While playing Clash of Clans a new player might ask his or herself, what should I upgrade first?
This is an essential question because uneven or minor upgrades can make your base defenseless against enemy raids.
Having a strong defense is important because:
1. It protects your valuable resources from enemy troops.
2. It helps you rise your trophy count while trophy hunting because you win more defenses.
Each defense has its own strength and weakness, location placement matters if you want to get as much out of your base as possible.
So what do you recommend I upgrade first?
Well, it depends on your TH level. Generally, this is the order you should follow when upgrading defenses until you reach Town Hall 9.
1. Mortar
2. Wizard Tower
3. Archer Tower
4. Air Defense
5. Cannons
6. Walls
7. Teslas
Mortars are probably the most important defense in the game. They deliver high splash damage and are able to destroy hoards of low HP ground units with a couple shells. Mortars should usually be centered in your base and preferably triangulated if you have enough walls. Be careful while upgrading these because they are the foundation of your base and it will be difficult to defend without them.
Wizard Towers come in at a close second behind mortars. Similarly, they excel at destroying masses of ground troops but they can also target air units. These fearsome towers have higher HP than mortars and higher damage per second making them a sweet combo next to your mortars in your base. They also can be placed by your storages to help mow down pesky goblins.
Archer Towers are very essential but sometimes underrated defenses. They have high range compared to any other defense and can target both air and ground units. Most people put off upgrading their AT's because of cost, do not slip into this trap and ignore them. They are great at protecting other defenses that can't attack air units and can help save your base from fearsome air raids when your air defense(s) goes down.
Air Defense are only number 4 on the list because of updates with air mines and the ability to upgrade them. Even so, they have extremely high hit-points and da,mage per second. These defenses are key to defending against the feared balloon-minion strategy and all dragon strategy. They should be well centered but spread out enough so they can protect your storages. Keeping them behind cannons and archer towers would be wise because they will be harder to get to. I recommend triangulation or diamonding them inside your base for effectiveness.
Cannons come next on the list because of there cheapness and speed to upgrade. They have a higher rate of fire than Archer Towers but can only target ground troops. Together, they complement each other side by side and can take out meat shields in no time. Make sure your cannons aren't to under leveled but don't obsess about them either, they can be upgraded quickly and should be one of the ;last things to work on while maxing your base.
Walls, however once important have lost effectiveness in the Clash world. In the old days, they served as a key point in defending your base against units such as giants, barbarians, and even pekka. Currently however with recent updates, a certain troop (HOG RIDERS) have basically rendered them ineffective since they hop over walls while targeting your defense. However you shouldn't have to worry about this much until you reach TH 8 or start trophy hunting (another reason to max your base). Walls can stall most ground units for a good time depending on there level, it's important to get them upgraded early so you don't have to worry about it at TH 9. If you have any leftover gold, put it into walls, getting them all the same level will be a challenge but it pays off. Mainly, they serve to intimidate, if a TH 8 see's another TH 8 with all level 8 walls, chances are, he wont attack him because of a fear his troops wont be able to break through the walls quickly enough..
At the bottom of the list comes Hidden Teslas. Although they add to intimidation, these towers drain a lot of gold and put your builders out of commission for a long time. Tesla's damage per second is deceiving but you must account the actual damage per shot. For example, at level 5, teslas have 64 damage per second so you would assume they have 64 damage per shot like archer towers? Wrong! They deliver a mere 38 damage per shot making them a little more powerful than a level 6 archer tower (35 DPS). The only real benefit of these is that they are invisible to attackers and can be deadly in groups. They should be placed in groups of two or four for effectiveness. Tesla's also do X2 damage on pekka making them somehwhat useful although no one uses pekka anymore. Teslas should be the last thing maxed in ones base as they are least important.
By- Commy and Nash
This is an essential question because uneven or minor upgrades can make your base defenseless against enemy raids.
Having a strong defense is important because:
1. It protects your valuable resources from enemy troops.
2. It helps you rise your trophy count while trophy hunting because you win more defenses.
Each defense has its own strength and weakness, location placement matters if you want to get as much out of your base as possible.
So what do you recommend I upgrade first?
Well, it depends on your TH level. Generally, this is the order you should follow when upgrading defenses until you reach Town Hall 9.
1. Mortar
2. Wizard Tower
3. Archer Tower
4. Air Defense
5. Cannons
6. Walls
7. Teslas
Mortars are probably the most important defense in the game. They deliver high splash damage and are able to destroy hoards of low HP ground units with a couple shells. Mortars should usually be centered in your base and preferably triangulated if you have enough walls. Be careful while upgrading these because they are the foundation of your base and it will be difficult to defend without them.
Wizard Towers come in at a close second behind mortars. Similarly, they excel at destroying masses of ground troops but they can also target air units. These fearsome towers have higher HP than mortars and higher damage per second making them a sweet combo next to your mortars in your base. They also can be placed by your storages to help mow down pesky goblins.
Archer Towers are very essential but sometimes underrated defenses. They have high range compared to any other defense and can target both air and ground units. Most people put off upgrading their AT's because of cost, do not slip into this trap and ignore them. They are great at protecting other defenses that can't attack air units and can help save your base from fearsome air raids when your air defense(s) goes down.
Air Defense are only number 4 on the list because of updates with air mines and the ability to upgrade them. Even so, they have extremely high hit-points and da,mage per second. These defenses are key to defending against the feared balloon-minion strategy and all dragon strategy. They should be well centered but spread out enough so they can protect your storages. Keeping them behind cannons and archer towers would be wise because they will be harder to get to. I recommend triangulation or diamonding them inside your base for effectiveness.
Cannons come next on the list because of there cheapness and speed to upgrade. They have a higher rate of fire than Archer Towers but can only target ground troops. Together, they complement each other side by side and can take out meat shields in no time. Make sure your cannons aren't to under leveled but don't obsess about them either, they can be upgraded quickly and should be one of the ;last things to work on while maxing your base.
Walls, however once important have lost effectiveness in the Clash world. In the old days, they served as a key point in defending your base against units such as giants, barbarians, and even pekka. Currently however with recent updates, a certain troop (HOG RIDERS) have basically rendered them ineffective since they hop over walls while targeting your defense. However you shouldn't have to worry about this much until you reach TH 8 or start trophy hunting (another reason to max your base). Walls can stall most ground units for a good time depending on there level, it's important to get them upgraded early so you don't have to worry about it at TH 9. If you have any leftover gold, put it into walls, getting them all the same level will be a challenge but it pays off. Mainly, they serve to intimidate, if a TH 8 see's another TH 8 with all level 8 walls, chances are, he wont attack him because of a fear his troops wont be able to break through the walls quickly enough..
At the bottom of the list comes Hidden Teslas. Although they add to intimidation, these towers drain a lot of gold and put your builders out of commission for a long time. Tesla's damage per second is deceiving but you must account the actual damage per shot. For example, at level 5, teslas have 64 damage per second so you would assume they have 64 damage per shot like archer towers? Wrong! They deliver a mere 38 damage per shot making them a little more powerful than a level 6 archer tower (35 DPS). The only real benefit of these is that they are invisible to attackers and can be deadly in groups. They should be placed in groups of two or four for effectiveness. Tesla's also do X2 damage on pekka making them somehwhat useful although no one uses pekka anymore. Teslas should be the last thing maxed in ones base as they are least important.
By- Commy and Nash