Rocket Balloon – COC

🎈
Super Troop

Rocket Balloon

Speed-Boosted Bomber

HP
1,050
Damage
1,050
Housing
5
Speed
16→48

Overview

Rocket Balloon is the enhanced version of the regular Balloon, unlocked at Town Hall 12 with Balloon Level 8+. This speed-boosted bomber features rocket thrusters that grant 4 seconds of extreme speed (48) after deployment—equivalent to Haste Spell boost. With 1,050 HP and 1,050 damage at max level (TH17), Rocket Balloons excel at rapidly sniping Air Defenses and high-value defenses before main Balloon army deployment. The 4-second speed window allows them to reach defenses 3x faster than regular Balloons, reducing exposure to defensive fire.

Rocket Balloons revolutionized LavaLoon strategies by providing built-in Haste for initial deployment, saving spell space. Deploy 3-4 Rocket Balloons at beginning of attack—they rocket toward Air Defenses at speed 48, destroying them in 4-6 seconds before main Balloon army arrives. After initial 4-second boost expires, Rocket Balloons move at normal speed (16, still faster than regular Balloon’s 10) but have already completed their primary objective (Air Defense elimination). They pair exceptionally with Lava Hounds and mass Balloons for air attacks. However, they have same HP as regular Balloons (1,050), making them vulnerable to Air Defenses if deployed incorrectly. Their 5 housing space cost is identical to regular Balloons—main benefit is speed boost, not stats.

📊 Stats & Capabilities

Town Hall Level HP Damage Training Cost
TH12 8 800 800 3,000 Elixir
TH15 9 950 950 3,300 Elixir
TH17 10 1,050 1,050 ⚔️ MAX — 3,600 Elixir

Key Attributes: Housing space 5, movement speed 16 (48 for first 4 seconds), training time 60 seconds, attack speed 1.8s, death damage 350. Special Ability – Rocket Boost: Speed increased to 48 for first 4 seconds after deployment (equivalent to Haste Spell level 5). After boost expires, returns to speed 16 (still faster than regular Balloon). Target: Defenses (air unit, targets ground only).

⚔️ Best Attack Strategies

Air Defense Sniping
Deploy 2-3 Rocket Balloons per Air Defense before deploying main Balloon army. Speed boost (48 for 4 seconds) allows them to reach and destroy Air Defenses in 4-6 seconds total, clearing path for main attack. Position deployment points 30-40 tiles from Air Defenses—Rocket Balloons cover this distance during 4-second boost window. After eliminating Air Defenses, deploy Lava Hounds + mass Balloons with minimal Air Defense threat. Dominant LavaLoon opener at TH12-17.
LavaLoon Support
Use 4-6 Rocket Balloons with Lava Hound + mass Balloon army composition. Deploy Rocket Balloons first targeting Air Defenses on flanks. While Rocket Balloons speed-snipe Air Defenses (4-6 seconds), deploy Lava Hounds at center to tank. By time Lava Hounds engage defenses, Rocket Balloons have eliminated 2-3 Air Defenses already. Then deploy regular Balloons to cleanup—they face reduced Air Defense threat thanks to Rocket Balloon pre-clearing. Saves Haste Spell slots for Rage instead.
Queen Charge Balloon Hybrid
Combine Archer Queen charge with 8 Rocket Balloons deployed on opposite flank. Queen clears one side with Healers, Rocket Balloons speed-snipe Air Defenses on other side simultaneously using rocket boost. This splits base defense between Queen and Rocket Balloons—defenses cannot effectively engage both threats. After Queen secures compartment and Rocket Balloons destroy Air Defenses, merge attacks at core with main Balloon force. Excellent 3-star strategy at TH13-16.
Defensive Clan Castle Troop
Extremely effective defensive CC troop due to speed. When CC triggers, Rocket Balloons rocket toward enemy troops at speed 48, reaching them in 1-2 seconds (vs 5-6 seconds for regular Balloons). Quick engagement disrupts attacker timing—forces early Queen/Warden ability activations. When destroyed, death damage (350) deals area damage to clustered enemy troops. Single Rocket Balloon in CC + other air troops creates chaos in opponent’s attack timing. Works particularly well at Legend League defense.

🎯 Strategic Tips

4-Second Speed Window Maximization
Speed boost lasts exactly 4 seconds at speed 48. During this window, Rocket Balloon travels ~40 tiles (48 speed × 4 seconds ÷ 4.8 tiles/second calculation). Maximize value by deploying Rocket Balloons pointing directly at high-value targets (Air Defenses, Eagle Artillery, Scattershots) from 30-40 tile distance. They reach target during boost, destroy it, then continue at normal speed toward next building. Deploy perpendicular to base edge for maximum distance coverage during boost.
Stagger Deployment Timing
Deploy Rocket Balloons 1-2 seconds apart rather than all simultaneously. Rationale: If Air Defense or Seeking Air Mine destroys first Rocket Balloon during boost, subsequent Rocket Balloons (deployed 1-2 seconds later) still reach and destroy Air Defense. Simultaneous deployment = all Rocket Balloons die to same Air Defense volley. Staggered deployment = at least 1-2 Rocket Balloons survive to complete Air Defense destruction. Typical pattern: deploy Rocket Balloon 1, wait 1.5 seconds, deploy Rocket Balloon 2.
Post-Boost Behavior
After 4-second rocket boost expires, speed drops from 48 to 16 (still 60% faster than regular Balloon’s speed 10). Rocket Balloons continue functioning as normal Balloons after boost—targeting nearest defenses, dealing 1,050 damage per hit, death damage on destruction (350). Don’t waste them after boost expires—their continued presence adds value. They destroy 2-3 additional buildings post-boost before dying, contributing 2,000-3,000 damage + cleanup. Total value = Air Defense snipe + 2-3 building destructions.
Death Damage Synergy (350)
When Rocket Balloons destroyed by Air Defenses, they explode dealing 350 death damage in area. Against clustered defenses (Air Defense + Wizard Tower + Archer Tower within 2 tiles), death explosion damages all buildings simultaneously. Multiple Rocket Balloon deaths near same area = cumulative death damage. 3 Rocket Balloons dying = 1,050 death damage total, often destroying nearby low-HP buildings (Army Camps, Barracks) even though Rocket Balloons never directly attacked them. Strategic death damage contribution.
Spell Space Efficiency
Built-in rocket boost (equivalent to Haste Spell) eliminates need for Haste Spells on initial Balloon deployment. This frees 1-2 spell slots for other utilities. Typical spell adjustment: Instead of 2 Rage + 2 Haste + 1 Freeze for LavaLoon, use 3 Rage + 0 Haste + 2 Freeze since Rocket Balloons provide speed boost naturally. Increased spell flexibility allows more Freeze Spells on Inferno Towers or additional Rage for sustained DPS. Spell efficiency = major Rocket Balloon advantage.

🛡️ Countering Rocket Balloons

Seeking Air Mines at Entry Points
Position Seeking Air Mines near common Rocket Balloon deployment zones (base edges where Air Defenses are 30-40 tiles away). SAMs trigger during 4-second speed boost, destroying Rocket Balloons before they reach Air Defenses. Each SAM deals 450 damage—exceeds Rocket Balloon HP (1,050 max) with 2 SAM hits. Place 2-3 SAMs per Air Defense approach vector. When Rocket Balloon enters SAM radius during boost, SAM triggers, eliminating threat before Air Defense engagement begins.
Deep Air Defense Positioning
Place Air Defenses 45+ tiles from base edges rather than 30-35 tiles. Even with speed 48 for 4 seconds, Rocket Balloons cannot reach deeply-positioned Air Defenses before boost expires (4 seconds × speed 48 = 40-tile travel maximum). Air Defenses positioned 50 tiles deep = Rocket Balloons travel 40 tiles during boost, then exposed to sustained Air Defense fire at normal speed for remaining 10 tiles. This exposure kills Rocket Balloons before they reach Air Defense. Centerfire Air Defense positioning nullifies rocket boost advantage.
Air Sweeper Knockback
Position Air Sweepers to push Rocket Balloons backward during speed boost. Air Sweeper knockback disrupts pathing even during rocket acceleration—pushes Balloon 6 tiles backward, wasting 1.2 seconds of 4-second boost repositioning. Multiple Air Sweeper hits during boost can waste entire 4-second window, forcing Rocket Balloon to approach Air Defense at normal speed afterward. Place Air Sweepers 8-10 tiles in front of Air Defenses, angled to push Rocket Balloons away from Air Defense approach paths.
Wizard Tower Clusters at Air Defenses
Position Wizard Towers immediately adjacent to Air Defenses (0.5-1 tile separation). When Rocket Balloons approach Air Defense during speed boost, Wizard Tower splash damages them simultaneously with Air Defense fire. Combined damage: Air Defense (300 DPS) + Wizard Tower (220 DPS) = 520 combined. Against 1,050 HP Rocket Balloon, combined fire destroys it in 2 seconds—before it destroys Air Defense (requires 3-4 seconds). Wizard Tower + Air Defense combo consistently eliminates Rocket Balloons before Air Defense dies, protecting Air Defense.

Leave a Comment

Your email address will not be published. Required fields are marked *

Scroll to Top