Overview
Night Witch is the eighth Builder Base troop, unlocked at Builder Barracks Level 8. This dark sorceress periodically spawns bats (flying units) every 5.6-6.8 seconds while attacking. With 550 HP and 60 DPS at max level (Level 20), Night Witches excel at sustained pressure through continuous bat production. Features Bat Swarm ability—one-time activated burst summoning swarm of enraged bats dealing extra damage for several seconds. Bats continue spawning and attacking even after Night Witch dies, providing lasting offensive value. Ground unit wearing dark red dress with black cloak and glowing blue eyes, based on Clash Royale Night Witch.
Night Witches revolutionized Builder Base by providing continuous air pressure through bat spawning. Deploy 3-4 Night Witches behind Boxer Giants—Witches spawn bats every 5.6-6.8 seconds creating swarms of 12-20 bats attacking simultaneously. Each Witch spawns 2-4 bats per cycle (increases with level). Bats target any building, bypass walls via flight, and overwhelm defenses through numbers. Activate Bat Swarm ability when approaching high-value targets (Crusher, Roaster)—swarm destroys defense rapidly before dispersing. Housing cost of 8 per slot allows 5-6 Witches in army. Extremely vulnerable to splash damage—Roasters and Multi Mortars kill both Witch and bats quickly. Pair with tanks for protection.
📊 Stats & Capabilities
| Builder Hall |
Level |
HP |
DPS |
Bat Spawn Rate |
Bats Per Spawn |
| BH8 |
14 |
380 |
46 |
6.8 seconds |
2 bats |
| BH9 |
18 |
490 |
55 |
6.0 seconds |
3 bats |
| BH10 |
20 |
550 |
60 |
⚔️ MAX — 5.6 seconds |
4 bats |
Key Attributes: Housing 8 per camp slot, movement speed 18, range 3 tiles, training time instant. Passive Ability – Bat Spawning: Automatically spawns 2-4 bats every 5.6-6.8 seconds (spawn rate and number increase with level). Bats are flying units targeting any building, immune to ground defenses. Bats continue spawning even after Night Witch dies. Active Ability – Bat Swarm (One-time): Summons swarm of enraged bats dealing extra damage temporarily. Must be manually activated. Target: Ground only (ground unit, ranged attacks, spawns air units).
⚔️ Best Attack Strategies
Giant + Night Witch Tank-Spawn Combo
Deploy 2-3
Boxer Giants first targeting Crushers and ground defenses. Once Giants engage defenses (3-5 seconds), deploy 4-5 Night Witches behind. Giants tank Crusher slams (600-800 damage) and Roaster beam (350 DPS) while Witches spawn bats safely from 5-8 tiles behind. Each Witch spawns 4 bats every 5.6 seconds at max level. Five Witches = 20 bats spawned every 5.6 seconds = 60-80 total bats over 20-second Giant survival. Bats overwhelm defenses through numbers (each bat 30-40 DPS, 80 bats = 2,400-3,200 combined DPS). Giants + Witches = unstoppable ground-air pressure. BH8-BH10 dominant strategy.
Bat Swarm Crusher Elimination
Deploy 3-4 Night Witches targeting Crusher specifically. As Witches approach Crusher (within 8-10 tiles), manually activate Bat Swarm ability on all Witches simultaneously. Swarm summons 12-16 enraged bats per Witch instantly (vs normal 4 bats over 5.6s). Four Witches = 48-64 enraged bats swarming Crusher simultaneously dealing extra damage. Crusher (1,800-2,400 HP) destroyed in 3-5 seconds under enraged bat swarm before it can complete 2 slams. After Crusher eliminated, normal bat spawning continues—Witches generate 16 new bats every 5.6 seconds attacking remaining defenses. Bat Swarm = surgical strike capability eliminating key defenses instantly.
Night Witch + Battle Machine Hero Push
Combine 4 Night Witches + Battle Machine (hero) for maximum tanking. Battle Machine (3,200+ HP at higher levels) tanks all defense fire while Witches spawn bats continuously. Machine’s Electric Hammer damages multiple buildings simultaneously creating rapid destruction path. Witches follow Machine spawning 16 bats every 5.6 seconds (4 Witches × 4 bats each). Machine + Witches + 60-80 bats = triple-threat pressure (ground hero, ground Witches, air bats). Defenses cannot effectively engage all three simultaneously. Machine survives 30-40 seconds with ability activation, Witches spawn 150-200 total bats during this window overwhelming entire base. BH9-BH10 trophy push strategy.
Mass Night Witch Bat Flood
Deploy 5-6 Night Witches in spread formation (not clustered). Each Witch spawns 4 bats every 5.6 seconds. Six Witches = 24 bats every 5.6 seconds = 120-150 total bats over 30-second period. Spread deployment prevents Roaster from killing all Witches simultaneously—each Witch spawns independently from different positions creating multi-vector bat pressure. Bats attack from all directions (north, east, south, west) simultaneously overwhelming defenses. Against bases with weak splash coverage (only 1 Roaster, no Multi Mortar), mass bat flood destroys 70-80% through pure numerical superiority. Activate Bat Swarm on 2-3 Witches when approaching Builder Hall for final push. BH8-BH9 mass bat strategy.
🎯 Strategic Tips
Bat Spawn Rate Scaling (5.6-6.8 Seconds)
Bat spawn rate improves with level: Level 14 = 6.8s cooldown (2 bats per spawn), Level 18 = 6.0s (3 bats), Level 20 = 5.6s (4 bats). At max level, single Night Witch spawns 4 bats every 5.6 seconds. Over 30-second attack: spawns 5-6 waves = 20-24 bats total per Witch. Five Witches = 100-120 bats generated over 30 seconds. Bats have 30-40 DPS each (low individual damage but overwhelming numbers). Twenty bats = 600-800 combined DPS. Spawn rate faster than defenses can eliminate bats—continuous bat pressure throughout attack duration. Lower levels (6.8s spawn, 2 bats) significantly weaker—upgrade priority critical.
Bats Continue After Witch Death
CRITICAL mechanic: Bats continue attacking after Night Witch dies. Witch spawns 20-24 bats during lifetime (30-second survival typical). When Witch dies at 30-second mark, all 20-24 bats remain active attacking for additional 10-15 seconds. This “afterlife” damage = 30-40% of total Witch value. Additionally, if Witch spawned bats 1 second before death, those bats still spawn (spawn queued). Deploy Night Witches aggressively—even if they die quickly (15-20 seconds), spawned bats provide lasting value. Don’t overprotect Witches at expense of positioning—their legacy (bats) matters more than individual survival.
Bat Swarm One-Time Activation Timing
Bat Swarm usable only ONCE per battle per Witch. Optimal timing: activate when Witch positioned near high-value clustered targets (Crusher + adjacent buildings, Roaster + Firecracker cluster, Builder Hall + Storages). Swarm spawns 12-16 enraged bats instantly (vs normal 4 over 5.6s) dealing extra damage temporarily (20-30% damage boost for 5-8 seconds). Against Crusher (2,400 HP): Normal bats (4 × 40 DPS = 160 combined) need 15 seconds to destroy. Swarm bats (16 × 52 DPS = 832 combined) destroy in 3 seconds. Never waste Swarm on low-value single buildings. Save for critical defense elimination or final Builder Hall push.
Vulnerable to Roaster Continuous Beam
Roaster (300-350 continuous DPS, targets both ground and air) hard-counters Night Witches. Roaster beam damages Night Witch (550 HP, dies in 1.6 seconds) AND all spawned bats simultaneously (bats have 50-60 HP, die in 0.2 seconds). Single Roaster eliminates Witch + entire bat swarm in 2-3 seconds. Against Roaster-protected bases, deploy Night Witches from multiple angles—Roaster can only beam one direction at a time. Three Witches attacking from north, east, south simultaneously = Roaster kills one Witch group (north), other two groups (east, south) spawn bats unopposed. Alternatively, use
Baby Dragons or
Cannon Carts to snipe Roaster BEFORE deploying Night Witches.
8 Housing = Balanced Army Inclusion
Night Witch housing: 8 per camp slot. At 200 housing (typical army), can field 6 Witches maximum (48 housing). Compare to
Boxer Giants (5 housing),
Bombers (2 housing). Optimal composition: 2-3 Boxer Giants (10-15 housing) + 4-5 Night Witches (32-40 housing) + filler troops (Raged Barbarians, Sneaky Archers). This ratio provides: tank protection (Giants), sustained bat pressure (Witches), and cleanup capacity (filler). Don’t over-commit to Witches (6 Witches = 48 housing leaves only 152 for support). Under-committing (1-2 Witches = 16 housing) insufficient bat generation. Ideal: 4 Night Witches = 32 housing = 16 bats every 5.6 seconds = overwhelming but not excessive.
🛡️ Countering Night Witches
Roaster Ground-Air Beam Coverage
Roaster (300-350 continuous DPS) damages both Night Witch (ground) and spawned bats (air) simultaneously with single beam. Position Roaster centrally covering 60-70% of base—Witches inevitably path within range. Roaster beam kills Night Witch in 1.6 seconds (550 HP ÷ 350 DPS) while simultaneously killing all spawned bats (50-60 HP each, die in 0.2s per bat). Against 4 Night Witches + 20 spawned bats, Roaster beam eliminates all 24 units in 8-10 seconds by cycling between Witch groups. Two Roasters with overlapping coverage = complete Night Witch shutdown. Witches cannot spawn enough bats to overwhelm dual Roaster fire—bats die faster than spawn rate (5.6s spawn vs 0.2s death).
Multi Mortar Splash vs Bat Swarms
Multi Mortar (150 damage × 4 shells = 600 per volley, 1.5-tile splash radius) kills 8-12 bats per volley. Bats have 50-60 HP = die in single shell hit (150 damage > 60 HP). Against 20-bat swarm, Multi Mortar eliminates entire swarm in 2 volleys (8 seconds total with 4-second reload). Position Multi Mortar near common Witch deployment zones (edges, corners). When Witches spawn bats, Multi Mortar continuously fires volleys eliminating bats faster than Witches can spawn them (5.6s spawn vs 4s Multi Mortar reload). Pair with Roaster—Roaster kills Night Witches, Multi Mortar kills bat swarms. Combined coverage prevents bat accumulation that overwhelms defenses.
Mines Set to Air Mode
Single Mines set to air mode (200-300 damage) kill 4-6 bats per trigger. Position air-mode Mines at common bat flight paths (straight lines between deployment zones and defenses). When bat swarm flies over Mine, explosion kills 5-6 bats instantly reducing swarm from 20 bats to 14-15 bats. Multiple air Mines (3-4 placed strategically) eliminate 15-24 bats total before they reach core defenses. This reduces bat pressure by 60-80% (from overwhelming to manageable). Place air Mines near high-value targets (Builder Hall, Crusher, Roaster)—bats inevitably target these buildings, triggering Mines. Witches continue spawning but Mines eliminate enough bats to prevent critical mass accumulation.
Giant Cannon Penetrating Shot vs Witch Lines
Giant Cannon (400-500 penetrating damage) kills Night Witch (550 HP) in 1-2 hits. More importantly, penetrating shot continues through multiple Witches in line formation. Against 3-4 Witches deployed in line (common behind Giants), Giant Cannon shot penetrates: hits first Witch (500 damage, weakens to 50 HP), continues to second Witch (500 damage, dies), continues to third Witch (500 damage, dies). Single shot eliminates 2 Witches (16 housing) + severely weakens third. Position Giant Cannon perpendicular to common Giant + Witch approach angles—maximizes penetration through Witch formations. Two Giant Cannon shots = 3-4 Witches eliminated before significant bat generation occurs.