General tips:
- Check quest board every time it becomes available! Oftentimes you can complete quests just by doing what you would normally be doing anyway
- Claim daily free stuff
- Daily Reward for logging in for consecutive days
- “Earn Gems” rewards for logging in (5 gems), fighting 10 Arena Battles
(5 gems), and stealing specific amounts of gold and mana from other
players on raids (10 gems for each gold and mana)
- Daily Title rewards (based on your Might)
- Use battle chances (see section below) – try to use them all before you
log out for the day, so you minimize time when they’re capped out and
not regenerating
- Join a guild – makes the game a lot more fun, and
if you’re willing to donate Shards, find a guild that has other active
donors so you can boss!
Activities that require battle chances (BC):
- Arena – 1 BC earned every 30 min, max 5 stored
- Dungeons – 1 BC earned every 20 min, max 5 stored
- Here Be Monsters (HBM) – 1 BC earned every 3 hours, max 6 stored
- Heroes Trial (HT) – 1 BC earned every 6 hours, max 6 stored
- Heroes Expedition (HE) - 1 chance to enter every day, heroes killed in HE are unusable in future HE rounds for the rest of the day
Where to focus if you need...
- Lots of Legendary heroes – focus on Gems
- One specific Legendary hero – focus on Shards [jl] if it is purchasable, otherwise Gems
- To level up heroes – focus on Exp (see next line also)
- To upgrade heroes (increase star levels) – focus on HB
- To upgrade hero Skills (increase skill levels) – focus on Shards
- To
improve hero Talents – focus on Gems – note: this should be lower
on the priority list until you have a full team of awesome Legendary
heroes already, as it will be very expensive!
- To upgrade buildings – focus on Gold, you’ll probably pick up enough Mana along the way
Resources: Gems
- Primary sources:
- Daily Reward
- Daily Title Reward
- Daily “Earn Gems” actions
- Under "Earn Gems" section - Watch to Earn Gems - get 1-3 Gems for watching a 15-30 second ad, good for a few easy Gems/day
- Other sources:
- Achievements
(one time each, generally not worth explicitly trying to get, just
treat these as nice bonuses as they come along during normal gameplay)
- Quests (occasionally)
Shards
- Primary source:
- Other sources:
HB
- Primary sources:
- Arena (passive through rank)
- Boss Battles
- Arena Battles
- Other sources:
- Quests
- Daily Rewards
- HT
- HE
- Raids (small)
- Dungeons (small)
Exp
- Primary sources:
- Quests (specific hero can use books)
- HBM (all involved heroes shares EXP evenly, including heroes on bases and garrisoned heroes)
- Other sources:
Gold
- Primary source:
- Other sources:
- Mines
- HBM
- Quests
- Dungeons
Mana
- Primary source:
- Other sources:
- Mills
- HBM
- Quests
- Dungeons
Overall “Levels”MightMight
is a function of your hero levels, hero skill levels, and building
levels. Some quests and features have a minimum might requirement, as do
some guilds. Might also helps match you to opponents in random raids.
FlamesUp
to 3 flames can be earned for each unique dungeon you have cleared (get
100% by destroying every building to get all 3 flames) – there is a
required minimum flame level for each level of hero upgrades, but the
flames are not consumed
Things To Do
Here Be Monsters (HBM)
Best
way to earn Shards, second best way to earn EXP. 1 chance is earned
every 3 hours; you can store a max of 6 chances. Heroes who have a
cooldown will be alive for HBM, but heroes killed during HBM will have a
cooldown afterward before they can be used for raids/dungeons.
Do
the highest level that you can consistently clear, as Shards are only
gained for completing all 5 waves of the level. A good base setup is
crucial – ideas can be found here but experiment to see what works best
for your heroes and talents [links].
Heroes Trial (HT)
Not a
lot of rewards (generally 100-150 HB, occasionally a few gems), but a
small chance to win the type of hero that you have defeated. Supposedly,
clearing higher level waves increase your chances of getting a hero –
but I haven’t been able to confirm this, nor does the internet seem to
have any proof. Heroes who have a cooldown will be alive for HT, but
heroes killed during HT will have a cooldown afterward before they can
be used for raids/dungeons.
Like for HBM, a good base setup is
crucial. HT is a lot more variable, however, as the type of hero that
spawns is random every time. An L1 wave of PD’s with abilities stacking
can level your entire base before you even get a hit in, even though you
can sometimes clear L3.
Raids
Best way to earn gold/mana.
Unlimited chances; you are usually limited by hero respawn and troop
recruitment times. Heroes on cooldown are NOT available for raids, and
heroes that die during raids will have a cooldown afterward.
There are two ways to begin a raid:
(preferred
method) clicking on the sword on the lower left and then selecting the
sword in the stone (next to the dungeon portals) generates a random
opponent who has a similar might level to your own. You can skip an
opponent by paying a tiny gold fee to go to the next random opponent.
This method allows you to steal up to 25% of your opponent’s resources
and earn Exp based on the HP of the opponent’s buildings.
(other
method) you can choose a specific player to attack by clicking the
trophy icon on the lower right of the screen or using the battle reports
screen. You can only earn up to 5% of a chosen opponent’s total
resources, and your heroes will not gain any Exp from these types of
raids.
Dungeons
Second best way to earn Shards, and only way
to earn Flames. 1 chance is earned every 20 minutes; you can store a max
of 5 chances. Heroes on cooldown are NOT available for dungeons, and
heroes that die during dungeons will have a cooldown afterward.
“Special”
or “skull” dungeons are those marked with a little blue turret next to
the dungeon icon. These have higher chances of dropping Shards, and will
reward more Shards if they do drop; however, they reward less gold,
mana, and Exp than similar difficulty dungeons (but you shouldn’t be
running dungeons for these things anyway). A good general strategy is to
farm the highest level special dungeon that you can consistently clear
100% (i.e. destroy all the buildings). A lot of good work has been done
on drop rates, see my post on dungeon drops [link] and this forum thread
[http://us.forum.igg.com/forum.php?mod=viewthread&tid=126501] for
more info.
Bosses
Best active source of HB, also just very fun
to do. Heroes that the boss kills will NOT have a cooldown afterward,
though there is a 15 second cooldown for you to reenter the boss fight
(can be skipped by paying guild credits that you have contributed).
This
comes through your guild. Pick a guild where (1) everyone contributes
guild credits so nobody is getting a free ride, (2) the times for boss
runs are advertised and are times that you can participate, and (3) the
guild consistently beats the boss. The more damage your heroes do as a
percentage of the boss’s HP, the more HB you will get; but the more
damage your guildmates can contribute as well, the faster the boss fight
will be. Balance the tradeoff between your damage contribution and HB
reward with the time depending on your own priorities.
At lower
levels, strategies center on hit and run. Get in as many hits as you can
using the free Invincible spell, either die quickly or end the battle,
then reenter and do it again. The goal is to build up to a team with a
Druid for healing and other heroes that can consistently stun the boss –
this will allow you to survive the entire 3 minute time limit and deal a
lot more damage.
Quests
Best way to level up, can target
specific heroes to train using the Exp books that come as rewards. The
number of quests available is based on your might. When new quests
appear, you have up to 16 hours to complete all the ones available to
you; after that time, they disappear and a cooldown starts. If you
complete all your available quests before the time limit ends, you get
an additional bonus (HB, Shards, Gems, or Exp books) and the cooldown
starts sooner. I like to finish at least two complete sets of quests in a
day.
Arena
Consistent passive source of HB, and good source
of active HB as well. 1 chance is earned every 30 minutes; you can store
a max of 5 chances. Heroes who have a cooldown will be alive for Arena
battles, and heroes killed in the Arena will NOT have a cooldown
afterward.
For pretty much everyone with sub-level 100 heroes,
edit your defense to have only 1 low level hero defending. This allows
other people to beat you and knock you down the ranks, so that you can
fight and beat lower leveled opponents. You earn 40 HB for each victory,
and only 6 HB for each defeat, so the difference between winning most
battles and losing most battles will more than make up for the 10
HB/hour difference you might get from having a stronger defense.
Note:
if you ever quit the game for a few weeks and come back, you will have a
nice surprise of HB waiting as these continue to accrue even if you do
not log in.
Upgrading Hero Skills
http://castle-clash.wikia.com/wiki/Skill
Heroes and Recommended Talents
• Druid: berserk
• Pumpkin Duke (PD): revitalize!!!
• Ninja: berserk, self destruct for arena
• Spirit Mage: revitalize, berserk
• Thunder God (raids): berserk for raids, war god second best
• Atlanticore (tank for arena and boss): revitalize
• Paladin (tank): revive, revitalize
• Succubus (for arena): sprint, berserk
• Champion (for arena): revitalize, berserk
• Snowzilla: revitalize, berserk
• Cupid
• Grizzly Reaper
• Immortep
Building Upgrades
• Town Hall: always have a builder leveling this – higher TH = more walls
• Towers: as much as possible.
• Gold and Mana Vaults: only once you can’t level TH or Towers because it costs more than you can hold
• Walls: level these up to use use excess gold while waiting for other buildings to finish leveling – they do not add might
•
Hero Bases: check when upgrading to make sure the area heroes can reach does not go outside area Towers can reach (this will obviously depend on your tower levels/types/garrisons and your base layout)
• Relic Hall – At least level 6
Towers
•
Generally arrow towers are the most recommended, as they defend well
against most players (who use mostly griffins and centaurs) and also HBM
o Arrow towers have the highest DPS and HP of all towers with no garrisoned troops
•
Towers start out like other buildings, which have to be leveled up.
However, at level 10, they can also be upgraded (specialized as
arrow/cannon/magic towers) – once upgraded, the towers can be further
leveled up as well
o Leveling up takes gold, ties up a builder, and takes a set amount of time, like other buildings
o
Upgrading just takes gold, but does not tie up a builder or time – e.g.
you can change a level 3 cannon tower to a level 3 arrow tower by
spending 260k gold, and it will happen immediately