![]() ![]() Walls and building layout should be designed to force monsters together to improve the effectiveness of the area damage towers. Swarms of cheap monsters are mainly used in the early game, so Cannon and Laser Towers are the most important towers. The standard layout is Town Hall and Silos in the center surrounded by a layer of towers, followed by a layer of Resource Harvesters, with an outer layer of other buildings. The Town Hall, Silos, and Resource Harvesters are protected in that order. A sign that an early game base is good is how buildings are ordered and how tightly packed the design is to concentrate the firepower of towers together. ( Note: Against non-player attacks, using walls to take damage works just fine.)Įarly Game: The early game is before Zafreetis start being used by you or against you. I mixed up the position of my resources and he (or she) attacked me again but he (or she) only took a few of each resource, so I could still build. I couldn't upgrade anything or build/create anything except monsters. One last tip is to not put all the Twig Snappers and Pebble Shiners together, and so on because when someone attacked me he (or she) destroyed all my Pebble Shiners and my Silos were full of Twigs, Putty, and Goo. Controlling where monsters walk is far more important than any damage the wall can take. ![]() If a monster attacks a wall, it is a sign of a flaw in the design, as walls are always too weak to be useful taking damage against player attacks. Secondly, walls are used only to control monster movement, with good bases forcing monsters to constantly backtrack and turn corners. Firstly, buildings are protected in order of importance, the most important buildings should gain increased protection from the walls, layout pathing, towers, bunkers, traps and champions. In All Situations: For all situations there are two main things that show a good base design. The Best Base EVER! Defence Range Signs of a Good Base Design ![]()
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