Stone Slammer – COC

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Max Lvl 5

Stone Slammer

Air Siege Machine — Defense-Targeting Boulder Balloon

Max HP
6,800
Max DPS
750
Unlock
Workshop 3
Wall Damage
×25

Overview

The Stone Slammer is the third Siege Machine, unlocked when the Workshop reaches Level 3 at Town Hall 12. Often described as a supercharged Balloon, it is a massive aerial unit that prioritizes defensive buildings above all else, flying over Walls and dropping enormous boulders that create ground-shaking earthquakes. At max Level 5, it boasts 6,800 HP and 750 DPS — the highest DPS among all Siege Machines. Its attack uses a dual-hitbox system: a focused high-damage hit on the primary target (1-tile radius) and a wide earthquake splash (3-tile radius) that applies ×25 damage to Walls. Like all Siege Machines, it is immune to player-placed spells but can be buffed by the Grand Warden’s Life Gem and Eternal Tome equipment.

Unlike the Wall Wrecker or Battle Blimp which beeline toward the Town Hall, the Stone Slammer targets defenses first — making it fundamentally different in how it’s deployed and used. This makes it the siege machine of choice for air army compositions (Lava Loon, Dragon, Electro Dragon) where you want a high-HP air tank that also destroys defenses along the way. When destroyed, it deals area splash death damage similar to a Balloon. Crucially, once all defenses are eliminated, it switches to the nearest building like any regular troop, ensuring no wasted pathing at the end of an attack.

📊 Stats & Upgrade Path

Level HP DPS Hitbox 1 (Direct) Hitbox 2 (Splash) Death DMG Research Cost
1 5,600 400 1,000 100–200 500 N/A
2 5,900 500 1,250 150–300 500 2,500,000 Gold
3 6,200 600 1,500 200–400 500 3,500,000 Gold
4 6,500 700 1,750 250–500 500 6,500,000 Gold
5 6,800 750 1,875 300–600 500 10,000,000 Gold

Key Attributes: Movement Speed: 16 | Attack Speed: 2.5s | Preferred Target: Defenses | Attack Type: Dual Splash (1-tile direct + 3-tile earthquake) | Wall Damage Multiplier: ×25 | Housing Space: 1. Hitbox 2 note: Deals maximum splash damage within 2 tiles, reduced falloff damage between 2–3 tiles from impact. Both hitboxes hit the primary target simultaneously, meaning the primary building takes combined damage from both hitboxes every 2.5 seconds.

⚔️ Attack Strategies

Lava Loon with Stone Slammer Tank
Deploy 2–3 Lava Hounds ahead of the Stone Slammer to absorb Seeking Air Mine detonations and Air Defense fire. The Stone Slammer follows behind, shielded by the Lava Hounds, and systematically destroys Air Defenses, Archer Towers, and Inferno Towers. Behind the Slammer, flood 20–25 Balloons. This is the most dominant air strategy at TH12–15, achieving consistent 3-stars in Clan War Leagues.
Electro Dragon + Stone Slammer
Deploy the Stone Slammer at a corner to begin destroying defenses, then send 5–7 Electro Dragons in a wide funnel behind it. The Slammer tanks Seeking Air Mines and eliminates Air Defenses before the Electro Dragons arrive, removing the biggest threat to E-Drag armies. Use Rage Spells on the Slammer when it enters Air Defense range to speed up its attacks and reduce exposure time.
Wall Destruction Funneling
The Stone Slammer’s ×25 Wall damage (3-tile splash radius) makes it the fastest Wall-destroyer in the game — more efficient than the Wall Wrecker for opening wide corridors. Deploy it to blast open a Wall section, then funnel ground troops (Bowlers, Valkyries, Queen) through the gap. This dual-purpose use as both a tank and wall-opener makes it uniquely flexible compared to other Siege Machines.
Dragon Rider Escort
Pair 2–3 Dragon Riders with the Stone Slammer. Dragon Riders target defenses just like the Slammer, creating a coordinated air assault that overwhelms defensive coverage. The Slammer provides the bulk HP tank while Dragon Riders deliver focused single-target damage on key threats like Inferno Towers and X-Bows. Use Haste Spells on the Dragon Riders to keep them synchronized with the slower-moving Slammer.
Queen Walk Support
Deploy the Stone Slammer on the opposite side of the base from a Queen Walk. While the Archer Queen (with Healers) clears defenses on her side, the Stone Slammer eliminates defenses on the other side — splitting the base’s defensive fire across two fronts. This effectively halves the incoming DPS on both the Queen and the Slammer, dramatically extending both their lifespans.
Haste Spell Acceleration
The Stone Slammer’s movement speed of 16 is slow enough that it frequently stops to attack outlying buildings before reaching dense defensive clusters. Drop Haste Spells on the path ahead of the Slammer to accelerate it through low-priority outer buildings, getting it into the core faster. This is especially critical when attacking asymmetric bases where defenses are concentrated in a small central area.

🛡️ Defense Tips

Single-Target Inferno Towers
Set Inferno Towers to single-target mode and position them centrally, where the Stone Slammer will inevitably path toward. A fully ramped single-target Inferno deals over 2,000 DPS — enough to destroy even a max Level 5 Slammer in about 3–4 seconds at full ramp. Protect Inferno Towers with Wizard Towers to ensure they survive long enough to lock onto the Slammer.
Monolith Placement
The Monolith (available at TH15+) deals percentage-based damage, meaning it scales directly with the Stone Slammer’s HP. A Monolith centrally placed within the Slammer’s defense-targeting path will deal massive damage proportional to the Slammer’s 6,800 HP — making it one of the most efficient counters to this Siege Machine at high Town Hall levels.
Seeking Air Mines Clustering
Stack multiple Seeking Air Mines on the most common Stone Slammer entry paths. Unlike the Battle Blimp which flies directly to the Town Hall, the Stone Slammer paths toward defenses — making its route more predictable based on where your defenses are clustered. A cluster of 3+ Seeking Air Mines dealing simultaneous burst damage significantly reduces the Slammer’s HP before it reaches core defenses.
Air Defense Spread
Spread Air Defenses across all four quadrants of your base rather than clustering them. Because the Stone Slammer targets defenses sequentially, spreading them forces it to travel the entire base perimeter, exposing it to more defensive fire over a longer duration. Clustering Air Defenses in one area lets the Slammer destroy them all in one pass with minimal path deviation.

🎯 Advanced Tips

Dual Hitbox Mechanic
Each Stone Slammer attack fires two simultaneous hitboxes. The primary hitbox deals 1,875 damage (at max level) in a 1-tile radius — mostly hitting the targeted building only. The secondary hitbox deals 300–600 earthquake splash in a 3-tile radius and applies ×25 damage to Walls. The primary building is hit by both hitboxes, meaning it takes up to 2,475 combined damage per 2.5-second swing — more than the listed DPS suggests.
Cargo Troop Release Timing
Manually trigger the Stone Slammer’s destruction when it has cleared the outer ring of Air Defenses. Releasing Clan Castle troops (Super Witches, Bowlers, Electro Dragons) at this point ensures they land inside the base after Air Defenses are gone, dramatically improving their survival rate. Waiting for natural destruction risks losing the Slammer to a spike of damage before it reaches the ideal release zone.
Freeze Spell on Inferno Towers
Drop Freeze Spells on single-target Inferno Towers the moment they lock onto the Stone Slammer. A 4-second Freeze window prevents the Inferno from ramping up its damage multiplier, saving the Slammer approximately 3,000–6,000 HP per freeze depending on Inferno level. This is a more efficient use of Freeze Spells than saving them for the Town Hall weapon.
Challenge Completion Tool
The Stone Slammer is the most efficient unit in the game for Wall-destruction challenges. Its ×25 Wall damage over a 3-tile splash radius means a single swing can destroy 3–5 adjacent Wall pieces simultaneously. Use it in practice or challenge attacks specifically to complete “destroy X Walls” seasonal challenges faster than any other troop or siege machine.

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