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Optimal Commander(s)

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Optimal Commander(s)

Post by Helmler on Wed Mar 27, 2013 3:23 am

Since the introduction of equipment, commanders have become possibly the most important factor in attack tactics now.

Obviously it is important to have different equipment for different situations, so here I will be posting the best set-ups for attack power, fortresses etc.

First up is the most important, your attack commander. Everyone should be aiming to have a commander like the one attached here. Notice that I am prioritising troop power, and ranged power slightly ahead of melee. There is still room for a little improvement, 90% is the max bonus for each, but it gives a good idea of what to use.

Ranged is important as everyone should only send ranged troops in the first 2 waves, with mantlets and wall tools only, nothing for moat (see other thread on attack set-ups for more information), and troop strength since usually most of the battle is in the keep. I've also attached pictures of KGs and TKs with these bonuses. Look how strong they become:

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bonus KG.png You don't have permission to download attachments.(9 Kb) Downloaded 1 times
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Helmler
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Posts : 77
Join date : 2012-12-02
Alliance and ranking : Black~Rose (Leader)

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Re: Optimal Commander(s)

Post by Helmler on Fri Mar 29, 2013 5:30 am

Here is how to stat your commander. I've turned down 3 legendary helmets in favour of this one (they are on my second and third commanders) as the epic helmet here gives better balance. It's also very important to use equipment that has at least 2 troop stats on it. All the legendary helmets only give one troop bonus, so although the individual stats are higher, the epic piece actually gives more total % to troop strength than them. Also they would put one type over the 90% cap which would be a waste of stats.

I would like to point out that all of this has been achieved without buying a single ruby (although with a lot of farming) and all upgrades are with coins. So everyone can have a commander like this one, no excuses!
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Helmler
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