Siege Barracks – COC

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Max Lvl 5

Siege Barracks

Ground Siege Machine — Immobile P.E.K.K.A & Wizard Spawner

Max HP
4,800
Lifetime
30s
Unlock
Workshop 4
Max Spawn
2 + 11

Overview

The Siege Barracks is the fourth Siege Machine, unlocked when the Workshop reaches Level 4 at Town Hall 13. It is unique among all Siege Machines: it is completely immobile — it parachutes down to its deployment tile and stays there for a fixed 30-second lifetime, continuously spawning P.E.K.K.As and Wizards before finally releasing the Clan Castle troops when destroyed. At max Level 5, it spawns 2 P.E.K.K.As and 11 Wizards over 30 seconds, then releases all Clan Castle cargo. The P.E.K.K.A and Wizard levels spawned match whatever level the player has researched in their Laboratory.

Unlike every other Siege Machine, the Siege Barracks does zero direct damage to buildings or defenses — it is purely a troop delivery and amplification system. This makes it the only Siege Machine that fundamentally changes the size of your attack army rather than dealing damage itself. It is immune to player-placed spells but can receive the Grand Warden’s Eternal Tome buff (which prevents damage from defenses for its duration, but does not stop the natural 30-second health decay). When the Siege Barracks is destroyed — either naturally at 30 seconds or by defenses — it immediately releases all remaining Clan Castle troops.

📊 Stats & Upgrade Path

Level HP P.E.K.K.As Spawned Wizards Spawned Research Cost Key Milestone
1 3,300 1 6 N/A Unlocked at Workshop Lvl 4
2 3,700 1 8 3,500,000 Elixir Silver reinforcements appear
3 4,100 1 10 5,000,000 Elixir Features turn golden, spikes added
4 4,500 1 11 8,000,000 Elixir Ramps and nails turn golden
5 4,800 2 11 18,000,000 Elixir ⚔️ MAX — 2nd P.E.K.K.A added (Feb 2024)

Key Attributes: Movement Speed: 0 (immobile) | Lifetime: 30 seconds | Housing Space: 1 | Spawned troop levels scale with Laboratory research. Important: Upgrading the Siege Barracks increases spawning rate (more troops within the same 30-second window) and HP. If the Barracks is destroyed early by defenses before the 30 seconds expire, the remaining unspawned Wizards will NOT be deployed — only what has already spawned appears. Level 5 (added February 2024) added a second P.E.K.K.A, a major milestone upgrade.

⚔️ Attack Strategies

P.E.K.K.A + Super Bowler Ground Smash
Deploy the Siege Barracks at the edge of the base, then follow immediately with P.E.K.K.A-based ground troops and Super Bowlers. The spawned P.E.K.K.A from the Barracks acts as a free tank, soaking single-target Inferno fire while Bowlers and Super Bowlers behind it deliver bouncing area damage. The Wizards from the Barracks support the cleanup of Clan Castle troops and buildings. Dominant at TH13–15.
Army Amplification (Funnel Boost)
Deploy the Siege Barracks at a base corner as part of your funneling setup. The spawned P.E.K.K.A and Wizards clear the corner buildings to funnel your main army inward. This effectively gives you a free 6–8 housing space of troops for funneling without spending army camp space. A level 3+ Barracks generates enough Wizards to create clean funnels for Queen Walks or Witch Slap compositions.
Super Witch Cargo Release
Load Super Witches into the Clan Castle, then deploy the Siege Barracks near a cluster of high-value defenses. Let the Barracks expire naturally (or destroy it manually) to release Super Witches near the Inferno Towers and Eagle Artillery. The spawned P.E.K.K.A and Wizards provide immediate tanks and splash damage, while the Super Witches summon Big Boys to further overwhelm the defensive cluster.
Kill Squad Support
In multi-phase attacks (Queen Walk + main army), deploy the Siege Barracks as the opening move of the main phase kill squad. Place it in front of a compartment containing the Eagle Artillery or Inferno Tower cluster. The P.E.K.K.A immediately tanks while Wizards splash-clear Skeleton Traps and CC troops. Once the kill squad eliminates key defenses, release the Clan Castle cargo into the cleared compartment.
Tanking with Giant Deploy
Deploy a Giant or Ice Golem directly in front of the Siege Barracks to tank incoming defensive fire. The Barracks itself has only 4,800 HP at max level — defenses can destroy it before it spawns all Wizards if left unprotected. A tanking unit in front absorbs the initial defense shots, giving the Barracks its full 30 seconds to spawn the complete P.E.K.K.A + Wizard payload before expiring.
Manual Destruction Trigger
Use the manual destruction button to release Clan Castle troops at a precise location — identical to the Battle Blimp technique. If your Clan Castle contains Ice Hound-supported troops or Super Archers, trigger the Barracks destruction when P.E.K.K.A has already tanked into a compartment, so the CC troops are released deep inside the base rather than at the outer walls.

🛡️ Defense Tips

Destroy It Fast — Deny Wizard Spawns
The Siege Barracks only spawns troops while it is alive. If defenses destroy it in the first 10 seconds, the attacker may only get 1 P.E.K.K.A and 2–3 Wizards instead of the full 11. Place Hidden Teslas near common Barracks deployment zones (base edges and corners) — they pop up immediately and deal sustained damage before the P.E.K.K.A can tank for the Barracks.
Giant Bomb Trap Placement
Position Giant Bombs and Bomb clusters near base edges where the Siege Barracks is typically deployed. When the Barracks lands and the P.E.K.K.A walks out, it will trigger Giant Bombs immediately, dealing up to 900+ area damage. A double Giant Bomb can reduce a lower-level P.E.K.K.A to low HP within seconds, preventing it from effectively tanking for the Barracks.
Scatter Outer Buildings
The Siege Barracks is always deployed outside the main walls, at the base perimeter. Scatter resource buildings (Gold Mines, Elixir Collectors) around the base exterior so the P.E.K.K.A and Wizards have to walk further to reach core defenses. This wastes 5–8 seconds of the Barracks’ 30-second lifetime, reducing the number of Wizards spawned before the CC troops are released.
Skeleton Traps (Ground Mode)
Set Skeleton Traps near the Barracks’ likely deployment zones in ground mode. Spawned Skeletons distract and slow the P.E.K.K.A and Wizards from advancing, giving your defenses additional time to destroy the Barracks before all Wizards spawn. Multiple Skeleton Trap clusters on all four sides of the base ensure coverage regardless of which edge the attacker chooses.

🎯 Advanced Tips

Lab Level Scales Spawned Troops
The P.E.K.K.A and Wizards spawned by the Siege Barracks match your Laboratory research level exactly. A TH13 player with max P.E.K.K.A (Level 9, 5,200 HP) gets a dramatically better Barracks tank than one with Level 5 P.E.K.K.A (3,200 HP). Prioritize maxing P.E.K.K.A and Wizard levels in your Laboratory to get the maximum value from every Siege Barracks deployment.
Eternal Tome Limitation
The Grand Warden’s Eternal Tome prevents the Siege Barracks from taking damage from defenses, but it does NOT stop the natural 30-second HP decay. This means activating Eternal Tome while the Barracks is under heavy fire buys time for more Wizards to spawn, but the Barracks will still expire at 30 seconds regardless. Time Eternal Tome activation for when defenses are close to destroying the Barracks prematurely.
Ice Golem Freeze Interaction
Defensive Ice Golem freezes and slowing effects do NOT affect the Siege Barracks’ spawning speed. Even if the P.E.K.K.A is frozen, the Barracks continues spawning Wizards at its normal rate. This is an important mechanic to understand when defending — you cannot slow the Barracks’ troop production by targeting it with freeze-type defenses.
Level 5 Double P.E.K.K.A Timing
At Level 5, the Siege Barracks spawns a second P.E.K.K.A at approximately the 15-second mark of its 30-second lifetime. This means the first P.E.K.K.A provides 30 full seconds of tanking before expiring, while the second P.E.K.K.A arrives as a fresh tank with full HP — effectively providing continuous tanking coverage for the Wizards and CC troops throughout the entire deployment.

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