Super Barbarian – COC

⚔️
Super Troop

Super Barbarian

Rage-Fueled Berserker

HP
840
DPS
90
Housing
5
Speed
20

Overview

Super Barbarian is the enhanced version of the regular Barbarian, unlocked at Town Hall 12 with Barbarian Level 8+. This berserker warrior features automatic Rage ability that triggers when damaged, increasing movement and attack speed by 32% for 6 seconds. With 840 HP and 90 DPS at max level (Town Hall 17), Super Barbarians provide 4x the stats of regular Barbarians while consuming 5 housing space each. Their self-Rage mechanic eliminates the need for Rage Spells in many strategies, making them particularly effective for mass Super Barbarian rushes and Barbarian King support.

Super Barbarians revolutionized ground rushing strategies by combining the swarming potential of regular Barbarians with built-in speed and DPS boosts. When taking damage, each Super Barbarian enters Rage mode independently, creating waves of speed-boosted berserkers that overwhelm defenses. They excel in cleanup operations, King pushes, and anti-2-star trophy pushing at Legend League where their high HP allows them to reach core buildings. However, their 5 housing space cost limits army capacity (40 Super Barbarians vs 200 regular Barbarians), making them vulnerable to splash damage from Scattershots and Wizard Towers. They pair exceptionally well with Sneaky Goblins for hybrid cleanup strategies and complement aggressive Barbarian King dives.

📊 Stats & Capabilities

Town Hall Level HP DPS Training Cost
TH12 8 600 60 1,800 Elixir
TH15 10 760 80 2,200 Elixir
TH17 12 840 90 ⚔️ MAX — 2,400 Elixir

Key Attributes: Housing space 5, movement speed 20 (24 when Raged), training time 24 seconds, attack speed 1.0s, attack range 0.4 tiles (melee). Special Ability – Rage: When damaged, automatically enters Rage mode for 6 seconds (+32% movement and attack speed). Can trigger multiple times during battle. Target: Any (ground unit).

⚔️ Best Attack Strategies

Mass Super Barbarian Rush
Deploy 35-40 Super Barbarians in surgical waves to overwhelm bases. As they take damage from defenses, Rage triggers cascade through the army, creating unstoppable momentum. Use Healing Spells to sustain HP while Rage keeps DPS high. Effective for 2-star trophy pushing at Legend League (destroy TH + 50%) since Super Barbarians naturally funnel toward core buildings. Pair with Log Launcher to open compartments.
Barbarian King Support Army
Combine 15-20 Super Barbarians with Barbarian King for powerful hero-supported ground push. King tanks damage while Super Barbarians deal DPS and trigger Rage when hit. When King uses Iron Fist or Barbarian Puppet, Super Barbarians clean up buildings rapidly. Add Healers on King to extend survivability. Works excellently at TH12-14 for hybrid King Charge strategies.
Super Barb + Sneaky Goblin Hybrid
Use 20 Super Barbarians as tanks + 30 Sneaky Goblins for resource raid farming. Super Barbarians trigger defenses and enter Rage, while invisible Sneaky Goblins loot storages safely. Super Barbarians destroy defensive buildings, Sneaky Goblins grab resources. Dominant farming strategy for Dark Elixir and Elixir grinding at TH12-15.
Cleanup & Percentage Troops
Deploy 8-12 Super Barbarians post-main attack for cleanup and percentage pushing. Their high HP (840) allows them to tank remaining defenses while Rage ability speeds destruction of leftover buildings. Particularly effective after failed Queen Charges or Electro Dragon attacks where 10-20% buildings remain scattered across base edges.

🎯 Strategic Tips

Rage Trigger Mechanics
Super Barbarian enters Rage mode when taking ANY damage—even 1 HP triggers it. Rage lasts 6 seconds, boosting movement speed from 20 to 24 and attack speed by 32%. Can trigger multiple times during battle (cooldown allows re-activation). Deploy in waves to ensure constant Rage coverage: first wave takes damage and Rages, second wave follows behind, creating continuous speed boost.
5 Housing Space Efficiency
Each Super Barbarian costs 5 housing space vs 1 for regular Barbarian. Maximum 40 Super Barbarians in 200-space army (vs 200 regular). This reduces swarm effectiveness but increases per-unit value. Pair with troops that benefit from reduced army count: Healers (easier to protect fewer units), Siege Machines (more housing for siege + support troops).
Spell Synergy – Healing Over Rage
Super Barbarians have built-in Rage when damaged—using Rage Spells is redundant. Instead, use Healing Spells to sustain HP while their auto-Rage maintains speed and DPS. Healing + Auto-Rage = sustained high-speed damage output. Jump Spells also excellent for directing Super Barbarian pathing through compartments without wasting Rage Spell slots.
Deployment Pattern – Surgical Waves
Never deploy all 40 Super Barbarians at once—Scattershots and Wizard Towers destroy clumps instantly. Deploy in 3-4 surgical waves of 10-12 troops each, spaced 2-3 seconds apart. First wave triggers defenses + Rages, second wave follows Raged path, third wave cleans up. Spread deployment across 2-3 sides to avoid single-point splash damage elimination.
Anti-Splash Positioning
Super Barbarians are extremely vulnerable to splash damage despite 840 HP. Scattershot (350+ damage) kills Super Barbarians in 3 hits. Eagle Artillery devastates grouped Super Barbarians. Pre-destroy splash defenses with King/Queen or use Freeze Spells on Scattershots during Super Barbarian deployment. Alternatively, use Invisibility Spell to bypass splash zones entirely.

🛡️ Countering Super Barbarians

Splash Damage Defenses
Scattershots, Wizard Towers, and Mortars devastate Super Barbarian armies. Position Scattershots to cover multiple entry points—each shot damages 6-8 Super Barbarians simultaneously. Wizard Towers positioned at compartment transitions eliminate waves as they enter. Multi-target Inferno Towers also highly effective, engaging 5 Super Barbarians at once.
Walls & Compartmentalization
Heavy compartmentalization slows Super Barbarian momentum. While Rage increases speed, they still must break through walls. Design bases with 6+ compartments between entry and core—Super Barbarians waste time wall-breaking, exposing them to prolonged defense fire. Spring Traps positioned at wall breaks eject 2 Super Barbarians per trap (10 housing space).
Air Defenses for Healer Kills
Super Barbarian + Healer combos rely on Healer survivability. Position Air Defenses to overlap coverage zones where Super Barbarian armies typically path. With Healers eliminated (2-3 Air Defense volleys), Super Barbarians lose healing sustain and die to accumulated chip damage despite auto-Rage ability.
Giant Bombs & Bomb Towers
Giant Bombs deal 350+ damage to ground troops—eliminating 40% of Super Barbarian HP in single explosion. Position Giant Bombs at common entry funnels and behind first wall layer. Bomb Towers provide continuous area damage (175 DPS) that weakens Super Barbarians before they trigger Rage, making subsequent defense fire more lethal.

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