Super Giant – COC

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Super Troop

Super Giant

Wall-Busting Tank

HP
4,800
DPS
140
Housing
10
Wall DMG
5x

Overview

Super Giant is the enhanced version of the regular Giant, unlocked at Town Hall 12 with Giant Level 9+. This massive tank features the Wall Buster ability that deals 5x damage to walls (700 damage per punch at max level), allowing rapid compartment penetration. With 4,800 HP and 140 DPS at max level (Town Hall 17), Super Giants attack via melee punching just like regular Giants, but with dramatically increased health and wall-breaking capability. They target defenses exclusively, beelining for Cannons, Archer Towers, Inferno Towers, and other defensive buildings while tanking enormous damage.

Super Giants revolutionized ground tanking strategies by eliminating the need for Wall Breakers in many compositions. Their 5x wall damage allows them to punch through Level 15+ walls in 2-3 hits while simultaneously tanking defense fire, creating openings for supporting troops (Bowlers, Wizards, Witches) to follow. They serve as the premiere tank for ground armies, absorbing damage while backline DPS troops eliminate defenses. However, their 10 housing space cost limits numbers (maximum 20 Super Giants vs 40 regular Giants), making them vulnerable to concentrated burst damage from Scattershots and single-target Inferno Towers. Their slow movement speed (12) also creates timing challenges—support troops often outpace Super Giants, breaking formation and exposing squishy DPS troops to defense fire.

📊 Stats & Capabilities

Town Hall Level HP DPS Training Cost
TH12 9 3,300 100 3,000 Elixir
TH15 10 4,200 120 3,300 Elixir
TH17 11 4,800 140 ⚔️ MAX — 3,600 Elixir

Key Attributes: Housing space 10, movement speed 12, training time 60 seconds, attack speed 1.0s, attack range 0.5 tiles (melee). Special Ability – Wall Buster: Deals 5x damage to walls (700 damage per hit at max level). Does NOT preferentially target walls—still prioritizes defenses. Target: Defensive buildings (ground unit).

⚔️ Best Attack Strategies

Super Giant + Bowler Push
Deploy 12-15 Super Giants as frontline tanks + 8-10 Bowlers for DPS behind them. Super Giants punch through walls (5x damage) creating openings, target defenses and absorb fire. Bowlers throw boulders over Giants hitting backline structures. Use Rage Spells when Super Giants cluster at compartment transitions to boost both tanking and DPS. Dominant 3-star strategy at TH12-15. Add Healers for sustained pushes.
Super Giant + Witch Skeleton Swarm
Combine 10 Super Giants with 6-8 Witches for multi-layer tanking. Super Giants tank primary defense fire, Witches spawn skeletons that absorb splash damage and distract defenses further. This creates three tanking layers: Super Giants (primary) → Skeletons (secondary) → Witches (tertiary). Witches stay safe behind while spawning endless skeleton waves. Effective for bases with heavy splash damage (Scattershots, Wizard Towers).
Defense Deletion Strategy
Mass deploy 18-20 Super Giants with Rage + Healing Spells to systematically destroy ALL defenses. Defense-only targeting ensures Giants eliminate Cannons, Inferno Towers, Eagle Artillery, X-Bows first. After clearing defenses (60-70% of attack time), deploy cleanup troops (Wizards, Sneaky Goblins) to finish Town Hall and remaining buildings. Anti-2-star war strategy—guarantees defense elimination.
Log Launcher Support
Pair 12 Super Giants with Log Launcher siege machine. Super Giants tank outside compartments while Log Launcher carves straight path to core. When Log Launcher dies or reaches Town Hall, Super Giants enter core compartments (already opened by Log) and eliminate interior defenses. Combine with Sneaky Goblins inside Log Launcher for hybrid farming/war attacks—Giants tank, Goblins loot core resources.

🎯 Strategic Tips

Wall Buster Mechanics (5x Damage)
Super Giants deal 700 damage per punch to walls (140 base × 5 multiplier). This one-shots Level 13 walls (600 HP), two-shots Level 14-15 walls (900-1,200 HP). Wall-breaking happens automatically as Giants path toward defenses—no manual targeting needed. Save Jump Spells for situations where walls would delay Giants excessively (4+ wall layers). Single Jump Spell = 15-20 housing space in saved Wall Breakers.
Defense-Only Targeting Priority
Super Giants ONLY attack defensive buildings—Cannons, Archer Towers, Inferno Towers, Scattershots, Eagle Artillery, Air Defenses, X-Bows, Mortars, Wizard Towers. They ignore Town Hall, Storages, Barracks, Army Camps, Collectors. This focused targeting eliminates dangerous defenses quickly but leaves non-defensive buildings standing. Always include 15-20 cleanup troops (Wizards, Archers, Goblins) to finish remaining 30-40% buildings after Giants clear defenses.
10 Housing Space Management
Each Super Giant costs 10 housing space—double regular Giant (5 space). 200-space army = maximum 20 Super Giants. Optimal allocation: 12-15 Super Giants (120-150 space) for tanking + 50-80 space for DPS troops (Bowlers, Witches, Wizards). Too many Super Giants wastes space on redundant tanking; too few lacks sufficient HP pool to tank through heavy defenses. Balance is critical.
Healing Spell Priority Target
Super Giants have massive HP (4,800) making them excellent Healing Spell recipients. Single max Healing Spell restores 2,000 HP = 42% of Super Giant max HP. Position Healing Spells at compartment transitions where 10-15 Super Giants cluster together. Healing 12 Super Giants simultaneously = 24,000 total HP restored (equivalent to reviving 5 Super Giants from death). More efficient than healing smaller troops.
Speed 12 Timing Awareness
Super Giant movement speed 12 is SLOW compared to support troops (Bowlers: 14, Wizards: 16, Witches: 12). Deploy Super Giants 2-3 seconds before DPS troops to maintain formation—Giants tank in front, DPS follows safely behind. If DPS troops deployed simultaneously, they outrun Giants and take defense fire directly. Use Rage Spells to synchronize speeds: Giants speed 12 → 15.6 in Rage, Bowlers speed 14 → 18.2 in Rage (closer parity).

🛡️ Countering Super Giants

Single-Target Inferno Towers
Set Inferno Towers to single-target mode (1,400 DPS at full ramp). Focused Inferno beam melts 4,800 HP Super Giants in 6-7 seconds once fully ramped. Position Infernos inside core compartments where Super Giants inevitably path after destroying exterior defenses—guaranteed Inferno contact. Two single-target Infernos with overlapping coverage eliminate Super Giant armies in 12-15 seconds regardless of Healing Spell usage.
Scattershot Positioning
Place Scattershots to hit Super Giant clusters at compartment entries. Scattershot area damage (350+ per shot) hits 6-10 Super Giants when grouped. Two Scattershots with overlapping fire zones deal 700+ combined damage per volley to EACH Super Giant hit = 15% of max HP per second when both firing. Position Scattershots 10-12 tiles apart covering main pathways to core—Super Giants must pass through overlapping Scattershot fire.
Heavy Compartmentalization
Design bases with 6-8 compartments separating entry from core. While Super Giants break walls efficiently (5x damage), each wall layer still delays pathing by 2-3 seconds. Multiple compartments = 15-20 seconds wall-breaking time, exposing Super Giants to prolonged defense fire. Even 4,800 HP cannot survive 20+ seconds of concentrated fire from Inferno + Scattershot + Eagle Artillery simultaneously. Deep compartmentalization bleeds Super Giant HP before reaching valuable defenses.
Spring Traps at Wall Breaks
Position Spring Traps directly behind walls where Super Giants will punch through. When Giants break wall and step through opening, Spring Trap triggers—each Spring ejects 1 Super Giant (10 housing space). Four Spring Traps = 40 housing space eliminated (4 Super Giants). Place Springs at compartment transitions near high-value defenses (Inferno Towers, Town Hall), maximizing chance of triggering when Giant army passes through en masse.

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