THE HBM BASE GUIDE
This thread is intended as a guide for the top five HBM bases. Each base was run through 10 entries on HBM R, and 2 entries on S. the purpose of this guide is to document which base design is most effective when it comes to winnings, as well to discover the most versatile base. each base will be name after the person whose design was use for this test(note bases may be slightly moded. town hall is lvl 20, hero bases are level 20. guide is best view on desktop mode for mobiles or a computer)
WAR-MACHINES(Go to base)
ENTRIES ON R, 10: 7 WINS. 3 LOSSES.
ENTRIES ON S, 2: Arrow towers S5 1 entry. magic garrisons S5 1 entry.
PROS: ideal pathing. effective range of hereos. ideal hero base formations. excellent use of bombs. good retalliation time for spawns on all areas. boss does not attack over walls. boss will be lure to inner heroes keeping none range heroes safe. good anti atlanticore base.
CONS: being a corner base it is weak to corner spawns, but not critically enough. buildings tend to be easyly destroy leaving a short amount for final wave, but its weakness are very minner considering its pros.
CONCLUSION: no core procs. amazing reliabilty, all around strong design from rear to back. no matter where enemies approach heroes will keep a tight formation maximizing damage output from the whole team. losses where attributed to cupid dieing, but thats fixable with repositioning. good consistency. magic garrisons will yield greater results then with arrow towers. best base for HBM S+. would recomend to all players.
CC-HYUGA16(Go to base)
ENTRIES ON R, 10: 6 WINS. 4 LOSSES
ENTRIES ON S, 2: Arrow towers S4 1 entry. magic garrisons S4 1 entry.
PROS: the best use of bombs. effective use of pathing. boss does not attack over walls. high building survivability. excellent responce agaisnt ground heroes. buildings lure enemies keeping your heroes safe. atlanticore is greatly neutralize. fun base to use plus it works.
CONS: weak to flying heroes, which can separate your heroes reducing team effectiveness. does not have most ideal hero base formations do to being a deathbox concept. once heroes seperate enemies will gain energy allowing them to proc.
CONCLUSION: 2 core procs of a total of 12 runs. weak to team being split do to flying heroes. very good against ground troops. base on results its a very good base specially good for a deathbox concept. i would recommend for Q or R with or without magic garrisons. is not a bad base could help players with more ground /range hero teams. works well on R and lower, very good for Q, most consistent base. would recommend for players looking to farm Q. will yield better results with magic garrisons.
CHRIS_DEROUEN(Go to base)
ENTRIES ON R, 10: 7 WINS. 3 LOSSES
ENTRIES ON S, 2: arrow towers S4 1 entry. magic garrisons S4 1 entry.
PROS: good front design. good front pathing. good hero retalliation times. buildings will lure enemies. good hero base placement. fun base to use plus it works well.
CONS: weak to corner spawns, atlanticore was able to proc three times do to poor rear design. without all range heroes i feel that front pathing can become a disaster. bombs are porely use.
CONCLUSION: 3 core procs, thats bad for a corner. on S front pathing became a weakness and rear pathing became troublesome. giving the design it is unfriendly to players with ground heroes. worth a try if you like. from my test i determine that it can work on R and below, but on S it does not work well once you reach S4. boss and mobs will be hard to deal with. would recommend for ideal teams, very good base for that. will yield better results with magic garrisons.
INSTANTKARMA(Go to base)
ENTRIES ON R, 10: 7 WINS. 3 LOSSES.
ENTRIES ON S, 2: arrow towers S4 1 entry. magic garrisons S5 1 entry.
PROS: effective use of bombs. effective use of hero bases. high survivability for buildings. good retalliation from enemy spawns on mid area.
CONS: stagger entrances are prone to enemies procing, including core. multiple heroes may not attack depending on spawn. enemies will attack over walls inlcuding boss. buildings near to walls are a dangerous hazard, town hall inside leads to thundergod hiting heroes, best to be replace. has weaknesses that will prevent consistency
CONCLUSION: good pathing, but stagger entrances are weak to core or other heroes procing(this area alone will be your biggest loosing factor), corner spawns can be risky but not to much. enemies can attack over walls. core proc 3 times. all heroes may not retaliate depending on spawns. ill say it again stagger entrances leave room for danger, can be a very risky area for players without vlad. i would recommend this base no less. will yield better results with magic garrisons.
CORDIS(Go to base)
ENTRIES ON R, 10: 4 WINS. 6 LOSSES.
ENTRIES ON S, 2: arrow towers s4 1 entry. magic garrisons s4 1 entry.
PROS: good use of bombs, good use of buildings, decent hero responce time to enemies.
CONS: prone to atlanticore procing, enemies blowing bombs early, boss killing heroes on final wave, other enemy heroes procing and your heroes splitting. poor pathing once enemies reach base, entrances allow for enemies procing.
CONCLUSION: base has alot of weakness specially when it comes to atlanticore it was able to proc 5 times. as well as many other heroes. it is weak to team being split and flying heroes, boss can attack heroes on entrance. will allow for enemies to build up energy and proc constantly. would not recommend. should yield better results with magic garrisons.
#1) WAR-MACHINES: consistent base from HBM O-R has proven to beat S and T. no friendly to melee heroes.(Go to base)
#2) CC-HYUGA16: consistent base from HBM O-R has proven to beat S. best consistency and works with any hero team. this base is the most versatile and consistent it is truely in that aspect #1, but it has yet to beat T.(Go to base)
#3) CHRIS_DEROUEN: good base for HBM O-R, but relies on top tier heroes. not friendly for melee heroes.(Go to base)
#4) INSTANTKARMA: good base for HBM O-R, but has weaknesses corners should not have. not friendly to melee teams.(Go to base)
#5) CORDIS: good base for HBM O-R, relies on bombs to much and high power heroes. lacks consistency.(Go to base)
Checkout the links for more info about this bases and updates.
HEROES USE FOR BASE TRIALS
I would recommend using some revive crest and slowdown crest on your heroes to increase your heroes survival and to reduce threat from centaur boss. other usefull crest would be damage increasing crest or hitpoint boosting crest. note depending on your hero team results will vary depending on the HBM challenge you face. no less if you choose the right base of the 5 shown here results can be desirable for your team.
this building formations work very well. i never had a hero being left alive that would make me time out. enemy procs where reduce drastically as oppose to cluster building formations. i definitely recommend this setups for each base.(make sure to check base links for possible updated info that can help you alot)
LOWER TOWN HALL VERSIONS OF THIS BASES ARE GREATLY WELCOME. DO YOUR PART TO HELP YOUR FELLOW CLASHERS.