Overview
Bomber is the fifth Builder Base troop, unlocked at Builder Barracks Level 5. This skeleton demolition expert throws explosive bombs from range dealing massive 15x damage multiplier to walls, making him the premier wall-breaching unit. With 280 HP and 100 DPS at max level (Level 20), Bombers excel at creating entry paths through heavily-walled bases. Unlike Home Village Wall Breakers who are suicide units, Bombers survive after attacking and continuously throw bombs from 3.5-tile range. The Bouncing Bomb ability (unlocked at higher levels) allows bombs to bounce twice, hitting walls and nearby buildings multiple times per throw.
Bombers revolutionized Builder Base wall management by providing sustained wall destruction rather than one-time suicide attacks. Deploy 4-6 Bombers behind Boxer Giants—Giants tank defense fire while Bombers throw bombs at walls dealing 1,500 damage per hit (100 base × 15 multiplier = 1,500 to walls). Max-level walls (3,000 HP) destroyed in 2 Bomber attacks. Bouncing Bomb ability doubles effectiveness—each throw hits initial wall, bounces to second wall layer, bounces again to third layer = 3 walls damaged per bomb. Housing cost of 2 per camp slot allows 8-10 Bombers in army. Extremely fragile (280 HP)—dies instantly to Crusher slams, Double Cannons, or Mega Mines. Requires tank protection throughout attack.
📊 Stats & Capabilities
| Builder Hall |
Level |
HP |
DPS |
Wall DPS (15x) |
| BH5 |
10 |
150 |
50 |
750 vs Walls |
| BH8 |
16 |
230 |
80 |
1,200 vs Walls |
| BH10 |
20 |
280 |
100 |
⚔️ MAX — 1,500 vs Walls |
Key Attributes: Housing 2 per camp slot, movement speed 16, range 3.5 tiles, training time instant, attack speed 2.0s, splash damage 1.5-tile radius. Special Ability – Bouncing Bomb (Level 11+): Bombs bounce twice after initial impact. Each bounce travels 2-3 tiles hitting walls/buildings in path. Single bomb can damage 3 structures (initial + 2 bounces). Wall Damage: 15x multiplier against walls. Base 100 DPS × 15 = 1,500 DPS to walls. Treats walls as normal buildings, attacks closest structure (wall or building). Target: Any (ground ranged unit, splash damage, no preferred target).
⚔️ Best Attack Strategies
Giant-Bomber Wall Breach
Deploy 2-3
Boxer Giants first targeting defenses near walls. Giants absorb Crusher and Double Cannon fire (4,800 HP each) while approaching walls. Once Giants engage defenses (3-5 seconds), deploy 4-6 Bombers behind. Bombers throw bombs at walls from 3.5-tile range dealing 1,500 damage per hit (100 × 15 multiplier). Max walls (3,000 HP) destroyed in 2 bombs (4 seconds). With Bouncing Bomb ability, each throw damages 2-3 wall segments = entire wall layer breached in 6-8 seconds. Giants activate Boxer Block when HP critical, surviving 5 additional seconds while Bombers complete wall destruction. After walls breached, deploy Cannon Carts or Night Witches through opened paths.
Bomber-Barbarian Distraction
Use 10-12
Raged Barbarians + 4-6 Bombers for wall penetration without tanks. Deploy all Barbarians first in waves (Rage speed 20 allows reaching defenses in 2-3 seconds), defenses lock onto Barbarians (Crushers slam them, Double Cannons fire at them). While defenses engage Barbarians, deploy Bombers attacking walls. Bombers’ 3.5-tile range keeps them outside Crusher slam radius (4 tiles) if positioned correctly. Barbarians survive 8-12 seconds total (4-8s Rage + 4s normal), providing window for Bombers to destroy 2-3 wall layers. After walls breached, remaining Barbarians rush through gaps to Builder Hall. Cost-effective strategy requiring minimal housing (30-36 total). BH5-BH7 wall-heavy base counter.
3×3 Building + Wall Combo Destruction
Identify 3×3 buildings (Army Camps, Firecrackers, Guard Posts) touching walls. Deploy 1-2 Bombers targeting these buildings—Bomber bomb damages building (100 splash in 1.5-tile radius) AND adjacent walls simultaneously. With Bouncing Bomb, bomb hits building, bounces to walls behind building, bounces again to second wall layer = building + 2 wall layers destroyed in single attack sequence. This technique bypasses need for Giants—Bombers independently destroy building-wall combinations creating entry gaps. Against heavily-walled bases with edge buildings touching walls, 4 Bombers destroy 4 building-wall combinations (8 gaps created) enabling deep multi-vector penetration.
Cannon Cart + Bomber Path Creation
Combine 4 Bombers + 6-8 Cannon Carts for wall-independent ranged attack. Deploy Bombers first destroying 2-3 wall layers creating clean entry corridors. Once walls breached, deploy Cannon Carts through gaps. Cannon Carts’ 7-tile range allows attacking defenses from behind broken walls without entering base—they snipe Crushers, Multi Mortars, Roasters from safety. Bombers continue wall destruction expanding accessible area while Cannon Carts maintain fire support. When Cannon Carts destroyed, they enter Last Stand mode (stationary cannon dealing increased damage) holding opened positions. Progressive wall breach + ranged fire dominates compartmentalized bases. BH6-BH9 trophy push strategy.
🎯 Strategic Tips
15x Wall Damage Multiplier
Bomber base DPS: 100. Against walls: 100 × 15 = 1,500 DPS. Wall HP progression: Level 1 (500 HP) destroyed in 1 hit, Level 5 (1,500 HP) destroyed in 1 hit, Level 9 (3,000 HP) destroyed in 2 hits (4 seconds with 2.0s attack speed). At max Bomber level (20): 1,500 damage per bomb to walls = destroys any Builder Base wall in 1-2 hits maximum. With Bouncing Bomb (bomb hits 3 wall segments), single Bomber attack sequence destroys 3,000-4,500 HP worth of walls (3 walls × 1,500 damage = 4,500 total). Six Bombers attacking simultaneously = 27,000 wall damage over 2-second volley, obliterating entire compartment perimeter.
Bouncing Bomb Double-Hit Mechanics
Unlocked at Level 11+. Bomb bounces TWICE after initial impact: Impact 1 (initial target) → Bounce 2 (2-3 tiles away) → Bounce 3 (2-3 more tiles). Each impact deals full splash damage (100 DPS to buildings, 1,500 to walls). Against wall layers: Bomb hits first wall layer (1,500 damage), bounces hitting second layer behind (1,500), bounces again hitting third layer (1,500) = 3 wall layers damaged in single attack. Against clustered buildings: Bomb hits Army Camp (100 damage), bounces hitting adjacent Gold Mine (100), bounces hitting Elixir Collector (100) = 3 buildings damaged simultaneously. Position Bombers where walls/buildings aligned in straight lines to maximize bounce value.
Fragile = Requires Tank Protection
Bomber HP: 280 (max level). Crusher damage: 600-800 per slam = one-shots Bomber. Double Cannon: 200 DPS × 5 rapid shots = 1,000 damage burst in 1 second = kills Bomber. Multi Mortar: 150 × 4 shells = 600 damage volley = kills 2 Bombers simultaneously if clustered. Mega Mine: 1,200-1,500 damage = kills 4-5 Bombers in blast. NEVER deploy Bombers without tanks (Giants, Battle Machine) absorbing defense fire. Bombers’ 3.5-tile range allows positioning behind tanks—tanks at 0-2 tiles from target, Bombers at 3-5 tiles behind. This formation protects Bombers while allowing continuous wall bombardment.
3.5-Tile Range Positioning
Bomber range: 3.5 tiles. Crusher slam range: 4 tiles (but requires troops within 1-tile melee range to trigger). Position Bombers exactly 3.5 tiles from walls—they attack from maximum range while remaining outside Crusher slam radius. Against wall-protected Crushers (Crusher surrounded by walls 2-3 tiles deep), Bombers destroy outer walls from 3.5 tiles without entering Crusher danger zone. After outer walls destroyed, Bombers path closer (now 2.5 tiles from Crusher) remaining safe until Giants/tanks destroy Crusher. Precise 3.5-tile positioning = risk-free wall destruction during tank assault.
Treats Walls as Normal Buildings
CRITICAL difference from Home Village Wall Breakers: Bombers have NO preferred target, treat walls identically to buildings. Bomber attacks CLOSEST structure within range—wall or building, whichever nearest. If Gold Mine 3 tiles away and wall 3.5 tiles away, Bomber attacks Gold Mine (closer). Clear edge buildings BEFORE deploying Bombers, or Bombers waste attacks on buildings instead of walls. Alternatively, deploy Bombers at positions where walls are closest structures—they naturally prioritize walls. This behavior = both advantage (Bombers don’t suicide into walls, provide sustained fire) and disadvantage (require micromanagement to ensure wall targeting).
🛡️ Countering Bombers
Double Cannon Rapid-Fire Burst
Double Cannons fire 5-shot bursts dealing 200 total DPS (40 per shot × 5). Against Bombers (280 HP max), Double Cannon burst kills one Bomber in 1 second (5 shots × 40 damage = 200, then second burst = 80 additional = 280 total). Position Double Cannons near walls where Bombers inevitably attack. When Bombers deploy to breach walls, Double Cannon engages dealing 1,000 damage total in 2-second burst window = kills 3-4 Bombers before they complete first wall destruction. Two Double Cannons with overlapping wall coverage = eliminate entire 6-Bomber squad in 3-4 seconds. Without Double Cannons, Bombers breach walls unopposed.
Mega Mine Wall Protection
Place Mega Mines (1,200-1,500 damage) directly behind wall layers where Bombers attack. When Bombers approach walls to breach, they trigger Mega Mine positioned 1-2 tiles behind wall. Explosion kills 4-5 Bombers simultaneously (1,500 damage >> 280 HP × 5 = 1,400 total). Position Mega Mines inside compartments near wall junctions where multiple wall segments meet—Bombers concentrate at these junctions for maximum bounce value, creating dense clusters. Mega Mine at junction = eliminates entire Bomber squad in single explosion. Two Mega Mines at different wall sections = coverage against Bomber deployment at any entry vector.
Multi-Layer Wall Defense
Build double or triple wall layers (walls 2-3 tiles apart) rather than single-layer perimeters. Single-layer walls: Bombers destroy in 2-4 seconds (2 attacks at 2.0s speed). Double-layer walls (2 tiles apart): Bombers must destroy first layer (2 attacks, 4s), path forward 2 tiles (1s), destroy second layer (2 attacks, 4s) = 9 seconds total. Triple-layer walls: 13-15 seconds to breach completely. This delay allows defenses (Crushers, Multi Mortars) to eliminate supporting tanks (Giants) before Bombers complete penetration. Without tanks, exposed Bombers die instantly to defense focus fire. Multi-layer design = time-based Bomber counter.
Avoid 3×3 Buildings Touching Walls
CRITICAL base design principle: Never position 3×3 buildings (Army Camps, Firecrackers, Guard Posts) directly adjacent to walls (0-tile gap). Bomber bombs hitting 3×3 building also damage adjacent walls due to 1.5-tile splash radius. With Bouncing Bomb, single attack destroys building + 2 wall layers simultaneously. Instead, position 3×3 buildings 2+ tiles from walls—Bomber must choose between attacking building OR attacking walls, cannot damage both. This design forces Bombers to spend extra attacks (4-6 instead of 2-3) creating gaps, extending breach time from 4s to 8-12s. Extended time = higher Giant casualty rate = fewer Bombers surviving to complete breach.