What Are Siege Machines?
Siege Machines are powerful single-use vehicles deployed during attacks. Unlike regular troops, a Siege Machine carries your Clan Castle troops inside it, depositing them when the machine is destroyed or completes its objective. They’re available at Town Hall 12 and higher.
Choosing the right Siege Machine for your strategy is as important as choosing the right troops. The wrong machine can ruin an otherwise well-executed attack.
All Siege Machines Ranked
S-Tier
Log Launcher The most versatile and widely used Siege Machine in 2026. The Log Launcher rolls down a straight lane, dealing continuous damage to all buildings in its path and tanking Inferno Tower, Scattershot, and Spell Tower fire off your main troops.
Why it’s S-Tier:
- Tanks massive damage, protecting Root Riders and Super Witches behind it
- Destroys multiple wall layers as it rolls — no Earthquake Spells needed for the lane it covers
- Delivers CC troops mid-base when destroyed, adding them where they’re most useful
- Works with virtually every ground strategy
Best paired with: Root Rider + Super Witch, Yeti Smash, any ground strategy with a clear primary lane
How to deploy: Send it down the longest clear lane toward the Town Hall or Eagle Artillery. Root Riders + Super Witches deploy right behind it to benefit from the damage shield it provides.
Battle Blimp A flying Siege Machine that carries CC troops directly into the base core, bypassing all outer defenses. When destroyed or when it reaches the Town Hall area, it deposits the CC troops directly inside the base.
Why it’s S-Tier:
- Bypasses the outer ring entirely — your CC troops (Super Archers, Witches, or Electro Dragons) land in the core before most defenses have fired
- Enables “Super Archer Blimp” — the most powerful TH14-16 precision strategy
- Almost impossible to stop if the Blimp reaches the core before being shot down
Best paired with: Super Archer payload, Witch + Skeleton flood, any attack where core deployment changes the outcome
How to deploy: Send directly toward the Town Hall. Support with Heroes creating a distraction from the opposite side so defenses split attention.
A-Tier
Stone Slammer A ground-based battering ram that targets walls and defenses, dealing massive area damage when it crashes. Higher HP than Log Launcher but shorter effective range.
Why A-Tier:
- Best Siege Machine for bases with heavily compartmentalized cores (opens multiple wall layers)
- High HP means it lasts longer than Log Launcher under concentrated fire
- Area damage on impact hits clusters of buildings
Best paired with: GoWiPe (TH10-12), Super Witch strategies where a wall-breaching vehicle adds value, any attack where the core is sealed by multiple layers
Wall Wrecker Single-target wall destruction machine that beelines toward the Town Hall, opening walls along the direct path. Oldest Siege Machine but still situationally strong.
Best paired with: TH12 Yeti Smash, any attack where the direct TH path is clear but multiple wall layers block it
Weakness: Predictable pathing — experienced base designers know where it will go and place high-damage defenses along the Wall Wrecker’s obvious lane.
B-Tier
Flame Flinger Long-range artillery that fires flaming boulders at defenses from outside the base. Deals consistent damage but doesn’t tank for troops.
Best for: Air support on compact bases where you need consistent damage without a direct push lane
Weakness: Doesn’t protect troops the way Log Launcher or Stone Slammer do. Troops are fully exposed to defense fire.
Super Witch (as Siege payload variation) Some players load their Battle Blimp with Super Witches for a mass skeleton deployment in the core. When the Blimp deposits 2-3 Super Witches at the Town Hall cluster, the resulting Big Boys and Witches deal enormous damage from inside the base.
Best for: TH14-16 bases where reaching the core with ground troops is too difficult from the outside.
How to Choose Your Siege Machine
| Strategy | Recommended Siege |
|---|---|
| Root Rider + Super Witch | Log Launcher |
| Super Witch Spam | Log Launcher |
| Yeti Smash | Wall Wrecker or Stone Slammer |
| Super Archer Blimp | Battle Blimp |
| Hydra (Air) | Flame Flinger or Battle Blimp |
| GoWiPe | Stone Slammer |
| Queen Charge + Ground | Log Launcher |
Upgrading Your Siege Machines
Siege Machines are crafted at the Workshop (unlocked at TH12). Each upgrade improves HP, damage, and ability strength.
Upgrade priority:
- Log Launcher — Most used; every level matters
- Battle Blimp — Essential for Blimp strategies; HP upgrades extend how far it penetrates
- Stone Slammer — If you use GoWiPe or compartment-heavy strategies
- Wall Wrecker / Flame Flinger — Situational; upgrade last
Workshop tip: You can have a clanmate donate a Siege Machine to your CC before a war attack. If your Workshop is lower level, requesting a high-level Siege from a maxed clanmate is an immediate upgrade.
Siege Machine Deployment Mistakes
Sending Log Launcher before the funnel is open. If the Log Launcher goes into a closed wall section, it gets stuck and dies without rolling. Open the entry funnel with Super Barbarians or Earthquake Spells first, then send the Launcher down the cleared lane.
Battle Blimp without hero distraction. A Blimp flying to the core with no distractions gets intercepted by every defense on the map before reaching the TH. Always send Heroes or a flanking army first to split defense attention.
Upgrading Wall Wrecker over Log Launcher. Wall Wrecker’s predictable pathing makes it inferior at high TH levels. If you’re TH13+, prioritize Log Launcher upgrades.