Overview
The Log Launcher is the fifth Siege Machine, unlocked when the Workshop reaches Level 5 at Town Hall 12. It is a slow-moving ground catapult that fires logs in a straight line every 3 seconds, each log travelling up to 20 tiles and able to pierce through up to 4 buildings before disintegrating. At max Level 5, it has 5,500 HP, 220 DPS, deals 2,640 damage per log vs Walls (×4 multiplier), and delivers a devastating 3,400 point-blank attack against any structure or unit within 1 tile of its body when it fires. The Log Launcher targets the Town Hall directly — the same pathing as the Wall Wrecker — fighting through any buildings or Walls in its path to reach it.
The Log Launcher’s defining mechanics are its HP decay (losing ~156 HP per second, giving it a 25–35 second lifespan depending on level and support) and its dual-attack system: each fire event simultaneously launches a long-range log AND deals a massive point-blank blast. This point-blank hit (3,400 at max level) is larger than a Lighting Spell and instantly clears Walls and buildings directly adjacent to it, preventing it from getting trapped. Unlike the Wall Wrecker, the Log Launcher moves very slowly (speed 5, the slowest moving unit in the game) but its logs can destroy entire lanes of Walls and defenses from range without the Launcher needing to physically reach them. The Eternal Tome does NOT stop its HP decay — only the Life Gem and Apprentice Warden’s aura extend its lifetime.
📊 Stats & Upgrade Path
| Level |
HP |
DPS |
Damage/Log |
Wall Damage/Log |
Point-Blank DMG |
Lifetime |
Research Cost |
| 1 |
4,000 |
140 |
420 |
1,680 |
2,900 |
~25.6s |
N/A |
| 2 |
4,400 |
160 |
480 |
1,920 |
3,000 |
~28.2s |
3,200,000 Elixir |
| 3 |
4,800 |
180 |
540 |
2,160 |
3,100 |
~30.8s |
4,500,000 Elixir |
| 4 |
5,200 |
200 |
600 |
2,400 |
3,200 |
~33.3s |
7,500,000 Elixir |
| 5 |
5,500 |
220 |
660 |
2,640 |
3,400 |
~35.3s |
18,000,000 Elixir |
Key Attributes: Movement Speed: 5 (slowest moving unit in game) | Attack Speed: 3s | Wall Damage Multiplier: ×4 | Preferred Target: Town Hall | HP Decay: ~156 HP/sec (constant at all levels). Log Hit Limit: Each log disintegrates after hitting 4 buildings. Walls vs TH17 Level 19: Max Level 5 needs 6 logs to destroy a Level 19 Wall (point-blank + log combo). Eternal Tome prevents defense damage but does NOT stop HP decay.
⚔️ Attack Strategies
Queen Charge Log Launcher (QCLL)
The most popular Log Launcher strategy at TH13–15. Deploy Archer Queen with Healers to clear one side of the base and eliminate Eagle Artillery. Deploy the Log Launcher from the same flank — its logs open Wall compartments ahead of the Queen’s path, removing the need for Wall Breakers. The Queen tanks Inferno fire while the Log clears the lane. Load Clan Castle with
Super Bowlers for core delivery.
Log Sniping (Town Hall Kill)
Weaken the Town Hall with 4 Earthquake Spells first, then position the Log Launcher on a direct line of sight to the Town Hall. At max level, a weakened TH12–14 requires only 7–8 logs to destroy outright — without any other troops engaging it. Best against isolated Town Halls with no surrounding buildings blocking the log’s straight-line path. Particularly effective in Clan War attacks where you only need the Town Hall destroyed for 1-star.
Mass Ground Army Lane Opener
Deploy the Log Launcher before your main army (Bowlers, Witches, P.E.K.K.As, Valkyries). Its 20-tile range opens 3–5 wall compartments ahead of the army’s push, removing the need for Jump Spells or Wall Breakers in your army composition. This frees up 2–3 spell slots for Rage or Freeze Spells, significantly boosting main army DPS during the core push.
Witch Slap + Log Launcher
Pair the Log Launcher with a Witch Slap army (Witches,
Super Witches, Bowlers). Deploy the Log Launcher centrally to blast open the core; Witches follow in a wide funnel on both sides. The Log’s point-blank attack clears compartments in real time as the Witches stack Skeletons for crowd control. Use Rage Spells in the core once the Log reaches the Town Hall area.
Life Gem + Apprentice Warden Extend
Equip Grand Warden with Life Gem to passively heal the Log Launcher as it decays, extending its lifetime by 5–8 additional seconds. If also supported by Apprentice Warden’s aura, the Log can fire 14–15 logs before expiring naturally — nearly double its base shots. This combination is essential when attacking large TH15–17 bases where the Log needs more time to reach the Town Hall.
Yeti Smash + Log Launcher
Use 4 Earthquake Spells to pre-damage walls and weaken the Town Hall, then deploy Yetis and Bowlers as the main army alongside the Log Launcher. Yetis tank Inferno Towers while the Log Launcher pushes log fire ahead of them, clearing Walls and buildings. When the Log Launcher reaches the Town Hall zone, its point-blank attacks deal massive burst damage while Yetis finish off defenses around it.
🛡️ Defense Tips
Monolith and Single-Target Inferno
Place Monolith and single-target Inferno Towers along the Log Launcher’s likely path to the Town Hall. At max Inferno ramp-up (2,000+ DPS), it can destroy the Log Launcher in ~2.7 seconds. The Monolith’s percentage-based damage (dealing ~15% max HP per hit) is also devastating against the Launcher’s moderate 5,500 HP, killing it in 4–5 hits.
Wall Compartment Design
Design Wall compartments with offset gaps in corners rather than straight-line corridors. Since logs travel in a straight line and only hit 4 buildings, compartments that force the Log Launcher to change angle or path through tight corners prevent logs from piercing deep into the base. Semi-open compartments with corner gaps retain their function against Log Launchers while remaining effective against other troop types.
High-HP Buildings at the Perimeter
Place high-HP buildings (Gold Storages, Elixir Storages, Clan Castle) near outer walls in the Log Launcher’s likely path. Since logs disintegrate after hitting 4 buildings, high-HP buildings that survive multiple log hits act as log blockers, stopping the logs before they can pierce into core defenses. A cluster of 3 Storage buildings can stop a log in its tracks before it reaches Town Hall.
Off-Center Town Hall Placement
Move the Town Hall off-center so the Log Launcher cannot approach it in a straight line from any base edge. Since the Launcher moves at speed 5 and decays constantly, forcing it to travel diagonally or around obstacles reduces the number of logs it fires before expiring. The fewer logs it fires, the less Wall and building destruction it achieves before dying from HP decay.
🎯 Advanced Tips
Anti-Funnel Awareness
The Log Launcher’s logs destroy buildings in a straight line, which can accidentally create an anti-funnel — eliminating buildings in the center of the base while leaving buildings on either side intact. This causes your main army to spread sideways rather than pushing inward. Always deploy funneling troops (Baby Dragons, Wizards) on the flanks before sending the Log Launcher to ensure your army follows it centrally into the base.
Overgrowth Spell Trap
The Log Launcher can get stuck if a building is trapped by the enemy Overgrowth Spell — it cannot move past it, though it can still fire logs. Be aware that in Clan Wars, some bases use Overgrowth traps near common Log Launcher deployment paths to stall it near outer defenses while its HP decays rapidly. Drop a Recall Spell or use funneling troops ahead to unblock the path.
Cargo Troop Selection
Load high-burst troops into the Clan Castle for Log Launcher delivery: Balloons + Rage Spell, Yetis, or Electro Dragons. When the Log Launcher reaches the Town Hall or expires, these troops are released directly in the core — and the Log has already pre-cleared the surrounding Walls and defenses, giving the CC troops a free path to the Town Hall without defensive interference.
TH Level vs. Logs Required
A max Level 5 Log Launcher needs approximately 6 logs for Level 19 Walls (TH17), 5 logs for Level 17–18 Walls, and only 2 logs for Level 7 Walls. Planning your deployment angle to hit the fewest, lowest-HP Walls on the path to the Town Hall minimizes log consumption and ensures more logs reach deeper buildings rather than being absorbed by Wall clusters near the base edge.