On this page you can view reviews and strategies on every individual troop and spells.
Barracks. The Barbarian, due to its above average amount of HP, is a good meat shield. The Barbarian is the fastest troop to train at only 20 seconds, so they are used mostly as meat shields for Wall Breakers, Archers, Goblins and Wizards. If using Barbarians in groups, keep in mind that buildings that do splash damage like Mortars and Wizard Towers can take them out quickly.
troops, meaning that they attack from a distance and shoot over walls. They are quite effective solo, but they are also very capable in groups. Archers are commonly used with Dragons or Balloons, or Hog Riders at later levels. At lower levels, some players use Archers with Giants or Barbarians because they, if deployed first, will take on all defensive fire while Archers can shoot behind them. Archers can only shoot at a distance of 3.5 tiles, though, so bear that in mind.
troops in the game and are currently the only troop whose favorite targets are resources. Goblins are mostly used to farm resources; when farming you will go in with Army Camps full of Goblins along with a small number of Wall Breakers. Especially for lower level players, Goblins are more suitable for farming than for trophy hunting. Goblins, like Giants and other troops that have a particular favorite target, will not attack defending Clan Castle troops unless all of its favorite targets have been destroyed.
defenses first. Giants are tank-class units who have high amounts of HP, but low DPS. As such, they make good meat shields. They are commonly used to draw fire away from other crucial units such as Wall Breakers, Archers and the like. The only downside to Giants is their poor DPS. Although Giants attack defenses first, they will not fight back against Clan Castle troops until all other defenses are taken out.
Walls. Wall Breakers will deal 40x more damage to walls so they are the perfect troop to break through Walls. Wall Breakers are usually deployed after Giants or other high-HP troops that are drawing fire from nearby defenses.
Barracks and deal area splash damage. When their HP reaches zero, they will crash into the ground and deal a small amount of extra splash damage. In the Single Player Campaign, if you take out all of the air defenses, a single Balloon can destroy the rest of the village and achieve 3 stars. Balloons, like Giants, target defensive structures first. Avoiding Wizard Towers is a good idea for Balloons (especially levels 1-4), due to how they clump together.
Archers, can fire over Walls. Lower level players have no need to use Wizards as they will usually just perish in battle quickly, but still get and upgrade them for the future when you go higher. Once they reach level 4, they are extremely useful.
troops that take damage from defenses and can keep Giants alive for a long time. When using a Healer, make sure you destroy as many Air Defenses first as you can. If she is in range of an Air Defense, she will be killed in a matter of seconds. Also, other defensive buildings such as Archer Towers or Wizard Towers may target the Healer.
flying unit unlocked in the level 9 Barracks. Dragons are one of the strongest troops, with high HP and high DPS. They also deal small area splash damage (although this splash damage component is very powerful on defense versus a large number of weak troops like Archers). 10 Dragons will usually destroy a full TH7 village in about a minute and a half. Dragons are often paired up with Rage Spells to ensure the win.
Barracks and has the most HP of any of the Elixir-based troops. She receives 2x damage from Hidden Teslas, so it is advised to be cautious when attacking players with potentially high level Hidden Teslas.
Barracks. They have less health and damage than their fully grown counterparts, however they take much less housing space. When not around any other air troops, it will go into a rage, dealing more damage in the process. This effect only persists when they are not surrounded by any other air troops, so it might be useful to bring less air troops to maximize the chances of them getting enraged.
Walls which allows them to attack structures behind Walls without destroying the Walls. However, they are not invincible above ground and they may stray off to targets that you don't want them to target!
defenses, slowing them down. Its power depends on the user's Town Hall level; it does about as much damage as a regular Wizard. dark elixir troop unlocked in the Dark Barracks. The Minion is a flying unit that attacks by spitting blobs of Dark Elixir. It is the one of the two fastest troops in the game, along with the Goblin. The Minion has low hit points compared to other dark elixir troops. Minions are inexpensive compared to the other dark elixir troops, and only take 45 seconds to train.
ground troop in the game that can jump over Walls without the Jump Spell. The Hog Rider has a relatively cheap training cost compared to most other dark elixir troops, taking only at 65 Dark Elixir at max level. It takes two minutes to train the Hog Rider, and they target defenses first, similar to Giants.
Clan Castle troops and are used in Clan Castles defensively to take out infantries, though they are weak to large number of ranged enemy troops such as Archers. Their whirlwind attack can damage multiple buildings at once, and Valkyries will automatically place themselves where they are in range of multiple buildings if possible.
Giants - to absorb fire away from other troops. The Golem, when killed, will not just perish. Instead, it will split into two troops which are called Golemites. Golemites will have 1/5 of the Golem's base hit points and damage per second.
Dark Barracks. When used, she periodically summons dead troops that appear as Skeletons. In battle, Witches should be used with a meat shield, such as Giants, Golems or other troops with high HP, as they have reasonably low hit points.
air unit with the highest HP of any troop, but extremely low DPS for their housing space. They are used to absorb fire from anti-air defenses, and its own attack prioritizes Air Defenses specifically. When killed, the Lava Hound will split into multiple Lava Pups, the number dependent on the level of the Lava Hound, starting from 8 at level 1 to a maximum of 12 at level 3. Lava Pups are similar to Minions, though they have less damage per second, fewer hitpoints and shorter range. Note that like Balloons, Lava Hounds cannot attack other air units (although Lava Pups can).
Walls and other buildings, it has rather low hit points so it is best to keep them protected by Golems or Giants or other troops with high hit points. Barbarians. He can be upgraded to level 40 and as he is upgraded, his HP and DPS increase. He can be used to defend your base, or to attack with your army. The Barbarian King cannot be killed like other troops, as he is immortal; however, he will need to sleep to regenerate when he is damaged during a battle. Note that while sleeping (or being upgraded) the Barbarian King is unable to defend or attack.
Town Hall. It costs 40,000 Dark Elixir to summon her. The Archer Queen can shoot over walls and should be placed so she isn't immediately in the line of fire, so use a meat shield for full advantage. She should be upgraded if possible, as she can shoot over walls with a high DPS (damage per second). The Archer Queen's range (5 tiles) is longer than any other ranged troop.
Town Hall level 11. He costs 6 million Elixir to summon, and is upgraded with Elixir. Unlike the Barbarian King and Archer Queen, he only has 20 levels. The Grand Warden is able to support troops using his passive Life Aura, which increases the hitpoints of all troops around him, as well as make them invincible momentarily using his Eternal Tome ability. His range of 7 tiles is longer than that of the Archer Queen; despite this, he himself deals low amounts of damage and is relatively fragile, thus a meat shield is recommended to maximise his survivability. Spell Factory. It takes 20 minutes to create. The Lightning Spell is mostly used to take out crucial defenses, such as Air Defenses, followed with Mortars and Wizard Towers. It is also commonly used to destroy troops coming out of the Clan Castle. It costs 15,000 and 26,000 Elixir to create level 1 and level 7 Lightning Spells, respectively.
Giants, Balloons or Hog Riders. It costs 15,000 and 24,000 Elixir to create level 1 and level 6 Healing Spells, respectively.
Elixir to create level 1 and level 5 Rage Spells, respectively.
troops within the spell radius to jump over Walls. It takes 20 minutes to create. Level 1 Jump Spell costs 23,000 Elixir to create and the level 3 Jump Spell costs 31,000 Elixir. The higher the Jump Spell's level, the longer the effect lasts.
Troops and Defenses for several seconds to either allow the player's troops to destroy them or to move out of range. It takes 20 minutes to create. The level 1 Freeze Spell costs 26,000 Elixir to create and the level 5 Freeze Spell costs 35,000 Elixir. The Freeze Spell can be used to freeze Wizard Towers or Mortars from taking out hoard of Barbarians or Archers. As with the Jump Spell, the higher the Freeze Spell's level, the longer the effect lasts.
Golems, P.E.K.K.As or Lava Hounds, but note that these clones only last a limited time even if defenses can't destroy them beforehand! It also takes 4 housing space worth of spells, twice of any other Elixir spell, so it is definitely recommended to use these sparingly.
Town Hall (at the time it had 4,200 hitpoints), but its primary downside was that each spell took 25 hours to create (so destroying that level 9 Town Hall required 75 hours of brewing time). After casting the Santa's Surprise, Santa flies in, being pulled by reindeer in his sleigh, and drops explosive presents on the target. The 2016 version was similar to a Lightning Spell, and its power was determined by the user's Town Hall level. Also, it dealt much less damage than its 2012 counterpart.
Dark Spell Factory. It is used to both damage and slow down enemy troops, and is very effective in doing so, killing low health troops with ease such as Archers, Wizards and Witches. It can also be used to damage higher-health troops and Heroes as well, though it will not damage Buildings in any way. It costs 95 and 155 Dark Elixir to brew a level 1 and 5 Poison Spell respectively.
Buildings and Walls within its area of effect. Taking 15 minutes to brew, it is used to weaken buildings, and do extremely high damage to Walls. Damage is percentage-based, and each successive Earthquake Spell will cause less damage to the same building (but increasing damage to the same wall). Four Earthquake Spells of any level is enough to completely destroy any level Walls. It costs 125 and 180 Dark Elixir to brew a level 1 and 4 Earthquake Spell respectively.
Rage Spells, though they do not increase the troop's damage. It takes up half the space of a Rage Spell so it can be considered a replacement to the Rage Spell if the extra damage is not needed. It costs 80 and 95 Dark Elixir to brew a level 1 and 4 Haste Spell respectively.
Skeletons to distract enemy defenses. While they won't last very long at all, it can serve as a viable distraction if used correctly. Be careful not to drop them on top of splash defenses, as they will be annihilated before any good use can come out of it! It costs 110 and 140 Dark Elixir to brew a level 1 and 4 Skeleton Spell respectively.
|Elixir Troops||Barbarian • Archer • Giant • Goblin • Wall Breaker • Balloon • Wizard • Healer • Dragon • P.E.K.K.A • Baby Dragon • Miner|
|Dark Elixir Troops||Minion • Hog Rider • Valkyrie • Golem (Golemite) • Witch (Skeleton) • Lava Hound (Lava Pup) • Bowler|
|Heroes||Barbarian King • Archer Queen • Grand Warden|
|Spells||Lightning Spell • Healing Spell • Rage Spell • Jump Spell • Freeze Spell • Clone Spell|
|Dark Spells||Poison Spell • Earthquake Spell • Haste Spell • Skeleton Spell|
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