Hey clanmates,
As you all know, the Spring 2016 update just came out and it changed a lot of things. So I want to go a little into detail about what you guys should all be aware of from this update and what they actually changed. So here goes.
1)Town Hall 10
NEW TROOP!!! Troll Bowlin'
Thank the gods, all of them, cuz we finally got a new troop and it's actually cool! It was about time they put a troll in the game--they're running out of mythical Scandinavian creatures to use. Anyway, the whole rock bounce mechanic offers some wicked new tech to try and diversify attacks at TH10. Now, I realize most of you (myself included) are not TH10's but one of the biggest things you should take away from this update is that now there is actually a reason to jump to TH10. Not than you guys should skip ahead, but before this update I would've told you to stay a max TH9. Now at least you can do TH9.5 (see the separate post).
Also, TH11 got a new inferno tower and mortar level. You will now also see lvl5 Valkyries (with sweet feather capes) and lvl6 hoggies. Valkyries might actually be usable at Th10 for the first time ever now thanks to their heavenly speed boost. Not sure why they got black feather capes instead of white wings but when has supercell stuck to a theme yet, amirite?
2)Town Hall 9
Witch Nerf, Valk Rework, Better X-Bows, Goblin turn up
The witch nerf is the saddsest of all. Witch-spawned skeletons will no longer set off traps which, if you didn't know by now, was the whole friggin point of having them. This might be the death of classic gowiwi as we know it.
Let's all take a moment to remember their past glory
*takes off hat
*lone trumpet plays
*skeletor weeps
Anyway, yeah that's a huge nerf for witches. Now in classic gowiwi it will most likely be the case that witches and wizards will get the majority of flak damage from traps so we might have to start using giants now. GoWiWi talks to be continued...
Valkyries were totally changed. They lost 150 health for something like 6 dps. This is apparently justified because the valkyries "attack much faster." They are now a speed demon but at the cost of their tankiness, effectively completely changing the classic GoWiVa strategy. My first thoughts are to use 3 Haste, 2 Rage, 1 Heal aka focusing on dps instead of tanking for wizards. The attack is still viable, but different and I advise caution if you still use the same old method. Goblins also gain a level.
3)Everything else
->Wizard Towers got extra health
->Spell training time reduced
->Back to 3 minute attacks
->Revenge attacks get league bonus (why'd it take so long?)
->No more 35 and 45 person clan wars
Thanks for readin guys, if you have any questions as to the significance of any of this or want more detail, be sure to find me in the clan chat or check the wiki for some factual answers.
Stay spooky,
-S
As you all know, the Spring 2016 update just came out and it changed a lot of things. So I want to go a little into detail about what you guys should all be aware of from this update and what they actually changed. So here goes.
1)Town Hall 10
NEW TROOP!!! Troll Bowlin'
Thank the gods, all of them, cuz we finally got a new troop and it's actually cool! It was about time they put a troll in the game--they're running out of mythical Scandinavian creatures to use. Anyway, the whole rock bounce mechanic offers some wicked new tech to try and diversify attacks at TH10. Now, I realize most of you (myself included) are not TH10's but one of the biggest things you should take away from this update is that now there is actually a reason to jump to TH10. Not than you guys should skip ahead, but before this update I would've told you to stay a max TH9. Now at least you can do TH9.5 (see the separate post).
Also, TH11 got a new inferno tower and mortar level. You will now also see lvl5 Valkyries (with sweet feather capes) and lvl6 hoggies. Valkyries might actually be usable at Th10 for the first time ever now thanks to their heavenly speed boost. Not sure why they got black feather capes instead of white wings but when has supercell stuck to a theme yet, amirite?
2)Town Hall 9
Witch Nerf, Valk Rework, Better X-Bows, Goblin turn up
The witch nerf is the saddsest of all. Witch-spawned skeletons will no longer set off traps which, if you didn't know by now, was the whole friggin point of having them. This might be the death of classic gowiwi as we know it.
Let's all take a moment to remember their past glory
*takes off hat
*lone trumpet plays
*skeletor weeps
Anyway, yeah that's a huge nerf for witches. Now in classic gowiwi it will most likely be the case that witches and wizards will get the majority of flak damage from traps so we might have to start using giants now. GoWiWi talks to be continued...
Valkyries were totally changed. They lost 150 health for something like 6 dps. This is apparently justified because the valkyries "attack much faster." They are now a speed demon but at the cost of their tankiness, effectively completely changing the classic GoWiVa strategy. My first thoughts are to use 3 Haste, 2 Rage, 1 Heal aka focusing on dps instead of tanking for wizards. The attack is still viable, but different and I advise caution if you still use the same old method. Goblins also gain a level.
3)Everything else
->Wizard Towers got extra health
->Spell training time reduced
->Back to 3 minute attacks
->Revenge attacks get league bonus (why'd it take so long?)
->No more 35 and 45 person clan wars
Thanks for readin guys, if you have any questions as to the significance of any of this or want more detail, be sure to find me in the clan chat or check the wiki for some factual answers.
Stay spooky,
-S