What Are Super Troops?
Super Troops are temporarily boosted versions of regular troops that cost Dark Elixir to activate (or a Super Potion). Each Super Troop is available for 3 days per activation, and the boosted version is dramatically more powerful than the base troop.
Super Troops unlock at Town Hall 11 and require the underlying troop to be at a minimum level (usually level 8+). Not all Super Troops are equal — some are core meta picks; others are niche or outclassed.
S-Tier Super Troops
Super Witch (from Witch level 9+)
Why it’s S-Tier: The single most used Super Troop in 2026 across TH11-16. The Super Witch’s “Big Boy” skeleton is a Giant-HP unit that tanks for the Super Witch while she deals massive splash damage. Three Super Witches create a wave of Big Boys that can push through entire base sections.
Best for:
- Super Witch Spam (primary 3-star strategy at TH11-16)
- Defensive Clan Castle (Super Witch CC is among the most disruptive)
- Hybrid attacks paired with Root Riders
Key numbers: Each Big Boy skeleton has 4,000+ HP at max Super Witch level. Deploy 5 Super Witches and you have a wall of 5 Giant skeletons plus 5 Super Witches dealing AoE damage simultaneously.
Super Barbarian (from Barbarian level 8+)
Why it’s S-Tier: Super Barbarians are extremely fast, deal high single-target DPS, and have a Battle Cry ability that boosts their speed and damage on first deployment. Used primarily for funneling — clearing outer buildings quickly to direct the main army into the base.
Best for:
- Fast funneling before a main army deploy
- Cleaning up after a base is partially destroyed
- Cheap army filler that outputs real damage
Cost-to-value ratio: Super Barbarians are one of the cheapest Super Troops to maintain and deliver consistent value in almost every army composition.
Root Rider (from Root Rider level 1+, TH13)
Why it’s S-Tier: Root Riders are technically a separate unit, but their “super” ability — bypassing walls entirely — makes them functionally the TH13+ equivalent of a Super Troop. Every competitive TH13-16 ground strategy uses Root Riders.
Root Riders target defenses, have high HP, and their wall bypass removes the single biggest variable in ground attack strategy. You can never wall them out.
A-Tier Super Troops
Super Valkyrie (from Valkyrie level 9+)
Super Valkyrie spins and deals AoE damage in a wider radius than her standard form, and has dramatically increased HP. Excellent in Clan Castle defense — a Super Valkyrie CC is extremely hard to kill efficiently and can single-handedly stop a Queen Walk.
Use case: Primarily CC defense, secondarily as a heavy ground pusher in Valk-based attack compositions.
Super Archer (from Archer level 8+)
Super Archers have dramatically increased range — they can hit targets from well outside standard defense range. Used in Blimp strategies where a payload of Super Archers is dropped into the base core via Siege Machine.
Use case: Siege Blimp payload, long-range cleanup
Inferno Dragon (from Baby Dragon level 11+)
A Baby Dragon variant that fires an Inferno-style beam dealing increasing damage the longer it stays on target. Excellent against high-HP single targets (heroes, Eagle Artillery).
Use case: Dragon-based air attacks where single-target burning damage fills a gap, TH11-12 air strategies
Super Minion (from Minion level 10+)
Super Minions deal significant air-based splash damage but are fragile. They work well as support for larger air armies and are fast to train.
Use case: Air attack filler, Hydra variants, cleanup
B-Tier Super Troops
Super Giant (from Giant level 11+)
Super Giants have a “Supercharge” ability that boosts their speed and damage on deployment. They’re more useful than regular Giants but still outclassed by Yetis for ground tanking in most strategies.
Use case: Ground filler when Yetis are unavailable or impractical, TH9-10 farming
Super Hog Rider (from Hog Rider level 11+)
Faster and higher HP than standard Hog Riders, with an area damage component. Used in Super Hog variations of Hog Rider strategies but mostly replaced by Root Riders at TH13+.
Use case: TH11-12 Hog-based attacks
Ice Golem (from Golem level 9+)
Ice Golem freezes nearby enemies when it dies — a passive ability that can stall a defense at a critical moment. Strong in CC defense but limited on offense.
Use case: Defensive CC, GoWiPe at TH10-11
Super Wall Breaker (from Wall Breaker level 10+)
Super Wall Breakers can breach two wall layers in a single charge. Primarily a utility unit for opening multi-layered wall sections quickly.
Use case: Opening fortified wall clusters before a Root Rider or Yeti push
C-Tier (Situational or Outclassed)
- Super P.E.K.K.A — High HP and damage but slow. Rarely used in 2026 meta.
- Super Bowler — Strong damage but pathing is unreliable on complex bases.
- Super Dragon — Viable in air strategies but expensive to maintain relative to Hydra compositions.
Best Super Troop Combinations
The 2026 Meta Ground Army
Super Witch × 5 + Root Rider × 6
The strongest ground combination at TH13+. Root Riders open the path; Super Witches flood through with Big Boy support. Add Super Barbarians for funneling.
Air Power Setup
Super Minion × 8 + Inferno Dragon × 4 + Balloon × 8
Fast air army for TH11-12 attacks. Inferno Dragons handle high-HP defenses while Super Minions provide area clear.
Budget Farming Army
Super Barbarian × 12 + Super Archer × 8
Low Dark Elixir cost for boosting. Super Archers handle collector raids from range while Super Barbarians rush unprotected storages. Effective against dead bases.
How to Get Super Troops Without Dark Elixir
Super Potion: Activates all Super Troops for 1 hour without Dark Elixir cost. Earned from Clan Games and events. Use before Clan War League attacks to get Super Witch without spending DE.
Season Pass Rewards: Monthly passes often include Super Potion rewards. Check before spending Dark Elixir on activation.
Builder Hall Hero boost: Some events boost Super Troops free of charge. Watch for these — they’re often tied to special events with double resource rewards.