Super Wall Breaker – COC

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Super Troop

Super Wall Breaker

Guaranteed Explosion Specialist

HP
80
Wall DMG
3,600
Housing
8
Speed
24

Overview

Super Wall Breaker is the enhanced version of the regular Wall Breaker, unlocked at Town Hall 11 with Wall Breaker Level 7+. This explosive specialist features the Mega Bomb ability—guaranteeing bomb explosion regardless of whether it reaches its target or gets destroyed enroute. With 80 HP and 3,600 wall damage at max level (Town Hall 17), Super Wall Breakers provide reliable wall-breaking for Queen Charges, hybrid attacks, and compartment penetration. Their increased health (80 vs 20 for regular) allows survival against Mortars and Wizard Towers that normally one-shot regular Wall Breakers.

Super Wall Breakers revolutionized wall-breaking reliability by eliminating the frustration of Wall Breakers dying before detonating. The Mega Bomb mechanic ensures walls WILL be breached—even if Wizard Tower kills the Super Wall Breaker mid-run, death damage (1,800) still destroys same-level walls. When Super Wall Breaker successfully reaches wall, it deals BOTH normal damage (3,600) + death damage (1,800) = 5,400 total, obliterating walls up to 2 Town Hall levels higher in single hit. They pair excellently with Queen Charges (opening compartments for Queen penetration) and hybrid attacks. However, their 8 housing space cost (vs 2 for regular) limits numbers severely, and Spring Traps still eject them. Best used in pairs (2 Super Wall Breakers) for critical wall breaks rather than mass deployments.

📊 Stats & Capabilities

Town Hall Level HP Wall Damage Training Cost
TH11 7 52 2,400 2,400 Elixir
TH14 9 68 3,200 2,700 Elixir
TH17 11 80 3,600 ⚔️ MAX — 3,000 Elixir

Key Attributes: Housing space 8, movement speed 24, training time 15 seconds, attack range 0.6 tiles (melee). Special Ability – Mega Bomb: Explosion guaranteed regardless of reaching target. Normal damage (3,600) when reaches wall + death damage (1,800) when destroyed. If killed before reaching wall, death damage alone (1,800) still destroys same-level walls. Target: Walls (ground unit).

⚔️ Best Attack Strategies

Queen Charge Wall Opening
Deploy 2 Super Wall Breakers to open compartments for Archer Queen penetration. Guaranteed explosion ensures Queen can access Eagle Artillery/Inferno Tower compartments safely regardless of defense fire. Use Jump Spells only for secondary compartments—Super Wall Breakers handle initial breach reliably. Essential for Queen Charge strategies at TH11-17 where wall-breaking consistency determines attack success.
Hybrid Attack Support
Use 4-6 Super Wall Breakers with Hog Rider + Miner hybrid armies. Opens 2-3 key compartments allowing Hog Riders to path directly to core defenses. Deploy Super Wall Breakers slightly ahead of Hog wave—walls open just as Hogs arrive, eliminating pathing delays. Pair with Healing Spells for Hogs rather than wasting spell space on Jump, since Super Wall Breakers handle compartment access.
Battle Blimp Delivery
Load 2-3 Super Wall Breakers in Battle Blimp targeting Town Hall compartment. Blimp dies over TH, Super Wall Breakers drop and destroy surrounding walls even if killed by defenses (Mega Bomb guarantees explosion). Opens TH compartment for Yeti Smash, P.E.K.K.A Smash, or hybrid cleanup troops. More reliable than requesting Wall Breakers in Blimp since death damage ensures wall destruction.
King Push Wall Breaking
Pair 2 Super Wall Breakers with Barbarian King for aggressive dives into base cores. Opens walls for King to reach Town Hall or Eagle Artillery compartments. More reliable than regular Wall Breakers—Mega Bomb ensures compartment access even if Wizard Towers eliminate Super Wall Breakers before they reach walls. Deploy slightly ahead of King to time wall break with King’s arrival.

🎯 Strategic Tips

Mega Bomb Guaranteed Explosion
Critical mechanic: Explosion happens 100% guaranteed regardless of outcome. If Super Wall Breaker reaches wall alive: deals 3,600 damage + 1,800 death damage = 5,400 total (obliterates walls 2 TH levels higher). If killed before reaching wall: deals only 1,800 death damage (still destroys same-level walls). This reliability eliminates regular Wall Breaker frustration where defenses kill them before detonation = zero wall damage.
Deploy in Pairs
Always deploy 2 Super Wall Breakers together for critical wall breaks. Rationale: If one gets Spring Trapped (instant ejection), second still destroys wall with guaranteed explosion. Single deployment risks Spring Trap wasting 8 housing space with zero wall damage. Additionally, two explosions = 7,200 total wall damage (if both reach wall) or minimum 3,600 (if one Springed, one reaches wall) = guaranteed breach even against highest-level walls.
Tank Support Required
Despite 80 HP (4x regular Wall Breaker), still need tanks (Super Giants, Golems) to absorb Wizard Tower fire. Without tanking, Wizard Towers (220 DPS) kill Super Wall Breakers in 0.36 seconds before reaching walls 6+ tiles away. Deploy tanks first to draw Wizard Tower aggro, then send Super Wall Breakers 1-2 seconds later—tanks absorb splash while Super Wall Breakers run to walls safely.
Spring Trap Awareness
Spring Traps still eject Super Wall Breakers despite higher HP. Each Spring has 2 housing space ejection capacity but ejects troops individually—Super Wall Breaker weighs 8 housing but still gets ejected by single Spring Trap (trap capacity doesn’t matter for individual troop ejection). Position deployment angles to avoid obvious Spring locations (center of wall gaps, between wall segments). Deploy at 45-degree angles to wall breaks rather than perpendicular to minimize Spring exposure.
Housing Space Efficiency
8 housing per Super Wall Breaker vs 2 for regular = 4x cost. Use sparingly—only for critical wall breaks where reliability is essential (Queen Charge entry, hybrid core access, King dives). Typical usage: 2-6 Super Wall Breakers per attack (16-48 housing space). Reserve remaining housing for main army DPS and tanking. For non-critical wall breaks or third/fourth compartments, use Jump Spells instead (saves housing space for troops).

🛡️ Countering Super Wall Breakers

Spring Traps at Wall Breaks
Position Spring Traps at common wall breach points where Queen Charges and hybrid attacks typically enter. Each Spring ejects 1 Super Wall Breaker (8 housing), preventing wall break entirely if both Super Wall Breakers spring trapped. Place Springs on both sides of expected breach point—first Super Wall Breaker hits one Spring, second hits other Spring = zero wall damage despite Mega Bomb ability (Springs eject before explosion).
Giant Bombs Behind Walls
Place Giant Bombs immediately behind walls (0.5 tiles inside compartment). Strategy: Super Wall Breaker destroys wall with guaranteed explosion, attacker deploys Queen/troops to enter opened compartment—Giant Bomb triggers on entry, dealing 350 damage to Queen + support troops. This doesn’t prevent wall break but punishes entry, often eliminating 2-3 support troops (Healers take damage, Queen loses HP) before Queen Charge begins.
Wizard Towers Covering Walls
Position Wizard Towers to cover multiple wall segments with overlapping splash zones. Even with 80 HP, 2-3 Wizard Tower hits (220 damage each) kill Super Wall Breakers before reaching walls 8+ tiles away. Wizard Tower + Mortar combo especially effective—combined splash damage eliminates Super Wall Breakers in 1-2 seconds. Place Wizard Towers 5-6 tiles behind walls for maximum coverage of approach paths.
Tornado Traps for Misdirection
Deploy Tornado Traps near intended wall breach points. When Super Wall Breaker approaches target wall, Tornado pulls it 8 tiles away from intended breach location—forces Super Wall Breaker to path toward different wall segment entirely. This disrupts planned Queen Charge pathing (Queen enters through wrong wall, faces unexpected defenses) or delays hybrid attack timing (Hog Riders arrive before wall opens, path incorrectly). Position Tornados 3-4 tiles from critical walls.

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