The Wave Builder helps you send multiple troop waves with minimal gaps—great for catapult chains, scouting batches, or timed reinforcements.
Optimizes the timing between waves; typical results are 1–2s for 4 waves and 2–3s for 8 waves.
Hard game limit: max 4 attacks can be sent in the same second from one village/tab (arrivals can still land in the same second from different villages).
The feature intentionally isn’t 100% perfect so that wave sniping remains a valid counter.
Open multiple browser tabs with the Wave Builder:
Example: 16 waves = 8 waves per tab, send Tab A, then Tab B.
You can also split tabs to hit two different targets in quick succession.
Prepare shortly before send. If a tab sits ready for >5 minutes, the local timer can drift and the tool may misfire. Do a small action (e.g., add & remove a wave) under a minute before launch to force recalculation.
Do not hard-refresh the page right before sending; it can reset targets/waves.
If a village with Wave Builder gets chiefed, the feature deactivates and won’t return even if you re-chief it. If you conquer a village yourself, it stays available. Plan ops accordingly.
Use it to cut waves more reliably:
Queue up to 8 reinforcement waves, send, then cancel any that land at the wrong second—your chance of hitting the exact second improves when you dispatch multiple waves tightly. This can save critical buildings or even the village.
On worlds with harbors, you can include ships in your waves. Set ships for every wave or travel times will differ.
Open Rally Point → Wave Builder for your attacking village.
Add waves, set target, units, and catapult targets (if used).
Finalize within a couple of minutes of send time; nudge the page (add/remove a wave) to resync.
For >8 waves, prep another tab and send in sequence.
If defending, queue multiple reinforcement waves to improve your snipe odds.
The in-game tool lowers the barrier for running multi-wave ops, so even smaller armies can contribute (e.g., follow-up catapults), helping the team achieve goals.