Overview
Super Valkyrie is the enhanced version of the regular Valkyrie, unlocked at Town Hall 12 with Valkyrie Level 7+. This berserker warrior features the Farewell Gift ability—dropping a Rage Spell upon death that boosts nearby troops’ damage and attack speed. With 2,400 HP and 360 DPS at max level (TH17), Super Valkyries excel at clearing clustered buildings with whirlwind axe attacks while providing crucial spell support through death Rage. Her area splash damage hits all buildings and troops around her simultaneously, making her devastating against compact base layouts and defending Clan Castle troops.
Super Valkyries revolutionized ground attack strategies by combining tanking, DPS, and spell support in single unit. Deploy 2-4 Super Valkyries with main army—they destroy buildings rapidly via splash damage while absorbing significant defense fire. When Super Valkyrie dies, dropped Rage Spell (4-tile radius, equivalent to level 4 Rage) immediately boosts surrounding troops, accelerating destruction. This creates cascading momentum: Super Valk dies near Town Hall → Rage activates → nearby Yetis/Bowlers gain +30% damage and speed → core destruction accelerates. However, their 20 housing space cost (2.5x regular Valkyrie’s 8) limits numbers severely—maximum 10 Super Valkyries in 200-space army. Best used in groups of 2-4 paired with high-DPS troops that benefit from death Rage (Bowlers, Yetis, Witches).
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS |
Training Cost |
| TH12 |
7 |
1,800 |
280 |
280 Dark Elixir |
| TH15 |
8 |
2,200 |
330 |
310 Dark Elixir |
| TH17 |
10 |
2,400 |
360 |
⚔️ MAX — 340 Dark Elixir |
Key Attributes: Housing space 20, movement speed 24, training time 240 seconds, attack speed 1.2s, attack range 0.5 tiles (melee, area splash). Special Ability – Farewell Gift: Drops Rage Spell on death. Rage effect: 4-tile radius (smaller than regular 5-tile Rage Spell), lasts 12 seconds (vs 18s for regular Rage), provides +30% damage and +30% attack speed (identical to level 4 Rage Spell stats). Target: Any (ground unit, area splash damage to all surrounding targets).
⚔️ Best Attack Strategies
Yeti Smash + Super Valkyrie
Deploy 2-3 Super Valkyries with 4-6 Yetis for devastating core destruction. Super Valkyries clear buildings rapidly with splash damage, tanking defense fire. When Super Valkyrie dies near Town Hall/core, dropped Rage boosts Yetis (+30% damage/speed) who then destroy Town Hall in seconds. Yetis spawn Yetimites which also benefit from Rage. This creates unstoppable momentum—each Super Valk death = another Rage zone accelerating Yeti destruction. Dominant 3-star strategy at TH13-15. Pair with Log Launcher for direct core access.
Queen Charge + Super Valkyrie Kill Squad
Use Archer Queen + 2 Super Valkyries as kill squad to eliminate Eagle Artillery and Scattershots. Queen tanks with Healers, Super Valkyries destroy buildings with splash while absorbing secondary fire. When Super Valkyries die to Inferno Towers or Scattershots, dropped Rage boosts Queen’s attack speed—she eliminates remaining defenses faster. After kill squad completes, deploy main army with reduced defense threat. Super Valk death Rage = free spell support for Queen, saving actual spell slots for main army.
Bowler + Super Valkyrie
Combine 3 Super Valkyries with 8-10 Bowlers for ground push strategy.
Super Giants or Golems tank in front, Super Valkyries destroy buildings in middle layer, Bowlers throw boulders from behind. When Super Valkyries die to splash defenses, dropped Rage boosts Bowlers (+30% boulder damage) who then obliterate remaining structures. Each Super Valk death provides strategic Rage positioning—ensuring Bowlers fight in Rage zones throughout attack. Effective at TH12-14 for 3-star ground attacks.
Hybrid Army Rage Chain
Deploy 4 Super Valkyries spread across hybrid army (Hog Riders + Miners). Position Super Valkyries to die at strategic points (Eagle Artillery compartment, Town Hall area, core defenses cluster). Each death creates Rage zone boosting nearby hybrid troops. With 4 Super Valkyries dying at different times/locations, create 4 separate Rage zones covering majority of base—hybrid troops constantly fight in Rage, dramatically accelerating destruction. More spell-efficient than carrying 4 actual Rage Spells since Super Valk deaths provide Rage automatically.
🎯 Strategic Tips
Farewell Gift Rage Mechanics
Upon death, Super Valkyrie drops Rage Spell at death location with following stats: 4-tile radius (80% of regular 5-tile Rage), 12-second duration (67% of regular 18s Rage), +30% damage and +30% attack speed boost (identical to level 4 Rage Spell). Rage activates INSTANTLY upon death—no delay. Troops already in 4-tile radius immediately gain Rage buff. Strategic positioning critical: deploy Super Valkyries to die near high-DPS troops (Yetis, Bowlers, Pekkas) for maximum Rage value. Wasted if Super Valk dies isolated from friendly troops.
Death Positioning Strategy
Control where Super Valkyries die to maximize Rage value. Deploy Super Valkyries slightly ahead of main DPS troops—they absorb initial defense fire and die first, dropping Rage exactly where main army arrives. Example: Deploy Super Valk at compartment entry, she destroys buildings and dies to Inferno Tower, drops Rage, then Yetis enter compartment already Raged. Avoid deploying Super Valks with tanks (Giants, Golems)—tanks outlive Super Valks, resulting in Rage dropping in cleared areas where it provides zero value to main army.
20 Housing Space Efficiency
Each Super Valkyrie costs 20 housing space (2.5x regular Valkyrie’s 8). Direct comparison: 20 housing = 2.5 regular Valkyries (2.5×200 DPS = 500 combined DPS) vs 1 Super Valkyrie (360 DPS). Regular Valkyries have higher combined DPS BUT Super Valk provides death Rage worth ~40 housing space in spell value. Optimal usage: 2-4 Super Valkyries (40-80 space) for combination of DPS + spell support. More than 4 wastes housing on redundant Rage—troops can’t benefit from 5+ overlapping Rage zones simultaneously.
Splash Damage Synergy
Super Valkyrie retains Valkyrie’s 360-degree splash damage—hits ALL buildings and troops surrounding her simultaneously. Against compact bases with buildings 1-2 tiles apart, single Super Valk swing damages 6-8 buildings at once (360 DPS × 6 buildings = 2,160 effective damage per second). This makes Super Valkyries extremely effective against honeycomb layouts and clustered defenses. Ineffective against spread bases (buildings 4+ tiles apart) where splash advantage lost—each swing hits only 1-2 targets instead of 6-8.
Rage Stacking With Actual Spells
Death Rage DOES stack with player-deployed Rage Spells. If Super Valkyrie dies inside your Rage Spell, troops gain DOUBLE Rage buff (death Rage +30% + spell Rage +30% = +60% total damage/speed boost). This creates devastating damage zones. Strategic combo: Deploy Rage Spell at Town Hall, send Super Valkyries into it, they die and drop death Rage in same location, troops now have +60% boost destroying Town Hall in 3-4 seconds. However, duration limited to 12 seconds (death Rage duration), not full 18s of spell Rage.
🛡️ Countering Super Valkyries
Spread Building Layout
Position buildings minimum 3-4 tiles apart to minimize Super Valkyrie splash effectiveness. Against spread layouts, Super Valk’s 360-degree splash hits only 1-2 buildings per swing instead of 6-8 against compact designs. This reduces her DPS efficiency by 70%+, requiring significantly more time to destroy base. Additionally, spread layout means Super Valkyries die in isolated positions where death Rage provides minimal value to attacking army. Compact layouts allow Super Valks to die surrounded by friendly troops = maximum Rage impact.
Single-Target Inferno Towers
Set Inferno Towers to single-target mode (1,400 DPS at full ramp). Focused Inferno beam melts 2,400 HP Super Valkyrie in ~2 seconds once fully ramped. Position Infernos centrally where Super Valkyries inevitably path (toward core defenses and Town Hall). Even when Super Valk dies and drops Rage, Inferno’s beam cannot be boosted further—already at maximum DPS. Two single-target Infernos with overlapping coverage = Super Valkyries eliminated before destroying significant buildings, wasting their 20 housing space investment.
Spring Trap Clusters
Position Spring Traps at building clusters and compartment entries where Super Valkyries path. Each Spring Trap has 18 housing space ejection capacity = ejects 1 Super Valkyrie (20 housing) per trap? NO—Spring Traps eject individual troops regardless of housing space. One Spring ejects one Super Valkyrie completely. Place 3-4 Spring Traps at common Super Valk paths (between building clusters, compartment transitions). This eliminates 3-4 Super Valkyries (60-80 housing space) without them dropping death Rage = massive value denial.
Tornado Traps for Rage Displacement
Position Tornado Traps near high-value targets (Town Hall, Eagle Artillery, core defenses). When Super Valkyrie approaches, Tornado pulls her 8 tiles away. If Super Valk dies to defenses after Tornado pull, death Rage drops in displaced location—away from main attacking army. This wastes Rage value since friendly troops aren’t in range to benefit. Alternatively, Tornado can pull Super Valk away from supporting troops, causing her to die isolated = zero troops benefiting from death Rage. Strategic Tornado placement = Rage denial.