Super Bowler – COC

🎳
Super Troop

Super Bowler

Triple-Bounce Boulder Thrower

HP
1,400
DPS
130
Housing
30
Bounces
3

Overview

Super Bowler is the enhanced version of the regular Bowler, unlocked at Town Hall 12 with Bowler Level 4+. This boulder-throwing specialist features the Triple Strike ability—throwing massive purple boulders that bounce THREE times (vs regular Bowler’s two bounces), dealing splash damage with each impact. With 1,400 HP and 130 DPS at max level (TH17), Super Bowlers excel at destroying buildings positioned in straight lines by hitting up to 3 structures per attack. Each boulder bounce occurs exactly 3 tiles apart, allowing surgical strikes against buildings behind walls and defenses that regular troops cannot reach.

Super Bowlers revolutionized ground attacks by adding an extra bounce to Bowler’s already-powerful line-damage mechanic. Deploy 4-6 Super Bowlers behind tanks (Golems, Super Giants)—they throw boulders over tank’s head, hitting building 1 (splash), bouncing to building 2 (3 tiles behind, splash), bouncing again to building 3 (3 more tiles behind, splash). This triple-strike pattern destroys 3 buildings per attack cycle in compact bases. However, their massive 30 housing space cost (3x regular Bowler’s 10) severely limits numbers—maximum 6-7 Super Bowlers in 200-space army. Best used in groups of 3-5 paired with spell support (Rage for increased boulder speed, Freeze for surviving defense clusters). Dominant in strategies like Yeti BoBat, Pekka BoBat, and Witch BoBat where controlled line-damage clears defensive paths.

📊 Stats & Capabilities

Town Hall Level HP DPS Training Cost
TH12 4 800 90 230 Dark Elixir
TH15 5 1,150 115 270 Dark Elixir
TH17 7 1,400 130 ⚔️ MAX — 310 Dark Elixir

Key Attributes: Housing space 30, movement speed 14, training time 250 seconds, attack speed 2.0s, attack range 4 tiles. Special Ability – Triple Strike: Boulder bounces THREE times (vs regular Bowler’s two), hitting up to 3 buildings per attack. Each bounce deals splash damage in small radius. Bounces occur 3 tiles apart in straight line from initial target. Boulder can hit same large building multiple times if positioned correctly (2nd and 3rd bounces strike same building). Target: Any (ground unit, ranged attacks).

⚔️ Best Attack Strategies

Yeti BoBat (Yeti Bowler Bat)
Deploy 3-4 Yetis as tanks + 4-5 Super Bowlers behind for devastating line destruction. Yetis absorb defense fire and spawn Yetimites, Super Bowlers throw triple-bounce boulders destroying buildings in straight lines behind Yetis. Boulder bounces clear defenses Yetis haven’t reached yet, creating clean path forward. After Super Bowlers destroy core defenses, deploy Bat Spell swarms to cleanup—Bats face minimal defense threat thanks to Super Bowler pre-clearing. Dominant 3-star strategy at TH13-15. Pair with Rage Spells on Super Bowlers for accelerated boulder throwing.
Pekka BoBat (Pekka Bowler Bat)
Use 2-3 Pekkas as primary tanks + 5 Super Bowlers for line damage + Bat cleanup. Pekkas destroy front buildings while tanking massive damage (8,000+ HP each), Super Bowlers throw boulders from behind hitting buildings 2-3 layers deep that Pekkas can’t reach yet. This accelerates destruction rate dramatically—Pekkas destroy layer 1, boulders destroy layers 2-3 simultaneously. After Pekkas + Super Bowlers clear 60-70% and all Air Defenses, mass Bat Spells finish remaining buildings. More housing-efficient than Yeti BoBat at TH14+.
Queen Charge + Super Bowler Support
Deploy Archer Queen with Healers + 3-4 Super Bowlers following behind for extended Queen Charges. Queen tanks defenses with Healer support, Super Bowlers throw triple-bounce boulders destroying backline defenses (Inferno Towers, Eagle Artillery, Scattershots) that Queen can’t reach. Boulder bounces extend Queen’s effective range from her 5-tile bow range to 15+ tiles total (4-tile Super Bowler range + 3 bounces × 3 tiles = 13 additional tiles). This allows Queen to eliminate core defenses without entering dangerous compartments. Pair with Grand Warden for Life Aura.
Funnel Creation
Deploy 1 Super Bowler per flank for rapid, deep funneling. Single Super Bowler on flank throws boulder hitting 3 buildings in line (triple bounce), creating wide, deep funnel in 6-8 seconds vs regular troops requiring 15-20 seconds. Boulder bounces reach buildings 6-9 tiles deep from edge, clearing not just edge structures but second-layer buildings behind walls. This creates “super funnels” for Queen Charges, Pekka pushes, or any central strategy requiring clean entry paths. More housing-efficient funneling than using multiple Wizards or Valkyries.

🎯 Strategic Tips

Triple Strike Mechanics (3 Bounces)
Boulder bounces exactly 3 times, hitting up to 3 buildings spaced 3 tiles apart in straight line. First impact: primary target + small splash radius. Second bounce: 3 tiles behind primary + splash. Third bounce: 6 tiles behind primary + splash. Each bounce deals full 130 DPS splash damage (no damage reduction on bounces). Against perfectly aligned buildings, single Super Bowler attack destroys 3 structures simultaneously. Positioning critical—deploy Super Bowlers perpendicular to building lines to maximize triple-strike value rather than parallel where bounces miss.
Large Building Double/Triple Hits
Against large buildings (3×3 or bigger: Town Hall, Eagle Artillery, Scattershots, Clan Castle), boulder can strike SAME building multiple times via bounces. Example: Super Bowler targets Town Hall → boulder hits TH (bounce 1) → bounces 3 tiles landing on TH again (bounce 2) → bounces 3 more tiles landing on TH third time (bounce 3) = Town Hall takes 390 damage single attack (130×3). This makes Super Bowlers extremely effective Town Hall destroyers—3 Super Bowlers focusing TH = 1,170 damage per volley, destroying 7,000 HP TH in ~18 seconds.
30 Housing Space Management
Each Super Bowler costs 30 housing (3x regular Bowler’s 10 space). Maximum 6-7 Super Bowlers in 200-space army (impractical—leaves only 20-50 space for tanks/support). Optimal composition: 3-5 Super Bowlers (90-150 space) + tanks (60-80 space) + support/spells. Compare efficiency: 30 housing = 3 regular Bowlers (3×60 DPS = 180 combined) vs 1 Super Bowler (130 DPS). Regular Bowlers have higher combined DPS BUT Super Bowler’s third bounce hits buildings regular Bowlers cannot reach. Value comes from range extension, not raw DPS.
Spell Synergy – Rage Critical
Rage Spells on Super Bowlers = devastating. Rage increases boulder throw speed (attack speed 2.0s → 1.54s with Rage = 30% faster) AND boulder damage (130 DPS → 169 DPS). Group of 4 Super Bowlers in Rage = 676 combined DPS across triple-bounce pattern = obliterates compact base sections in 10-15 seconds. Additionally, Rage speeds movement (speed 14 → 18.2), allowing faster repositioning between targets. Always carry 2-3 Rage Spells when using Super Bowlers—non-negotiable for maximizing value.
Vulnerability to Air Troops
CRITICAL WEAKNESS: Super Bowlers cannot target air units. Defending air troops in Clan Castle (Rocket Balloons, Baby Dragons, Super Minions) destroy Super Bowlers completely unopposed. Each 30-housing Super Bowler lost to air CC troops = massive value waste. Always bring Poison Spell or Queen to eliminate air CC before deploying Super Bowlers. Alternatively, use Super Archers or Wizards as air defense support alongside Super Bowlers. Never deploy Super Bowlers if air CC troops alive—guaranteed failure.

🛡️ Countering Super Bowlers

Air Clan Castle Troops
Fill Clan Castle with air troops that Super Bowlers cannot target: Rocket Balloons (1,050 HP, 1,050 damage), Baby Dragons, Super Minions, Electro Dragons. When CC triggers, air troops attack Super Bowlers unopposed—Super Bowlers have zero anti-air capability. Single Rocket Balloon (5 housing) kills entire Super Bowler (30 housing) in ~8 seconds (1,050 damage ÷ 130 DPS = 8s). Position CC centrally to trigger when Super Bowlers enter core. Air CC = hard counter to Super Bowler strategies.
Spread Building Layout
Position buildings minimum 4+ tiles apart to minimize Super Bowler triple-bounce effectiveness. Boulder bounces occur 3 tiles apart—if buildings spaced 5+ tiles, bounces land on empty ground dealing zero damage. Against spread layouts, Super Bowler’s third bounce advantage completely wasted—hits only 1 building instead of 3. Compact layouts (buildings 2-3 tiles apart) = Super Bowler destroys 3 per attack. Spread layouts (buildings 5+ tiles apart) = Super Bowler destroys 1 per attack = 66% effectiveness reduction. Spread design = Super Bowler counter.
Giant Bomb Clusters
Position 2 Giant Bombs together at common Super Bowler deployment zones (compartment entries, building line paths). Combined Giant Bomb damage (700 total) kills Super Bowler (1,400 HP max) instantly when both trigger. This eliminates 30 housing space troop with 50 housing space traps (2 Giant Bombs × 25 space = 50). Place Giant Bomb pairs where Super Bowlers funnel through after tank destruction—typically 5-8 tiles behind front defenses. Two Giant Bomb pairs = potential elimination of 4 Super Bowlers (120 housing space) before any reach core.
Eagle Artillery Focus Fire
Eagle Artillery targets groups of troops. When 4-5 Super Bowlers deploy together (common in BoBat strategies), Eagle locks onto cluster dealing 400 damage per shot to 5 troops simultaneously. Three Eagle volleys = 1,200 damage to each Super Bowler, killing them (1,400 HP). Position Eagle Artillery centrally to engage Super Bowler groups during core push. Eagle + Scattershot combo especially effective—combined area damage eliminates Super Bowler groups in 8-12 seconds before significant boulder damage accumulates. Protect Eagle from Queen/Yeti destruction to maximize Super Bowler counter potential.

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