Castle Clash Wretched Gorge Designs
For me personally, the exciting aspect of Wretched Gorge is the challenge to
coordinate a defense among 4 players to achieve a result that would not be
possible if we all used our own bases. There's a ton I could say, but I will
try to be concise (although admittedly, not brief)
When everybody works together, your team base should look like this:
Notice how the pds are next to each other and are likely to help each other out
when the final demon comes. When all 4 players are strong, this base design
beats WG3 almost all of the time, and even if we are a bit weaker (1 or 2
players without evolved heroes), we still beat it a good 75% of the time (at
least when I'm playing). If you want to rock WG3 in our
guild (WARGODSOFCLASH), please use this design. In case you care, my base
is the one on the top right in the picture. I was experimenting with Druid
at that time (to help in emergencies in public rooms), but I have since
switched to DD.
These bases are mirrors of each other. You must have both layouts available
in order to use this design. My primary goal is to overcome the "bad angle"
problem, where the final demon spawns at a bad diagonal angle, isolating a
single team, limiting you to one pd. I will explain how this minimizes exactly
that danger at the end of this section.
Magic towers are permitted, so do not freak out that you see arrow
towers in the design. However, I will explain why I believe arrow towers
are superior at the end of this section.
Conceptually, you want flying heroes along the towers to prevent jumping
over the walls. So minimally, that's 2 flying heroes. The pd and Cupid/Valentina placements are fixed, but the other 4 slots are flexible.
Consider adding Siren or Lady Leo if you have a good one! This is totally optional, but Siren or Leo can cause all of the towers to do more damage to the final demon. If you have a good one, place that hero where
you see my Aries.
- Where you see my Ghoulem, you can choose to use Ghoulem or Vlad. Ghoulem
works here because his attack range is 4, which means he is unlikely to hop
over the walls. Notice the small alley that is available to Ghoulem, which
helps him not jump over the walls. If you have neither hero, use your absolute
best flying tank. Update: Exactly one time, my ghoulem tanked the final demon far enough away that my pd did
not join the fray, resulting in a failure. This only happened once, so it is no cause for alarm, but I have since moved Reaper (double evolved) to this spot and repositioned Ghoulem where you see Santa. Reaper is good because he moves slowly, meaning
he won't engage enemies as far out as some other heroes. After I evolve Vlad,
I will likely replace this spot with Vlad.
- If you have Cupid, place your Cupid exactly as in my diagram. If you
do not have Cupid, replace with a flying hero. I suppose Valentina
would work here too.
- Where you see my Reaper, place a flying hero. Great alternatives
include Vlad and Phantom King. Update: Nowadays, I use Phantom King in this spot.
- Where you see my Santa, pick any ranged hero. However, based on experience, I highly recommend Santa because sometimes his proc hits remote mobs that are
still approaching the base, which is a big bonus.
- Place your pd exactly where you see him. In this position, pd is likely to
help your neighbors.
- Where you see my Aries, literally pick any hero, even Skull knight or DD. This is the only location where SK won't be a liability.
Aries is helpful with the final demon to try to reduce its stun frequency. I
imagine death knight might do an even better job of protecting you from stuns,
but I don't have him. Lately, I've been using DD in this slot. Another thought
is actually to put Ghoulem here. The reason why is, if your backside neighbors
get blown away, Ghoulem can stop the bleeding and will protect your pd when
he helps out.
Features of the Design
This design is very compatible with public rooms. It should not be a
compromise for you to use these layouts by default. I dare say it will
improve your chance of victory, even in a public room.
The heroes along the towers are intended to be flying heroes. If they are all
flying heroes, then nobody will jump over the walls. Enemies that approach
the walls will mostly be forced to walk all the way around the walls. Those
heroes are almost guaranteed to get dominated by you and your neighbor.
Just watch the design in action and you will notice the mobs hopelessly trying
to walk around the walls to get to your towers. It is beautiful to watch
this in action. This is classic HBM design, and I love it.
ranged enemies (mainly Druid) are capable of attacking our towers because
they are only 3 squares in. That's ok. It won't be a majority of the enemy
attackers that do this, so you should be able to kill the enemies before they
kill our towers. This somewhat overcomes a weakness in my original wg
concept because if you
are still fighting when another pack spawns in your quadrant, there is a good
chance that the new pack will target a tower instead of one of your heroes due
to the fact that none of your heroes are standing beyond your walls.
Now suppose everybody has high level arrow towers with a good green, blue,
and purple. That's 8 arrow towers that might be standing when the final
demon arrives. Arrow towers attack exactly once per second, and due to the
green garrison, the final demon will be in range regardless of where he spawns.
At level 15 with a level 6 purple garrison, each arrow tower will do more than
10000 damage per second. At level 30, it is possible to achieve 60,000 damage
per second (In comparison, a level 30 magic tower does negligible damage to
the final demon, and most magic towers won't be in range to even attack the
Consider the bad angle problem when there is only one pd active
and that pd can't maintain the 200ms breakpoint.
In this case, your heroes are not constantly doing 60k damage per hit. In fact,
they are likely doing only 10-30k per hit and they are likely hitting around
the 400-600ms speed. The higher the arrow tower level, the more likely that
the arrow towers will provide just enough boost to beat the demon. If we
level our towers high enough, I believe nearly 100% victory rates in WG3 will
be possible, and we'll set our sights on WG4.
How this protects against the bad angle problem
One beautiful aspect of this design is the fact that there are only two
entrances and you do your fighting near the entrance, not at the outer limits
of your base. Typically, the final demon spawns while you are fighting enemies
at one of the entrances. If the final demon spawns at a bad angle, there is
a decent chance that you won't engage him early because you are already
fighting another pack at an entrance. This gives the demon time to enter the base without being engaged, which is exactly what you want. Once you are done
with the previous pack, the demon is in range for at least 2 pds to attack it.
And if you have 2 pds, you win every time.
You might be tempted to place walls at the entrance to form a zig zag pattern.
This would slow down the enemies a bit, but would make the design
incompatible with public rooms. For now, we'll omit the zig zag optimization.
I have no particular weaknesses to report at this time. So far, it is way
better than my original concept, and I thought my original concept was
As I said earlier, this design probably works just fine with magic towers.
If you are being carried (because you don't own a pd or really are not that
strong), take away one column
of bases, leaving you with only 3 bases. Move the towers inward, but leave
the walls alone otherwise. Having only 3 heroes makes you weaker, but it
also makes you not a liability.
This design noticeably matures with arrow towers around level 14-15. At lower
levels, your arrow towers are likely to be killed by druid packs. You can
get away with lower level magic towers due to the stuns, so even a level 12-13
magic tower might produce decent results in terms of keeping your towers alive.
As long as your towers survive, the design works as intended, with enemy mobs
focused on your towers instead of your heroes.
How to Beat the Demon Solo
9/10 celebrate with level 5 blitz scroll and level 2 berserk enables pd to
beat the final demon solo by getting everybody to the fastest breakpoints.
Not everybody is going to have this setup, but it works...most of the time.
If the demon keeps stunning pd despite the blitz scroll, it fails. I imagine
death knight might help prevent the stun from happening.
Valentina with pd virtually guarantees that you'll beat the demon solo, and
Cupid with pd usually works too.
Other helpful things include Eye of Garuda and Aries to reduce the frequency
of the demon's stun attack.
Our success rates in WG3 with this design are really good, even when one
player doesn't have pd. When our towers are strong enough, I want to try this
out on WG4. It actually might be the case that magic towers are preferred for
WG4, but I don't actually know if that's true.
This is our older base design. If all players are strong,
this beats WG3 about 75% of the time. If at least one player is not so
strong, the odds of winning drop significantly.
I have no doubt that this beats WG2 easily.
Before we implemented this design, we were failing more than 50% of the time,
even with all strong players. That being said, this design is not as good
as the newer design, so I'm leaving it here for historical purposes.
- If you have Cupid, use him. Otherwise, remove Cupid's hero base.
- Where you see my Ghoulem, place either Ghoulem or Vlad, whoever is stronger. If you have neither, you are going to be in trouble.
- Place your pd exactly where you see mine. This ensures symmetric use of pd
and gives us the best chance that 2 pds will work together when the final
- Where you see Santa, pick a ranged hero. If you have Vlad, you might
pick a healer for this spot. I should add that Santa does insane damage
- Where you see Skull Knight, you can literally pick any hero. Dread Drake
is a solid choice. Due to the inner location, Skull Knight here is actually
not a liability, which may surprise you if you are experienced with WG3.
Features of the Design
When an enemy pack spawns, usually it targets one of our towers, ignoring
our entire army, including Cupid. As long as your tower doesn't die, you
can destroy the pack without loss. The outermost walls keep the towers 4
squares in, which prevents all non-flying heroes from shooting your towers
over those walls.
The most unusual feature is the lack of 6 hero bases. The style here is
"quality over quantity". No matter how the enemy spawns, your best heroes
will always be participating.
If your tower dies, your heroes will be targeted.
Similarly, if another pack spawns in your quadrant while you are still
fighting, they will target your outside heroes, which likely means Cupid
is going to die. Cupid dying is OK. In fact, Cupid is optional.
Biggest Weakness of the Design
Unfortunately, it is still possible for the final demon to come at a bad
angle such that you are marooned with just one pd. I think the probability
of the bad angle is around 50%. I really hoped to have a lower bad angle
percentage, but in practice, it seems to happen more often than I
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