
Clash of Clans currently has 12 Builder Base troops. Raged Barbarian is available from the start, while Electrofire Wizard is the final unlock at Builder Barracks level 12 and Builder Hall 10. Every troop can reach level 20 at Builder Hall 10, but each has a different automatic starting level when first unlocked.
Unlock levels, Builder Barracks costs and abilities were checked against current Supercell support information and live Builder Base data. Upgrade balance can change, so confirm a long Star Laboratory upgrade in-game before spending Builder Elixir.
The Builder Barracks unlocks one troop per level. Upgrading it from level 1 to 12 costs 8,589,000 Builder Elixir and takes 15 days, 18 hours and 41 minutes at normal speed, before Gold Pass or event reductions. The table keeps the island's unlock order separate from troop upgrades in the Star Laboratory.
| Troop | Barracks | Required BH | Unlock cost | Build time | Starting level | Special ability |
|---|---|---|---|---|---|---|
| Raged Barbarian | 1 | 1 | Free | Instant | 1 | Rage |
| Sneaky Archer | 2 | 2 | 4,000 | 1m | 1 | Cloak |
| Boxer Giant | 3 | 3 | 10,000 | 10m | 3 | Power Punch + Boxer Block |
| Beta Minion | 4 | 3 | 25,000 | 30m | 3 | Power Shot |
| Bomber | 5 | 4 | 100,000 | 3h | 5 | Bouncing Bomb |
| Baby Dragon | 6 | 4 | 150,000 | 6h | 5 | Fiery Sneeze |
| Cannon Cart | 7 | 5 | 300,000 | 9h | 7 | Change Mode |
| Night Witch | 8 | 6 | 500,000 | 1d | 9 | Bat Swarm |
| Drop Ship | 9 | 7 | 1,000,000 | 2d | 11 | Skeleton Bomb |
| Power P.E.K.K.A | 10 | 8 | 1,500,000 | 3d | 13 | Overcharge |
| Hog Glider | 11 | 9 | 2,000,000 | 4d | 15 | Stunning Glide |
| Electrofire Wizard | 12 | 10 | 3,000,000 | 5d | 17 | Change Mode |
Unlocking a troop does not consume housing space permanently. Before each attack, you choose one troop type for each Army Camp and can edit the lineup during scouting. From Builder Hall 6 onward, Reinforcement Camps provide extra troops for the second stage.
Troop levels follow the Star Laboratory rather than the Barracks. Raising the Builder Hall unlocks the next Laboratory level and two more troop levels:
| Builder Hall | Maximum Star Laboratory | Maximum troop level |
|---|---|---|
| 1 | 1 | 2 |
| 2 | 2 | 4 |
| 3 | 3 | 6 |
| 4 | 4 | 8 |
| 5 | 5 | 10 |
| 6 | 6 | 12 |
| 7 | 7 | 14 |
| 8 | 8 | 16 |
| 9 | 9 | 18 |
| 10 | 10 | 20 |
Raged Barbarians receive a burst of movement speed and damage after deployment. They are efficient for cleaning outside buildings, testing traps and adding cheap damage once defenses are distracted. Their weakness is splash damage: spreading deployments is usually safer than dropping every camp into one Crusher or Roaster lane.

Cloak makes each Archer invisible to defenses for a short time after deployment. Use small waves to remove reachable defenses or collectors without wasting invisibility. The method is precise but slow; waiting between deployments can leave too little time for a second-stage attack.
Power Punch makes the Giant's first hit much stronger, while the manually activated Boxer Block prevents all incoming damage for a limited duration. Trigger the block when concentrated defenses lock on—not automatically at deployment. Boxer Giants provide dependable tanking but need damage troops behind them.
Power Shot gives its first attacks increased speed, range and damage. Deploy individual Minions to snipe unprotected buildings, then keep the main group away from Air Bombs and Roasters. They offer excellent reach but collapse quickly when an air-targeting defense catches the pack.
Bouncing Bomb can be activated multiple times and throws a large explosive that bounces twice. It is the cleanest way to open several wall layers before your tanks choose the wrong path. Bombers are fragile, so deploy one behind established protection and avoid spending every charge on low-value walls.
Baby Dragons attack both ground and air and become stronger while separated from other friendly air troops. Fiery Sneeze adds an aimed cone of splash damage. They are flexible and self-sufficient, but clustering two Dragons removes their isolation benefit and wastes much of the troop's value.
Change Mode switches between a mobile Cart and a long-range Mortar with a short 0.8-second cooldown. Move into range in Cart mode, then park behind a tank to outrange selected defenses. Mortar mode is powerful but immobile, and forgotten Carts can remain parked while the rest of the attack moves on.

Night Witch continuously summons Bats and can use Bat Swarm once for eight additional Bats. She works best behind tanks or from a safe corner that gives the first swarm time to grow. A Roaster, Air Bombs or exposed Multi Mortar can erase the army, so scout the base before committing several camps.

Drop Ships target defenses, soak air damage and drop Skeletons while travelling. Skeleton Bomb deals area damage, damages walls and adds more Skeletons. The unit is excellent at occupying defenses for Beta Minions or Bats, but its own damage is not enough to finish a strong base alone.
Power P.E.K.K.A is a high-health, high-damage ground troop. Overcharge causes an explosion around the unit; it does not make P.E.K.K.A leap forward. Activate it inside a valuable defense cluster or before the unit is eliminated. Walls and spring traps can still disrupt an unsupported push.
The Glider flies toward a defense and stuns it on impact through Stunning Glide. If the Glider survives the approach, a Hog Rider continues fighting on the ground. Time the entry to disable a Crusher, Mega Tesla or other high-impact defense while the main army arrives; sending Hog Gliders early lets the stun expire before it matters.
Electrofire Wizard is the twelfth and final troop, unlocked at Builder Hall 10. Change Mode switches between Fire Mode, which concentrates damage, and Electro Mode, which chains attacks through multiple targets; the swap has a 1.5-second cooldown. The Wizard is versatile but fragile, so it demands more active control than Power P.E.K.K.A or Baby Dragon.
Start with the base, not a fixed internet composition. During the scouting period, identify the strongest splash defense, likely traps, wall layers and whether the second stage favors ground or air. Then give every Army Camp a job:
Abilities are a limited resource. A Boxer Block used before defenses lock on, a Fiery Sneeze aimed at one building or a Power P.E.K.K.A explosion outside a defense cluster removes most of the unit's advantage. Slow the attack for a moment and trigger abilities around real damage or pathing breakpoints.
If Builder Base fundamentals are still new, the Clash of Clans beginner guide explains builders, upgrades and resource priorities, while the Clash of Clans resources guide distinguishes Builder Gold and Builder Elixir from Home Village currencies.
Upgrade the smallest core that can reliably clear both stages. A practical account usually needs one tank, one main damage troop and one utility choice before spreading Builder Elixir across all 12 troops. For example, Power P.E.K.K.A plus Cannon Cart gives a straightforward ground core; Baby Dragons form a simpler air option; Hog Glider becomes valuable when defensive stuns decide the route.
There is no universal best troop. Layout, Builder Hall level, hero equipment, camp count and your ability timing all change the answer. Reliable execution with three well-leveled troops beats a fashionable composition whose key units are underleveled.
There are 12: Raged Barbarian, Sneaky Archer, Boxer Giant, Beta Minion, Bomber, Baby Dragon, Cannon Cart, Night Witch, Drop Ship, Power P.E.K.K.A, Hog Glider and Electrofire Wizard.
Electrofire Wizard is the final troop. It requires Builder Barracks level 12 and Builder Hall 10 and unlocks automatically at troop level 17.
The current maximum is level 20 at Builder Hall 10 with a level 10 Star Laboratory.
No. You do not pay Elixir or wait through a troop-training queue before each Builder Base attack. Builder Elixir is used for troop and hero upgrades instead.
Yes. During scouting you can change the troop assigned to each Army Camp. At Builder Hall 6 and above, Reinforcement Camps supply additional choices for the second stage.
Troop order, abilities and Reinforcement Camp behavior were checked against Supercell's official Builder Base heroes and troops support page. Automatic starting levels come from the official Builder Base 2.0 conversion notes, and Electrofire Wizard/BH10 details were checked against Supercell's Builder Hall 10 announcement. Current Builder Barracks costs and times were cross-checked with live game-data references on August 26, 2026. We will revise the tables after balance or economy changes.
Posted On: February 2nd, 2026