Defence coach
Good defence isn't stopping everything. It's stopping it cheaply, in the right place, at the right moment.
Updated
Most pushes can be stopped by several cards. What separates good defence is placement, timing and cost: pulling a troop to the centre so both towers can hit it, dropping a building before the attacker reaches the bridge, and keeping something back for the follow-up.
Defensive mistakes are easy to miss on replay because the tower often survives. The cost shows up later, in elixir you no longer have.
What usually goes wrong
- Reacting lateDropping a defender after the attacker has crossed the bridge lets it lock on to your tower.
- Placing too close to the towerA defender right next to the tower gets hit by splash meant for the attacker, and pulls nothing towards the centre.
- Answering the tank, ignoring the supportThe tank absorbs damage; the support behind it does the work. Leaving the support alive loses the defence.
What Mercina looks for in your match
- Late defensive reactions, pinned to the second the attacker locked on.
- Buildings placed too late or too far back to pull.
- Defences that spent heavily but still took tower damage.
A plan for your next match
- 01Place buildings before the attacker crosses the bridge, not after.
- 02Pull to the centre so both towers help.
- 03Deal with the support troops first when a tank leads the push.
Mercina writes a plan like this from your own match, every time.
Questions
What does Mercina flag as a defensive mistake?
Things like a late reaction or a building dropped too late to pull. Each one appears as a timestamped moment in your match breakdown, with an explanation of what happened.