Clash of Clans is a game that thrives on strategy, offering a vast array of troops, spells, and heroes for players to deploy. Among these, elixir troops play a central role, forming the backbone of many offensive and defensive strategies. With 17 different options to choose from, figuring out which troops to prioritize and how to use them effectively can be challenging.
This guide highlights the 10 best elixir troops in Clash of Clans, focusing on their strengths, utility, and how they fit into different strategies. While the rankings primarily consider Town Hall 16 and max-level troop stats, their value at earlier Town Hall levels, when they first become available, is also discussed. Whether you’re a seasoned player or a newcomer, this list will help you master the game’s best elixir troops and craft powerful armies to dominate the battlefield. Let’s dive in!
• Barracks Level Required: 10 (Unlocked at Town Hall 8)
• Attack Speed: 1.8 seconds
• Attack Range: 0.8 tiles
The P.E.K.K.A is one of the most iconic elixir troops in Clash of Clans, known for its immense power and durability. When first unlocked at Town Hall 8, it plays a pivotal role in the popular GoWiPe strategy, which pairs P.E.K.K.As with Golems and Wizards for a devastating offensive combination. With its high health and massive damage per hit, the P.E.K.K.A excels at smashing through enemy defenses.
However, the P.E.K.K.A’s slow attack speed and inability to target multiple units make it less effective against swarms of smaller troops or buildings with high hit points. To maximize its potential, deploy it behind a tank like a Golem to absorb incoming damage while the P.E.K.K.A deals crushing blows to key defenses.
As new troops and strategies have been introduced, the P.E.K.K.A’s dominance has diminished in higher-level gameplay. Nevertheless, it remains a reliable choice for mid-level Town Halls and an excellent addition to certain specialized attack strategies.
• Barracks Level Required: 9 (Unlocked at Town Hall 7)
• Area Splash Radius: 0.3 tiles
• Attack Speed: 1.25 seconds
• Attack Range: 3 tiles
The Dragon is a versatile and powerful elixir troop that remains viable across all Town Hall levels after being unlocked. With its high hit points, strong damage output, and splash attack, the Dragon excels in both offensive and defensive scenarios. A common strategy, especially for Town Halls 7-10, involves using Lightning Spells to eliminate Air Sweepers and Air Defenses, followed by deploying Dragons and Balloons for a devastating air assault.
As players progress to higher Town Halls, Dragons can be paired with other air units like Dragon Riders to create effective hybrid air strategies. Their splash attack makes them excellent at clearing clustered defenses, while their durability allows them to endure sustained firepower.
Dragons are not only offensive powerhouses but also excellent defensive units. They are frequently donated to Clan Castles for Clan Wars, where their versatility and damage can wreak havoc on attacking troops. Whether on offense or defense, Dragons remain a reliable and impactful choice at all levels of gameplay.
• Barracks Level Required: 6 (Unlocked at Town Hall 4)
• Area Splash Radius: 1.2 tiles
• Attack Speed: 3 seconds
• Attack Range: 0.5 tiles
Though often overshadowed by more advanced troops, Balloons remain a key component in various strategies thanks to their utility and versatility. At lower Town Hall levels (4-6), Balloons can be devastating when paired with a simple strategy of eliminating Air Defenses first. At higher levels, however, they require protection to reach their full potential. Dragons serve as ideal tanks at Town Hall 7 and 8, while Lava Hounds become the preferred choice at Town Hall 9 and beyond.
Balloons excel at targeting defenses, dealing significant splash damage upon impact, making them vital in many air attack compositions. They’re also invaluable for triggering Seeking Air Mines, sparing high-value troops like Healers or Electro Dragons from certain destruction.
With a relatively low housing space requirement, Balloons are not designed to operate as standalone powerhouses but shine as supportive units in well-coordinated strategies. Their role in both offensive and defensive tactics ensures their lasting relevance across all stages of Clash of Clans gameplay.
• Barracks Level Required: 12 (Unlocked at Town Hall 10)
• Attack Speed: 1.7 seconds
• Attack Range: 0.5 tiles
The Miner is a unique and versatile troop introduced at Town Hall 10. Known for its ability to burrow underground, bypassing walls and remaining untargetable during movement, the Miner is a valuable addition to any army. When deployed in groups, Miners can wreak havoc on enemy bases, and they pair exceptionally well with Hog Riders in the popular Queen Charge Hybrid strategy.
This strategy involves the Archer Queen clearing a significant portion of the base and eliminating defending Clan Castle troops using Healers, Rage Spells, and her ability. Once the Queen’s task is complete, Miners and Hog Riders are deployed alongside the Grand Warden and Royal Champion (if unlocked) to handle the remaining base. Heal Spells are crucial in keeping the troops alive as they deal with defenses and traps.
While Hog Riders focus on targeting defenses by jumping over walls, Miners complement them perfectly by handling defending heroes and Skeleton Traps, which Hog Riders ignore. The Queen Charge Hybrid strategy remains effective even at Town Hall 16, making Miners an essential troop to master for players looking to dominate battles from Town Hall 10 onward.
• Barracks Level Required: 13 (Unlocked at Town Hall 11)
• Attack Speed: 3.5 seconds
• Attack Range: 3 tiles
The Electro Dragon (E-Dragon) is a formidable flying troop known for its devastating chain lightning attacks. When deployed, the E-Dragon releases bolts of lightning that bounce between up to five nearby targets, with each subsequent bounce dealing 20% less damage. This unique ability makes the E-Dragon highly effective against clustered defenses and tightly packed bases.
However, its slow movement and attack speed leave it vulnerable to Air Sweepers, which can push it back and reset its attack charge. To counter this, players often use Lightning Spells to destroy Air Sweepers before deploying their E-Dragons, ensuring their attacks land uninterrupted.
Adding to its destructive power, the E-Dragon unleashes a death burst of lightning upon being defeated, striking nearby buildings and potentially clearing out structures with low hitpoints. This makes it not only a powerhouse in offense but also a troop that can leave a lasting impact even in death. With careful planning and proper support, the E-Dragon is a devastating weapon for Town Hall 11 and beyond.
• Barracks Level Required: 14 (Unlocked at Town Hall 12)
• Attack Speed: 1 second
• Attack Range: 0.8 tiles
The Yeti is a versatile and durable troop, boasting impressive hit points and high damage output. Its unique ability involves summoning Yetimites, which leap from the Yeti’s bag as it takes damage and target defenses, dealing 352 damage at max level. A level 6 Yeti can release up to 13 Yetimites in total, making it a destructive force when paired with a Rage Spell. While Yetimites deal only half damage to the Town Hall, a well-timed Rage Spell can still allow them to destroy it effectively.
Yetis excel as tanks, absorbing damage for other troops like Wizards or Bowlers, while also being effective when deployed behind sturdier tanks such as Golems or Root Riders. To address their vulnerability to walls, combining Yetis with Earthquake or Jump Spells ensures smoother navigation through enemy bases, maximizing their destructive potential.
Whether used as the backbone of a ground-based assault or as part of a hybrid strategy, the Yeti’s durability and offensive capabilities make it an indispensable addition to any high-level army composition.
• Barracks Level Required: 7 (Unlocked at Town Hall 5)
• Area Splash Radius: 0.3 tiles
• Attack Speed: 1.5 seconds
• Attack Range: 3 tiles
The Wizard is a versatile ranged troop that plays a pivotal role in many army compositions. Known for its high damage output, the Wizard provides essential support by dealing splash damage from a safe distance. At lower Town Hall levels, Wizards are indispensable for strategies where they are protected by tanks like Giants or Golems, compensating for their low health and vulnerability to traps.
Even at higher Town Hall levels, Wizards maintain their relevance. They are often deployed for cleanup operations or to provide long-range support to core armies. Their ability to target both ground and air units makes them particularly valuable for neutralizing defending Clan Castle troops, especially airborne threats like Dragons or Balloons.
Whether you’re crafting a strategy for lower levels or enhancing a high-level assault, the Wizard’s versatility and power make it a vital troop for effective attacks.
• Barracks Level Required: 8 (Unlocked at Town Hall 6)
• Area Splash Radius: 1.5 tiles
• Heal Speed: 0.7 seconds
• Heal Range: 5 tiles
The Healer is a unique support troop that focuses on restoring the health of friendly units instead of dealing damage, greatly increasing their survivability. At Town Hall 6, Healers pair well with Giants for early-game strategies, but their true potential shines from Town Hall 9 onward with the introduction of the Archer Queen. Combining five Healers with the Archer Queen forms the foundation of the powerful Queen Charge strategy, which remains effective all the way to Town Hall 16. Beyond five Healers, additional ones have no extra healing effect, making five the optimal number. When paired with Rage, Jump, Freeze, and Invisibility Spells, the Archer Queen can clear significant portions of a base on her own.
The Healer’s primary vulnerabilities are Air Defenses and Seeking Air Mines, which can eliminate them quickly. However, in a Queen Charge, the Archer Queen’s long attack range allows her to destroy Air Defenses before the Healers are put at risk. Air Sweepers can also pose a problem by pushing Healers out of range, temporarily halting their healing. Despite these challenges, Healers remain a critical support unit, capable of keeping key troops alive and enabling devastating offensive strategies.
• Barracks Level Required: 16 (Unlocked at Town Hall 14)
• Attack Speed: 1.5 seconds
• Attack Range: 1.25 tiles
The Electro Titan is a formidable tank unit equipped with a unique aura effect that deals 137 damage per second to everything within a 3.5-tile radius, excluding walls. With her high health pool and the ability to target both ground and air enemies, the Electro Titan is a versatile and destructive force on the battlefield. Unlike most tanks, she can independently eliminate defending Clan Castle troops and Skeleton Traps, giving her a significant edge in clearing defenses.
One of her standout features is the stacking effect of her aura when multiple Electro Titans are deployed together. When paired with a Rage Spell, this aura becomes even more lethal, making Electro Titans especially effective at clearing out dense clusters of defenses. Funneling them into the core of a heavily fortified base allows them to maximize their damage output and disrupt enemy defenses with devastating efficiency.
However, like the P.E.K.K.A and Yeti, Electro Titans struggle with breaking through walls, which can slow their progress. Using Jump Spells or Earthquake Spells to provide a clear path can help them overcome this weakness and reach key areas of the base. Overall, the Electro Titan is a versatile tank that combines durability, crowd control, and solid damage, making her an essential addition to high-level attack strategies.
• Barracks Level Required: 17 (Unlocked at Town Hall 15)
• Attack Speed: 2.2 seconds
• Attack Range: 1 tile
The Root Rider is the latest addition to the Clash of Clans elixir troop roster and is widely regarded as the most powerful. With its high hit points, solid damage output, and the ability to smash through walls effortlessly, the Root Rider eliminates the need for Jump Spells, Earthquake Spells, or even Siege Machines to break into bases. At just 20 housing space, they provide exceptional value and make attacking feel seamless and efficient.
Root Riders are incredibly versatile and can be paired with almost any damage-dealing troop, such as Wizards, Bowlers, Yetis, Valkyries, Witches, or Electro Titans. Their ability to clear paths through walls allows any accompanying troops to gain easy access to the core of the base, making them a vital component of most high-level strategies.
Despite receiving multiple nerfs since their release, Root Riders remain the top choice for players who unlock them. Their unique ability to bypass one of the game’s most significant obstacles—walls—ensures their dominance in both offensive power and strategic flexibility. Whether you’re targeting trophy pushes or dominating Clan Wars, Root Riders are the ultimate game-changer.
Elixir troops are the backbone of Clash of Clans, offering a wide range of options for both offense and defense. From versatile troops like Wizards and Healers to powerhouses like Electro Dragons and the game-changing Root Riders, each troop brings unique strengths to the battlefield. Choosing the best troops for your strategy depends on your Town Hall level, attack style, and objectives.
Mastering these top elixir troops can significantly enhance your gameplay, whether you’re pushing for trophies, dominating Clan Wars, or farming resources. By understanding their strengths, weaknesses, and ideal pairings, you can build powerful armies that can tackle any challenge. With strategic deployment and proper support, these elixir troops will help you conquer enemy bases and secure victory. Keep experimenting, refining your strategies, and adapting to new updates to stay ahead in the game!
Posted On: December 6th, 2024
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