Overview
Super Dragon is the enhanced version of the regular Dragon, unlocked at Town Hall 12 with Dragon Level 7+. This flame burst specialist shoots 10 rapid-fire flame bursts dealing splash damage instead of single fireballs. With 8,800 HP and effective 400 DPS at max level (TH17), Super Dragons excel at destroying clustered buildings and creating massive damage zones. Each flame burst deals splash damage in 1-tile radius, hitting primary target plus all directly adjacent buildings simultaneously. Their immense 40 housing space cost limits armies to maximum 5 Super Dragons in standard 200-space composition.
Super Dragons revolutionized air attacks by providing unmatched splash damage against compact bases. When targeting 2×2 building (most defenses like Cannons, Archer Towers, Wizard Towers), Super Dragon’s flame bursts damage ALL directly adjacent buildings—potentially hitting 8 buildings per burst volley. However, against 3×3+ buildings (Town Hall, Eagle Artillery, Scattershots), splash doesn’t affect adjacent buildings, reducing effectiveness significantly. They pair well with Lava Hounds (tanking) and support Dragons but suffer from extreme housing cost (40 each = only 5 in 200-space army) and slow speed (14). Best used in groups of 3-4 with heavy spell investment (Rage, Freeze, Haste) for maximum impact before Air Defenses eliminate them.
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS |
Training Cost |
| TH12 |
7 |
7,200 |
320 |
48,000 Elixir |
| TH15 |
8 |
8,200 |
370 |
51,000 Elixir |
| TH17 |
9 |
8,800 |
400 |
⚔️ MAX — 54,000 Elixir |
Key Attributes: Housing space 40, movement speed 14, training time 480 seconds (8 minutes), attack: 10 bursts every 3.8 seconds (2s burst + 1.8s delay), splash radius ~1 tile per burst. Special Ability – Flame Burst: Shoots 10 rapid flame bursts instead of single fireball. Each burst deals 40 damage with splash. Splash damage only applies to buildings directly adjacent to target (no gaps). Against 3×3+ buildings, adjacent structures NOT affected. Target: Any (air unit, targets ground only).
⚔️ Best Attack Strategies
Super Dragon + Lava Hound Tank
Deploy 1-2 Lava Hounds as tanks + 3-4 Super Dragons behind for DPS. Lava Hounds absorb Air Defense fire (targeting air units, drawing defenses) while Super Dragons unleash flame bursts destroying defenses. When Lava Hounds die, Lava Pups emerge providing additional distraction—Super Dragons continue destroying base unopposed. Pair with Rage Spells on Super Dragons (boosts burst speed) and Freeze on Inferno Towers. Dominant air strategy at TH12-15, 3-star potential on compact bases.
Zap + Super Dragon
Use 4 Lightning Spells + 1 Earthquake Spell to destroy 2-3 Air Defenses before deploying Super Dragons. With reduced Air Defense coverage, deploy 4-5 Super Dragons to obliterate remaining base. Without Air Defenses, Super Dragons tank defense fire easily (8,800 HP) while flame bursts destroy everything. Effective 3-star strategy at TH12-14 where Lightning can eliminate most Air Defenses. Pair with Haste Spells to compensate slow speed (14), allowing faster base traversal.
Rage Path Super Dragons
Deploy 4 Super Dragons in line formation, place Rage Spells along path from entry to core. Rage boosts attack speed—Super Dragons unleash more flame bursts faster (reduced delay between burst volleys), accelerating base destruction. Each Rage = +50% attack speed = 50% more bursts in same timeframe. 3 Rage Spells = Super Dragons destroy 70% of base in 25-30 seconds before dying. Pair with Freeze Spells on single-target Inferno Towers (biggest Super Dragon threat). Spell-intensive but highly effective.
Clone Spell Doubling
Deploy 3 Super Dragons, use Clone Spell to create 3 duplicates = 6 total Super Dragons simultaneously (120 housing space equivalent). Combined flame bursts from 6 Super Dragons = 2,400 DPS (6 × 400) obliterating bases in 15-20 seconds. Critical timing: Clone when Super Dragons cluster together (not spread), maximizing duplicates. Cloned Super Dragons have full HP (8,800) and fight until killed. Requires 4 Clone Spells for maximum effect—extremely spell-intensive but devastating against compact bases.
🎯 Strategic Tips
Flame Burst Mechanics (10 Bursts)
Each attack cycle: 10 bursts over 2 seconds (one burst every 0.2s), then 1.8-second delay before next cycle. Total cycle = 3.8 seconds per attack. Each burst = 40 damage × splash radius. Against clustered buildings, single burst damages 5-8 structures simultaneously (primary target + all directly adjacent). Full 10-burst cycle against clustered defenses = 400 damage to primary + 400 to each adjacent = potentially 3,200+ damage per attack cycle across 8 buildings. Devastating against compact layouts.
Adjacent Building Splash Limitation
CRITICAL: Splash ONLY works when buildings directly touch target with no gaps (0-tile spacing). Buildings separated by 1+ tiles do NOT take splash damage. This means spread layouts completely negate Super Dragon advantage—bursts hit only 1 building instead of 5-8, reducing damage output by 70%. Scout bases before using Super Dragons—only effective against compact designs with clustered defenses. Against spread bases, regular Dragons or Electro Dragons more housing-efficient.
3×3 Building Limitation
When Super Dragon targets 3×3 or larger buildings (Town Hall 7,200 HP, Eagle Artillery 4,400 HP, Scattershots 3,800 HP, Monolith, Giga Inferno), adjacent buildings do NOT take splash damage even if touching. This severely limits Super Dragon effectiveness against core defenses. Plan deployments to target 2×2 buildings (Cannons, Archer Towers, Wizard Towers, X-Bows, Air Defenses, Inferno Towers) for maximum splash value. Avoid wasting flame bursts on 3×3+ buildings where splash advantage lost.
40 Housing Space Management
Each Super Dragon = 40 housing = 1/5 of 200-space army = double regular Dragon (20 space). Maximum 5 Super Dragons in standard army (impractical—zero spell space). Optimal composition: 3-4 Super Dragons (120-160 space) + 40-80 space support (Lava Hounds, Baby Dragons,
Rocket Balloons). Losing single Super Dragon = 20% of army gone—protect each one carefully with spell support. Each Super Dragon death = massive housing investment wasted, reducing 3-star probability significantly.
Spell Dependency
Super Dragons require minimum 6-8 spells for success: 2-3 Rage (boost burst speed) + 2 Freeze (disable Inferno Towers) + 1-2 Haste (compensate speed 14) + optional Clone for doubling. Without heavy spell investment, slow speed exposes Super Dragons to prolonged Air Defense fire during approach—typically lose 1-2 Super Dragons before reaching core. Air Defenses deal 300+ DPS each—3 Air Defenses = 900 combined DPS kills Super Dragon in 10 seconds. Spell support = survival = 3-star success.
🛡️ Countering Super Dragons
Spread Building Layout
Position ALL buildings minimum 1 tile apart (preferably 2+ tiles). This completely negates Super Dragon splash advantage—each flame burst hits only 1 building instead of 5-8, reducing damage output by 70-80%. Against spread layouts, Super Dragons become extremely inefficient—40 housing space for single-target damage equivalent to regular Dragon (20 space). Spread design particularly effective: no buildings touching, 2-tile minimum spacing throughout base. This forces attackers to use housing-efficient troops instead of Super Dragons.
Single-Target Inferno Towers
Set Inferno Towers to single-target mode (1,400 DPS at full ramp). Focused Inferno beam melts 8,800 HP Super Dragons in 6-7 seconds once fully ramped. Position Infernos centrally where Super Dragons inevitably path (toward Town Hall/Eagle Artillery). Two single-target Infernos with overlapping coverage = Super Dragons die in 3-4 seconds under combined fire. Even with Freeze Spells, attacker can only freeze 1-2 Infernos max, leaving others to eliminate Super Dragons. Inferno placement = critical Super Dragon counter.
Air Sweeper + Air Defense Zones
Position Air Sweepers to push Super Dragons into overlapping Air Defense fire zones. Air Sweeper knockback delays Super Dragons by 2-3 seconds, exposing them to additional Air Defense volleys (5-6 extra seconds = 1,500-1,800 extra damage taken). Place Air Sweepers 8-10 tiles in front of Air Defenses, angled to push Super Dragons toward multiple Air Defense coverage simultaneously. Combined Air Defense fire (600-900 DPS from 2-3 Air Defenses) + Air Sweeper delay = consistent Super Dragon eliminations before reaching core defenses.
Central Scattershot Positioning
Place Scattershots deep in base core (15+ tiles from edges). Super Dragons must endure 15-20 seconds of Scattershot fire (350 damage per shot × multiple shots) while approaching due to slow speed (14). This typically kills 1-2 Super Dragons before they reach core defenses—20-40% of Super Dragon army eliminated pre-core engagement. Position both Scattershots centrally with overlapping coverage = Super Dragons take sustained splash damage throughout approach, significantly weakening army before main defense engagement begins.