Overview
Super Minion is the enhanced version of the regular Minion, unlocked at Town Hall 12 with Minion Level 8+. This long-range sniper features the Long Shot ability that enables firing first 8 shots (3 when defending) at double the normal range (6 tiles vs 3 tiles). With 1,700 HP and 350 DPS at max level (TH17), Super Minions excel at sniping high-value defenses from safety before entering combat range. Unlike regular Minions which are invisible to Seeking Air Mines, Super Minions CAN be targeted by SAMs due to their larger size—critical defensive vulnerability.
Super Minions revolutionized air support strategies by providing precision sniping capability from extended range. Deploy 6-8 Super Minions targeting Air Defenses—first 8 shots fire from 6-tile range (out of most defense ranges), destroying Air Defenses before main army arrives. After consuming 8 long-range shots, Super Minions revert to 3-tile normal range and function as tankier Minions. They pair excellently with LavaLoon strategies (sniping Air Defenses pre-deployment) and Queen Charges (eliminating backline defenses). However, their 12 housing space cost (vs 2 for regular Minion) severely limits numbers, and SAM vulnerability creates defensive exposure regular Minions lack. Best used in precise groups of 4-6 for surgical defense elimination rather than mass swarms.
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS |
Training Cost |
| TH12 |
8 |
1,200 |
250 |
78 Dark Elixir |
| TH15 |
9 |
1,500 |
310 |
84 Dark Elixir |
| TH17 |
11 |
1,700 |
350 |
⚔️ MAX — 90 Dark Elixir |
Key Attributes: Housing space 12, movement speed 32 (fastest air unit), training time 108 seconds, attack speed 1.5s, normal range 3 tiles. Special Ability – Long Shot: First 8 shots fire at double range (6 tiles vs 3). After 8 shots, reverts to normal 3-tile range permanently. When defending in Clan Castle, only first 3 shots have extended range. Critical Vulnerability: Unlike regular Minions, Super Minions CAN be targeted by Seeking Air Mines. Target: Any (air unit, targets ground only).
⚔️ Best Attack Strategies
Air Defense Pre-Sniping
Deploy 4-6 Super Minions targeting Air Defenses before main
Rocket Balloon or Dragon army. Long Shot ability (6-tile range) allows sniping Air Defenses from complete safety—most Air Defenses have 10-tile range but can’t retaliate against 6-tile attacks from certain angles. Use terrain and deployment positioning to maximize safety. After 8 shots (12 seconds total), Air Defense typically destroyed or severely weakened. Then deploy main air army with reduced Air Defense threat. Dominant LavaLoon opener at TH13-16.
Queen Charge Backline Sniper
Deploy 2-3 Super Minions behind Archer Queen during Queen Charge. While Queen tanks defenses and Healers sustain her, Super Minions use Long Shot to eliminate backline defenses Queen can’t reach (Eagle Artillery, Scattershots, Inferno Towers positioned 8+ tiles behind walls). Six-tile range allows Super Minions to hit these defenses from safety while Queen absorbs fire. After 8 shots, Super Minions move closer as cleanup support. More surgical than regular Minions due to extended range precision.
Hybrid Army Air Support
Use 6-8 Super Minions as air support for ground hybrid armies (Hog Riders + Miners). Super Minions fly above ground army, using Long Shot to snipe defenses ground troops can’t reach (X-Bows set to ground, Wizard Towers surrounded by walls). Their 6-tile range during first 8 shots allows harassment of core defenses while ground army pushes exterior. After Long Shot expires, Super Minions provide cleanup for percentage buildings. Works exceptionally well in CWL attacks where precision matters.
Defensive Clan Castle Surprise
Highly effective defensive CC troop despite SAM vulnerability. When CC triggers, Super Minions get 3 long-range shots (6 tiles) before attackers can react. This often eliminates 1-2 key support troops (Healers, Wizards) before Queen Charge fully establishes. After 3 shots, Super Minions engage normally. Their high HP (1,700) makes them tankier than most air CC troops, surviving longer under Queen fire. Pair with other air troops (Baby Dragon,
Inferno Dragon) for balanced CC composition.
🎯 Strategic Tips
Long Shot Mechanics (8 Shots)
First 8 attacks fire at 6-tile range (double normal 3-tile range). Attack speed 1.5s = 8 shots consume 12 seconds total. After 8th shot, Super Minion PERMANENTLY reverts to 3-tile normal range for remainder of battle—no reset, no reload. Strategic deployment critical: use those 8 long-range shots on highest-value targets (Air Defenses, Eagle Artillery, Inferno Towers). Don’t waste on trash buildings. Position Super Minions 4-6 tiles from priority targets during deployment for optimal Long Shot usage.
Seeking Air Mine Vulnerability
CRITICAL DIFFERENCE from regular Minions: Super Minions CAN be detected and destroyed by Seeking Air Mines (SAMs). Regular Minions are invisible to SAMs, Super Minions are NOT. Each SAM deals 450 damage = 26% of Super Minion max HP (1,700). Two SAMs kill Super Minion. This vulnerability requires careful deployment—scout SAM positions before deploying Super Minions near Air Defenses. Deploy in staggered waves (2-3 at a time) rather than all simultaneously to minimize SAM impact.
12 Housing Space Efficiency
Each Super Minion costs 12 housing space (6x regular Minion’s 2 space). Maximum 16 Super Minions in 200-space army (impractical). Optimal usage: 4-8 Super Minions (48-96 space) for surgical sniping + main army. Compare to regular Minions: 12 housing = 6 regular Minions (6×150 DPS = 900 combined DPS vs Super Minion’s 350 DPS). Super Minion’s advantage is Long Shot range, NOT raw DPS efficiency. Use them for precision, not DPS volume.
Speed 32 Repositioning
Super Minion movement speed 32 = tied with regular Minion as fastest air unit. After consuming 8 long-range shots and reverting to 3-tile range, Super Minions rapidly reposition to new targets. This speed allows quick transitions from sniping (6-tile range on Air Defense) to cleanup (3-tile range on remaining buildings). Use Haste Spells post-Long Shot to accelerate repositioning during cleanup phase—Super Minions cover base rapidly, securing percentage buildings for 3-star.
Defensive Long Shot (3 Shots)
When Super Minions defend from Clan Castle, Long Shot ability limited to first 3 shots only (vs 8 shots when attacking). This still provides significant value—3 shots at 6-tile range often eliminates 1-2 Healers or damages Queen before attackers establish Queen Charge fully. Position CC centrally to maximize Long Shot engagement distance when triggered. After 3 long-range shots, Super Minions fight at normal 3-tile range but with 1,700 HP tankiness.
🛡️ Countering Super Minions
Seeking Air Mine Clusters
Position 2-3 Seeking Air Mines near Air Defenses and high-value defenses that Super Minions typically snipe. Unlike regular Minions (SAM-immune), Super Minions are SAM-vulnerable. Two SAMs (900 damage combined) kill Super Minion (1,700 HP max) when combined with any defense fire. Place SAMs at 5-7 tile radius around Air Defenses—when Super Minions deploy to snipe, SAMs trigger during Long Shot phase, eliminating threat before Air Defense dies. SAM + Air Defense combo = consistent Super Minion elimination.
Deep Air Defense Positioning
Position Air Defenses 12+ tiles from base edges, surrounded by buildings. Even with 6-tile Long Shot range, Super Minions must approach within 6 tiles to snipe. Deep positioning forces Super Minions closer to base center, exposing them to additional defenses (Wizard Towers, Archer Towers, X-Bows) during sniping phase. Combine with SAMs for maximum effectiveness—Super Minions approach deep Air Defense, trigger SAMs + multi-defense fire = death before Air Defense elimination.
Wizard Tower Coverage at Air Defenses
Position Wizard Towers adjacent to Air Defenses (2-3 tiles separation). When Super Minions use Long Shot to snipe Air Defense from 6 tiles, they’re within Wizard Tower range (9 tiles). Wizard Tower splash (220 DPS) + Air Defense fire (300 DPS) = 520 combined DPS kills Super Minion in 3.3 seconds. Super Minion fires only 2 Long Shot attacks before dying (insufficient to destroy Air Defense). Wizard Tower + Air Defense synergy = hard counter to Super Minion sniping strategy.
Multi-Target Inferno Towers
Set Inferno Towers to multi-target mode near Air Defenses or core defenses. When 4-6 Super Minions deploy to snipe defenses, multi-target Inferno engages all simultaneously at 400-500 DPS each. With 1,700 HP, Super Minions die in 3-4 seconds under multi-target Inferno fire—before completing 8 Long Shot attacks (12 seconds needed). Single-target Inferno kills one Super Minion while others complete sniping; multi-target kills entire group before sniping succeeds. Position multi-target Infernos centrally for maximum Super Minion engagement coverage.