Post by Luke on Nov 5, 2015 14:48:50 GMT -5
Queen Walk
This novel strategy works as an excellent way to farm Dark Elixir starting at TH9, when the Archer Queen is unlocked. While relatively new, it is quickly gaining widespread use because of its effectiveness. It has also been incorporated into an ensemble of Clan War strategies.
A typical army composition includes 8-10 Healers, ~30-40 Minions, and 6-10 Wallbreakers, including the Archer Queen as the main attraction. Minions are used to funnel the Archer Queen towards the direction of the Dark Elixir Storage, or whichever target is desired, by removing adjacent buildings where possible. Spell composition is flexible, but it is generally recommended to bring at least 1 Jump Spell and 1 Rage Spell. The Rage is primarily used on both the Archer Queen AND the Healers, as a way to gain a temporary boost in healing power if the Queen starts losing health with even this many Healers on her. (Go girl-on-girl action!)
The reason this strategy is at all viable is due to the cummulative range of the Archer Queen + Healer in relation to an Air Defense. The Archer Queen and Healer each have a range of 5, making a total of 10 tile space between the Healers and the Archer Queen’s target. An Air Defense has a range of 10, but units must be within this range (i.e. unit’s position is < 10 spaces away) for it to target them. This means that the Healers are safe while directly opposite the Air Defense’s location with respect to the Archer Queen.
While generally safe from falling in battle, the Archer Queen cannot take out an entire base on her own within the 3 minute time limit. For this reason the strategy is used solely for targeting bases with lots of Dark Elixir available in the Storage, since also needing to target the Drills makes collecting it all much more difficult. The consensus online has been to target bases with ≥ 2500 Dark Elixir whose placement of the Storage makes it easily accessible.
A surprising feature of this strategy is that it works with any level Archer Queen, though having unlocked her Royal Clock ability greatly increases her survivability. Being able to collect ample amounts of Dark Elixir in such a short amount of time undoubtedly supports much more rapid leveling of the Heros. To put this in perspective, the training time can be as low as 34 minutes (see below for calculation), and when collecting 2.5k DE each raid, it is possible to acquire 10k every 2 hours and 16 minutes. Over a 10 hour period, that’s 44k in DE.
This strategy does not come without a few flaws. As stated earlier, there is only a limited amount of time for a raid, and while the Archer Queen is for the most part safe from falling in battle, she is the only unit dealing damage to the structures. Minions are most often only useful for clearing away adjacent structures to clear a path for the Archer Queen, and don’t last long enough to enable widespread damage. It is unlikely that she’ll be able to get ALL the loot, so the focus is primarily on getting DE and possibly enough Elixir and Gold to modestly compensate you.
Another glaring flaw is the Archer Queen herself. She is not known for her bulk, so carefully monitoring her is necessary to prevent a sudden drop in health. The appearance of a Hidden Tesla can quickly swing the DPS to HPS (heals per second) balance in favor of the defenses, so be prepared to have a Rage spell ready to pump up those Healers. She is also susceptible to distraction, and her updated A.I. strongly disfavors attacking walls, so she will sometimes leave the compartment she was in just in and foil your efforts to direct her towards the Dark Elixir Storage.
Finally, beware Inferno Towers. Units being targeted by an Inferno Tower will NOT be healed by either Healers or Heal spells (though the health gain of Hero abilities still occurs). It is important to consider this if daring to attack a TH10 without bringing a Freeze spell.
34 minute training time calculation
Assume troop composition of 8 healers, 8 Wallbreakers, and 46 Minions. (220 Space)
4 Barracks: Each Barrack trains 2 Healers and 2 Wallbreakers
Each Barrack: (2)*15 min + (2)*2 min = 34 minutes
2 Dark Barracks: Each Barracks trains 23 Minions
Each Dark Barrack: (23)*0.75 minutes = 17 minutes 15 seconds
Since the Dark Barracks will finish before the Barracks do, this composition will take 34 minutes
Additional References:
cocland.com/strategies/super-archer-queen-strategy
Videos:
www.youtube.com/watch?v=gM9hU-1M2oE
This novel strategy works as an excellent way to farm Dark Elixir starting at TH9, when the Archer Queen is unlocked. While relatively new, it is quickly gaining widespread use because of its effectiveness. It has also been incorporated into an ensemble of Clan War strategies.
A typical army composition includes 8-10 Healers, ~30-40 Minions, and 6-10 Wallbreakers, including the Archer Queen as the main attraction. Minions are used to funnel the Archer Queen towards the direction of the Dark Elixir Storage, or whichever target is desired, by removing adjacent buildings where possible. Spell composition is flexible, but it is generally recommended to bring at least 1 Jump Spell and 1 Rage Spell. The Rage is primarily used on both the Archer Queen AND the Healers, as a way to gain a temporary boost in healing power if the Queen starts losing health with even this many Healers on her. (Go girl-on-girl action!)
The reason this strategy is at all viable is due to the cummulative range of the Archer Queen + Healer in relation to an Air Defense. The Archer Queen and Healer each have a range of 5, making a total of 10 tile space between the Healers and the Archer Queen’s target. An Air Defense has a range of 10, but units must be within this range (i.e. unit’s position is < 10 spaces away) for it to target them. This means that the Healers are safe while directly opposite the Air Defense’s location with respect to the Archer Queen.
While generally safe from falling in battle, the Archer Queen cannot take out an entire base on her own within the 3 minute time limit. For this reason the strategy is used solely for targeting bases with lots of Dark Elixir available in the Storage, since also needing to target the Drills makes collecting it all much more difficult. The consensus online has been to target bases with ≥ 2500 Dark Elixir whose placement of the Storage makes it easily accessible.
A surprising feature of this strategy is that it works with any level Archer Queen, though having unlocked her Royal Clock ability greatly increases her survivability. Being able to collect ample amounts of Dark Elixir in such a short amount of time undoubtedly supports much more rapid leveling of the Heros. To put this in perspective, the training time can be as low as 34 minutes (see below for calculation), and when collecting 2.5k DE each raid, it is possible to acquire 10k every 2 hours and 16 minutes. Over a 10 hour period, that’s 44k in DE.
This strategy does not come without a few flaws. As stated earlier, there is only a limited amount of time for a raid, and while the Archer Queen is for the most part safe from falling in battle, she is the only unit dealing damage to the structures. Minions are most often only useful for clearing away adjacent structures to clear a path for the Archer Queen, and don’t last long enough to enable widespread damage. It is unlikely that she’ll be able to get ALL the loot, so the focus is primarily on getting DE and possibly enough Elixir and Gold to modestly compensate you.
Another glaring flaw is the Archer Queen herself. She is not known for her bulk, so carefully monitoring her is necessary to prevent a sudden drop in health. The appearance of a Hidden Tesla can quickly swing the DPS to HPS (heals per second) balance in favor of the defenses, so be prepared to have a Rage spell ready to pump up those Healers. She is also susceptible to distraction, and her updated A.I. strongly disfavors attacking walls, so she will sometimes leave the compartment she was in just in and foil your efforts to direct her towards the Dark Elixir Storage.
Finally, beware Inferno Towers. Units being targeted by an Inferno Tower will NOT be healed by either Healers or Heal spells (though the health gain of Hero abilities still occurs). It is important to consider this if daring to attack a TH10 without bringing a Freeze spell.
34 minute training time calculation
Assume troop composition of 8 healers, 8 Wallbreakers, and 46 Minions. (220 Space)
4 Barracks: Each Barrack trains 2 Healers and 2 Wallbreakers
Each Barrack: (2)*15 min + (2)*2 min = 34 minutes
2 Dark Barracks: Each Barracks trains 23 Minions
Each Dark Barrack: (23)*0.75 minutes = 17 minutes 15 seconds
Since the Dark Barracks will finish before the Barracks do, this composition will take 34 minutes
Additional References:
cocland.com/strategies/super-archer-queen-strategy
Videos:
www.youtube.com/watch?v=gM9hU-1M2oE