Farming in TH9 is very simple, because you still can rely on hitting storages for decent (but not good) loot. Remember that the best loot is always found in collectors, but storage raiding is a good way to get decent income as well (at least in TH9)
This is no longer true, dead bases are the best no matter how you cut it. Always go for dead bases so barch is the only army you’ll ever need
TH9 is the first TH a rusher will stay for a longer time, so its good to know the costs involved:
AQ 1 to 20: 1.1mil DE
BK 10 to 20: 675k DE
Buildings + lego walls: (assume gold=elixir) about 400-600mil resources
Anything more for heroes and walls are for own entertainment, I strongly recommend one should rush to TH10 after these milestones or even before them.
Early TH9 farming is tougher because your troops are weak, collector raids don’t get significantly more profitable and elixir demand is huge. Dead bases are so profitable, with decent farming you shouldn’t have any troubles. For the first time, you’ll need to farm almost 20mil elixir within the first week of TH9 which is about 3mil per day. Unless you’re reasonably dedicated, being rushed or maxed won’t save you from this. This is why you’re reading this guide, to learn how to farm properly. Let’s jump straight into the army comps.
1. Barch (70-110 barbs, 110-150 arch, optionally 6-8 wallbreakers)
Best farming army in the game and most universal. In TH9, barch can get the job done easily. You can easily find collector raids at around 1500-1900 and just raid them. DE might be a little low, but elixir needs can be done quickly. Won’t go into too much detail, just spam a line of barbs and a line or archers behind the barbs. Target bases with >300k each or >1.5k DE in drills.
2. Gibarch (32 barbs, 96 arch, 12 giants, 12 wb, 4 minions) This is overall my favorite army comp to use in TH9. This can be used better than barch because I can choose not to use all my giants and attack a base with full collectors; or spam all my giants on a base with decent storage income. The best thing about this comp is that if I use 4-8 giants on a raid, my army training time is only 13-15min which makes it faster training than barch. Besides that, I can spice things up by hitting storage raids to prevent boredom and I’m able to hit collectors (particularly drills) deep inside bases. A good range for this is around 1600-2000. When dropping troops, split the base into 4 segments where you want to drop troops. Decide how many giants you want to drop in each segment, then drop 8 barbs, 20 arch behind the giants to snag all collectors. Target bases with >250k each or >1.5k DE in drills or a base with storages >250k elixir AND >1.6k DE.
No longer profitable to use gibarch now, stick to barch
Look at the amount of loot in this base, the first thing in every raid is to drop archers to snipe useless buildings first. See the spell factory, camps and barracks, they’re unprotected and can be easily taken down by archers. Just drop 1 archer per building and wait it out.
Note the the southwestern side (8 o’clock direction) has more collectors, so I decide to drop 4 giants from SW, then 2 giants from SE then 1 giant on east and 1 giant on north, followed by corresponding amounts of barch. Final gain: 314k gold, 328k elixir, 450 DE; decent yield for using 15min army and no spells.
This is the second attack from the attack log:
This is called the Tailor base. Its infamous for being quite bad in defense and many people laugh at it. It defends poorly against DE but is actually quite good in stopping gold/elixir loss.
This base has 4k DE, which is the main reason why I attacked it in the first place. Looking at the base, I can estimate that around 1.5-1.8k DE is from the drills, 800 each from north and south. The DE tank is located right in the center, worth about 2-2.5k DE. Since the southern drill is right at the edge, I can use 2 giants and 2 wb to open the compartment, then steal the DE.
After that, I can dump all my giants up north, open the compartment and follow through with my barch. For these bases, I bring and use my CC. I tend to have maxed bowlers which are brought from my TH10 account. I recommend having at least wiz and preferably valks/bowlers in the CC to help hit bases like these. I heal giants then rage my wb towards the center, easily breaking into the core for my bowlers to get all the DE. Final gain: 63k gold, 294k elixir and 4k DE; very good for an army which takes 20min to train and only 2 spells.
3. Goblin knife
I’ve recently started goblin knifing to see how good it was. I feel that while its not a bad comp, it isn’t much better compared to gibarch and sacrifices your gold/elixir income for around 50% more DE. Weigh your preferences, I’ll still talk about goblin knife, but I personally find it significantly worse than simple barch
The idea of this comp is simple, you find a base with good DE, funnel goblins into the core and watch them melt everything inside with their double damage. They’re the highest dps/space troop in the game with their double damage.
Nah, after usage of a few weeks I’m back at using gibarch. Knife is quite weak for 3 reasons:
- Higher cost than barch and trains slower
- Elixir and gold per raid tends to be lower, DE only marginally better
- Chance of failure, why use something at 80% success rate when gibarch is easily 100%?
If you insist on guides, look it up on youtube. I won’t bother to cover it in depth