War Rally Leader

The crown trap is the strongest sort of account you can build due to its high defense + high attack development, which increases its might. It will focus in the development of T4 traps and T4 troops to work together at its maximum capacity. 

If you have the goal to look defenseless in order to attract enemies, crown trap is not your choice, because this account will be mighty. The goal of a crown trap is not to trap common bullies, but to trap the dominant guild by attacking fortress and base. Crown traps are war accounts developed to win any battle in the wonders. Trap the crown and be the Lord of your kingdom!

It is necessary a consider amount of T4 troops (6m infantry, 6m cavalary, 6m ranged), not including siege. T5 may be desirable, but are not necessary. The more troops, the better. Attack boost must always be used, as well as resources and healing speed ups/gems must be in stock to when you do/prepare the attacks. After rallying the respective base or fortress, the dominant guild can attack you. It is recommended that crown trap players also have structure of wall trap or rally trap to defend itself against solo and rally attacks, without stress, while tries to get the wonders. 

To keep the base and the fortress, the guild and the crown trap player must reinforce it with as many troops they can just after getting it. Then, teamwork can weak whoever tries to get the crown out from you.

What to develop 

Buildings to maximize

Embassy

Castle Wall

15 Infirmaries

Prison

Altar

Battle Hall

Academy

Treasure Trove

Researches to maximize

Military- All

Upgrade Military- All

Army Leadership- All

Military Command- All

Defense- All

Upgrade Defenses- All

Wonder Battles- All

Sigils- All

Familiars- Pact 4

Familiar Battles- All

Gears- All (desirable but not needed)

Heroes to be sent to battle

Choose heroes who carry boosts mainly to army attack. Choose, in your wall station, heroes that give trap attack boost.

For Attack Boost- Bombin Goblin, Rose Knight

For Infantry Attack Boost- Scarlet Bolt, Oath Keeper, Demon Slayer, Soul Forger, Shade, Sea Squire

For Cavalry Attack Boost- Sage of Storms, Child of Light, Death Knight, Night Raven

For Ranged Attack Boost- Snow Queen, Black Crow, Tracker, Death Archer

___

For Wall Station- Bombin` Goblin, Night Raven, Sage of Storms, Demon Slayer, Death Archer, Black Crow 

Familiars to be developed to elder stage

Tempestite (Pact 2A)- increases wall defense and give T1 troops without need of training

Strix (Pact 2A)- increases infirmary healing speed

Sorcerer (Pact 2A)- increases allied troops travel speed

Pyris (Pact 2B)- kills troops in enemies' barracks

Gryphon (Pact 3)- increases max allied troops size

Noceros (Pact 3)- increases cavalry attack

Gemming Gremlin (Pact 3)- increases infantry attack

Trickstar (Pact 3)- increases ranged attack

Magus (Pact 3)- increases altar boosts duration

Mole Shaman (Pact 3)- increases infirmary capacity, infantry attack and repairs 50% of the wall

Mecha Trojan (Pact 4)- increases cavalry HP, army defense, and also coalition army size

Grim Reaper (Pact 4)- increases travel speed, ranged HP, and kills troops in enemies' barracks

Tidal Titan (Pact 4)- increases infantry HP, army defense

Hell Drider (Pact 4)- increases infantry HP, and gives 15k of the highest tier troops available

Megga Maggot (Pact 4)- increases barracks capacity for training more troops, and infantry defense

Snow Beast (Pact 4)- increases ranged defense

Hoarder (Pact 4)- gives jewels for free for updating gears and consequently, making them get extra bonuses for attack, defense and HP

Gears

Gears for infantry attack boost-

Call of the deep (15% boost)

Terror Vial (16% boost)

Storm Tasset (30% boost)

Terror Shield (35% boost)

Beast Helm (30% boost)

Terror Lash (27.5% boost)

Gears for cavalry attack boost-

Horn Cudgel (30% boost)

Bumblehelm (30% boost)

Firewall Plate (30% boost)

Gargantuan Belt (37.5% boost)

Fear Drum (16% boost)

Dragon`s Fist (22% boost)

Gears for ranged attack boost-

Eternal Codex (35% boost)

Ambrosial Cup (25% boost)

Dragon`s Talon (30% boost)

Hardened Carapace (25% boost)

Wyrmbone Coronet (32.5% boost)

Wyrm Rod (25% boost)

Gears for army attack boost-

Champion Helm (10% boost)

Armor of the Abyss (5% boost)

Legs of the Deceiver (12% boost)

Skullcrusher (20% boost)

Dark Aegis (10% boost)

Burning Scroll (9% boost)

Gears for army defense boost-

Blight Ring (15% boost)

Harbinger (10% boost)

Gargantuan Belt (15% boost)

Deathgazer (16% boost)

Predator Pauldrons (15% boost)

Winter Mitts (25% boost)

Gears for army max HP boost-

Bumblehelm (20% boost)

Terror Shield (15% boost)

Dragon`s Talon (15% boost)

Dragon`s Bite (10% boost)

Winter Mitts (25% boost)

Blight Ring (25% boost)

Talent Points

Squad Offense I, Trap Offense I, Trap Offense II, Trap Offense III, Squad Defense I, Squad Defense II,  Squad Health I, Squad Health II

The residual talent points must be distributed in ``health, `defense` and `offense` of the specific troops regarding your army lineup.

Awaken familiars to be sent to battle


__Regarding Infantry__


Gremming Gremlin (Pact 3)- Increases infantry attack by 100% if 10% of the infantry troops have fallen

Bonehead (Pact 2B)- Increases infantry defense by 80% if 10% of the ranged troops have fallen

Harpy ( Pact 2B)- Increases infantry HP by 80% when 10% of infantry troops have fallen

Engineer (Pact 1 A)- At the start of the battle increases infantry attack by 15%

Oakroot (Pact 1A)- At the start of the battle reduces enemy's infantry defense by 40%

Terraspike (Pact 1 B)- At the start of the battle reduces enemy's infantry HP by 40%


__Regarding Ranged__


Trickstar (Pact 3)- Increases ranged attack by 100% if 10% of the ranged troops have fallen

Totempest (Pact 2A)- Increases ranged defense by 80% if 10% of the ranged troops have fallen

Sorcerer (Pact 2A)- Increases ranged HP by 80% if 10% of the ranged troops have fallen

Gnome (Pact 1B)- At the start of the battle, increases ranged attack by 15%

Magmalord (Pact 1A)- At the start of the battle reduces enemy's ranged HP by 40%


__Regarding Cavalry__


Goblin (Pact 3)- Increases cavalry attack by 100% if 10% of the cavalry troops have fallen

Bouldur (Pact 2B)- Increases cavalry defense by 80% if 10% of the cavalary troops have fallen

Strix (Pact 2A)- Increases cavalry HP by 80% if 10% of the cavalry troops have fallen

Yeti (Pact 1B)- At the start of the battle, increases cavalry attack by 15%

Jaziek (Pact 1A)- At the start of the battle reduces enemy's cavalry HP by 40%

Beastmaster (Pact 1B)- At the start of the battle reduces enemy's cavalry defense by 40%


__Regarding Army__


Gryphon (Pact 3)- Increases army attack by 200% if 10% of the total troops have fallen

Evil Weevil (Pact 2A) -At the start of the battle, increases army HP by 15%

Krabby (Pact 2B)- At the start of the battle, increases army defense by 15%

Pyris (Pact 2B)- At the start of the battle, gives 60% boost to heroes tactics skills, increasing squad attack as damage to enemy

Tempestite (Pact 2A)- Stuns one of the largest squads of the enemy for 8 seconds

Territe (pact 1A)- At the start of the battle reduces enemy's army defense by 15%

Aquiris (Pact 1 B) - At the start of the battle reduces enemy's army HP by 15%

Is it necessary to have T5 troops unlocked to beat the dominant guild, which may have more T5 players?

In perfect conditions, its always nice to have everything unlocked. However, T5 troops may seem stronger, but they are nothing more than T4 transformed into T5 troops. It means that T5 research doesn't give any additional troop counts but yet, taking current troops and changing them to T5. It means that they take way too long to be made and use more turf resources. Despite all efforts and time for transforming T4 into T5, T5 can be killed by any silly Grim Reaper familiar attack. Probably, the efforts and time used for training T5 would have been brought better results if you had trained more quantity of other troops type, or worked on increasing your attack boost. T5 troops are just 50% stronger than T4. Check the chart bellow:

T1 troops = 1 pts/ T2 troops = 2 pts
T3 troops = 3 pts/ T4 troops = 4,5 pts
T5 troops= 6,75 pts


As well, what many people forget about this game is that all troops' type can kill all troops' type. Highest troops type die too, with many T1, T2, T3 or T4, you just need to have the right amount for this goal. It´s just a matter of numbers, no one is forever strong. It's also true that just by focusing on creating a T4/ T2 troop composition to combat the T5 can be more than enough to zero or defend yourself from a T5 player. 

The troops' strength comparison board showed above may differ from case to case, because attack percentage is always more important than troops' type. It means, that the troop type doesn't matter much, but yet, the attack it can inflict using your turf percentage. If your attack percentages are between 400% and 550%, you probably don't need T5 to do great.

Enjoying the Tips? Support the Creator!

If the guides and strategies have helped you on your Lords Mobile journey, consider showing some love! Your donation helps us create even more high-quality content for players like you.

DOGEcoin (DOGE Network):

DFeuBEWLx3WkRjonKKkzHqrFkeadYRNqeW

ETH (ETH Network):

0xfc17bedc97e0c275c54fd6120d73c754f6b1c995

BTC Address (BTC Network):

1AAomH3QMj3zoPke6458meKL3EoEb1nsyB

Crie o seu site grátis! Este site foi criado com a Webnode. Crie o seu gratuitamente agora! Comece agora