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Clash of Clans Walkthrough

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Unit Guide

Every unit in the game has its own positives and negatives. These generally include range (it can be a positive to have no range at all and be a melee unit), type (whether an air unit or a ground unit), favorite target (this is vital for planning attacks), damage per second, housing space (in your Clan Castle), and Cost. Each of these areas should inform your decision on which units to train and when.

Below is a list of the core Units in Clash of Clans, along with their statistics, positives and negatives.

Tier 1


Barbarian


This unit is the starting one in Clash of Clans. It has decent health, does decent damage per second, and it a close-range melee unit. Being the first one in the game, it is also very cheap.

At Level 3 the Barbarian sports a leather headband and a larger sword. By Level 5, he will have a Viking helmet and bronze broadsword. Level 6 sees him with a dark iron sword and a larger horned helmet with mask.

Strategy:

The main function of Barbarians is to distract enemy defenses from your more powerful or more important units. They are best used in large groups, but at the same time you also have to consider the issue of splash damge. If the enemy has cannons or mortars, you will lose all your Barbarians with one hit. Early in the game, however, before you have many other units, Barbarians are great at being channelled to one or two locations as they will quickly destroy the first thing they hit.

The Barbarians do not have a favorite target, so generally attack the closest structure to them.

In terms of units to support Barbarians, Archers and Giants are those most frequently employed in this task.

TIP: If there are undefended Mortars, send a Barbarian to deal with them as they cannot attack close targets.

If you are choosing Barbarians as a Clan Castle unit, this is a good decision, as they have deal high damage for units which only take up one space.

Barbarians are an excellent choice for a Clan Castle troop as they have relatively high health and damage for single housing space troops. They will soak up a significant amount of damage, delaying attackers and allowing your fixed defenses take care of the rest.

Statistics:

Preferred Target:
None

Type:
Melee (Ground)

Housing Space:
1

Training Time:
20 seconds

Movement Speed:
16

Attack Speed:
1 second

Barracks Level:
1

Range:
0.4 squares

Upgrades:

Level 1:

Damage per second:
8

Hit Points:
45

Training Cost:
25

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
11

Hit Points:
54

Training Cost:
40

Research Cost:
50,000

Laboratory Level:
1

Research Time:
6 hours

Level 3:

Damage per second:
14

Hit Points:
65

Training Cost:
60

Research Cost:
150,000

Laboratory Level:
3

Research Time:
1 Day

Level 4:

Damage per second:
18

Hit Points:
78

Training Cost:
80

Research Cost:
500,000

Laboratory Level:
5

Research Time:
3 Day

Level 5:

Damage per second:
23

Hit Points:
95

Training Cost:
100

Research Cost:
1,500,000

Laboratory Level:
6

Research Time:
5 Days

Level 6:

Damage per second:
26

Hit Points:
110

Training Cost:
150

Research Cost:
4,500,000

Laboratory Level:
7

Research Time:
10 Days

Archer


The Archer is the second unit unlocked as part of the Tier 1 troops. It has the best range of any unit, with medium health and medium damage. It also costs a pretty average amount.

Once the Archer reaches Level 3, her hair becomes light purple. At Level 5, she dons a dark green hood and a pink mask. After Level 6, she will have a golden tiara and have hair in a darker shade of purple.

Strategy:

Archers will attack whatever unit is closest to them. They have relatively low health which means you should try to keep them out of harm's way wherever possible. They will be quickly destroyed by enemy cannons and mortars, while the likes of Bombs can decimate an entire group with one hit. You should try to keep your Archers in small detachments - certainly not all together, to avoid the risks of splash damage.

One of the main advantages of Archers is that they can attack over Walls. A good tactic is to use them on any exposed buildings, while other units tackle the defensive structures that risk splash damage. Archers are not safe from any defensive towers apart from Air Defenses - anything else beats their range. You can try to use Barbarians and Giants to draw fire away from Archers while on raids.

One way to find out if your Archers will be safe is to put one on each building. This way you can test the enemy defenses before committing more units to the attack.

You should also employ Archers in the Clan Castle, as they can defend against Air and Ground units.

Statistics:

Preferred Target:
None

Type:
Ranged (Ground and Air)

Housing Space:
1

Training Time:
25 seconds

Movement Speed:
24

Attack Speed:
1 second

Barracks Level:
2

Range:
3.5 squares

Upgrades:

Level 1:

Damage per second:
7

Hit Points:
20

Training Cost:
50

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
9

Hit Points:
23

Training Cost:
80

Research Cost:
50,000

Laboratory Level:
1

Research Time:
12 hours

Level 3:

Damage per second:
12

Hit Points:
28

Training Cost:
120

Research Cost:
250,000

Laboratory Level:
3

Research Time:
2 days

Level 4:

Damage per second:
16

Hit Points:
33

Training Cost:
160

Research Cost:
750,000

Laboratory Level:
5

Research Time:
3 days

Level 5:

Damage per second:
20

Hit Points:
40

Training Cost:
200

Research Cost:
2,250,000

Laboratory Level:
6

Research Time:
5 days

Level 6:

Damage per second:
22

Hit Points:
44

Training Cost:
300

Research Cost:
7,500,000

Laboratory Level:
7

Research Time:
14 days

Goblin


Goblins are very fast and specialize in targetting enemy defenses. This means they will go straight for them at the expense of anything else. They have a very high amount of damage per second and are very cheap to train.

Strategy:

They are the fastest ground unit in the game and will focus steadfastly on getting you resources - excellent for a smash and grab raid. They do twice as much damage to Storage buildings, Mines and Collectors. The downside to Goblins is that they have low health, but the increase damage that they can do arguably makes it worth it. Also, they still have higher health than Archers, so are not bad as a Tier 1 choice.

Bear in mind that because Goblins always attack resources first, they cannot be used alone. You should ensure they have proper back up before sending them into combat. Break a hole in the wall using Wall Breakers, then send in Barbarians and Giants to distract enemy defenses. Once this is done, it's the Goblins' time to shine. They are weak to splash damage, so ensure any Mortars are distracted beforehand.

You can also use Goblins to set off traps and bombs, as they are quick enough to get past them. They are not great as a Clan Castle unit as they are basically an attacking unit. Having said that, they will still auto-attack the enemy like anyone else even though there are no resources to be had.

Statistics:

Preferred Target:
Resources

Type:
Melee (Ground)

Housing Space:
1

Training Time:
30 seconds

Movement Speed:
32

Attack Speed:
1 second

Barracks Level:
3

Range:
0.4 squares

Upgrades:

Level 1:

Damage per second:
11

Hit Points:
25

Training Cost:
25

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
14

Hit Points:
30

Training Cost:
40

Research Cost:
50,000

Laboratory Level:
1

Research Time:
12 hours

Level 3:

Damage per second:
19

Hit Points:
36

Training Cost:
60

Research Cost:
250,000

Laboratory Level:
3

Research Time:
2 days

Level 4:

Damage per second:
24

Hit Points:
43

Training Cost:
80

Research Cost:
750,000

Laboratory Level:
5

Research Time:
3 days

Level 5:

Damage per second:
32

Hit Points:
52

Training Cost:
100

Research Cost:
2,250,000

Laboratory Level:
6

Research Time:
5 days




Tier 2


Giant


Giants, as you might expect, have a massive amount of health and are superb for targeting enemy defenses. They are hampered by their slow speed, high cost and high space requirements.

Giants begin wearing dark cuffs on their arms and metal knuckles at Level 3. These then become golden at Level 5, and black at Level 6. At this stage they also have a red beard and a black cape.

Strategy:

Giants, due to their skill at dealing with and targeting enemy defenses, are best deployed at the start of a raid. While they are distracting enemy defences and soaking up their fire, you can send in other, weaker units to begin tackling other targets. Giants and Archers are a potent combination, as the Archers can be shielded by the Giants.

Although Giants have high-health, they are low in terms of their attacking strength. Grouping them together is therefore the best strategy. They are good for soaking up enemy fire, dealing with splash damage, and targeting enemy defenses.

Statistics:

Preferred Target:
Defenses

Type:
Melee (Ground)

Housing Space:
5

Training Time:
2 minutes

Movement Speed:
12

Attack Speed:
2 seconds

Barracks Level:
4

Range:
1 square

Upgrades:

Level 1:

Damage per second:
11

Hit Points:
300

Training Cost:
500

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
14

Hit Points:
360

Training Cost:
1,000

Research Cost:
100,000

Laboratory Level:
2

Research Time:
1 day

Level 3:

Damage per second:
19

Hit Points:
430

Training Cost:
1,500

Research Cost:
250,000

Laboratory Level:
4

Research Time:
2 days

Level 4:

Damage per second:
24

Hit Points:
520

Training Cost:
2,000

Research Cost:
750,000

Laboratory Level:
5

Research Time:
3 days

Level 5:

Damage per second:
31

Hit Points:
670

Training Cost:
2,500

Research Cost:
2,250,000

Laboratory Level:
6

Research Time:
5 days

Level 6:

Damage per second:
37

Hit Points:
800

Training Cost:
3,000

Research Cost:
6,000,000

Laboratory Level:
7

Research Time:
10 days

Wall Breaker



Wall Breakers are fairly self-explanatory. They're specialized for taking down enemy walls, and will target these wherever possible. They have low health, high cost and are slow to train. The unique thing about Wall Breakers is that they detonate themselves once they reach their target - killing themselves but dealing splash damage to all around. At level 3 the Wall Breaker's bomb appears larger. Once at Level 5, it turns golden.

Strategy:

Wall Breakers are experts at dealing with enemy walls, and will destroy them faster than any other unit. They create gaps in the walls which other units can exploit. The way they are programmed means that rather than attacking a random piece of wall, they will head for the nearest piece that is surrounding a building or turret. They create a hole in it for themselves and other units, then, head for the target and blow themselves up.

They have a high cost and do not last long under fire due to their low health. With this in mind, it is advisable to send in Barbarians or Giants to draw enemy fire before unleashing your prized Wall Breakers.

Wall Breakers only target walls that are enclosing buildings - and one piece of wall won't cut it. There has to be three connected pieces for them to go for it. With that said, the walls only have to be partially covering the building.

Statistics:

Preferred Target:
Walls

Type:
Splash Damage (Ground)

Housing Space:
2

Training Time:
2 minutes

Movement Speed:
24

Attack Speed:
1 second

Barracks Level:
5

Range:
1 square

Upgrades:

Level 1:

Damage per second:
12

Hit Points:
20

Training Cost:
1,000

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
16

Hit Points:
24

Training Cost:
1,500

Research Cost:
100,000

Laboratory Level:
2

Research Time:
1 day

Level 3:

Damage per second:
24

Hit Points:
29

Training Cost:
2,000

Research Cost:
250,000

Laboratory Level:
4

Research Time:
2 days

Level 4:

Damage per second:
32

Hit Points:
35

Training Cost:
2,500

Research Cost:
750,000

Laboratory Level:
5

Research Time:
3 days

Level 5:

Damage per second:
46

Hit Points:
42

Training Cost:
3,000

Research Cost:
2,250,000

Laboratory Level:
6

Research Time:
5 days

Balloon


The Balloon is the first air unit in the game. It has low health but is great at attacking enemy defenses, as ground defense structures are unable to touch it. It also deals a high amount of damage. Other downsides include its slowness to train, and the amount of space it takes up.

Strategy:

The Balloon's main weaknesses are to air defenses, Archers and Wizards, if they are placed in the Clan Castle. It is best used when you are targeting enemy ground defenses. They are incredibly slow moving, but, once over their targets, can do huge amounts of splash damage. They will automatically attack defensive structures first, which means they should be used to clear a path for ground units, providing there are no aerial defenses in the base.

If there are aerial defenses, you should send in units to clear them out. These also include Archer Towers and Wizard Towers. Sensible players should also avoid the enemy Clan Castle, as this could house Archers and Wizards who might disrupt your plans. If an enemy doesn't have aerial defenses or Archers/Wizards in the Clan Castle, a single Balloon can obliterate an entire base. With that said, it will often take too long to do so, in which case multiple balloons are probably the way to go.

Just as Balloons are great against enemies without Air Defenses, so you should ensure you have adequate protection against them.

They are one of the weakest defensive units, but can be good against Barbarians and attacking armies that have no Archers or Wizards.

Statistics:

Preferred Target:
Defenses

Type:
Splash Damage (Ground)

Housing Space:
5

Training Time:
10 minutes

Movement Speed:
10

Attack Speed:
4 seconds

Barracks Level:
6

Range:
0.5 squares

Upgrades:

Level 1:

Damage per second:
25

Hit Points:
100

Training Cost:
2,000

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
32

Hit Points:
180

Training Cost:
2,500

Research Cost:
150,000

Laboratory Level:
2

Research Time:
1 day

Level 3:

Damage per second:
48

Hit Points:
216

Training Cost:
3,000

Research Cost:
450,000

Laboratory Level:
4

Research Time:
2 days

Level 4:

Damage per second:
72

Hit Points:
280

Training Cost:
3,500

Research Cost:
1,350,000

Laboratory Level:
5

Research Time:
3 days

Level 5:

Damage per second:
108

Hit Points:
390

Training Cost:
4,000

Research Cost:
2,500,000

Laboratory Level:
6

Research Time:
5 days

Level 6:

Damage per second:
162

Hit Points:
545

Training Cost:
4,500

Research Cost:
6,000,000

Laboratory Level:
7

Research Time:
10 days

Wizard


The Wizards have low health but very high damage. They also have an impressive range, while are low in cost. The downside to Wizards is that they are very slow to train, coupled with their low health. This means you can spend a long time training an army and then see all your time go to waste.

The color of the Wizard's cloak changes as they move through the levels.

Strategy:

In terms of tactics, the Wizards and Archers are quite similar due to their ranged attacks. They can fire over walls, with high damage, which is their principal advantage, but their low health means they need supporting units to draw the fire.

Wizards are best used in large groups, while covered by units such as Giants. Use these to draw fire while Wizards attack over the top of the wall from relative safety. Their high damage makes them very effective against turrets and mortars, as long as there are distraction units in place. In the latest update, Wizards also deal splash damage, which makes them more effective against Barbarians and the like.

Statistics:

Preferred Target:
None

Type:
Area Splash (Ground and Air)

Housing Space:
4

Training Time:
10 minutes

Movement Speed:
16

Attack Speed:
1.5 seconds

Barracks Level:
7

Range:
3 squares

Upgrades:

Level 1:

Damage per second:
50

Hit Points:
75

Training Cost:
1,500

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
70

Hit Points:
90

Training Cost:
2,000

Research Cost:
150,000

Laboratory Level:
3

Research Time:
1 day

Level 3:

Damage per second:
90

Hit Points:
108

Training Cost:
2,500

Research Cost:
450,000

Laboratory Level:
4

Research Time:
2 days

Level 4:

Damage per second:
125

Hit Points:
130

Training Cost:
3,000

Research Cost:
1,350,000

Laboratory Level:
5

Research Time:
3 days

Level 5:

Damage per second:
170

Hit Points:
156

Training Cost:
3,500

Research Cost:
2,500,000

Laboratory Level:
6

Research Time:
5 days

Tier 3


Healer


The Healer is another self-explanatory unit. Its primary task is to heal friendly troops as well as structures. It is a flying unit and has a low cost, although is high in terms of housing space. This is to stop too many Healers from being spammed and generating invincible armies. It possesses no attack, so must be used as a supporting unit.

Strategy:

Healers are particularly vulnerable against Air Defenses, but as many players do not place these, Archers and Wizards are the primary threat. The Healer cannot attack other units, but has a fast healing ability. The Healer cannot heal flying units, which should be considered when deciding what makeup of units to team them with.

Air Defenses will quickly destroy Healers, so you should make sure that any such structures are kept occupied beforehand. If sent in with a large number if Giants, the Healer can keep them alive with its supporting abilities as they get to work on the enemy defenses and structures. The higher a unit's hit points, or health, the better suited it is to be matched up with a Healer. Units with low health are likely to be killed too quickly for the Healer to have an effect.

You are also able to heal Healers, using a Healing spell.

When defending, the Healer will heal friendly Structures, but not friendly units. They are not really practical as a defensive unit as the enemy will normally have multiple attackers and be dealing too much damage for the Healer to redress. They also take up a large amount of space in the Clan Castle.

Statistics:

Preferred Target:
None

Type:
Healing

Housing Space:
20

Training Time:
20 minutes

Movement Speed:
16

Attack Speed:
0.7 seconds

Barracks Level:
8

Range:
5 squares

Upgrades:

Level 1:

Damage per second:
35

Hit Points:
500

Training Cost:
7,000

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
42

Hit Points:
600

Training Cost:
10,000

Research Cost:
750,000

Laboratory Level:
5

Research Time:
3 days

Level 3:

Damage per second:
50

Hit Points:
720

Training Cost:
13,000

Research Cost:
2,500,000

Laboratory Level:
6

Research Time:
5 days

Dragon


Dragon's are one of the most fun units in Clash of Clans. They are a flying unit with a very high amount of health and deal high damage. Because of this, they cost a lot, take up lots of housing space, and take a long time to train.

Strategy:

The Dragon has a powerful ranged attack, and should be used to target ground units while supporting units take on any air defenses. Use Giants and Barbarians to tie up the Air Defenses and clear a path through for the Dragons. They have such a high cost that they are not very well suited to quick raids, more to beat high-level players in search of trophies.

Statistics:

Preferred Target:
None

Type:
Area Splash (Ground and Air)

Housing Space:
20

Training Time:
30 minutes

Movement Speed:
16

Attack Speed:
1.5 seconds

Barracks Level:
9

Range:
3 squares

Upgrades:

Level 1:

Damage per second:
140

Hit Points:
1,900

Training Cost:
25,000

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
160

Hit Points:
2,100

Training Cost:
30,000

Research Cost:
2,000,000

Laboratory Level:
5

Research Time:
7 days

Level 3:

Damage per second:
180

Hit Points:
2,300

Training Cost:
36,000

Research Cost:
3,000,000

Laboratory Level:
6

Research Time:
10 days

P.E.K.K.A:


The PEKKA has huge amounts of health and deals huge damage. It is similar to theh Dragon, also incurring a high cost to train, taking a long time to do so, and requiring a lot of housing space. However, the PEKKA is a ground unit while the Dragon is airborne.

The PEKKA changes the color of its armor at level 3 from blue to black.

Strategy:

As the final troop to be unlocked in Clash of Clan's Barracks, the PEKKA boasts the strongest armor and damage of any unit in the game. As such, it is also very expensive, which seriously affects how you can use it. Should you be able to afford two, they are best placed at each side of the enemy camp or as close to enemy defensive structures as possible. A pair of PEKKAs can take out a single building with a couple of strikes. They are also adept at taking on maximum level Walls, so should you be unfortunate enough to come against an enemy who has these, PEKKAs may be your route through.

They are vulnerable primarily to Hidden Teslas, as these do double damage to PEKKAs.

Statistics:

Preferred Target:
None

Type:
Ground

Housing Space:
25

Training Time:
45 minutes

Movement Speed:
16

Attack Speed:
2.5 seconds

Barracks Level:
10

Range:
0.8 squares

Upgrades:

Level 1:

Damage per second:
240

Hit Points:
2,800

Training Cost:
30,000

Research Cost:
Starting Level

Laboratory Level:
Starting Level

Research Time:
Starting Level

Level 2:

Damage per second:
270

Hit Points:
3,100

Training Cost:
35,000

Research Cost:
3,000,000

Laboratory Level:
6

Research Time:
10 days

Level 3:

Damage per second:
300

Hit Points:
3,400

Training Cost:
42,000

Research Cost:
6,000,000

Laboratory Level:
6

Research Time:
12 days




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