Talk:Earthquake Spell/@comment-26720851-20150717151114/@comment-26720851-20150729141137

In usage, yes, they do take down walls with 4 EQ spells. In fact, I like the GoWiPe with 1 heal, 4 EQ, 1 Poison in war even. Good placement of the EQ spells is key.

I like to target walls near splash damage defense units. The old addage of placing Wiz near Mortar helps make this even more effective. Yes, 4 EQ spells don't take down the building, but they do reduce it's hitpoints a bit before attacking units get there, so it takes a bit less time to take them down. Plus, with all the walls gone, they can attack in more of a spread formation so they take less common splash damage. Wall Breakers make a hole of 1 to 3, while these EQ spells make massive divets 9 spaces wide.

I use less of the expensive, hard to control WB. Have to remember that 4 EQ spells costs about the same as 1 golem. But then that golem doesn't need to wait there smacking his head against walls, he gets right in to the defenses cause there are no walls.

Still haven't tested enough to determine if a stacking effect happens, but I'm liking this so far. Since I'm maxing my TH8, I don't have jump spell yet and this is my replacement.

I'll be upgrading to L2 soon, which is mainly just a middle-ground upgrade. L3 should be a difference maker because you should only need 3 of these to take down most all walls. Keyword is "should" because I've seen the youtubes where the L4 gemmers are still using 4 of these spells, even though at L3 the math looks like this:   10% x 4 (wall mod) = 40% x 3 spells = 120%. If it still takes 4 spells to take out a wall at any level of spell, then this spell's math is jacked up and it should be refactored in SuperCell's programming to follow the math.