Why Wild Troops are Destroying a Lot of Players Right Now
The introduction of Wild Troops has resulted in some very impressive battle reports the last few months. Wild troops have single handedly changed the dynamic of battles as whole, and I’m going to tell you why.
Traps are having a hard time because of multiple things.
1. Unfinished Research
First, they have not finished the research done with regular, strategic, and/or wilds trees. Since strategic troops beat regular troops, regular troops beat wild troops, and wild troops beat strategic troops (speaking very generally), one of the biggest thing with the wild tree is that there are tons of enemy debuffs that don’t just count for Wild troops, but are for all of the troops.
For those new to Game of War, enemy debuffs will lower the enemy troop health, defenses, or attack.
Here are the maxed out enemy debuffs for each troop type in the wild research tree:
Enemy Defense Debuff +50%
Enemy Health Debuff +50%
Enemy Attack Debuff +75%
When a player with all the wild tree research done attacks a trap that doesn’t have it done, their strategic troops are weaker to them, but depending on how much research in done, their regular troops won’t put up much fight either.
I have not finished the wilds tree yet but I’m close so this is where you’ll see a difference.
Here are what I have left for the Wild tree in terms of Wild troop specific:
Wild Infantry Defense – 9/10 (91% of 131%)
Wild Ranged Defense – 9/10 (91% of 131%)
Wild Cavalry Defense – 9/10 (91% of 131%)
Wild Troop Defense – 9/10 (91% of 131%)
Wild Troop Health – 7/10 (46% of 131% total)
As you can see, completing the final Level 10 research for each category is extremely valuable, albeit costly.
2. Incorrect Building Setup
Based on the pictures below, there is a big difference just based on what buildings a person has, along with what research has been completed. If a player or trap account does not have Strategic and Regular troop defenses high than they are doomed.
The other big factor for traps, is they all want more and more beds to minimize troop deaths. Then they can heal the wounded troops and not have to spend as much resources or speed ups. Some players do not realize that actually having more barracks will help their defenses more than a lot of hospitals. Villas will even add a little but not much attack.
A mix of hospitals and barracks or full barracks yields better benefits. Just by looking at my boost below with a naked hero, you can probably tell what buildings I have more of. The defense is so much higher just because of my building setup. So if you have a lot of meat and you would rather heal instead of retrain you’ll lose the major benefit of the barracks themselves.
In the picture below, you can see that with a naked hero the difference between Troop, Strategic, and Wild don’t match. With full research all your troops will have the same damage. If all three troop types have health, defense, and attack research completed to level 10 in their specific research trees, then each troop type will be equally as effective. But When Troop, Strategic, and Wild trees research are not complete, Strategic and Wilds will destroy more troops because their counter troop isn’t as strong.
My Overall Bonuses
My defense bonuses are high because I have a lot of Barracks.
My setup is: 14 barracks, 6 villas, 1 hospital
Barracks Bonus
Offers the highest amount of an individual bonus (10% defense) at level 21 more than any other building.
Hospital Bonus
Offers only 5% Health bonus at level 21.
Villa Bonus
Offers only 2% troop attack bonus at level 21.
Conclusion
The troop training speed and attack bonus from villas are not worth building them, and having a large amount of barracks will ultimately allow you to lose a lot less troops and prevent the most troop deaths. So, if you are struggling to compete against players with completed wild troop research complete, destroy some villas and hospitals and make way for some barracks.
If you want to learn more about improving your trap in general, see How to Convert to a Trap Account.
Trap Strategy article contributed by Homelandia
It shocks me to read all the comments below on how much people don’t understand the combat bonuses in this game. Try testing for a change, test for yourself. A lot of the things posted here are wrong… so is that other site.
Health doesn’t do nothing if your SH army outnumbers the attackers more than 15:1…. Defense doesn’t do nothing when your army only outnumber the attacker 3:1 but health and atk sure works!
So what happens when you outnumber the attacker 30:1 ? The answer is you don’t need much atk or Health… but you sure needs lots of Defense! Hope that clears a bit for you.
It only goes to prove its pay to win. Upgrade or die – i choose to die
Your call those high?!
What’s your overall power and your research power? Not sure how you’re getting your defense boost that high without having a 4th gem, defense tree, set bonus, etc…
Cores…
“Kingdom T2” K-386
Oops
can you share those cores please.
line app id is BazDevilFire thanks
Hey bro I have been playing for a while but I had never seen a set of defense that was that good. Please , Please , please share this set with me.
Line I’d is Gemini606
“naked hero” 900%+ defence in no gear is much higher than normal, so your cores ( good as the may be) is like comparing a sh5 to a sw contender.
I do not completely agree with the argument made to have barracks over hospitals based around the 10% defense vs 5% health granted by each building. Firstly, about a year ago on another site testing was done that proved health was more effective at preventing deaths for troops than defense by a significant margin so the effective stat weight (10% Def vs 5% Health) of these values is actually very close. Secondly, hospitals only get better if a trap has researched down to hospital capacity 1 and 2 which will outscale barracks completely since barracks only help you make more troops in a single que.
The wild research is very cost inefficient for anyone making a 1-3b rally trap account even if you lose out on those debuffs. Its much more efficient to focus on max crafting/defense/set bonus research. Wont be cheap but war is not cheap 😀
I disagree with you completely as I have played with both hospitals and barrack’s. As soon as I tore down the hospitals and built barracks I started capping hero’s. I never lose a rally now unless I choose to, which I often do just to keep my kdr down. A good trap isn’t good if no one will try to rally you. I have the biggest strongholds in my kingdom who want to rally me so they can guage how good they are
Sounds like the all ‘Barracks” idea would work well for Rally takers. I have no idea how this would work for solo traps looking take multiple hits or swarms against the nuclear weapons MZ is creating. I think you would be better off popping a 150% defense boost, and hospitals provide a nice health boost as well so I don’t really so the advantage to switch all hospitals to barracks(for the ambiguous number of troops being saved). I can heal 1.5m t3 with 14 days in speeds. I’ll take my chances with hospitals. However, I do agree with having a high defense boost is imperative but I do think troop health carries weight, maybe not equal to defense, but should be considered for troop loss mitigation.
If you go the route of No Hospitals (I’ll count 1 hospital as nearly zero), then that leaves villas and barracks.
Barracks have a better defense boost, but with no hospitals, even though I win as a rally trap, I still have to rebuild troops (T1), so having fast troop training saves speeds (resources are negligible training T1).
I tried before 1 KVKKE to change villas to hospitals, but I’m too lazy to rebuild 10 hospitals.
I already have 2200 + 400% defense, and I’ve read that there is a point where defense no longer has much benefit if you go higher, (but I’m always sceptical of stats I read, cause they don’t always seem accurate). I have 5 barracks, and all the rest villas. What I want is more debuff, so I’ll work on the wild tree.
Last thought/question – How much does Health play into the stats for a rally trap?
i do not agree the 10% or even 18% defense boost are laughable compared to new gear or cores the change from 75% defense boost vs 150% makes more difference so answer to everything is spend today and spend tomorrow again…. mz made solo march sizes that large so even solo traps have to spend now…..enjoy
The individual boosts from building are indeed pointless, but when combined and skilled right add about 2-300% extra, mixed with gear it is a huge boost, add a 75-150% boost item and you a good deal stronger than before
The reason wild troops maybe “destroying a lot of players” would have relatively little to do with someone havening the extra 50% health and defense debuff. It has far more to do with Zeus/Fostbitten cores, new gems and the defender not having wild troops defending. (wild are weakest vs other wild) Here’s a “real tip” that could put a bandage on some broken traps. Most of you are probably doing well vs current ranged cores. Build a bunch of infantry meat. Now you are covered vs cavalry (Frost Bitten) attacks and infantry (Zeus) attacks. Ranged attacks will hurt more, but there is some room to play. Ranged isn’t going to be the core of choice right now vs defense gear anyway. You can even get crazy and test out using wild t-2 if that’s your style. A 100 and whatever % defense wont mean nearly as much as the wild being very weak vs wild.
What buildings you chose, is based on your set up. I agree barracks are generally the best. Some traps may like their hospitals. Training time saved by adding villas will greatly diminish as your training % gets higher. For most of us training with gold we should have at least enough barracks to use 30 day speeds. I destroy and rebuild as needed. If you skill your hero correctly you may even find you received 18% defense per barracks. No alter or actual alter boost is needed.
Anyway, like I was sayin’, shrimp is the fruit of the sea….
Hero 55 with altar boost hero skills applied will multiply buildings boosts by 1.8. Barracks are worth 18% defense, hospitals 9% health, and villas 3.6% attack.
I do not know a single (capable) trap with 6 villas. Pretty much comes down to all barracks or all hospitals.
Now you know a capable trap with 400m kills and almost all villas. There are plenty of ways to play a trap, and using villas to disguise my trap and not running anti works wonders in terms of numbers of rallies attracted.
So what you are saying if I have more barracks, then that will help increase the loss of troops, or just lessen the blow? Or do the research trees need to be maxed out for this benefit to happen?
Your argument makes the most sense from a military style prospective, where getting the most kills/points is the main goal. But does it also stand up from an economic stand point? I imagine not…
The economic standpoint would be that the speeds saved by using villas for training speed is countered by the loss prevented by having much higher stats via barracks. Of course, u can tear down and rebuild for training and combat- but for the article’s perspective- it makes sense.