TH11: The 80% and More

Supercell revealed in a question-and-answer session that 80% of all attacks made in Clash of Clans are Town Hall Snipes. This was hard for me to believe.

Although Supercell has been *ahem* less-than-truthful at times about game statistics, this is worth examination.

1. Town Hall Snipes accumulate very fast.

Reality check: could the 80% statistic be real?

I think so. Town Hall snipes are very fast, especially with the Barbarian King or Archer Queen. It takes only a few seconds to destroy an exposed Town Hall. Sniping a TH has no downside:

  • Get a free League Bonus,
  • Some trophies,
  • Some XP, and
  • Inflate your “Humiliator” statistic.

Most players will opportunistically hit exposed Town Halls, even if they are not doing a dedicated sniping session. A single player doing a few hours dedicated sniping sessions can take out dozens of bases, leading to the next issue:

2. The game is too lopsided with TH snipes.

If the 80% statistic is true, then Town Hall snipes is a serious gameplay problem. A huge percentage of bases stay out of rotation because of 12-hour shields. Dedicated snipers can single-handedly remove dozens of bases per play session. Supercell needs to get more bases into rotation.

3. The update attempts to fix the problem.

Supercell changed some gameplay to stop TH sniping. To review some new rules:

  1. Adding Storage to the Town Hall. The TH now contains equal Elixir and Gold as your Elixir and Gold storages. The TH also contains 15% of your DE.
  2. Shields granted by % destruction.
  3. League Bonus grated by % destruction.

In doing so, Supercell did some overkill. As in, seriously ridiculous overkill. Any one of the three major changes would have greatly reduced the TH snipe.

Making the TH store Gold, Elixir, and DE: This rule, by itself, would vastly reduce Town Hall snipes. Farmers would be compelled to move their Town Halls inside to protect loot. Players would have the choice of occasionally making the tradeoff of losing some loot vs. getting a 12-hour shield.

Shield for % destruction:  This rule, by itself, would also have eliminated TH snipes. However, it would have left the TH an utterly worthless building.

League Bonus for % destruction:  This rule, by itself, may have somewhat reduced TH snipes. TH snipers would only receive trophies and virtually no League Bonus loot. For example, a TH snipe in Masters III gives 500 DE bonus. This is very profitable for the sniper Farmer. Remove the bonus, and the Farmer has no incentive to snipe.

It seems totally unnecessary to implement all three changes in the same update package. Just implementing the first change would have significantly solved the problem, and would have changed gameplay enough to be interesting.

4. TH snipes and the CoC economy.

The 80% statistic has huge implications to the CoC economy. Most TH9 and TH10 sniper Farmers are in the Gold and Crystal region. Assume the average League Bonus is 30,000 Gold and Elixir. A TH sniper could easily make 1M Gold and Elixir in a session just from League Bonuses. Now make a simple calculation:  if 80% of all attacks are TH snipes, a huge amount of League Bonuses are being injected into the economy.

Removing the TH snipe will remove this huge amount from the CoC economy. Supercell is slightly adjusting the League Bonuses to compensate, but it’s pennies to the dollars.

December 2015 Update: Game Changes

The December 2015 overhaul has several tactical changes along with Town Hall 11 and Shield/Village Guard.

Larger Map (44 x 44) and Time (3:30)

The map is being increased from [40 x 40] tiles to [44 x 44]. This is to accommodate the additional buildings for TH11. However, everyone will be getting the larger map.

Since many war attacks come down to the last second – especially with builder huts in corners – Supercell is adding 30 seconds onto the attack timer for a total of 3m 30s. This gives the attacking troops more time to traverse the larger playing field.

Spell Donations and New Menu

Level 4 Clan Castles now have one space for a donated spell (this limits the donation to a DE spell).

The donation menu now shows the contents of the recipient’s castle so you can select your donations more carefully.

TH9 gets Freeze Spell

Just what it says. This officially makes TH10 the lamest level. They will get freeze-spelled from below (TH9) and Wizard Heroed from above (TH11). The only advantage a TH10 has is 240 troop Army Camps (offense) and Inferno Towers (defense). TH10 no longer has new troops or spells to make it interesting.

Nexting Cost Reduced for TH10

The nexting cost (currently 1000 gold) will be reduced for TH10.

Barracks Boost 1 Hour for 5 Gems

The barracks will be boosted 1 hour for 5 gems (instead of 2 hours for 10 gems). Now you won’t feel as bad to boost barracks to build a war army, only to waste the remainder of the boost when finished.

Accidental Troop Deployments

Have you accidentally deployed a troop because you slightly missed the “next” button? Supercell is adding a safety buffer a few pixels wide around the “next” button, so if you accidentally miss the button, it won’t accidentally deploy a troop.

23 Hour War Prep Day

The prep day has been reduced to 23 hours. This means the entire war process will take 1d 23h. Why is this?

Some clans want to declare war at an exact time (i.e. 10:00AM), every time. Now the Leader has an hour between the end of the previous war and the start of the next war.

Lost Internet Connection Grace Period

Your village will not be put into the search rotation until 5 minutes after going offline. This is to help people who lose their internet connection often. They have a few minutes to get their internet back so their village isn’t immediately demolished.

Healer Nerf

No more superqueen! Only 6 healers can stack now. This might still allow some minor superqueen action, but combined high-damage Teslas, Cannons, and Archer Towers will be able to nuke a 6-healer superqueen combo.


War Rules

Major changes to War Rules. Please OPT-OUT between wars and manually OPT-IN before the next. This ensures a more consistent participation.

  1. OPT-IN if you want to war.
  2. Attack the highest you are confident of three-starring. Example: if you cannot three-star your equal, go lower until you are confident.
  3. Evaluate your target.
  4. Always attack with maximum number of troops, spells, and clan castle.
  5. Select your army carefully. Focus on tank troops (Giants, Golems, Lava Hounds) and damage troops (Dragon, Wizards, PEKKA, Balloons).
  6. After war starts OPT-OUT again (this won’t remove you from the current war).

Some things to look for:

  • Possible layout of bombs (if wanting to use Hogs)
  • Wall intersections that connect compartments (use Earthquake spells instead of Wall Breakers)
  • Layout of Air Defenses (use LavaLoon)
  • Poor Air Defenses (zap one with Lightning Spell then use all-Dragons)
  • Hybrid attacks that use kill squad to eliminate enemy Archer Queen and War Castle troops before starting main attack.

December 2015 Update: Shield, Village Guard, and Loot

There are huge changes coming with the TH11 update. In addition to TH11, new hero, and new weapon, Supercell is altering gameplay in some fundamental ways. Supercell is clear they want everyone to upgrade defenses and eliminate TH x.5, defenseless bases, and Farming gameplay altogether.


Supercell is working to eliminate defenseless and THx.5 strategies. They view deliberately keeping defenses to get a good war ranking is unfair. Therefore, they are changing the fundamental gameplay to make things more “fair”, or in other words, eliminating Farming and making the game hard to play without upgrading of your defenses.

No More Free Shields

The first big change is shields will be granted only upon percent destruction. That means no shield for Town Hall snipes. This changes farming. You won’t be able to put your TH outside to get free shields. It means to get a shield, your base is required to get somewhat trashed:

  • 12-hour shield is granted at 30% destruction
  • 14-hour shield is granted at 60% destruction
  • 16-hour shield is granted at 90% destruction
  • However, NO SHIELD is granted if the attacker does not deploy at least 33% of your full army

The last line is extremely important. Players will get good at raiding with only 33% of your full army, leaving you without a shield regardless of the amount of destruction they cause. Notice this is 33% of your full army. Example: if you are TH7 (maximum troops of 200) and you are attacked by TH9 (maximum troops of 220), you get a shield if they use 33% of your 200 (66 troops), not 33% of their 220 (73 troops).

Why such extensive change to the shield system? Defenseless bases are no longer feasible. Small armies can destroy Defenseless bases, meaning they’ll never get a shield.  TH x.5 players, with weak defenses, are also vulnerable. Supercell’s desire to eliminate Defenseless and TH x.5 players is obvious in their announcement. They refer to bases with “fair defenses” a ridiculous amount of times (seriously, do a word search on their announcement! I found it repeated 10 times.)

Removing the TH snipe also removes a big chunk from the Clash economy: a League Bonus is earned by the attacker every time a TH is sniped. League Bonuses are extra money injected into the economy, and without the easy bonuses from TH snipes, this piece of money will simply disappear.

Town Hall becomes another Storage

Since the Town Hall won’t offer shields or trophies, what good is it? Supercell gives the Town Hall new value by making it a storage. Your Town Hall becomes another Elixir, Gold, and DE storage. Now your loot will be distributed amongst more buildings, spreading it out and making it harder to get. Gold and Elixir will be distributed equally  among storages and Town Hall. Dark Elixir will be distributed 75% to the DE storage and 25% to the Town Hall. Goblins will target the Town Hall with double damage bonus. The loot stored in a Town Hall is only awarded when it is completely destroyed.

This is Supercell’s way of making you protect the Town Hall. No more farming bases. You’ll protect it like your storages and DE.

Loot Changes

League bonuses are increasing, but are proportional to percent destruction. That actually means smaller bonuses unless you trash at least 70% of the base. Don’t count on league bonuses if you’re doing collector raids or SuperQueens. If you don’t get enough percent destruction to trigger the higher bonuses, your league bonus may actually drop.

The percent of available loot to be stolen is also increased. That means attackers can steal a larger amount of loot. Expect to see bigger numbers!

The loot penalty has been increased, encouraging you to attack your equal Town Hall level or higher.

Searching and Attacking Doesn’t Break Shield

The second big change is you can search and make attacks without breaking the shield. This means if you don’t find a good target, your shield stays intact. If you do find a target, you can make an attack, and 3 hours will be deducted from your remaining shield time. Subsequent attacks subtract increasing amounts (4 hours, 5 hours, etc.)

Personal Break: 6 Minutes every 3 Hours

The third big change is the Personal Break. The Personal Break is now 6 minute break after 3 hours of cumulative online time plus Village Guard time since your last shield. This is cumulative time, not contiguous time. Once 3 hours is accumulated, you get booted offline for 6 minutes. You can extend your 3 hours by purchasing an additional 2 hours of Village Guard (below) for 10 gems, once per day.

Village Guard: The Mini-Shield

The final change is the Village Guard. This is a mini-shield that lasts for 15 minutes. Titans and Legends can get up to 3 hours. The Village Guard starts automatically when your shield expires. Think of it as an add-on shield to your main shield. Searching and attacking does not break or subtract minutes from the Guard. You get a 15-minute Guard anytime if your base is attacked without giving your a full shield.

When the Village Guard is active, even when you are offline, it counts against your 3-hour Personal Break timer. Unless you get a Village Guard from <30% destruction attack. Then it adds 15 minutes to your Personal Break timer. Whaaattt? Seriously? You can purchase two hours of Village Guard for 10 gems once per day. Purchased hours of Village Guard are added to your Personal Break timer. This is getting ridiculous.

The system is very complex and it revolves around the Personal Break. The Personal Break is what forces players offline so they can be attacked. So the entire system is designed to make high trophy leagues exciting.For lower league players, it doesn’t make sense.

Example Scenario

Example: you are offline and get attacked with 50% destruction. You get a 12-hour shield. You’re busy, so you don’t log on. When your shield expires, a 15-minute Village Guard activates (assuming you are Champions or lower). Nobody can attack your base when the Guard is active. Near the end of the Guard, you log in and notice only 2h 45m hours remain on your “Personal Break” timer. What happened?

When your shield expired, your Personal Break timer reset to 3 hours. Then your Village Guard started. Since the Village Guard counts against your Personal Time – even when you are offline – your Personal Break timer decremented by 15 minutes. You now have 2h 45m remaining before it enforces a 6 minute offline Personal Break. You could purchase a 2 hour Village Guard for 10 gems, which also extends your Personal Break timer by 2 hours.

Mercy Rule

The “Mercy Rule” states you get a free 3-hour Village Guard if you have three consecutive raids, and it extends your Personal Break timer by 3 hours. Ugh! Enough already!

This summary doesn’t cover all the details of the Shield / Village Guard / Personal Break system, but it’s reasonably comprehensive. I’ll keep editing it as we move forward.

Why Defend?

The new shield and loot updates raise the question, especially for TH9 players:  Why defend?

Losing loot like clockwork plus the expense of resetting traps makes defense a losing proposition. Good defense and traps prevents a shield, costs money to reset traps, and allows another raider to attack. One could lose a tremendous amount of resources very quickly. Thankfully, the Mercy Rule gives a 3-hour Guard after three consecutive raids, but it’s lame compared to the 12-hour shield of yesteryear.

The Supercell Forums are full of posts recommending “open” bases to and never resetting traps, to encourage % destruction, save money from resetting traps, and getting a decent shield.

Supercell responded by significantly lowering resetting of traps:

  • All trap rearm costs massively reduced (~75% rearm cost reduction on average of all traps)
  • X-Bow reload costs massively reduced (~70% reload cost reduction for all levels)

No help for reloading Inferno Towers with DE, I guess.

Nice try, but it’s still not clear why a TH9 would benefit from what Supercell calls a “fair defense”. TH9 prey will be routinely wiped out by TH10 predators and have no reward for having a good defense, other than being shieldless for a subsequent attack.

Many have proposed a “League Bonus” for a successful defense. Since an attacker gets a bonus for successful attacks, shouldn’t the defender get a bonus for a successful defense?

Trophy Changes

The calculation for trophies in high leagues (Champion, Titan, Legend) is changing. These changes are to make the high leagues more competitive and less of a grind for skilled players to advance.

What does this mean for us?

Some changes don’t make much sense to the Farmer. But these changes are very relevant for very high leagues (Titan and Legend). Clash of Clans is supposed to be a Trophy game, not a Farming game! Supercell wants to refocus on battles and trophies. Many of these changes are good ideas for the Trophy player but are terrible ideas for the Farmer player.

Trophy players are the big spenders on gems. Farmer players are  conservative and are generally play for free. It makes sense for Supercell to focus on their paying customers. On the other hand, the game economy crashes without the Farmers. So they can’t abuse us too badly. We will find workarounds to continue playing, probably without a hiccup.

There are some logical conclusions that are immediately evident.

  1. We’ll adapt. We might need to change some strategy, but our gameplay style will adapt. Don’t sweat it.
  2. The first few months will be chaotic with so many new changes, including the new TH11, new hero, and new weapon.
  3. There will be a tremendous amount of loot for the first few months due to the millions of idle players logging in and waking up their sleeper bases.
  4. No more free shields to protect your loot. No more Farming Bases. Smart players will switch to Trophy Bases, now that the Town Hall stores a lot loot.
  5. No more easy trophies by sniping Town Halls. They removed Zappers, now they are removing Snipers.
  6. The only way to get a shield is have 30% or more of your base trashed.
  7. New base designs will make 30% damage easy (to get a shield) but feature an impenetrable core to protect the Town Hall and DE.
  8. Loot raids will start to resemble war attacks, because the Town Hall becomes a primary target.
  9. Loot raids in Masters and above will really resemble war attacks, because league bonus will be based on total destruction. The league bonuses in lower leagues are too small to matter.
  10. Trolls will raid with 49% armies to take your loot and leave you without a shield. Jerks. You know they are out there. Revenge them.
  11. Many of the new changes are focused on Trophy competition in very high leagues (Titan and Legend) because these are the people who spend the most money on gems.
  12. You might be forced to upgrade weapons if you get looted too often. According to the Supercell announcements, they want you to upgrade weapons. These changes were specifically designed to make you upgrade.
  13. Your Farming league might change. You will need to explore new leagues to find the best place for you.

Remember, millions of players will come online over the next few months to see the new updates. Many of them will rush to TH11. They will be raiding and looting. Expect to see a huge uptick of sleeper bases coming back online. Most of these are idle players with mediocre attack skills and troops. They will probably leave your base alone, because you’re awesome. So keep a watch for a huge amount of loot available over the next few months.

December 2015 Update: Town Hall 11

Town Hall 11

Hopefully, a lot of n00bs will rush out and upgrade. TH11 players will have a terrible time looting at first, because their loot penalty bracket advances. They will no longer be able to profitably loot TH9 bases. They will need to loot other TH11 (with the new Eagle defense) or TH10 (with Inferno Towers). Good luck with that!

The TH11 upgraders to worry about will be serious clashers. Advancing to Town Hall 11 will be important to survive in high Champions, Titans, and Legend status.


New Wizard Hero:  The Game Warden

The new Game Warden will be elixir-based.


The Wizard Hero apparently uses ordinary Elixir instead of Dark Elixir. He has less hitpoints and damage than his counterparts. He has a multitude of abilities:


  • He functions as a Ground or Air Troop. This has to be set at his alter prior to going to battle.
  • He has a passive aura that buffs the health of nearby troops.
  • His Eternal Tome ability, when activated, makes nearby troops invincible. It also negates the healing spell block of the Inferno Tower.
  • His AI makes him follow the group of troops with the largest amounts hitpoints.


The Game Warden’s passive aura buffing the health of nearby dragons.


Building Upgrades

Town Hall 11 comes with several new building upgrades.


The Gold Storage and Elixir Storage now have Level 12. This is because TH11 upgrades will be massively expensive!

The Wizard Tower now has Level 9.

More Buildings

Town Hall 11 will receive more defenses:

  • Fourth Xbow
  • Fifth Wizard Tower
  • Another Cannon
  • Another Archer Tower

Troop Upgrades

Town Hall 11 comes with a new laboratory upgrade:laboratory-level-9

Supercell has confirmed the following troop upgrades:

  • Lv.7 Minion
  • Lv.3 Witch

Of course, some spells will also receive an upgrade and maybe some Tier 1 troops, too. Since TH10 troop upgrades take 14 days, expect TH11 troop upgrades to take a long time and cost around 10M Elixir.

New Eagle Defense

The new “Eagle” defense will not start shooting until a certain amount of housing space of troops are deployed. This encourages carefully staged attacks, deploying a few troops at a time, to prevent the weapon from activating. Once it activates, it has unlimited range, targets both flying and ground troops, and has huge splash damage. The AI has not been released if it shoots the closest troop, the most troops, or the most powerful troop. Will it target a group of Barbarians in a corner, a single Golem near the TH, or whichever is nearest?


The Eagle’s huge splash damage is obviously matched to counter the Game Warden’s healing aura. No word on how a TH10 is supposed to counter the Game Warden.

We won’t need to worry about the Eagle until we face one in war. By then, there will be YouTube videos to describe the new weapon’s AI and abilities.

What does this mean for TH9 players?

There are pros and cons. Players upgrading to TH11 will advance their loot penalty bracket, which means you won’t get looted by them! Hopefully a bunch of n00bs will rush to TH11 and leave you alone.

Many players with max TH9 bases have not upgraded to TH10 because of war ranking, loot penalty, and other reasons. Being TH10 is tough, because it’s been the top. However, TH10 will no longer be the top bracket. Once TH11 is released, many max TH9 players won’t be as hesitant to upgrade to TH10. This may mean a lot more TH10s in circulation in Gold and Crystal leagues. They will want to loot you. You may need to add or upgrade your xbows if too many TH10 start looting you in your trophy range.

If you are TH9, don’t be tempted to upgrade to TH10. You’ll lose the ability to loot TH8 bases and your war ranking will skyrocket. Keep maxing your TH9 and consider TH10 once you get level 20 heroes. You don’t want TH10 until you are ready.

What does this mean for TH10 players?

In a nutshell: it may get harder. As mentioned above, many high TH9 players that are avoiding the top bracket may upgrade to TH10 once TH11 arrives. This will increase competition in the farming leagues, and cause TH9.5 players to consider adding Inferno Towers for protection. This in turn increases war raking, causing tougher war matchups. The upgrade spiral.

TH10 bases will get looted by new TH11 players, equipped with a new Wizard Hero and upgraded troops. This will cause TH10 players to consider adding or upgrading their Inferno Towers and other weapons. Again, this increases war ranking, causing tougher war matchups.

In summary, the increased competition from the new Wizard Hero and TH11 troop upgrades will escalate the pressure on TH10 players, causing a spiral of upgrading, increasing war ranking, and tougher war matchups. This pressure may ultimately obsolete the TH9.5 strategy altogether.

Moor’s Strategy Guide: Town Hall x.5

This guide is about creating a base that is optimized for offense while being matched with a lower Town Hall during war.

So, as normal, I’ll look into the gameplay algorithms and mathematics and show how to optimize base creation.

Background Information

The war search algorithm is extensively discussed in an earlier post. However, it raises the question of how to maximize warfighting capability without being matched against crazy-hard opponents. The secret is to reduce your base’s war score while maximizing offensive capabilities.

According to SuperCell, players are primarily scored on their defenses. Having a lot of high-level defense upgrades results a higher score, therefore, harder war matchups.

SuperCell Quote

SuperCell has not elaborated more details other than these vague statements. However, there are many interested players posting their findings on Reddit or the SuperCell forums. Some players have created identical bases and upgraded one item at a time to view how their rankings change. Using this method, the community has some heuristic understanding of how upgrades affect their war score and ranking. Combined with the knowledge provided by SuperCell, some approximate rules emerge:

  1. Town Hall level does not contribute to war ranking. This information was provided directly from SuperCell.
  2. Expensive defenses apparently contribute heavily to your war ranking. For example, a fully upgraded Tesla costs (cumulative) 11.25M gold. Teslas are thought to be the third most contributive element to one’s war ranking, surpassed only by Inferno Towers and X-Bows (in that order).
  3. Walls have been shown to not (substantially) contribute to war ranking. This means you can max your wall levels without being matched to harder opponents.
  4. Heros contribute to the war ranking by an unknown amount.
  5. Traps contribute to the war ranking by an unknown amount. Since traps cost substantially less than fully upgraded weapons (i.e. Hidden Teslas), their contribution is probably far less than the major weapons.

Therefore, the war algorithm scores your base predominantly on the strength of your defensive buildings. High-level defensive structures such as the Inferno Tower or X-Bow disproportionally skew your score to stratospheric levels. If your clan has a few Inferno Towers, you’re likely to face high-level clans in war matchups. In short, the higher level your defenses, the harder the war matchup will be.


It is unknown how each weapon contributes to the war ranking – by counting the most recent upgrade cost or the cumulative cost (the summation of all the upgrades up to and including the current level). See the tabulation below for TH9 weapons. I added the Inferno Tower, although not available at TH9, as a comparison. Notice the Level 2 Xbow upgrade cost is 5M, which is less than the Level 7 Wizard Tower upgrade (5.36M). This would suggest the Wizard Tower upgrade contributes the most to a TH9’s war ranking.

Cumulative Costs

Another way is looking at the cumulative cost. The Xbows cost a total of 8M gold. However, the cumulative cost of several other weapons exceeds that of the Xbow. This would suggest that Teslas (14.75M), Wizard Towers (12.54M), Air Defenses (8.48M), and Archer Towers (9.86M) all contribute more to a TH9’s war ranking.

The casual observation among players is when a TH9 builds an Xbow, their war ranking skyrockets. It’s not clear how Xbows compares to Wizard Towers or Teslas, because a truly quantitative analysis is extremely difficult. Two identical TH9 bases would need to co-exist, and have one each upgrade a Wizard Tower and an Xbow to see how their war rankings result.

However, it is very clear that high-level defenses result in high war rankings, resulting in tougher war matchmaking results. TH9 is when the big differentiation emerges, with most upgrades costing around 4-5M gold. TH8 players probably don’t need to worry about their upgrades affecting the clan’s overall war ranking.


This strategy is totally backwards to how I’ve played the game thus far. I’ve always played very aggressively as a farmer to upgrade by base as quickly as possible. Little did I know that this would play against me for war matchups. As previously mentioned, your weapon levels aren’t a big factor until TH9, where the impact in war matchups become very noticeable, very suddenly.

  1. Once you hit TH9, focus on upgrades that do not adversely affect war matchups. This means pour your gold into walls and elixir into army camps, barracks, and troop upgrades. You can build the new TH9 weapons (i.e. fourth Wizard Tower or Air Defense), but don’t upgrade them over TH8 levels. This keeps their upgrade costs under 3M gold. If you’re really nervous, don’t upgrade your Teslas beyond level 5 or 6.
  2. Upgrade everything that does not contribute to war ranking – especially DE drills and storage. Build the fourth gold and elixir storages and upgrade any remaining mines and collectors.
  3. Upgrade all bombs. These are especially useful against hog attacks and don’t contribute much to the war ranking.
  4. Save your Dark Elixir for troop upgrades. If you have a huge surplus, consider occasional hero upgrades, but try to not progress beyond level 10 (This is still at TH8 level. The Barbarian King caps at level 10 for TH8.) I alternate between regular troop and dark troop upgrades to prevent stockpiling too much, and capping my heros at level 10.
  5. Upgrade defenses only after your troops and walls are at maximum levels. Upgrade the defenses that matter the most first – e.g. Air Defenses or Wizard Towers. Since the consensus is the Xbow results in huge war ranking, save it for last.

I wish I would have known this before advancing to TH9. I would have done it differently. However, I will use this method when advancing to TH10.