Clash of Clans Troops: strengths and weaknesses

When attacking, there are several factors to consider: 1)What troops to bring; 2)Where to release them; 3)When to release them; 4)What spells to bring; 4)When and where to release them.

With this post, we are going to focus on how to best use the troops that you have–get the most out of your troops. For raiding, many choose to use the cheapest, fastest combination of troops, which is very different than war or fighting tough enemies. At least, you will see the strengths and weaknesses of each troop to get the most out of them.



Up to TH7, these guys are the toughest troop that you have–in terms of hit points and damage given it is a great balance.


  • Well-balanced in terms of hit points and damage that it inflicts
  • Cheap and fast to train
  • In hoards, they do great damage


  • They are a close combat troop–they must be face-to-face to do damage
  • They like to hoard together, making them somewhat susceptible to splash damage from mortars and wizard towers and spring traps
  • Will attack the closest thing to them


  • Great troop to send in first.
  • Send in small bunches (5 troops) or spread out to avoid splash damage from mortars and wizard towers
  • Great as a distraction–take on fire from defenses while your second line troops (archers or wizards) shoot from a distance
    • They take a good amount of damage, so can soap up hits while second line, with less hit points, do their damage
    • Works great to draw enemy fire when spread out around a base
  • Break walls (I prefer wallbreakers for tougher walls), and send in barbs in larger numbers to cause mass destruction quickly. Watch out for spring traps–look for empty spaces within walls.
  • Use barbs to get rid of bombs and spring traps. Send one or two into an area to walk over suspicious areas to save more important troops or hoards of troops.
  • Use to lure out clan castle troops
barb attack
barb attack


Up to TH7, they cause a fair amount of damage, but don’t take a lot of hits. They can be used as a primary troop, but work very well as a secondary troop (behind primary troops–barbs or giants).


  • Do a fair amount of damage
  • Shoot from a distance–no need to be face-to-face
  • fairly cheap to train
  • Shoot over walls. No need to break down walls when you can just shoot over them, right? Great troop to use to shoot TH or defenses that are close to walls.


  • Low hit points for lower levels (1-3) making them very susceptible to splash damage from mortars and wizard towers
  • cost more than Barbarians to train
  • Will attack the closest thing to them.


  • A great second wave troop–put behind Barbarians or Giants who can soap up damage while the archers do damage from a distance
  • Never bunch together–spread them out to avoid splash damage which can take out lots of them quickly
  • Great to have a few on hand to take care of any flying troops in the enemies clan castle. Alternatively, wizards can be used.
  • A great troop to draw enemy fire–especially when spread out around a base.


These units are great as they primarily target defenses. A great unit for war and for tougher bases. Take a fair amount of damage so they work great as a primary unit (to take damage) while a secondary unit can be sent in behind them to assist (i.e. Wizards or Archers). They work great with Healers.


  • Attack defenses first
  • Take a fair amount of damage
  • Are healers preferred partner–a great combination
  • Most defenses will target Giants first, so work as a great distraction


  • Take up 5 housing spaces
  • When looking at their hit points and damage, are usually less than 5 barbs combined (which take up same space)
  • Take a long time to break down strong walls (purple or higher), gold not so bad. So bring wall breakers if there are tougher walls.


  • If available, use with a Healer. If you can’t train a healer, request one for your clan castle if you have 15 housing spaces.
  • Use to take out defenses and draw fire.
  • Use in combination with other troops–send in Giants to target defenses, and for defenses to target, follow with other troops behind.
  • Take out strong defenses early with Giants–Mortars and Wizard Towers.
  • Take out air defenses first with Giants if you are using air troops (i.e Healer, Balloons, Dragon, etc).
  • It is so important that I will repeat myself, use in combination with other troops–send in Giants, back them up with archers or wizards if they are not susceptible to fire (especially splash damage from mortar or wizard tower)
  • Don’t use them to break stronger walls, use wallbreakers.
  • Work well with balanced troop combinations–


This troops cannot withstand much damage, but targets the closest wall.


  • Don’t bring too many, don’t bring too few. The tougher the walls, the more you need. Most will bring 3-6 (average 4). For high TH bases (9 and 10), many more are needed.
  • Sometimes takes more than one to break tougher walls
  • Always send in BEHIND another troop that can draw enemy fire, as the wallbreakers are destroyed easily. So typically, if I want to send in Giants to destroy a defensive unit, I would deploy them FIRST and once the defenses are attacking the Giant, I release the wallbreakers.


This troop shoots from a distance and causes a good amount of damage, although does not take much damage.


  • Do a good amount of damage
  • Level up very well (higher levels do more and more significant damage)
  • Shoot from a distance
  • A few together can destroy most buildings very quickly


  • Have relatively low hitpoints and are very susceptible to splash damage
  • High training cost and time


  • Higher level wizards (level 3 and up), especially, can be used well in attacks.
  • Very fragile so must be used in areas that are not targeted by mortars and wizard towers, unless they are distracted (firing on another troop)
  • Work well with Healers, but must be far enough away from giants, who the healer will prefer
  • A few together can do massive damage quickly.
  • Send in BEHIND other units to wipe out a base. For example, send in BEHIND giants–who will take the hits from the defensive.


This troop heals troops from damage. Works great with giants and pretty good with wizards. It is easily destroyed by air defenses and targeted by archer towers.


  • Helps keep troops alive


  • Takes up a lot of housing (14 spaces) and high training cost and time
  • Destroyed quickly from air defense
  • Does not heal Dragons or other flying units.


  • Use with Giants, which is its preferred target.
  • Can be used with Wizards, although more than one healer works better.
  • Take out air defense prior to releasing, if being used in an area that air defense can target
  • Keep archer towers distracted as they will target healer
  • Use until you have heal spells, then consider that instead.


This troop flies and has a good amount of hitpoints and a fair attack damage. Like most other troops, it will attack the closest unit (defense or other)–no preference.


  • Flies
  • Takes a good amount of damage


  • Takes up 20 housing spaces
  • Costs 25000+ in elixir
  • Attack damage not great, but still good.


  • For war, if attacking from the air, go all air.
  • for TH7, works great alone (all drags)
  • for TH8, works great alone (all drags). Using HIGH level balloons in cc is helpful.
  • Plan attacks around Air Defense
  • HOW you deploy the dragons is the key–see other posts on this.

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