
EZE'S GUIDE TO THE EARTHQUAKE SPELL
The Earthquake Spell is the 2nd Dark Spell that you get once you have the Dark Spell Factory. It has a couple of handy uses including a game changing use that had the Clash Community in a total uproar when it first came out. Here's why-Players spend an enormous amount of time and in-game resources to build their Walls only to have attackers use the Earthquake Spell AKA EQ Spell to punch a giant hole through them. Unlike the Jump Spell that also assist attacking players deal with the high Hit Point obstacles, the EQ Spell leaves a permanent hole in the defenses allowing attacking troops to ignore the hole and continue around the perimeter of the base... no wait... allowing troops to pass into the base without pounding through 1-2 sets of walls.
To use the EQ Spell on the walls in this lethal fashion all that a player needs to do is stack 4 EQ's of any level ,one on to of the other. This will break through any Wall no matter what level the wall is.
Four level one Earthquake Spells will turn a set of maxed walls to rubble.The spell radius is 7 tiles so if the attacking player stacks each spell on top of each other perfectly a total of 7 Walls will become a small pile of debris. If the attacking player does not land all four spells on top of each other then only the walls that were within the spell radius on all 4 EQ Spells will fall. The Section of Walls that 1-3 of the EQ Spells landed on will become damaged but they will remain intact. There are many benefits to the spell's stacking restrictions too. Knowing that it takes all 4 EQ Spells to completely destroy a Wall allows attacking players to spread out the EQ Spells, covering a large area with the spell causing severe damage to surrounding defenses and buildings and to, if done correctly, only open up small breaches in the defending base's Walls instead of the full 7 Wall length.
Why would anyone want that? Good question... to keep the attacking troops from spreading themselves into several potentially heavily defended sections of the base at one time, which can be risky. It may sound complicated but its really not. To open smaller sections of Walls the attacking player will choose which Walls they want opened up then they would drop all 4 EQ Spells in a circular pattern around the area that they want to Earthquake making sure that the edge of the spell radius is overlapping with all 4 spells. The area that all 4 spell were overlapping with be destroyed and the other parts of the base that had 1 EQ or maybe the sides of 2 would just take on damage.
Although the Earthquake Spell is a stackable spell the damage to buildings lessens with each new EQ. For example lets say the spell does 100 Damage to the structure, the second will do 1/3 the damage as the 1st, the 3rd will do 1/7th the damage as the 1st spell. The EQ does not do a set amount of damage. It does % of damage so if your trying to weaken the base try hitting targets with the highest Hit Points.
Another popular way players use the Earthquake Spell is in conjunction with the Lightning Spell. This is called Zap-Quake. Although the levels of both spells are very important (the need to be maxed for Town Hall Level or one Level before Maxed in some cases) the spell combo is almost always the same. Using the EQ to start off, attacking players will position the EQ to maximize damage to as many surrounding buildings as possible and then follow the EQ up with two Lightning Spells. This combination will destroy one Air Defense which will give almost any air based attack a much better chance to 3 stare.If you are wondering if your spells are strong enough to take out a particular Air Defense then you will need to click on the Air Defense (this is a Clan War example because you can't get info by clicking on a defense in a farm raid) to find it's Hit Points then calculate the % of Hit Points one EQ Spell will take from the Air Defense followed by the amount of damage each Lightning Spell will do. Keep in mind that the game keeps a very close margin between the Air Defenses and the Zap Quake spell combo meaning that if your defenses are a level or 2 underdeveloped for your Town Hall level then you may not have the ability to eliminate an Air Defense with this spell combo and it would be a huge mismanagement of resources.
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A FEW HELPFUL GUIDES. CLICK ON NAME TO GO TO LINK
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