New Toyshop Throwdown Event and Electro Boots Epic Equipment Explained! (Clash of Clans)

New Toyshop Throwdown Event and Electro Boots Epic Equipment Explained for Clash of Clans, featuring event troops and strategies.
Toyshop Throwdown Event  and Electro Boots Epic Equipment
The new Toyshop Throwdown event brings three troops, a spell, and an epic piece of equipment. Let’s tell you everything you need to know!

Event Overview

The event begins on December 11th and is available for players at Town Hall 6 and above. It will last the entire month. To start, you will be given a tutorial. Unfortunately, Chief, bad news—my cookies have gone bad! Our heroes are on a quest to take them down. Let’s help raid villagers to collect cogs and fill my rocking reindeer. This is where you access the event.

Every day, you will be able to collect Cogs. When you enter, you'll be given a rundown of the event, which involves attacking in multiplayer battles to collect cogs. I will walk you through all the temporary troops and the toy medals you can exchange for rewards in the trader shop. I’ll also cover those rewards with you.

Just by collecting these initial cogs, you will have enough to unlock the Cookie, which is the strongest of the temporary troops. You progress through the event track by collecting cogs in multiplayer battles. These cogs are randomly assigned to three different buildings, which can be non-defensive or regular buildings. As the event progresses, the amount of cogs within a building will scale up. This means you can complete the event faster toward the end, but you won’t get as much time with the limited-edition troops. You’ll want to use them because they are powerful.

I personally recommend using the Giant Arrow to collect cogs quickly, but you could also use Lightning or Santa Surprise spells. You’ll gain cogs as you attack regularly. To maximize rewards, aim for a three-star attack, which means taking down all three assigned buildings and collecting the maximum cogs for that attack.

The event requires 16,000 cogs to complete the main track. Along the way, you’ll unlock limited-edition troops and spells:

  • Ice Wizard: Unlocks at 1,000 points.
  • Santa Surprise Spell: Unlocks at 2,000 points.
  • Ram Rider: Unlocks at 3,000 points.

After completing the main track, you can begin the bonus track, which requires another 21,000 cogs to complete. By finishing the bonus track, you can collect an extra 650 toy medals to spend in the trader shop. As a free-to-play player, you can earn:

  • 3,750 toy medals from completing the event track.
  • 5,000 shiny ore.
  • 400 glowy ore.

Additionally, all players can benefit from a 30% training discount, which stacks with the Gold Pass discount.

If you purchase the event pass, you’ll receive 1,000 bonus medals to get you started, which is enough to unlock the Ice Wizard. You can also make purchases on the Supercell Store to earn extra rewards.


Items in the Trader Shop - What to Unlock

Once you've claimed everything from the event pass, if you’ve purchased it, you will have 9,250 toy medals to spend in the trader shop. There is a significant change this time around. Not only do we have the new epic piece of equipment, the Electro Boots, but if you missed some of the previous epic equipment, some of them are now available through this event.

We’ve given this feedback before, and I’d love to see it implemented in regular Super Troop events, especially when there isn’t a new piece of equipment available. This would allow free-to-play players to catch up on missed items. The Electro Boots are for the Royal Champion. However, if you are a lower Town Hall level player, you might opt for other equipment, such as:

  • The Gauntlet for the King,
  • The Frozen Arrow for the Queen,
  • or The Fireball for the Grand Warden.

These items usually cost around 1,500 gems in the trader shop. If you decide not to get the Electro Boots now, you could always obtain them later.

That said, even though better gem conversion can be achieved by purchasing ore instead of equipment, I personally recommend going for the equipment. Ore doesn’t need to be purchased with gems, whereas equipment currently can only be obtained this way. By the way, I’d also love to see equipment made available in the CWL shop in the future.

The Electro Boots cost 3,100 toy medals, and they are my top priority. Once you’ve obtained the equipment you want, I recommend spending medals on whichever ore you need for upgrades.

Let’s also talk about the decorations! For collectors, this event includes some great options:

  • The 3x3 Super Decoration for this event is the Snow Globe, costing 3,100 toy medals.
  • There’s also the Clockwork Choir, available for 1,025 toy medals.

As a collector, I always make sure to grab these unique decorations!


Electro Boots Equipment

Let’s quickly go over the Electro Boots before we cover the limited-edition troops and spell. This is an epic piece of equipment for the Royal Champion, capable of being upgraded to level 27. Think about the aura damage of the Electro Titan—this equipment applies the same effect, essentially copied and pasted to the Royal Champion, but with increased damage.

While the extra damage might not matter much for smaller obstacles like skeleton traps (since they’ll be instantly fried), it will be interesting to see if it synergizes effectively with the Seeking Shield ability to one-shot defenses more efficiently.

Beyond the damage, the Electro Boots bring something unique: self-healing per second. This is the only piece of equipment for the Royal Champion that provides this effect. For every second your Royal Champion is on the battlefield, she regains 60 hit points. While 60 HP per second might not sound like much, it could make a crucial difference, such as when you’re just about to deploy an Invisibility Spell or need to keep her alive for critical moments.

The Electro Boots also add an additional 700 hit points to the Royal Champion, giving her a total health pool of 4,868 hit points. Combined with other equipment, this total could increase even further. With the self-healing effect, the Royal Champion could fully recover her hit points in 81 seconds.

Although it’s rare for the Royal Champion to remain on the battlefield for that duration, especially unless deployed early alongside supporting troops like the Spear to take out defenses, this example shows how the self-healing mechanic could work. In real scenarios, this small but steady healing might be the deciding factor in clutch moments.


COOKIE Troop

Moving on to the limited-edition troops, the first you unlock is the Kookie, which is my favorite troop for this event. It works exactly the same as last year and operates similarly to a Valkyrie, particularly in terms of its mechanics with the Whirlwind attack.

At max level, the Kookie has the exact same hit points as a Valkyrie but boasts over 43 times the damage per second. This makes it an incredibly powerful troop. Despite being 10 housing space, slightly more than a Valkyrie, the massive increase in damage makes it well worth it. The Kookie troop can even one-shot the Town Hall, further emphasizing its value.

Last year, using Kookies alongside Root Riders was a phenomenal strategy. However, at Town Hall 17, I won’t be using that strategy this year because the nerfs to the Root Riders have made them less effective. While this combination might still work well at lower Town Hall levels, I will instead be using the Kookie as a replacement for the Baby Dragon when funneling.

Here’s why the Kookie is a great choice for funneling:

  1. It has more hit points than a Baby Dragon.
  2. It can one-shot any building, making it highly efficient for clearing the base’s outer areas.
  3. Since it’s a ground troop, you don’t have to worry about Seeking Air Mines taking it down.

For ground attacks, the Kookie is fantastic. It allows you to funnel efficiently without additional risks, making it an invaluable troop for this event.


Ice Wizard Troop

Next up, we have the return of the Ice Wizard. This troop offers a unique variant of the regular Wizard, with its usage depending on your specific strategy.

The Ice Wizard has more hit points than the regular Wizard but deals slightly less damage. This trade-off is balanced by its ability to target defenses exclusively and slow them down during attacks. This slowing effect can be highly effective in protecting both the Ice Wizards and the rest of your army.

When deciding between the Ice Wizard and the regular Wizard, consider the following scenarios:

  • For attacking defenses behind a tank: If you’re using a tank troop like a Golem, placing Ice Wizards behind it can be more effective than regular Wizards. The Ice Wizard’s defensive targeting and slowing ability give it an edge in this situation.
  • For funneling: The Ice Wizard is less versatile for funneling because it only targets defenses. If the funneling area includes non-defensive buildings, you may need to bring a regular Wizard instead.
  • For cleanup: The Ice Wizard is not ideal for cleanup since it cannot target non-defensive buildings. Additionally, the Ice Wizard’s movement speed is slower than that of the regular Wizard, making regular Wizards a better choice for clearing bases quickly.

In summary, if you need a troop to focus on dealing damage to defenses, the Ice Wizard is the better option. However, for funneling or cleanup tasks, the regular Wizard remains the superior choice due to its ability to target all buildings and its faster movement speed.


Ram Rider Troop

The Ram Rider functions the same as it did last year. It is a defense-targeting troop that rushes to the closest defense, breaking any walls in its path. Upon reaching its target, it freezes the defense momentarily. After this initial attack, the Ram Rider transforms into a long-ranged Hog Rider, operating in much the same way:

  • It jumps over walls.
  • It continues targeting defenses.
  • It has a slightly longer range, allowing for easier synergy with spells like Invisibility.

At 12 housing space, the Ram Rider requires significantly more space than a standard Hog Rider. However, it offers several advantages:

  1. Freezing the defense upon arrival.
  2. Breaking walls en route to its target.
  3. Higher hit points and damage per second.
    • Its hit points are comparable to that of a Giant.
    • Its damage per second is comparable to that of a Wizard.

Level Scaling and Restrictions

The level of limited-edition troops and spells is determined by your Town Hall level:

  • They start at level 1 for Town Hall 6 players.
  • They scale up to level 12 for Town Hall 17 players.
    Additionally, these troops cannot be donated to Clan Castles.

Effective Use of the Ram Rider

I like to use the Ram Rider as a wall breaker. While it costs slightly more housing space than a Super Wall Breaker, it’s more versatile due to its predictable behavior. Unlike Super Wall Breakers, which may struggle with open wall compartments, the Ram Rider targets the closest defense, breaking through walls reliably.

This makes the Ram Rider ideal for:

  • Diving your King into a specific compartment.
  • Supporting a Queen Charge by opening up walls to reach key defenses.

Although you could use Ram Riders in a mass attack after an opener (such as a Blizzard or a Queen Charge), I personally prefer the Kookie troops. They are easier to use and more effective in many scenarios.


Santa Surprise Spell

Lastly, let’s discuss the Santa Surprise Spell, which is significantly better than it has been in previous years. Historically, the spell was quite unpredictable, with presents landing randomly and making it difficult to deal consistent damage. This time, however, the damage is much more concentrated and reliable.

For example, if you target an Air Defense, you can one-shot it with the Santa Surprise Spell. This is due to its total damage at max level, which is 1,950—exactly the same as the hit points of a maxed-out Air Defense.

Spell Efficiency

Typically, you would need three Lightning Spells to take down an Air Defense, which costs three spell capacity. In comparison, the Santa Surprise Spell only requires two spell capacity, making it a more efficient option.

Strategic Advantages

Using the Santa Surprise Spell alongside the Giant Arrow allows you to quickly and effectively eliminate all Air Defenses, freeing up spell slots for other parts of your attack. This increased efficiency gives you a tactical edge, especially in air attack strategies, by providing more flexibility in your spell composition.


Clashmas Event Strategy

So, we have ground-based troops and a spell that is particularly helpful for air attacks. In terms of strategy, I believe the Root Rider and Kookie troop will be effective at lower Town Hall levels. However, at Town Hall 17, the focus shifts to the Dragon meta. Here's how I plan to implement the Santa Surprise Spell into an army composition:

Strategy Overview

  1. Target Air Sweepers with the Giant Arrow

    • Always aim to take out at least one Air Sweeper using the Giant Arrow.
    • You have flexibility since you can use the two Santa Surprise Spells to handle other Air Defenses.
    • For example, I’ll try to hit one Air Defense and one Sweeper with the Giant Arrow, maximizing its value.
  2. Set Up Pathing with the King and Yeti Blimp

    • Deploy the King on one side of the base.
    • Use a Yeti Blimp on the opposite side of the base to establish clear pathing for the Dragons.
    • Use a Rage Spell on the Yeti Blimp to ensure it clears its target area and creates a funnel.
  3. Deploy Dragons and Use Santa Surprise Spells

    • Send the Dragons along the bottom side of the base toward the Air Defense and Grand Warden.
    • Use the Santa Surprise Spell to target and destroy other Air Defenses, ensuring the Dragons face minimal resistance.
  4. Support Troops and Warden Ability

    • Deploy Minions or the Minion Prince along the edges to funnel the Dragons into the center of the base.
    • Activate the Warden’s ability strategically, especially near high-damage areas like the Town Hall's Poison Aura.
    • Use Rage Spells to boost your Dragons through these critical areas.
  5. Handle Back-End Defenses

    • Use Freeze Spells on Scattershots or other high-splash defenses.
    • Deploy a Skeleton Spell on the back end to distract defenses like Archer Towers or X-Bows.

Key Tips

  • Prioritize Sweepers and Air Defenses:
    • With the Giant Arrow, Yeti Blimp, and Santa Surprise Spells, ensure these key structures are neutralized early.
  • Spell Usage:
    • Use Rage and Freeze Spells to guide your Dragons through areas with heavy splash damage.

With this strategy, your Dragons should cruise through the base, taking advantage of the event troops and spells effectively.

Let us ModLegends know how you plan to use the event troops, and enjoy the rest of your day!

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