The most important element that Earthquake spells provide is mobility for your troops. As I have said many times, the more freely your Golems and tank units move through a base, the more base you will destroy. The damage that Earthquakes deal are incidental, and you should never bring quakes just to do damage to certain buildings. That is a failing strategy. Just bring 4 quakes to open up wall segments. This guide will help you optimize your Earthquake spell usage to inflict maximum damage in War.
How and When to Use Earthquakes
Identifying Bases to Use Quakes
First things first, you have to know when using earthquake spells would be more effective than just using wall breakers, or when it's worth the four spell slots. Remember, when using quakes you will only ever use 4 total(3 in your spell factory and 1 in the clan castle), so when you use quakes you won't be using Poisons or Hastes. Here's a quick checklist of things to look for when using quakes.
1. Dense bases with compact compartments
1. Dense bases with compact compartments
- Buildings are flush and all touching
- Walls wrap directly around buildings
- Small compartments, 2-4 buildings per group
- Walls in the core are lava or magma (level 10 or 11)
- Walls in critical areas are lava or magma
- Allows you to quake from the outside directly to the core
- If you can open up more compartments with the quakes, it's always better to wall break the outer wall layer
Identifying Best Spots to Use Quakes
There are two major things to consider when picking a spot to use your quakes on. Both are equally important. Just using quakes on a dense base isn't good enough if your spot is bad.
1. How much of the base will it open up?
1. How much of the base will it open up?
- Try to think about it by percentage of the whole base, not by number of compartments
- Also consider the pathing element of attacking-->Where will this quake spot lead my troops?
- Wizard Range = buildings within 3 tiles of the are opened up by quakes
- Your quake spot might open up 75% of the base, but if half the buildings aren't in Wizard Range then you should probably reconsider your spot
Example Bases
Here are some examples in slideshow form. First it will show and example base, and then one or two good quake spots. Here is the Key for the diagrams below.
Key
Brown Circle = quake spot
Red Line = area opened by quakes
Yellow Line = Wizard Range from the opened area
When looking at these example bases, first try to think about where you would place your quakes and why before you click through and see where I would have put them. Remember, the quakes spots I use are not necessarily the best or only options, but they are quite effective and are meant to provide you with a baseline set of examples for different types of bases.
Key
Brown Circle = quake spot
Red Line = area opened by quakes
Yellow Line = Wizard Range from the opened area
When looking at these example bases, first try to think about where you would place your quakes and why before you click through and see where I would have put them. Remember, the quakes spots I use are not necessarily the best or only options, but they are quite effective and are meant to provide you with a baseline set of examples for different types of bases.
So I hope that helps explains how to use Earthquake spells most effectively. Just follow these simple rules when deciding if and when to use quakes in your War attacks. Remember to scout these locations before you attack, think about how open the base will be when you use quakes, where your troops will path to, and how much of the base will be in Wizard Range. If you do all those things, you'll effectively blow up bases.
Good luck and stay spooky,
Skeletor
Good luck and stay spooky,
Skeletor