Jump to content
Pit Stains

Clash of Clans, October 2016, Update

Recommended Posts

Sneak Peak #3: Still coming. There's no date on when the update will go live.

Sneak Peak #2:

Manage all troops in one place, while creating and saving your favorite army combos! More info: Please login or register to see this link.



I like this part. I've said in the past they've needed to do something like this with the troop training!



Clash training is an old system with a LOT of quirks. Multiple queues, training capacities, timers, tabs and more tabs - there has to be a better way!

Reducing unnecessary complexity is what our Please login or register to see this link. of Simplicity is all about, so we've vastly streamlined the training process. We've also implemented Quick Train - a hugely requested feature to train and retrain armies with a single tap!

We recommend you check out our short tutorial video to get up to speed and start training fast.


The detailed change set:

  • All troop and spell training now happens in single, dedicated tabs
  • You can now fully train two armies at a time
  • Quick Train lets you create 3 army plans and train any with one tap
  • Quick Train lets you retrain your last used army with one tap
  • Troops and spells in training can be reordered freely with a long tap
  • "Overqueued" units train and get a green check mark - you can donate these!
  • Barracks are now used to unlock troops and reduce their training time


To make this new training system work as well as it should, lots of times and gem costs had to be adjusted. Diligent Clashers may notice:

  • Training single troops is MUCH faster (3 minute Dragons!)
  • Full-army training times should be roughly similar to before
  • Small amounts of units can have a slightly higher "Finish Training" gem cost
  • Large amounts of units have a lower "Finish Training" gem cost



Sneak Peak #1:

October Update: new levels, balancing and more! Read the news here: Please login or register to see this link.




NEW: Wizard level 7 (TH 10)
Wizard level 6 hitpoints and damage slightly increased
Wizard level 6 available at Town Hall level 9 (was 10)

Fashionably late to the party, high-level Wizards are finally showing up - in style! They'll lend some needed extra firepower to Town Hall 9 and up.

NEW: Hidden Tesla level 9 (TH 11)
REMOVED: Hidden Teslas no longer deal 2x damage to P.E.K.K.A

Popular Tesla-heavy defensive cores have led to underwhelming P.E.K.K.A gameplay. Removing the 2x damage rule helps P.E.K.K.A reclaim its fearsome potential while making room for a new Tesla level.

NEW: Baby Dragon level 5 (TH 11)
Baby Dragon level 4 available at Town Hall 10 (was 11)

Baby Dragon upgrade levels should come just a bit earlier to give an appropriate power level to such a late game troop.

NEW: Mortar level 10 (TH 11)
Mortar level 8-9 damage increased

Mortar has fallen behind the defensive curve. A boost to later levels, and the new Mortar level 10, will help give Mortar back its punch.

Skeleton Spells spawn MUCH more Skeletons, but over a longer time

The rebalanced spell is much better at doing - well, pretty much everything. 26 Skeletons in a single spell slot? You'd better believe it!

Cloned troops from Clone Spells can stay much longer on the battlefield

The power of Clone Spells comes from effective positioning. Longer troop lifetime will bolster well placed Clones.

Bowler hitpoints slightly decreased

Skillful attackers often keep Bowlers far and safe from damage. A small hitpoint reduction better balances their immense and efficient reach.

Other NEW Town Hall 11 upgrades:

• Dragon level 6
• X-Bow level 5
• 25 additional Wall pieces

Upgrade Discounts (time and/or cost):

• Wizard 6
• Dragon 3-5
• Baby Dragon (all levels)
• Cannon 12-13
• Archer Tower 11-13
• Mortar 8-9
• Wizard Tower 7-8
• Hidden Tesla 5-8
• X-Bow 2-4

Clan Wars balancing:

• Earn a partial War Win Bonus even when failing an attack
• War Win Bonus is no longer reduced when attacking lower Town Hall levels
• Tougher targets in war are worth more Clan XP, to a max of 10XP!

We want to lessen the downsides of more ambitious war attacks and better reward clean-up attacks.

Also, basing Clan XP rewards on defender strength will better reward Clans that participate in high-level Clan Wars!



I'm concerned about all the new defensive upgrades. It's already hard to get 2 star at TH11, this will make 3 basically impossible.

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now