UPDATE: The first bullet under tower placement is new.
This post assumes that you know the basics of towers and how they work. This is meant to a more exhaustive resource for base design that will update as the game continues to develop. I will continue to roll out with weekly hacks/reminders of good base design gameplay.
- Build up first not out
This cannot be stated enough. This means that your towers should be built up to the max level possible for your overall player level. You might notice that XP bases, bases easy to raid for max XP, are super spread out. Your base might look small in surface area, but those are the ones I personally avoid. I know it will take a ton of manpower to get through it.
- Variety (except lightning towers)
As a general rule, it is great to have variety on your base even within the island itself. In doing so, you can prevent a somewhat planned strike that uses two resists to smash the whole base because of lack of variety.
Lightning towers are the exception here as they depend upon neighboring lightning towers for added strength.
- Tower on the last island (FOR UPPER LEVELS ONLY)
This is a many of us employ in the upper level for one main reason.
- doing this gives you time to make a defense plan.
- consider building low level mages the island before to steal rage.
In the upper levels, players usually start with full rage, so doing this does not give the player time to develop rage. It does give you time to plan though. I did this in response to regret of charging the wrong towers because I didn't get a chance to see what dragon was attacking.
- doing this gives you time to make a defense plan.
Mages are often used at face value and are usually the last to be upgraded. I propose that they be at least the same level as your highest nearby tower. The temptation of the attacker is to get rid of the mage to cast spells ASAP, but…what happens when the mage doesn’t die as easily as one would think? While the attacker spends their time trying to kill something that isn’t doing damage, it is getting hit non-stop with equally high level towers.
As a general rule, it is good to put a red mage first before the blue. There are two reasons for this for me personally:
- It prevents the attacker from immediately shutting down your defense.
- It can still take rage away from your attacker before they can hit you with a blue spell.
One thing to be careful of is putting too many. If you have too many mages, then what are they protecting?
- Storm Towers
In and of themselves, storm towers do minimal damage. One thing they do quite effectively is annoy players. When the storm tower puts up its invincibility shield, players’ reaction times aren’t usually the best. When many see this, they either continue to try to pummel the protected towers, or they turn their attention to the storm tower. This can buy the seconds you need do that much more damage to the attacker.
- Storm towers only protect against damage, not against effects (e.g. buildings will still freeze/be stunned).
- Storm towers need to be placed only every other island.
- Storm towers do not protect other storm towers, so there should not be more than 1/island.
These towers at high levels back a punch. At any level, they can punch through any level shield.
- Use these if you don’t have a blue mage on and island so that they can break through the shield that mage would’ve prevented.
- Charge right as the attacker casts their shield for extra annoying power.
- Runes can enhance them greatly
Since the super shot will stun the dragon, they are best used for slow shooting towers (fire turrets, dark flak). They don’t pack that much of a punch as damage goes though.
- Stun dragons to give slower towers a chance to fire.
- Runes can increase stun time.
I’ve never been that affected by them. I’m curious to try to level one up really high to see what impact it has.
- Not that effective
- Runes can make them attack faster and the poison last longer
- Ice Turret
I feel like there is no bad place for this. It would be preferable to put it near a mage so that when they try to take down the mage, it is that much more problematic.
- Fire Turret
Due to the slow nature of its fire power, it is best to put this toward the back of an island and with other turrets that fire fast to draw attention away from it. One of my favorites to place this next to is a Dark Flak tower. There are almost no resists to Dark Flak (PG did make a couple of dragons recently that do have it), so people are more likely to focus on that first.
- Slow to fire
- Good next to faster
- Lightning Towers
This needs to be with other lightning towers in order to maximize effectiveness. To remain effective, they should be pair with a mage, preferably red.
- High level
- In groups of 3 or more.
- Use tons of runes to increase super shot damage and attack speed.
- Dark Flak
I love this one. It hits for extraordinarily high damage with almost no dragons that resist it. Some drawbacks are that it is slow and extraordinarily short range.
- High damage
- Stuns dragon
- Quite slow
- Highly short range
- Dragon Perches
Even when I was a lower level player, I was never drastically affected by these until they started to have gold and platinum dragons on them. My level was somewhere in the 70s when I noticed this.
- Effective only at extraordinarily high levels so as to support platinum dragons or higher.
- Elemental Totems
I personally don’t care for these in the slightest. If I’m going to spend that many elemental embers to build something, I’m going for the Dark Flak instead. There are 4 different elements, but the game only lets you put one on your base. Other plays can see that and can choose their dragon accordingly.
- Fire Flak Turret
I don’t have this turret, so I can’t really attest to what it can do. I know that it shoots from a decent distance away and its super shot causes the attacker to do only 50% of normal damage for a short period of time which makes it great for the back row of an island.
What designs have worked for you? Which have you gone against that you thought were tough?