Now coming to the outer buildings you can customize where you want to put them according to your choice. I put that giant bomb over there, because when someone attacks using Giants and wizards what usually happens is that giants go for the defensive buildings while wizards go towards the outer buildings, this is where we can take advantage of this opportunity and take all of them out using a giant bomb.
![coc builder th 7 coc builder th 7](https://townhall-7.clashbases.de/Townhall-7-War/Townhall-7-Base-Layout-Screenshot_20200219-002657_640w.jpg)
Now coming to the placement of the traps, after observation of so many attacks on this base, spring traps, and giant bombs are strategically placed in different compartments according to the pathing of defense attacking troops like hogs and giants, which helps in making this base stronger against ground attacks. The Dark elixir storage is well protected in a compartment of its own in the core of the base, so it’s quite well protected, we have also kept our dark elixir drill inside as carelessly throwing it anywhere outside of the base can definitely hurt your dark elixir farming process as opponents would be able to steal from it easily. we place them alternatively, just like this base. Never put the same type of storages on one side of the base, for example, if we put both the gold storages on this side of the base, the attacker can take almost all your gold just by taking out this portion of the base. Which is not the case in this base because the storages are placed in different compartments, the attacker has to take out the whole base in order to get all the loot. so once the attacker break through the compartment of defenses they get access to all the loot. Now coming to storages, they are evenly placed in different compartments, this is the mistake that most beginner base designers make that they place all the storages in the center, and defenses in the outer compartments. they are placed in compartments near the core of the base, they have air sweepers well paired with them contributing to an increase in the protection against air attacks like mass dragons.Ĭannons fill the rest of the spaces in the base and provide a great balance to the base which helps us in defending against ground attack armies.
![coc builder th 7 coc builder th 7](https://i.ytimg.com/vi/5P9CnltGwGw/maxresdefault.jpg)
The wizard towers are placed in these two well-protected compartments near the core of the base away from each other so that they don’t get taken out altogether and strengthen the core of the base, ultimately leading to better defensive effectiveness.Īir defenses are placed away from one another in different compartments to protect them from being taken out by lightning spells in a group. Overall, a 7th Builder is a good idea at this stage of the game with how times are and on top of that, adding a unique style to the 7th Builder as well as new geared buildings, it would be quite interesting to see how it all plays out.Mortars are evenly placed in different compartments and their range pretty much covers the whole base, placing them there also helps us in tackling Spam attacks like BARCH and Mass Goblins.Īrcher towers are arranged in such a way that their range covers the whole base, which means the base is well secured against air attacks from all the sides. These are just a few and I know some may be iffy but still concepts. Hidden Tesla (Dont have good name for it but concept works) - Rather than shooting at troops, it sends out a charge to surrounding hidden teslas that increases their damage as well as making them be able to chain. It has the same health but a bit more damage.Įlectro Wizard Tower - Just like the electro wizard from CR, it shoots a chain of lightning through troops with increased range Tracking Air Defense - Slower fire rate, with a majorly increased range. It shoots a bit slower and doesnt last as long as other xbows. Just like poison spell, it slows down and does damage overtime. Poison-Xbow - Shoots poison darts at enemies. If like the 6th, three new geared up buildings would work excellent. There is a lot that can be worked with around a 7th Builder with this idea. Having something as unique as that would work out excellent.Īdditionally, if you want to keep it even more interesting, unlocking the 7th Builder could even implement new geared up buildings. This Builder could even be a friendly Goblin so if done right, the 7th builder would have its own hut shaped with Goblin Architecture and the Builder itself would be a Goblin. That being said, the campaign in general could be story based on freeing thid Builder. I would say at the very minimum, it would take High TH 12/TH 13. This would mean to unlock it, you would automatically need a high townhall and troop levels. Of course there should be more levels and in fact, it should go all the way up to 300 stars to unlock it. The way to unlock this 7th Builder would be the Single Player campaign. Now, to implement a 7th Builder, i have an interesting idea that could work.
![coc builder th 7 coc builder th 7](https://3.bp.blogspot.com/-3T07QUJrUTc/Whmgxc3YmcI/AAAAAAAAFrk/vZgXWnb-R-83sjHdNSPQqMRFLUyJQvlPACLcBGAs/s1600/bh7-base-1.jpg)
![coc builder th 7 coc builder th 7](https://clash-of-clans-wiki.com/pics/bh7_plans/defence/original/bh7_defence_3.jpg)
COC BUILDER TH 7 UPGRADE
As the game goes on, more and more buildings take longer to upgrade as well as always needing more builders for walls.