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But since overkilling heroes is not possible without killing them, and killing them is what you're trying to do, it's usually not a problem. (Note that overkill on proc attacks works the other way, lowering efficiency. Here, you want the highest attack possible for your sniper. Most kinds of troops he will easily one-shot his procs still do full damage. Overkill effects are most relevant when you are using a sniper and he wades into a group of troops. You get energy per blow regardless of damage done, and proc damage is not based on the damage that the triggering blow dealt, but on the sniper's attack stat. Also, higher level snipers have more hitpoints, which allows them to deal better with damage from towers, autoproccing enemy heroes, and other sources.Īnother reason for higher level snipers is that higher attack can actually increase sniper efficiency this happens when an attack kills a thing and there is overkill. For one thing, evolving your snipers is good because it allows them to have an artifact, which can be helpful in ways outside of damage production. That's the general idea for sniping: you find something safe to beat on - typically, not a hero - which will generate lots of procs, and you use those procs to remotely kill the enemy heroes. However, that is not true of procs - many heroes have the ability to do proc damage at range, and defensive enemy heroes in many of CC's subgames will never attack unless their hero base is within a certain range of an attacking hero. (Rarely you'll get a situation where a hero is near the edge of his range and is targeted in this case, he'll retreat to his hero base drawing the enemy within targeting range.) Put generally: a hero's target can always hit back. In Castle Clash, most hero-on-hero attacks happen in the range of the target hero, so that the defending hero can either hit back simultaneously or at least move to close the range so as to hit. "Sniping" is shooting at someone doesn't know you're there - and thus, someone who cannot shoot back.
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