Guild Wars (GW) information and strategy

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reckoner

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Feb 23, 2016, 4:00:53 AM2/23/16
to BossPlease
Guild Wars wiki page:


Basic Info:
Our guild will be put into a group with 4 other guilds, all
with similar guild might. GW lasts all day, from 00:00
to 23:59.

Each player can do 5 raids on players from the other
guilds. Each raid will earn you points. The total points
earned by our guild will determine our guild rank among
the 5 guilds. After GW is over, your point total will be
converted to Fames, depending on our guild rank. Also,
your point ranking within the guild will determine how
many HB's you earn. There is no coordination needed
between players in the guild, unlike TB. So, each
player has 24 hours to do 5 raids. It's not a big time
commitment.

The goal is for each player to earn as many points
as they can. This will not only give you more rewards,
but it will affect the Fame multiplier for everyone else
in the guild. Doing well as a guild is very important
for us to retain good guild members.

Fame rewards
1st place guild: your fames = your points * 0.45
2nd place guild: your fames = your points * 0.39
3rd place guild: your fames = your points * 0.36
4th place guild: your fames = your points * 0.33
5th place guild: your fames = your points * 0.30

HB rewards are in the wiki link shown above.


How GW raiding works:
You will use the heroes that are currently on your hero
bases, plus any troops that you have. You cannot use
magic spells.

When you view an opponent's base, you can see the
maximum possible points that you can earn if you
successfully raid them and earn 3 flames (100% kill).
If you earn 1 or 2 flames, you will get a small fraction
of those points.

The points per raid is based on 3 factors:
1. your might (the higher the better)
2. the opponent's might (higher is better)
3. the # of flames (3 flames = max. pts.)

See my post about why and how people should boost
their might:

Whether you are just viewing someone's base, or
actually start raiding them, you can always exit before
you kill 50%. If you do this, you won't lose a GW turn,
and any heroes/troops that may have died will be
automatically revived.

If you read nothing else in this post, just read these
two lines:

There are no consequences to
exiting to before 50%.

It is EXTREMELY important to get
3 flames on every raid.


Basic Strategy:
To gain more points, choose higher might opponents.
However, high might players often have a GW base
design and strong heroes, making them harder to kill,
esp. since you can't use magic spells. If you don't
think you can kill them, don't waste a turn risking a
1-flame or 2-flame result.

It's far better to look for slightly lower-might or easier
bases to attack. Some high or medium players will
sometimes forget to change their base design, or may
temporarily have an HBM base or they may be
sweeping dungeons/HBM with 1 hero on their base and
no garrisons. These bases are easy to snipe with
long-range procs (use heroes like Aries, TG, GR, WL,
DD, SM, HQ, Siren, etc.).

It is never worthwhile to 2-flame a high might base
as opposed to 3-flaming a slightly lower might base.

One strategy for medium/smaller players to use is to
look at all bases that are above 160k might. Attack
any that are easy. If you still have turns, look at the
next range: 150k-160k. Attack any easy ones. Keep
going down to the next range until you are done.

If you find any higher-might bases that can be killed
easily, share that intel with other guild members by
announcing it in guild chat. Sometimes the enemy
may only temporarily have a weak base, so having
other guild members attack them quickly can really
help the guild as a whole.

When attempting to attack a stronger base, that you're
not sure if you can 3-flame or not, one good strategy
is to ALWAYS exit before 50% on the first run, no
matter how well or marginal it seems to be going.
This will give you more time to think about the raid.
Since there's no cost when you quit before 50%, you
can simply try again, or adjust your strategy, or pick
an easier target.


Pitfalls:
Beware of strong towers and garrisons. Magic Towers
with high garrisons (5-5-7, for example), can stun your
heroes while the enemy heroes slaughter them. Troops
like copters can be used to help mitigate this risk, by
lowering the odds that your heroes will be hit and
stunned. Also, Arrow Towers with high garrisons can
cause a lot of damage to your heroes from a long
distance.

Beware of strong heroes. Evo1 or Evo2 heroes are
stronger... learn how to identify them (Evo1 heroes
have a yellow aura around them, Evo2 heroes have a
yellow aura with white lines around them). Some heroes
like AC and SK can be extremely difficult to kill,
ESPECIALLY SK since it is both tanky and has very
high DPS, and people often put strong talents on SK that
make him even more overpowered, like Life Drain,
Deadly Strike, Scatter, etc. To kill it, you may need
Aries and/or stun heroes with AOE or multi-hit procs. It's
quite common for a high-powered SK to kill all 6 of the
attacking heroes by himself. If you are unsure whether
you can kill an SK, it's better to skip that base entirely.

Auto-proc heroes can damage your heroes even if
you try to snipe them from afar. Beware of heroes like
WL, HQ, DD, and CK. Using Aries to snipe these bases
can prevent enemy heroes from proccing.

Expect Hero Traps. These can cause a lot of damage
to your heroes if many of them are placed in the same
spot, and your heroes walk through them. Look for
"empty spots" in the enemy base where traps might be
hiding. If you can't avoid them, perhaps using flying
heroes may be more effective. Using a healer can also
help, so Druid or Ghoulem can be useful in this case.

If you are using heroes with long-distance procs that
can hit buildings, make sure you exit well before 50%
if you plan to exit. These heroes include DD, SM, HQ,
SB, etc. If you hit the exit button before 50%, but these
hero procs are still in the air, the procs can hit some
buildings and push the percentage over 50% after you've
hit exit, causing you to get a "Victory!" screen with only
1 or 2 flames. If you are using these heroes, you should
always exit much sooner than 50%.

Be aware of the time remaining. If you are sniping a 
base with only 1 or 2 heroes, it may take a while to kill
all of the enemy heroes, especially if they are evolved.
By the time you kill the enemy heroes, there may not
be enough time for you to send in your remaining heroes
and troops to kill all of the buildings.


Advanced Strategy:
Some GW bases have flaws that allow your heroes to hit
the walls, proc several times, and begin to damage their
heroes. Look for long runs of 3-deep, 2-deep, or even
1-deep walls. Sometimes there may be buildings that
can be attacked without drawing out the enemy heroes.
Some people use wall fragments or decorations to block
you from dropping in certain spots, but sometimes they
leave a small "hole". If this is in a vulnerable area, you
may want to try dropping heroes/troops there to see if it
gives you an advantage.

If you don't have an Aries, or if the enemy has revit5
heroes with Psy Shield, you may be able to use troops to
make the enemy heroes proc, before deploying your
heroes.

If you are attacking any well-defended bases, always
bring troops. They can be useful for reasons stated above,
but you may also want to reserve a few of them in case
all of your heroes get killed. If that happens, you may be
able to use these extra troops to finish off any remaining
buildings and salvage the 3-flame victory, instead of
getting only 2 flames.

Many opponents forget to change their base when GW
starts, so the best time, by far, to look for easy high-might
raids is right when GW starts (server time 00:00). Also,
if you have the patience, you can keep re-checking the
high-might opponents to see if you can catch them
sweeping dungeons or HBM. Announce it in guild chat
if you find any of these, since high-level players won't
keep a weak defense up for very long.


Jim Richards

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Feb 23, 2016, 8:50:28 AM2/23/16
to BossPlease
Good post Reckoner.  Remember that if your heroes and troops die quickly enough, then they automatically revive, so throwing everything at a base to test the base out can allow you to not incur losses and/or revive time.  Just make sure you die quickly if you are going to try this out.  Please also announce marks in the Line App's "Boss Please GW" group.  There is an applet that you can add into the chrome browser that allows you to chat on the "Line" app without having to look at your phone.

reckoner

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Feb 23, 2016, 10:49:32 PM2/23/16
to BossPlease
Addition:

I forgot to mention that after GW ends, you should
claim your GW rewards before the next GW starts,
or you will lose those rewards.

reckoner

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Feb 24, 2016, 7:21:33 AM2/24/16
to BossPlease
Here's a Reddit thread i found with some GW tips from
nugjuice (we may have been grouped with his guild
in GW before). I already mentioned many of these tips
in my original post, but it never hurts to see someone
else's opinions.

reckoner

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Feb 25, 2016, 4:55:03 AM2/25/16
to BossPlease
addition:

GW Defense:

In my original post, i completely forgot to talk about
GW defense. Players with higher might, approx 120k+,
should set up a GW defensive base before GW
starts, and keep it up for the duration of GW. We don't
want to give away easy points to our medium/weaker
opponents. High level players can probably kill anyone
easily, so it doesn't help to worry about them.

While GW is active, if you have to sweep dungeons
or HBM, or do Hero Trials (HT), change your
base/heroes/garrisons, get it done, then change it
back quickly.

I haven't been able to find any good guides on GW
bases, but the basic idea is to keep your TH and 
hero bases near the center, surrounded by your
stronger buildings (vaults), and towers, and then some
walls to control enemy pathing. Army camps can be
placed outside the walls since they take up so much
area, and you want to have your TH/bases/towers
all close to each other in the center. Place the 
weakest of your buildings outside the walls (arena,
warehouse, mines, mills, etc.). Make sure your walls
are thick enough to force the enemies to walk
around them. The longer the wall, the thicker it
needs to be. Make sure your base doesn't have a
spot where an enemy sniper can be dropped, where
he will hit the wall repeatedly instead of walking
around it.

Also make sure you garrison your towers. Magic
Towers should have 1 of each color. For Arrow
Towers, purple garrisons are a lot more important,
but a green garrison can be used to increase the
tower's range.

Personally, i don't like having troops on my base.
They will usually help an enemy PD get his stacks
going, or they provide more targets for enemy
snipers to keep hitting, and killing your heroes.

Use decorations (flowers, statues, etc.) or wall
fragments to block the enemy from dropping
heroes/troops in the more vulnerable spots of your
base. These vulnerable spots are typically inside
your walls, or just outside of the openings in the
walls.

There are several categories of heroes that can
be effective in a GW base for defense:

1. Heroes that can be really hard to kill: SK, and
also DD and AC. These heroes can tank a lot of
damage while your other heroes fight the enemies.

2. Heroes that auto-proc: WL, HQ, DD. These can
damage snipers.

3. Heroes that do lots of AOE damage, preferably
ones that also stun: VD, IMMO, SB, GLM, even
SM, GR, and Siren. There is a preference for
flying and ranged heroes since they are less likely
to jump over walls, and they tend to stay behind
buildings instead of moving out and getting picked
off.

4. Miscellaneous annoying heroes: Aries, esp. with
revit 5, Val (counter to Aries). I might put PD in
this category, if your PD has high Berzerk or 
Revitalize.

Evolved heroes have a lot more HP that non-evo
ones, so they may be preferred for their extra
tanking ability.

Heroes not to use: obviously, don't use heroes
that are killed easily, and/or don't provide a big
enough benefit to your team: CU, Dru, Pix, Tree,
Ork, etc.


As for base designs, look at the top players to see
what kind of bases they are using during GW (you
can see them by looking at the rankings on the
bottom right of your screen).

We can also test each others' bases by attacking
each other without using magic. Since we can't see
who is attacking each of us in GW, and whether
they're successful or not, all we can do is
experiment among ourselves. You can also leave
your GW base up during non-GW days, and see
the attack reports afterwards (these enemies will
probably use spells, however, making this less
reliable as a measure of a base's strength).

If i see any links to good GW base guides, or 
base designs, i'll try to post them here.

foobar74

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Mar 7, 2016, 8:32:48 PM3/7/16
to BossPlease
Over the past few guild wars, I'm sure everyone has noticed:

1. Our opponents have been up'ing their games.  There're very few (sometimes, 0) gimme bases in the higher (150k+) ranges.
2. Even in the medium ranges, you see opponents setting up strong bases with strong heroes, even down to the 100K range.
3. As a result, our scores have been trending lower due to a combination of
 A) settling for lower might opponents which grant lower scores (score =~ Your might ^ 0.45 / 1.05 + Opponent might/7000 )
 B) failing to 3-flame when we risk challenging higher might opponents

In the interim, however, our opponent scores are trending UP.  There really is a very simple explanation for this:

* Some members are setting up very weak defenses.  Each of last 3 GW, we've observed within our guild, among > 140K high mights
A) ungarrison'ed towers
B) corner bases, sometimes with 1 hero 
C) weak defense heros, as Reck listed prior (such as cupids and druids)
D) combination of some/all of the above


It's hard to overstate how damaging this is, if the goal is to do well in guild wars.  In the last event, I saw about 3 140K might bases in our guild I'd deem as easy or even trivial to 3-flame.  I didn't even look into the 120K and 130Ks and wouldn't be surprised if many opponents used all 5 challenges against our guild.

In the interim, all our opponents had good set ups down to the 100K range for all their members.


The formula is known so we can do the math, with some assumptions.  Although the formula is not perfectly linear, to keep things simple I'll treat it as such to provide an approximation:

1. At our might range for GW, the total might is about 6400000, around 70 guildees.  So the average might is around 91K
2. Our 3 weakest but highest might bases averaged to around 145K might.  So 3 cheap 3 flames resulted in 3 * ((91000^0.45/1.05 + 145000/7000) = 162 + 207 = 369 ) = 1107 points each.
3. 1107 flames * 70 = 77490 points, given away

What if we didn't provide the freebies?
Let's say 
* half of those enemies went for the "safe bets" around 120K 
* half of the others went for similar 145k ish mights, but they are much tougher.  In my experience, about 1/3 of risk taking ends up 1 or 2-flames.  So let's estimate using 1/6 and 1/6.

1. the "safe bets" half would've ended up with 3 * ((91000^0.45/1.05 + 120000/7000) = 162 + 171 = 333) = 999 points.  X 35 = 34965 points.
2. the "risk takers"....maybe 25 still got the full 1107.  The other 10 would 1-flame and 2-flame at 30 and 70% penalties, getting just 775 or 332 points.
   25*1107 + 3875 + 1660 = 33210

Total = 34965+33210 = 68175

A 9215 point difference.

So basically, we spotted all our 4 opponent guilds a 9000+ point handicap.   Even ignoring the attendance issues, that's really hard to overcome.  That's also ignoring the snowball effect of seeing ourselves trailing, forcing our high mights to take greater and greater risks to make up for the gap  = getting more 1 and 2 flames.  Morale is hard to quantify, but it is real.  If anything, the ~9000 estimate could be conservative.


If you are a 140k+ high might and don't bother to set a strong base, effectively you'd have to score 3000 points just to make things break-even due to the damage/handicap you've dealt the guild.  Since no one scores 3000, to put it harshly, the guild actually would do a lot better without you in guild war, no matter how high you score, if you ignore defense.  Since not only would you be functionally scoring zero, you are offsetting other high scores by another 1K points or so.

So, please please pay attention to defense.   At the end of the day, we are a top guild and as such we attract members who are very invested in the game, and want the camaraderie of everyone working together and derive enjoyment via achievements in the game.   So, it would force us to make changes we would prefer not to make, if members continue to not take guild war seriously.











   


reckoner

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Mar 7, 2016, 8:55:08 PM3/7/16
to BossPlease
Great analysis, Foo.

In much simpler terms... if any one of our higher-might members
has a weak defense, every one of the members in the other 4
guilds can easily get "extra" points by attacking them. 4 other
guilds, times 75 members each, so the net effect of having one
high-might weak base in our guild is multiplied by 300! Even if
the opposing guild members only get 20 or 30 extra points by
attacking this one person instead of someone easier, with lower
might, the cumulative effect is thousands of points going to
the other guilds.

In my opinion, everyone with 100k might or higher should have
a GW base set up before GW starts.

reckoner

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Mar 17, 2016, 1:30:16 AM3/17/16
to BossPlease
Now that we have totems... here's more info...

For defense...

Place totems near your heroes. The totem will
activate once per battle. Place a hero inside the
totem, and when an enemy (troop or hero) gets
near it, the hero's skill will activate. The level of
the skill will be the lower of the hero's skill level or
the totem level. You can't have the same type of
hero in more than one totem (you can't use 2 PD's,
for example). However, you can have a hero on a
hero base, and another hero of that type inside a
totem.

Best heroes to use inside a totem (in my opinion):
PD, CU, Aries, Pixie, Champ, AC, Ice Demon, 
Molt and Arctica. Maybe Vlad, Immo or TG just for
the stun and a little damage.

Heroes that have AOE damage may not be so
great because (1) totems are currently limited to
level 6, and (2) only the hero's base damage is
used for the totem proc (not inscriptions, crests,
talent, etc.)


When attacking...

It should be pretty obvious where the totems are.
If they left too much space around a totem, or 
put traps/bombs around it, there will be a 
drop-able spot where the totem is. You can take
advantage of this, by dropping a troop there,
which will trigger the totem. Then attack with
your heroes without worry that the totem will
affect your heroes.

reckoner

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Jun 21, 2016, 9:36:17 AM6/21/16
to BossPlease
A few more tips...

When attacking, and your heroes will
directly engage enemy heroes at some
point, it's pretty important to know
where and what type of totems they
have on defense. An Atlanticore or 
SK totem can be especially devastating
to you, for example. You can use
troops to trigger a totem before you
drop your heroes. Alternatively, you
can do a test-run by dropping heroes
to at least trigger the totem, and see
what's in there. Then abort before 50%,
of course, and plan your attack and
re-try, or move on to a different base.

Aries is especially useful when
attacking. He is a good sniper because
his proc only damages enemy heroes,
More importantly, his proc will disable 
enemy skills and most talents,
including revive. If you are sniping a
base, time your heroes' procs so that
enemies are covered by Calamity
while your other snipers damage them
with their procs. If done correctly,
you will only need to kill an enemy
SK once, as well as any other heroes
with revive talents/crests. You can
control the proc timing by dropping
your heroes in the right order, at the
right times, based on their revitalize
levels and attack speeds. It may take
several tries, but it will be worth it, if
it means a much higher chance of 
success.

Just like disabling revive, you can also
use the above technique to reduce
the amount of auto-procs that happen
against you, so your heroes take less
damage. For example, if you are
sniping with Aries WL and GR, try to
time your drops so that WL and GR
will proc while Aries' Calamity is active,
so that you won't get hit as much by
an enemy DD HQ WL, etc. Some
heroes have different attack speeds,
so this may take some practice and
several attempts to drop your heroes
in just the right order and at the right
times, but if done well, it can reduce
your risk and increase your chances
of success.

If your heroes will directly fight enemy
heroes, try to time your attack so that
Aries' Calamity is active right as your
heroes engage the enemy. This is
especially important if there's an SK
on defense.

This should be obvious, but it's highly
suggested you don't use heroes whose
procs will damage buildings. This can
easily and quickly get you over 50%
before you have a chance to abort.
Heroes that fall into this category are
Mino, Santa, Vlad, SM, and to some
extent, Ghoulem and Dread Drake.
The safest strategy is to kill all of the
enemy heroes before you reach
the 50% mark, so you have the 
option of safely aborting your attack.

Treantaur can be a savior, and if you
use him, it's suggested you only
deploy him AFTER all your other
heroes are dead, and you wish to
continue with the attack. Deploying
him while other heroes are still fighting
may cause him to get sniped before
he can proc and revive your heroes.

Here's a decent GW raiding video
from Aevatrex.
He has very strong heroes, but some
of the techniques he's using may be
useful to anyone.

reckoner

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Aug 9, 2016, 5:01:53 AM8/9/16
to BossPlease
More raiding tips...

Aries' proc does damage first, and then
silences second. If an enemy hero has
revive (like SK), and Aries provides a
killing blow with his proc, the enemy
hero will still revive. In order to properly
prevent a hero from reviving, you need
Aries proc to be active before a killing
blow is delivered.


Here's some great youtube channels
with GW raiding videos...

Kripsak:

Panderio:

I think these channels provide good
examples of "safe" raids, which means
they allow you plenty of time to assess
the situation and back out well before
you reach 50%. Kripsak's channel is
especially good for GW raids, since he
doesn't use SK and and he does a few
analysis videos as well.

Since many people defend their base
with auto-proc heroes like DD and HQ,
it would be wise to bring guardians into
your GW raids. Drop guardians outside
of their base to take some of the
damage from defending auto-proc
heroes. As i mentioned earlier, having
a few copters can also be useful to 
trigger a totem or 2 before dropping
your heroes, or for getting rid of
revitalize 5 from any key defending
heroes (Aries especially).

Depending on what type of towers
the defender has, you should adjust
which artifacts you are using. If
there's a lot of arrow towers, use
goblet. If there's a lot of magic
towers, use lightning. These will
help your snipers to be more
effective and/or survive longer.

reckoner

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Sep 16, 2016, 10:42:33 AM9/16/16
to BossPlease
I've been seeing lots of people with really poor defensive
bases on GW days. Some people leave their HBM
bases up, which are really easy to snipe. Others have
somewhat of a GW base, but they're not constructed
that well, so they, too, can be easily sniped.

Even though you may not be attacked very often,
we should all have a proper defensive base up
on GW days, so we don't give away easy points.
Stronger players will always try to attack the
strongest targets, but every guild at our might level
has some weaker accounts or smurfs... just like we
do. The better our defensive bases, the fewer points
we will give away to all four of our GW opponents.

What are the characteristics of a "good" GW
base?

High level hero bases give your heroes a better
boost to their stats, making them stronger.
I prefer hero bases to all be close to each other,
in the center of the base, so the enemy can't
isolate 1 or 2 heroes at first, and kill them easily.
This is especially important if you have strong
defensive heroes like SK and DD.

Don't allow the enemy to take advantage of
a stalemate, which will allow them to snipe
your entire base safely. Stalemates can occur
when Ghoulem fights a Ghoulem, or Dread
Drake vs. Dread Drake, etc. If you use these
heroes on defense, try to place them on one
of the inner hero bases, so they can't be
drawn out and engaged in a stalemate.

Towers should be as high level as possible and
should be close to the center of your base to
prevent them from being destroyed early in a
raid. Use either magic or arrow towers, or a
combination of both. The higher level your
towers are, the more effective arrow towers will
be. Towers should be well garrisoned. I
recommend level 5-5-7 (green-blue-purple), if
possible, especially if you use magic towers.
In my opinion, well-garrisoned magic towers
are the toughest to raid against, but against
mid-range or weaker opponents, strong
arrow towers can kill snipers before they
cause too much damage to your heroes.

Use walls to limit the number of attack angles
than an enemy could use. Most people have
two large walls on two sides of their base, so
that there's only two openings for ground
heroes and troops. This can improve the
effectiveness of your base because this
gives you obvious places for your totems and
hero traps (and bombs).

Walls can also help limit the amount of
sniping that happens, before enemy heroes
get in range of your towers and heroes.
Make sure that snipers can't shoot over your
walls and hit the internal buildings. If your
walls are 4-thick, there needs to be 1 space
between the wall and your internal buildings.
If your walls are 3-thick, there needs to be
2 spaces.

Also make sure that enemies won't attack
your walls to try to break through them.
Otherwise, this is another opportunity for
them to snipe your heroes. The longer the
wall, the thicker it needs to be. You can
test your base by having a guild member
attack it for you, or you can observe what
happens when you run Hero Trials. I prefer
testing it with a real human opponent
because they can experiment with
different drop points, especially right next
to your walls.

The majority of your buildings should be
inside your walls. Obviously, any buildings
outside of the walls present opportunities
for snipers to do their work. This is the
main reason an HBM is especially weak
for GW defense. Keep the weaker
buildings towards the outer edges of your
base, and the stronger buildings closer
to the center. Army camps should be
outside the walls because they just
take up too much space.

Placing the right heroes in your totems can
help stifle an attack on your base.
Atlanticore, Aries, and Valentina are
probably the best totems. Santa, Immortep,
and Vlad can be good at causing damage
to enemy heroes. Make sure totems are
close enough to the center of your base so
they can't be triggered easily with troops
like copters, before the attacker drops their
heroes.

Make sure there are no spots inside your
base where the attacker could drop troops
or heroes. You can have AT MOST 2 hero
traps directly adjacent to a totem,
otherwise the enemy can drop a single
troop there to trigger the totem, rendering
it useless when they drop their heroes.
Other gaps inside of your base can be
covered by decorations.

Don't keep troops in your Army Camps
if possible. I do recommend using troops
while you are doing your GW raids, but you
should remove them after you are done.

Here is the GW base i use on my smurfs.
The Town Hall is level 22. It's been
thoroughly tested and i believe it works
well.



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