Transcript for:
Ultimate Guide to Queen Walk in Clash of Clans

ah the queen walk what is it when should you use it what level does your queen need to be all of the basics right of the way through to the advanced tactics this video will be your one stop shop for learning and perfecting the queen walk or queen charge techniques so let's get into it [Music] welcome back to the channel then guys i'm your host judo sloth i want to bring you the ultimate guide for queen walking and i spent a number of hours yesterday planning out every single part that you would need to know because i like to bring educational but entertaining clash of clans videos so if that's the type of content you want to see i would recommend subscribing and also turning on the notification bell now just so you know i have planned to start with the basics and move right of the way through to the advanced i would highly recommend watching right of the way through because the opening phases are arguably the most important however if you do return to the video and you want to skip to a certain section i have video chapters so you can skip right on ahead to the part you want to review let's start off with what exactly a queen walk is you unlock your arch queen at town hall 9 so it is obvious this video is for town hall nine and above a queen walk is the process of placing four to five healers onto your archer queen now i will be discussing why you take four or five healers and what factors impact your decision making momentarily however many people will ask what is the difference between a queen walk and a queen charge they are both the same in terms of skill set it is all to do with where you send your queen so if we were to walk the queen around the outside of the base this is classed as a queen walk if we are to charge the queen into the base itself this is classed as a queen charge just know that throughout the video i will be referring to these interchangeably but they require the same skill set so that is the correct terminology also be aware that you might be able to queen walk one area of the base before switching and charging the queen into the base itself therefore using a combination of both which can work really well against set base designs i will get to this but real quick you might want to use the queen walk to funnel one area because you do have to funnel either side of your archer queen if you wanted to charge into the base the question of what level does my archer queen need to be in order to successfully carry out a queen walk is something that gets asked all of the time however this is a really complicated question so i will answer it in as simple terms as possible as well as give you some examples for each town hall level if you are attacking a max level base so the biggest factor in terms of what level your archer queen needs to be is the level of base you are going up against naturally if you are attacking a lower level base you could use a lower level archer queen however let's say you are attacking a maxed level base at any given town hall level it depends on your skill set how well practiced are you with a queen walk if you are a higher skilled player then you can probably use a lower level queen however it also depends on how much bass you are trying to take out and this is not just in relation to actually allowing your archer queen to survive just know that as she is a lower level it will also take her longer to take out the buildings hence you have less time however i always try and give you an example to work from this will be relevant as i discuss how long should you queen walk for how much damage of the base are you trying to get i will give you some examples however in terms of your queen level for town hall 9 i would give you the guideline of level 20. obviously the higher level your queen the easier it is going to be but start practicing at town hall 9 because it's going to be easier as you move through the levels for town hall 10 i would give you the guideline of level 30 so the maxed for town hall 9 you could comfortably do a queen walk or queen charge moving to town hall 10 and this actually echoes to town hall 11 i would think a level 40 queen moving to town hall 12 i would give the guideline of level 50 and then moving to town hall 13 the guideline of 65 so basically if you have maxed for the town hall beforehand i think you could comfortably do a proficient queen walk or queen charge at the higher level before i demonstrate the specifics of the strategy and going to the advanced techniques i want to explain the healer situation why you take four or five of them because it is pivotal that you understand why you do what you do with a queen walk so for the healers they have a set effectiveness on heroes the more that you use the less effective they become so for that reason you only take a set number of them for the first two healers you use you get 100 effectiveness per healer for the third and fourth you get 90 effectiveness for that third healer and for that fourth healer so still pretty good value however for the fifth healer this drops to 70 so for that fifth healer it's only doing 70 percent of the healing and for that reason you tend to only take four healers the reason you would take a fifth is if you are charging deep into the base itself there are techniques to try and help with this which we will be demonstrating however if you lose a healer to a black bomb this could be very vital and if you have five on the queen and you lose one of them then you're still getting that maximum effectiveness because the fifth healer turns to the fourth if you will it's not like the effectiveness is stuck at 70 percent once you've used five however for six healers it drops to 40 effectiveness so obviously the sixth healer you're not really getting much value from it now at this stage in the video i was going to discuss the queen ai why she targets set buildings and how you can predict that as well as which buildings you should take out for every town hall level however i'm going to bring that later in the video let's get straight into the queen walk so the first thing you need to know is funneling for your queen now this is much more difficult for a queen charge but in a nutshell for a queen walk you just need to identify which area of the base you want to walk her and you might have to use some troops in order to take out buildings to the other side to force her in the direction you want her to go however it is much more difficult for a queen charge because not only do you have to set the funnel on one side you have to set the funnel on both sides so on the right of the queen and on the left in order to draw her into the base itself now i did a whole separate video on funneling explained i went into all of the depth so i would highly recommend that video and i will link it at the end of this one i don't want to repeat myself necessarily in this one but as long as you have created the funnel on either side of the base and you have access into the base then your queen can be drawn in now in terms of access into the base you might use just wall breakers and i do have some tactics coming up if you are using the wall breakers you could use super wall breakers if you have them unlocked or even the jump or earthquake spells can be used deeper into the base or when it's difficult to use the warbreakers if you have access to siege machines depending on the strategy you are setting up for a wall wrecker might actually be a good idea as well to send the queen straight in let's just give you the tips for the wall breakers real quick whilst we're on that subject i would highly recommend a test wall breaker on the outside of the base in order to check for spring traps or small bombs although higher level with the super wall breakers this isn't used as much anymore i did a video on the wall breakers explained i'd highly recommend checking that one out but what the test warbreaker does is allow you to send your regular wall breakers in unscathed but if there is a multi-target inferno within its range you will probably have to freeze it also if you are going to then use a jump spell directly after the wall breakers and you froze the multi you've already committed three spells you might actually want to consider four earthquakes to just open it up and do damage onto the other buildings the other part which we will be discussing in a moment is rage spells onto your queen now if you can combine the rage spells with the wall breakers coming through it means the wall breakers have a much higher success of actually busting the wall and allowing your queen into the base now i wanted to quickly just clip in this part because i thought it was relevant to you to give you a bit of a benchmark again this is not a set in stone answer but in terms of how long should you queen charge you really should be spending around about one minute to one minute 30 maximum on your queen charge otherwise you might time fail if not and you've got to argue is it worth it to do the queen charge if you are charging for less than a minute is a sui hero method better what about total destruction how much percentage of the base should you take out again it's not necessarily total destruction it is the value and or pathing that you create however as a general guideline i would say 25 to 30 total destruction is a very good queen charge for you to then move on from let's discuss these spells you should be using and how to use them with your queen walk or queen charge we will then move on to advanced tactics move on up to town hall 13 gameplay and at the end give you a guide for which buildings you should try and take down at any given town hall level now one thing i forgot to mention on the funneling is where you are attacking the base it is very difficult to push the queen in from the corners of a base try if you can to push the queen in to one of the flat sides however in relation to spells if you are luring the clan castle it goes without saying you want to try and use a poison and also use it whereby the troops are in the poison for the longest amount of time however one of the most critical spells with a queen charge is the rage spell and the placement is key you want to try and ensure that you have both the healers and the queen inside the radius of this spell that means the healers are boosting the healing effect but the queen also has added damage the healers are the priority though so for that reason they want to be towards the back end of the spell so that as they move forward they are in the spell for the longest amount of time also you want to ensure that you are using the rage spell at the appropriate time to protect your queen's ability one big mistake i see is people using the rage spell too late you should be looking ahead of where your queen is in order to know which point defenses are going to be locking onto her momentarily because that means you might be able to use the rage spell at the right moment to protect the queen's ability for when you really need it for example a single inferno or the enemy archer queen another spell that is particularly useful for a queen walk or queen charge is the freeze spell this can be best when the defenses are quite clumped so you can get good value or on defenses that do a high amount of damage at any given time such as the single target inferno in order to reset it and protect your queen it can also be good if the healers get in range of a multi inferno or the giga tesla or giga inferno at higher level also the other good thing is it is a transitional spell so if you end up not needing it for the queen charge you can definitely still use it for the rest of your raid let's now discuss some tactics to perfect your queen charge i also want to discuss the ai of the queen because that's quite advanced in itself before finishing off with the guide for which buildings you should take out for any given town hall level the first tactic i want to discuss is a coconut balloon this is where you send in a balloon to try and find a black bomb if you do not do this and your healers hit the black forms they will go down straight away and they are worth 14 troop capacity meanwhile the balloons are only worth five we mentioned earlier on in the video how important it was to take the four or five healers you want to try and protect those healers throughout the raid many people ask why is it called a coconut loon now it was given the name because you are sending the balloon in as a test balloon which is probably a more appropriate name but it's going to go down so when it does it looks like a coconut falling out of a tree also just know that if you plan on testing an area with the balloon and you have a rage spell down already for the queen it might be a good time to send in the balloon because the added speed it gains from the spell will help it get to the area you are trying to test easier also if it's a regular war one of your clan mates has already attacked the base and there is a replay make sure you watch it because it might showcase if there is or isn't a black bomb in a certain area because if you don't need to use the balloon then don't a great troop to use alongside your queen charge is a hog rider now there's a few reasons for this one of them being it can lure out clan castle troops incredibly well and if you can lure the clan castle troops to the edge of the map it makes it so much easier for your queen to take them out while she's not under fire from as many defenses if she is walking around or charging into the base once a defense locks onto the queen it might be that you can sneak in one hog rider to slowly chip away and take it out whilst shooting at the queen i do have a couple of other little tactics i want to share with you before we discuss the queen's ai i have saved this till the end of the video because i did want to just get into the queen walk portion and also it is a little bit more advanced but just know that you don't have to keep your queen alive once she has got the value you need she can go down and we will be talking about this right at the end of the video in relation to the guide of what you should take out with your queen charge now just know that healers heal ground-based troops so you can utilize what is known as a healer switch this could be planned if you do plan for your queen to go down or it could happen with luck if your queen accidentally goes down if you are using a ground-based army the healers can switch across to the hog riders miners the hogs and miners if you're using the hybrid and you can still get some pretty good value from them if you are using an air attack so you can't quite use the healer switch method the healers might still be of benefit if you place a wizard to the opposite area of the map the healers will be drawn across which will tank an air defense and it might even take out some of the air traps i also want to let you know where you should not queen charge from because you have to consider what you want to get and we will be discussing the buildings and priorities per town hall level but also you need to make sure that your queen is not going to go down or that you're going to have to over commit to the queen in this case we are not just charging this area because of value but more for pathing generally speaking charging four expos particularly if multiple of them are ground is not a good idea the ground explorers have a greater range fortunately in this case they are air exposed but we still have to commit a lot of spells however it's not necessarily the buildings we take out but it's also the pathing we create we cut out the entire corner of the base to allow pathing in this awful ring style base however i do want to briefly tell you about the queen's ai because this is quite complex i thought it was relevant to put it in the video i was going to put it near the start of the video but then just decided to get into the queen walk so let's get into it and then we will tell you the priorities of what you should take out at each town hall level this almost warrants a separate video in itself but i will go over it very briefly because you should know what building your archer queen is going to target next for any troop in the game when it is identifying its target 2 attack it will look at the closest three buildings and attack the easiest to get to before it then retargets for the next one so after the elixir storage goes down the three closest buildings for the queen being a ranged troop is the elixir collector the wizard tower and the cannon however the easiest one for her to get to having a range of five tiles is actually the cannon because she only has to step literally one tile to get in its radius she can shoot over one two three four and the cannon being the fifth tile if you are trying to identify if the queen can reach a building from behind a wall just know that she can fire a three tile gap to explain this as simple as i can if you draw a line on the wall the queen is standing next to and the edge of the building you want to identify if she can reach so long as there are only three tiles in difference between the edge of the building and the wall she is standing next to then she can reach it any more than that and she cannot and the three tiles can actually be in any direction so if we had two tiles in one direction and a third tile in another so long as the corner of the dark elixir storage was touching this third tile gap then the queen could reach it however just because the queen can reach the building doesn't mean to say she will target it remember what we mentioned about the three buildings identified and the easiest to get to it does get a bit complex but this is where i'm obviously sharing a bit more of the advanced stuff with you i hope that did make sense sometimes it is difficult to explain the troop ai in simple terms but i want to move on to the quickfire guide of the priority buildings for each town hall level now i do want to put a little bit of a disclaimer here because it is not a one size fits all it is all dependent on the base design it depends on the strategy you are finishing up with and also it depends on actually what you're trying to get value is not everything pathing might be more important let's start with town hall 9. now for town hall 9 the archer queen and the clan castle are going to be the highest priorities they are the defending troops of the opponent and they can really mess up a hog rider or a balloon attack which is commonly what you will probably be following up with at this stage however the expo is also the signature defense the reason it can be highly valuable as well is at town hall 9 they are often situated in more of a dead zone and you can take out that area eliminate the possibility of traps because there is often giant bombs around them and for the same reason you want to try and take down one to two wizard towers it means that hog riders have a much easier path through there's no splash damage but also you are eliminating areas where there could be giant bombs moving on to town hall 10 you now have the inferno tower this basically bumps up the list although arguably it's probably not as important as taking out the queen and the clan castle because there are counters to the inferno tower it also depends on what mode it is on if it is on single it might not be a good idea to charge the queen into it because of the high amount of damage that it does if it is a multi-target inferno it might be great to take down with a queen charge because a hog rider or a balloon attack is just so much easier moving on to town hall 11. now we have the eagle artillery now i did a video on a tip for every town hall level in clash of clans and you know that for town hall 11 i highly focused on the eagle because it is such a strong defense if you do not take it down early on in the raid it will rain fire across your troops so for that reason it is top of the priority list then we basically move down as per town hall 10. queen cc inferno towers and that is actually going to be what happens throughout the rest of the town hall levels it's basically that there's a new thing at the top of the priority list moving to town hall 12 it is the town hall defense itself now i know this is town hall 13 but it works exactly the same in that you have the giga tesla and that should be the top priority because of the giga bomb it means that your grand wardens ability can be used elsewhere in the raid however again with that disclaimer it is not a must to take out the town hall if you queen charge somewhere else and you don't take out the town hall then you can absolutely still get the raid to work moving to town hall 13 though the town hall should still be the number one priority because it still allows you to be flexible with the grand wardens ability however you also have these scatter shots to deal with and the scatter shots are incredibly powerful against pretty much anything that you can use and it's highly valuable to either tank it or take it out with your queen charge you also have the added hero in that of the royal champion which also is boosted up the list to the same area as the archer queen because she can also be very powerful on defense so you can see that it gets even more complex the higher up the town hall levels you go but you do have more troops and even heroes to counteract that if you do want to improve your chances of success with the queen charge then getting the initial stages is the most important and that is funneling for your queen so i have a highly in-depth video exactly the same style as this one but all in relation to funneling i would highly recommend checking that one out i've got the link right here on screen for you with the subscribe button thank you for watching guys you take care and i will see you in the next video