumps they must both come from you, so that leaves you with 2 other elixir spells and 2 dark spells.

So they are actually not exactly equivalent. In his example, quad quake is more equivalent to a jump and double poison.

I'm in a pretty run of the mill clan and I can't tell you how many of our opponents use four quakes as a default without even considering the jump spell.

When this happens, it usually brings a smile to my face as it most likely means we are going to win. Then watch as these valks spread to the left and right.

I did omit that and thank you for bringing that up. I still do not however think that this is enough value to justify losing a spell slot.

If I could fine one wall to go through and EQ into the core, I was going with 4x quakes for sure. When I moved onto using surgical hogs, then quakes no longer felt worth it at all.

Two jumps will carry golem heavy squads from one side of the base to the other -- all you need. The current meta of base building has made the usefulness of EQs much lower.

How often do your troops go back into a section? When I'm in a war, it's pretty rare I'm ever skipping a section of a base and having to come back to it at the end.

I'm not saying it never happens, but the most successful attacks tend to "swallow" bases so that they finish up almost altogether. The only successful attacks may need to path back and forth seem to be LaLoon based attacks imho.

I personally don't find the dark spells all that useful at TH10, other than maybe a poison if I wasn't planning to already rage their CC section of base.

TH10 all the spells it can get! Extra level of poison, hastes and skeleton spells all have their uses at TH You really need to invest in those DE spells for TH10, they definitely are key for three stars.

If you're going with either of those, then you definitely don't want QQ. If you're up against a really bad base, then GoVa could be all you need and QQ could be a viable option.

This is LaLoon in a nutshell: you're either gonna 3 star or you're getting a poor 1 star. Getting good at LaLoon takes a lot of time and patience.

Generally speaking, I'm usually our clans' number 1 hitter and won't employ LaLoon on a fresh hit unless I have a really high confidence due to it's inconsistency.

I haven't used qq as a th Though OP is correct that qq has a bigger radius than jump, I find it so incredibly rare that a qq is deployed before a jump.

To be honest, it a qq seems incredibly appropriate when it satisfies multiple objectives I'd consider using it if the following could be attained by qq: 1.

If I feel like if I can't accomplish all 3 of these, then it's not worth the extra 2 spell space for a qq and jump goes in instead, in my opinion I am still kicking myself for not doing a war attack last weekend as a TH8 with 8 quakes and 25 valks.

It was an engineered base with CC lava hound. Perfect opportunity. If I see new clan members using 4eq I immediately kick. For me a sign of weakness.

Solid three stars every single time. At th9, unless your KS targets are strung out, I prefer to use 4qk over 2jmp.

You can just leave the killsquad to take out that half of the base while your hogs stampede their way through the back defences.

So I can open more compartments. Sure, two jump does exactly the same job, perhaps even better, but it dies before it can be used multiple times by the same troops.

With 4qk, I can open anywhere between compartments see previous statement about the level I war at and turn that part of the base into a haven for my valks, from the edge of the base to the centre.

Having looked back on it though, I probably have a bit of bias for quake. In most cases, quake is objectively inferior to a jump or two, but it can still do the job.

I don't fail at all - therefore I don't feel inclined to change, and have just gotten used to it. But that is what I dont get. Where ever you are dropping a 4 quake the same can be accomplished with a single jump, saving you a spell space.

Adding a second jump to the mix well extends past the compartments you can open with quad quake. But you have a jump spell at TH9.

I would recommend trying your GoVaHo attack with a jump and heal instead of a quad quake. I am not trying to argue. Most of the time you can simply change your angle of attack and go with a jump rather than QQ and save yourself an extra spell.

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