Introduction to Clash of Clans Super Minion Detailed Guide

The Super Minion is a powerful Super Troop variation of the regular Minion, offering increased damage, range, and durability. To unlock the Super Minion in Clash of Clans, players must boost a Minion that has reached at least level 8. This boost can be activated using either 25,000 Dark Elixir or a Super Potion, granting access to the Super Minion for three days. Unlike regular Minions, which are primarily used in swarms, the Super Minion provides a more specialized role due to its long-range attacks and high damage output.

Players at Town Hall 12 or higher can boost their Minions into Super Minions. However, those at Town Hall 10 or above can still receive donated Super Minions if they have a level 6 Clan Castle or higher. This makes Super Minions accessible to mid-level players for both offense and defense.

The Super Minion is easily distinguishable from its regular counterpart, featuring a significantly larger size, a metallic ring on its left horn, and a belt around its waist. Its attack mechanism is also unique—it fires rockets from a long distance, allowing it to hit enemy defenses before they have a chance to retaliate. However, unlike regular Minions, which are immune to Seeking Air Mines due to their small size, Super Minions are large enough to be detected and targeted by these air traps.

LevelDamage per SecondDamage per ShotHitpoints83003001,50093253251,600103503501,700113603601,800123703701,900133803802,000

Super Minion Abilities

Long Shot:

The Super Minion’s Long Shot ability allows it to launch its first six attacks from an extended range when deployed offensively. This makes it one of the longest-range attacking troops in the game. On defense, the ability is slightly reduced, with the Super Minion firing its first three shots from a long distance before reverting to its normal attack range.

This ability gives the Super Minion a unique advantage by allowing it to damage defenses before they can retaliate. Defenses with a range of 10 tiles or less, including Archer Towers, Air Defenses, Inferno Towers (both single and multi-target), Bomb Towers, Scattershots, and even Town Hall weaponry, are unable to strike back during this initial attack phase. As a result, the Super Minion can weaken or destroy key defensive structures before moving closer to standard attack range.

The Long Shot ability makes Super Minions an effective choice for sniping key defenses, damaging high-value buildings, or even picking off enemy heroes and Clan Castle troops from a distance. However, once their initial six shots are used up, they must move closer, making them vulnerable to Seeking Air Mines and air-targeting defenses.

Targeting:

Super Minions do not have a preferred target, meaning they will always attack the closest building unless engaged by enemy troops. This makes them versatile but also means their pathing can be unpredictable if not properly funneled.

When enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons are present, Super Minions will prioritize engaging them if they are attacked or if a nearby friendly troop is under attack. This defensive response allows them to provide air support in battles against defending units. Once they eliminate these threats, they will immediately resume attacking the nearest structure.

Their ability to switch between attacking buildings and defending against enemy troops makes them useful in both offense and defense. When placed in a Clan Castle, they can be particularly troublesome for attackers, as their Long Shot ability allows them to deal early damage from a distance before closing in for sustained attacks.

Offensive Strategies

Rage Spell:

Using a Rage Spell with Super Minions can significantly enhance their damage output, especially during their initial long-range attacks. Since Super Minions fire their first six shots from a long distance, placing a Rage Spell in the right location ensures that these boosted attacks deal maximum damage before they enter enemy defenses’ range.

To optimize the Rage Spell’s effectiveness, position it so that it covers both the area where the Super Minions begin their attack and the space they will move into as they continue firing. This allows them to maintain increased damage as they transition from their long-range shots to close-range combat.

When combined with other air troops or used to take down key defenses quickly, a well-placed Rage Spell can make Super Minions even more devastating in battle.

Sniping:

Keeping a few Super Minions in reserve can be a valuable strategy for finishing off weakened core defenses or enemy heroes. Their long-range attack allows them to snipe an exposed Giga Tesla or Giga Inferno without entering the defensive range of many key structures. If additional damage is needed, a Rage Spell can be used to amplify their attack power and ensure a swift takedown.

Super Minions also excel at eliminating defending heroes like the Archer Queen, Grand Warden, and Royal Champion from a safe distance. Typically, two Super Minions are enough to take down these heroes as long as no other defenses, buildings, or enemy troops interfere. This makes them a useful late-stage cleanup option, especially when enemy heroes remain as the last line of defense.

Long Shot Usage:

The Super Minion’s Long Shot ability allows it to fire another projectile before the first one lands, making it highly effective against high-hitpoint buildings. This feature ensures continuous damage output without delays between shots.

To maximize the effectiveness of Long Shot, target durable structures such as resource storages or the Clan Castle, as they can absorb multiple hits. Avoid using Super Minions on low-hitpoint buildings, as their long-range attack may result in wasted shots. Deploying other troops to clear weaker structures beforehand ensures that Super Minions focus on high-value targets without inefficiency.

Haste Spell:

A Haste Spell can be highly effective in repositioning Super Minions after their Long Shots are expended. Since Super Minions must move closer to continue attacking once their long-range shots run out, they become vulnerable to enemy defenses during this transition.

Using a Haste Spell speeds up their movement, allowing them to quickly reach a new attack position before defenses can deal significant damage. This ensures they maintain offensive pressure while minimizing the risk of being taken down. Properly timing the Haste Spell can help Super Minions stay effective throughout an attack.

Inferno Artillery:

When attacking a base with an Inferno Artillery, be mindful of its long range and splash damage, as it can quickly weaken or eliminate Super Minions before they get within range to retaliate.

Since the Inferno Artillery deals damage over time, grouping Super Minions too closely can result in multiple being taken out at once. To counter this, consider using a Freeze Spell to temporarily disable the Inferno Artillery or a Haste Spell to reposition Super Minions quickly before they take too much damage. Deploying tankier air troops like Lava Hounds can also help absorb damage while Super Minions continue their attack.

Defensive Strategies

Defensive Troop:

On defense, the Super Minion can deal significant early damage to attacking troops due to its Long Shot ability. Its high initial range allows it to strike enemies before they reach defensive structures, making it particularly effective against ranged attackers and support units.

Additionally, the Super Minion’s high damage per second makes it a threat to both ground and air troops, especially when paired with other defensive units. However, its effectiveness decreases once its Long Shot projectiles are used up, as it must then move closer to engage enemies, exposing it to greater risk. Placing it in a well-protected Clan Castle can maximize its defensive potential.

Troop Combinations:

Combining Super Minions with shorter-range troops like Balloons or Dragons creates a more resilient defensive setup, forcing attackers to use multiple spells. By separating the Super Minions’ Long Shot abilities from other troops’ proximity, attackers cannot easily use a single Poison Spell to weaken both groups simultaneously. This combination can confuse and disrupt attackers, making it harder for them to deploy their spells effectively.

On defense, pairing Super Minions with Headhunters is particularly effective against Queen Walks or Charges, which rely on the Archer Queen’s ability to clear a wide area. The Headhunters will target the enemy Queen and Heroes, while the Super Minions use their Long Shot to attack from a distance. This dual-threat setup forces attackers to use at least two spells—such as a Freeze and a Poison—making it harder for them to deal with the defense efficiently.

Distraction:

Using unimportant buildings like Barracks, Army Camps, and resource collectors/storages can be an effective way to waste the Super Minion’s Long Shot abilities. These buildings are not crucial to the overall defense, but they can force the Super Minion to waste its Long Shot ability on low-value targets instead of more critical defenses. This can create an opening for other defenses to take down the Super Minion or other troops.

Additionally, defending these buildings can prevent attackers from easily clearing them with low-cost troops, such as Archers, which could otherwise be used to create a path for the main attack force.

Disrupting Skeleton Trap skeletons by placing them near the Super Minion is another great tactic, especially if the attacker triggers the trap with an air troop. The Super Minion will target the skeletons, distracting it from its primary target. This can buy time for your defenses to deal more damage or throw off the attacker’s plans by forcing them to use additional spells or troops to handle the skeletons.

Air Sweeper:

The Air Sweeper can be an effective counter to Super Minions, particularly because of their slow movement speed once the Long Shot ability runs out. The Air Sweeper’s pushback effect can prevent Super Minions from advancing quickly, allowing other defenses to target them more effectively.

After the Super Minion exhausts its Long Shot abilities, it becomes more vulnerable to attacks from defenses, such as Archer Towers, Air Defenses, or Inferno Towers. The Air Sweeper’s push can displace the Super Minion, forcing it out of range of its intended target and giving defenses the chance to deal damage before the Super Minion can reposition.

This can significantly reduce the effectiveness of Super Minions, especially if the attack plan relies on them staying in position for long-range sniping or high-damage attacks. Proper placement of Air Sweepers in areas where Super Minions are likely to approach can help neutralize this threat.

Synergies

Rage Spell:

The Rage Spell significantly enhances the effectiveness of Super Minions by amplifying their damage output. When used in combination with Super Minions, the Rage Spell boosts their attack speed and damage per second (DPS), allowing them to destroy high-health buildings and defenses more quickly.

On offense, a Rage Spell can be used to target specific buildings, like the Clan Castle, Town Hall, or enemy heroes, ensuring faster and more efficient elimination. Since Super Minions already have high DPS with their Long Shot ability, the Rage Spell makes them even more potent, particularly when facing tough structures or units that require sustained fire to break through.

On defense, the Rage Spell can similarly enhance Super Minions’ ability to quickly eliminate attacking troops or heroes that might otherwise cause problems. By increasing their damage, the Rage Spell ensures that Super Minions remain a potent threat even against larger groups of troops or high-value targets like Heroes, which are often the focus of enemy attacks.

Strategically placing a Rage Spell near Super Minions can ensure they reach their maximum potential, either by covering the entire area of their attack path or by focusing on key targets.

Haste Spell:

The Haste Spell is particularly useful for addressing the Super Minion’s slow movement speed, ensuring that it can reach key targets more quickly. Super Minions, while powerful with their Long Shot ability, can be vulnerable to slower repositioning after their initial shots run out. The Haste Spell accelerates their movement speed, allowing them to cover the distance faster and begin attacking again sooner.

In both offensive and defensive situations, the Haste Spell ensures that Super Minions are not left exposed to enemy defenses for too long. On offense, this allows Super Minions to quickly transition from attacking one building to another, while on defense, it helps them engage incoming troops or heroes without losing valuable time.

By strategically placing the Haste Spell near the Super Minions, you can maximize their efficiency, ensuring they are always in a position to unleash their devastating attacks. It also prevents them from being easily targeted by defenses or other troops while they are repositioning.

Poison Spell:

The Poison Spell is highly effective when used defensively alongside Super Minions, as it can slow down and weaken enemy troops that attempt to engage with the Super Minions. When attacking or defending, Super Minions focus on the closest building, and their high damage per second (DPS) is most effective when they are not being interrupted by swarms of weaker troops like Goblins or Minions.

By using the Poison Spell to target incoming enemy troops, you reduce their speed and health, allowing Super Minions to deal more damage before they are taken out. The Poison Spell is especially effective against ground units like Skeletons, Barbarians, and other low-health troops, allowing the Super Minions to focus on high-priority targets like Heroes or defensive structures without worrying about being overwhelmed by numerous weaker troops.

Additionally, the Poison Spell provides a form of crowd control, which can be useful when defending against certain strategies that rely on large groups of troops, such as mass Hog Riders or Skeleton armies. When paired with Super Minions, this can be a powerful defensive combination that maximizes their long-range damage and keeps the attacking force under control.

Headhunters:

Pairing Super Minions with Headhunters can be highly effective in defending against Queen Walks or Charges. Headhunters target Heroes, especially the Queen and Royal Champion, and deal substantial damage, making them excellent for disrupting and countering these heroes during a Queen Walk or Charge strategy. When combined with Super Minions, which can deal massive long-range damage to structures, air units, and even Heroes, this combination forces attackers to use multiple spells to deal with both threats simultaneously.

The Headhunters focus on enemy heroes, while the Super Minions provide support by dealing significant damage to surrounding defenses and troops. Since Super Minions have a high damage output, especially with their Long Shot ability, they can target high-health buildings and heroes from a distance. This synergy creates a defense that is hard to deal with unless the attacker commits to using a variety of spells and units to counter both.

This combination is particularly potent in Clan Castles, as it forces attackers to decide how best to manage multiple threats at once, requiring them to either use multiple spells like Poison, Rage, or Freeze or dedicate extra troops to handle both the Headhunters and Super Minions. By putting attackers in this difficult position, the defense significantly disrupts their plans and increases the chances of a failed attack.

Balloons/Dragons:

Pairing Super Minions with shorter-range troops like Balloons or Dragons creates a challenging defensive strategy for attackers. Super Minions excel at long-range attacks, dealing significant damage to high-value targets, while Balloons or Dragons target closer-range structures. The combination of these troop types forces attackers to consider the placement of spells carefully, as a single Poison Spell may not be effective in dealing with both groups. This synergy can make it more difficult for attackers to neutralize all threats in one go, requiring them to use multiple spells or troops, which increases the chances of defensive success.

Air Sweeper:

The Air Sweeper can be a great complement to Super Minions’ defensive capabilities. Due to the Super Minions’ relatively slow movement speed, the Air Sweeper can help push them back, giving other defenses time to target and eliminate them. The Air Sweeper’s knockback effect can also disrupt the Super Minion’s positioning, especially once its Long Shot ability is exhausted. This makes it more vulnerable to other defenses, such as Inferno Towers or Archer Towers. By incorporating an Air Sweeper into the defense layout, you can further slow down Super Minions, creating more openings for your defenses to take them down before they can reach their full damage potential.