Top 10 Mistakes Most People Make in Clash of Clans
Goes without having a plan. Rushing your base is like giving a free way for most good clans to not include you in their member list. Not to mention the chances of unfair match-ups in wars and the grueling effort to catch up to your peers depending on the town hall. At least max most buildings and offensives in your base and make sure you master your strategies before moving up.
By the time you reach town hall 9 you should realize that having your heroes' levels up to 30 significantly help on both offense and defense. I've seen many members ranging from TH9-TH12 whose bases are in almost good progress but their heroes are under level 30.
You know the bases that leave one tile of troop space in their layout? Some niche strategies have a gross advantage over bases with open gaps. You know what's most satisfactory to destroying these bases? Battle Blimp with balloons, + 3 Clone Spells + Warden Ability = total destruction.
Let's be honest if you're young most of us were naive enough to promote everyone to co-leader, until someone abused their powers and everything blew out of proportion.
Yeah, the disappointed feeling when your troops circle around the outskirts pretty much gets us all occasionally. This is pretty acceptable when you're in the lower TH group, but once you reach TH9 you should really learn the basics of funneling by now.
You know what I'm talking about. Gives the enemy a free advantage of zapping your two defenses at one go. This also applies to inferno towers and scattershots, or putting most of your important defenses in a compact area.
Goes more for people who are in the mid-late game (excluding e-drags). Talk about people who dump all their hogs in one spot only for all of them to die from a series of traps. E-drags are fine, but the game expects you to have multiple strategies the more you advance further.
Clan castle troops should never be underestimated since a good selection of troops can ruin a complex strategy. A poison spell is one of the most crucial things to have especially in clan wars and clan war leagues; not even a freeze spell can do the trick to enemy CC troops occasionally.
It's a very useful feature when your heroes are close to dying, but a very good attack sometimes requires timing. Not worth getting your king knocked out by a fully charged inferno tower, unable to completely utilize his rage ability.
Especially when your heroes are already in full health. As it should be, hero abilities are best effective when used in a timely manner.
This is a very common mistake that players make. In order to make your spells effective at best, you should predict where your troops are going and drop the spell ahead of their path. This doesn't always work especially with faster troops such as valkyries, but it's a worthy skill.
Most players have only one set up (usually e-drags or dragons) which is fine in the early phase, but when you're reaching the mid-late stage of the game, you'll sooner or later realize that other strategies are more effective for certain base layouts. There's a fat chance that you've never used a different troop, which can be much more effective for specific bases