Introduction to the Clash of Clans Troop Launcher Detailed Guide

The Troop Launcher is a late-game siege machine, becoming available once you’ve upgraded your Workshop to level 8, which requires a Town Hall level of 16 in Clash of Clans. Functionally, it acts as a support unit that remains stationary once deployed, launching barrels of troops toward your attacking forces. Each barrel contains a mix of units: Barbarians, Archers, Giants, Wall Breakers, and any remaining troops from your Clan Castle. The Giant will always emerge first from the barrels, serving as an initial target for defenses.

The order in which Clan Castle troops are deployed follows the standard deployment protocol, meaning troops with the lowest housing space are released first. It’s important to note that the level of the troops spawned isn’t determined by your laboratory research but by the Troop Launcher’s level. Upgrading the Troop Launcher improves the level of troops within the barrels and can also increase the number of troops and barrels launched, as well as the hitpoints and lifetime of the launcher itself.

To receive a Troop Launcher as a reinforcement in your Clan Castle, your Clan Castle must be at least level 10, restricting its use to players with Town Hall 14 and above. The Troop Launcher won’t activate if only 1 housing space unit is deployed. To trigger it, you need at least one unit with 2 housing spaces or two units with 1 housing space that are close together. For balance purposes, Skeletons and Bats summoned by spells cannot activate the Troop Launcher, but Heroes can.

Once activated, the Troop Launcher will continue launching barrels as long as the initial Giants stay alive, giving it time to launch more barrels until it’s either destroyed or has launched all its barrels. The Troop Launcher selects its targets based on the size of troop groups, prioritizing the largest group with the highest housing space, similar to how the Eagle Artillery operates.

This calculation is done for each barrel launched. For example, if you deploy a Balloon on one side of the base and a Dragon on the other, the Troop Launcher will target the Dragon due to its higher housing space. However, if the Balloon was deployed first, the Troop Launcher would initially support it before switching to the Dragon.

The Troop Launcher has unlimited range, allowing you to deploy it in one corner of the base and target a unit on the opposite side, though the travel time for the barrels will increase with distance. If the Troop Launcher is destroyed before it launches all its barrels, the remaining barrels are lost. However, any Clan Castle troops inside will still be deployed at the location where the siege machine was destroyed.

LevelHitpointsLife SpanBarrel CountBarbarians SpawnedArchers SpawnedGiants SpawnedWall Breakers SpawnedTroop LevelResearch CostResearch TimeLaboratory Level Required12,00080s523119n/an/an/a22,20088s52312108,500,0006d1432,40096s624121110,000,0009d1442,600104s724121219,000,00013d 12h15

Deployment Tactics

The Troop Launcher is a unique Clan Capital Siege Machine that remains stationary once deployed. It continuously launches barrels containing troops, providing a steady stream of reinforcements during battle. However, with each launch, the Troop Launcher gradually loses hitpoints. Eventually, it will be destroyed either by enemy defenses, after expending all its barrels, or if manually ended by the attacker.

Once the Troop Launcher is destroyed or depleted, any remaining Clan Castle troops will be deployed directly at its location. This mechanic allows for strategic placement, ensuring that key reinforcements arrive exactly where they are needed. Proper positioning is crucial to maximize its effectiveness and protect it from early elimination.

Offensive Strategies

The Troop Launcher’s unlimited range makes it a powerful support unit, capable of reinforcing your attack from any position on the battlefield. This flexibility allows you to apply pressure from multiple directions, disrupting the defender’s base while keeping the Launcher safely positioned.

A strategic approach is to deploy the Troop Launcher on one side of the base while your main army attacks from another. As it continuously launches barrels, the spawned troops can help clear defenses, create a diversion, or set up a secondary wave of reinforcements. Once the Launcher is destroyed, any remaining Clan Castle troops deploy at its location, allowing for a final cleanup push.

By carefully timing and positioning the Troop Launcher, you can maximize its impact, ensuring that your attack remains unpredictable and overwhelming.

Defensive Strategies

Since the Troop Launcher has low health, defending against it requires careful base design and strategic trap placement. Predicting where your opponent might deploy it can help you set up effective counters.

Position long-range defenses like Archer Towers, Mortars, and X-Bows in likely deployment zones to take it down quickly. Mortars and Multi-Archer Towers are especially effective since they can target and weaken both the Troop Launcher and the barrels it releases.

Placing Seeking Air Mines and Skeleton Traps near common drop points can also help disrupt the attack, eliminating troops that emerge from the barrels or the Clan Castle troops that deploy after the Launcher is destroyed. By anticipating the Troop Launcher’s role in the enemy’s attack plan, you can create defensive setups that neutralize its impact before it becomes a threat.

Best Attack Compositions Featuring the Troop Launcher

The Troop Launcher is a versatile Siege Machine that can be integrated into several powerful attack strategies. Its ability to continuously deploy troops from a distance allows it to reinforce attacks, support key troops, and disrupt enemy defenses. Below are some of the best attack compositions that synergize with the Troop Launcher.

Troop Launcher + Electro Dragons

How it Works: The Troop Launcher provides additional troops that help clear defenses and distract enemy units while Electro Dragons focus on chain attacks.

Why It Works: The added Giants from the Launcher act as meat shields for the Electro Dragons, absorbing damage from defenses like Air Defenses and Inferno Towers. The additional Barbarians and Archers help clean up buildings that Electro Dragons may skip due to their chain-targeting mechanic.

Best Used Against: Compact bases where chain lightning can maximize damage output.

Troop Launcher + Super Bowlers

How it Works: The Troop Launcher reinforces the Super Bowlers with extra troops while they push through the base with their bouncing attacks.

Why It Works: The Giants deployed from the barrels take the lead, absorbing damage from X-Bows and Single-Target Infernos while the Super Bowlers deal massive splash damage. Additionally, Wall Breakers from the barrels help create an opening if needed.

Best Used Against: Bases with multiple compartments where bounce damage can be effective.

Troop Launcher + LavaLoon

How it Works: While Lava Hounds and Balloons target air defenses and core structures, the Troop Launcher provides a steady stream of ground reinforcements.

Why It Works: The Launcher’s troops can help distract Archer Towers, Air Sweepers, and Wizard Towers, allowing Balloons to remain untouched for longer. Additionally, if the Launcher is destroyed before expending all barrels, the remaining Clan Castle troops can provide late-game ground support.

Best Used Against: Bases with heavy air defenses that need to be distracted while Balloons do their work.

Troop Launcher + Queen Charge Hybrid (Hog Riders + Miners)

How it Works: The Queen Charge clears key defenses, while the Troop Launcher assists the Hybrid push by adding additional tanking and funneling support.

Why It Works: The Wall Breakers from the Troop Launcher can help open walls for the Queen Charge, while the deployed Giants and Barbarians help take fire away from the Miners and Hog Riders.

Best Used Against: Bases where the Queen Charge needs help accessing deeper compartments.

Troop Launcher + Mass Witch or Super Witch Spam

How it Works: The Launcher adds additional support units while the Witches spawn Skeletons to overwhelm defenses.

Why It Works: The constant troop deployment ensures that there are always additional units on the field, further overwhelming defenses alongside the Witches’ Skeletons.

Best Used Against: Bases with widespread defenses that can be overwhelmed by mass units.

Clan Castle Troop Synergies

Selecting the right Clan Castle troops inside the Troop Launcher can significantly impact the success of an attack. Here are some of the best troop options and their synergies with the Launcher.

Super Wizards

Why They Work: Super Wizards excel due to their high splash damage, which enables them to clear out key defenses and clusters of buildings quickly. Their Chain Magic attack allows them to hit multiple structures at once, making them effective in weakening defensive setups and funneling troops into the core of the base.

Best For: Super Wizards are commonly used in hybrid attack strategies, where both ground and air units are deployed. They work exceptionally well in Queen Charge strategies, where they help clear defensive threats while the Archer Queen carves a path through the base. Additionally, Super Wizards are a strong choice for air-ground hybrid attacks, as they can take out splash damage defenses like Wizard Towers and Multi-Infernos, reducing threats to air units like Balloons and Dragon Riders.

P.E.K.K.A

Why It Works: The P.E.K.K.A is a powerful tank with high hitpoints and immense single-target damage. Its durability allows it to absorb heavy fire from defenses while supporting troops deal additional damage. P.E.K.K.As also excel at taking down high-health structures quickly, making them a valuable addition to ground-based strategies.

Best For: P.E.K.K.A is highly effective in heavy ground attacks, especially Super Bowler Smash, where it helps tank for Bowlers and clear key defenses. It also shines in P.E.K.K.A BoBat, a strategy that combines P.E.K.K.As with Bats to overwhelm bases with strong ground presence and a swarm of Bat Spells.

Super Archers

Why they work: Super Archers have long-range attacks that allow them to shoot over walls and hit multiple buildings in a straight line. This makes them an excellent choice for dealing damage from a safe distance while complementing the Troop Launcher’s reinforcement mechanics. Their ability to strike deep into the base without needing to break walls provides additional value in structured attacks.

Best for: Bases with tight compartments where their ranged attacks can penetrate deeper and take out key defenses. They work well in hybrid attack strategies that rely on clearing defenses before the main army moves in.

Rocket Balloons

Why they work: Rocket Balloons deal immediate damage upon deployment due to their increased speed and boosted first-strike attack. This allows them to quickly eliminate key defenses, such as Air Defenses and Archer Towers before they can cause significant damage to your air troops. Their fast movement makes them ideal for sniping high-value targets before engaging in larger air-based attacks.

Best for: Supporting Lalo or air-heavy compositions where removing specific defenses early can improve the attack’s success. They work especially well in attacks that rely on Balloon pathing, such as Sui Lalo or Queen Charge Lalo.

Ice Golem

Why they work: Ice Golems provide a freezing effect upon destruction, temporarily disabling nearby defenses and giving your troops extra time to advance. Their ability to absorb damage while slowing down enemy defenses makes them valuable for protecting key units. When paired with the Troop Launcher, the Ice Golem can freeze defenses near the deployment point, ensuring safer reinforcement troop deployment.

Best for: Queen Charges, mass ground attacks, and strategies that rely on freezing key defenses like Scattershots, Inferno Towers, or Eagle Artillery. Ice Golems are especially effective in attacks where controlling enemy defenses for a few extra seconds can make a difference.

Super Minions

Why they work: Super Minions have a long-range first attack, allowing them to target and weaken defenses before the main army reaches them. This makes them effective for softening up key defenses, such as Air Defenses or Inferno Towers, from a distance. Their consistent damage output also provides additional support throughout the battle, making them a versatile reinforcement option.

Best for: Supporting hybrid or air-based attacks, particularly strategies involving Dragons, Balloons, or Lava Hounds. They work well in attacks where early damage to defenses can help shape pathing for the main force.

Valkyries

Why they work: Valkyries deal high splash damage with their spinning attacks, making them excellent for quickly clearing groups of defenses or tightly packed buildings. When deployed from the Troop Launcher, they can eliminate clusters of enemy structures in seconds, preventing defenses from overwhelming the main army. Their fast movement speed also allows them to reach and destroy key targets quickly.

Best for: Attacks that require fast, high-damage units for late-stage support, such as hybrid strategies or ground-based assaults where defenses need to be cleared efficiently to maintain momentum.

    Troops to Avoid in the Troop Launcher

    Some troops don’t perform well inside the Troop Launcher due to their targeting mechanics or lack of immediate impact:

    Lava Hounds: Since they only target Air Defenses, they won’t provide much support when deployed from the Troop Launcher, as the timing and positioning rarely align with their intended role.

    Goblins: These fast-moving troops prioritize resource buildings, which may not be accessible when they are deployed. This often results in wasted troop space, as they won’t contribute meaningfully to the battle.

    Healers: Because they don’t attack and require ground troops to heal, Healers are ineffective when deployed from the Troop Launcher. Without proper units for them to support, they end up floating aimlessly.

    Common Mistakes and How to Avoid Them

    Even though the Troop Launcher is a powerful tool, improper deployment or misuse can significantly reduce its effectiveness. Here are common mistakes players make and how to avoid them.

    Deploying the Troop Launcher Too Close to Defenses

    Mistake: Placing the Launcher within range of X-Bows, Mortars, or Archer Towers, leading to its early destruction.

    Solution: Deploy it in a safe area where it won’t be targeted immediately, ensuring it can continuously launch troops before being taken down.

    Using the Wrong Clan Castle Troops

    Mistake: Filling the Troop Launcher with troops that don’t provide significant value, such as Lava Hounds or Healers.

    Solution: Select high-impact troops like Super Wizards, P.E.K.K.A, or Ice Golems to maximize the Troop Launcher’s support potential.

    Deploying the Troop Launcher Too Late

    Mistake: Waiting until the battle is almost over before deploying the Launcher, making its reinforcement mechanics less effective.

    Solution: Deploy it early to ensure the launched troops assist your main army at the right time.

    Not Accounting for Base Layouts

    Mistake: Deploying the Troop Launcher in an area where the troops it launches won’t have a clear path to the core of the base.

    Solution: Place it in a position where its troops can support the main attack and break through critical defenses.

    Ignoring the Deployment Trigger Mechanic

    Mistake: Deploying small troops (such as a single Minion or Barbarian) that don’t trigger the Troop Launcher’s activation.

    Solution: Ensure at least one troop with a minimum of 2 housing space is deployed in the area where you want the Troop Launcher to start firing.

    Forgetting About Defensive Counters

    Mistake: Not considering how defenders set up traps and defenses to counter the Troop Launcher.

    Solution: Scout bases carefully, avoid placing the Troop Launcher near areas with Seeking Air Mines, and adjust your attack plan accordingly.