Overview
Super Miner is the enhanced version of the regular Miner, unlocked at Town Hall 13 with Miner Level 7+. This underground specialist features ramping drill damage that increases from 80 DPS to 1,280 DPS over 5 seconds of continuous drilling—identical mechanics to Inferno Dragon‘s beam ramp. With 1,100 HP and ability to burrow underground (invulnerable while burrowing), Super Miners excel at surgical strikes against high-HP core defenses like Town Hall, Eagle Artillery, and Scattershots. Upon death, each Super Miner explodes dealing 600 damage in 2-tile radius, destroying nearby buildings and troops.
Super Miners revolutionized Miner strategies by trading swarm quantity for individual assassination power. Deploy 6-8 Super Miners targeting Town Hall—they burrow underground (invulnerable to all defenses during transit), surface at TH, drill ramps to 1,280 DPS over 5 seconds destroying TH rapidly. Death bombs (600 damage × 8 = 4,800 total) obliterate surrounding buildings even after Super Miners die. However, 24 housing space cost (massive compared to regular Miner’s 6) limits numbers—maximum 8 Super Miners in 200-space army. Best used in groups of 6-10 for concentrated assassination attacks rather than spread-out pressure. Pair with Healing Spells to sustain through defense fire while drill ramps.
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS Range |
Training Cost |
| TH13 |
7 |
800 |
60-960 |
680 Elixir |
| TH15 |
8 |
1,000 |
72-1,152 |
750 Elixir |
| TH17 |
10 |
1,100 |
80-1,280 |
⚔️ MAX — 800 Elixir |
Key Attributes: Housing space 24, movement speed 36 underground (18 on surface), training time 180 seconds, attack speed 0.128s (continuous drill). Special Ability – Drill Power: Damage ramps like Inferno Tower: 80 DPS → 160 (1s) → 320 (2s) → 640 (3s) → 1,280 (4-5s). Resets if switches targets. Explosive Demise: Death bomb deals 600 damage in 2-tile radius. Underground Movement: Burrows between targets, invulnerable while underground, bypasses walls, does not trigger traps. Target: Any (ground unit, melee).
⚔️ Best Attack Strategies
Town Hall Assassination
Deploy 8-10 Super Miners targeting Town Hall directly. They burrow underground (invulnerable), surface at TH, drill ramps to max 1,280 DPS in 5 seconds. Eight Super Miners at full ramp = 10,240 combined DPS destroys 7,000+ HP Town Hall in under 3 seconds. Death bombs (600×8=4,800 total) obliterate surrounding Inferno Towers, Scattershots, and Eagle Artillery after Super Miners die. Pair with Healing Spell during drill ramp to prevent premature deaths. Dominant TH13-16 Town Hall deletion strategy.
Hybrid Miner + Super Miner
Use 20 regular Miners for base pressure + 6 Super Miners for priority target assassination. Regular Miners spread across base creating distraction (defenses target multiple locations), Super Miners concentrate on Eagle Artillery, Scattershots, or Town Hall. Super Miners’ ramping drill deletes high-priority defenses while regular Miners apply continuous pressure. After Super Miners destroy core threats, regular Miners cleanup remaining buildings. More balanced than pure Super Miner army—combines pressure with assassination.
Queen Charge + Super Miner Support
Archer Queen + Healers tank defenses on one flank, 4-6 Super Miners follow behind or deploy on opposite side. Super Miners burrow to backline defenses Queen cannot reach (Inferno Towers, Eagle Artillery positioned 10+ tiles behind walls). Drill ramps destroy these defenses rapidly while Queen clears front. Death bombs clear compartments for Queen advance. This extends Queen Charge effectiveness significantly—Super Miners provide 15+ tile strike range vs Queen’s 5-tile bow range.
Log Launcher + Super Miner Core Dive
Load 3-4 Super Miners in Log Launcher targeting Town Hall. Launcher breaks through walls to core, deploys Super Miners directly at Town Hall/Eagle Artillery. Super Miners surface and immediately begin drilling (already at core = no travel time). Drill ramps to 1,280 DPS destroy core buildings in 5-8 seconds. Death bombs (600×4=2,400) finish remaining core structures like Clan Castle, Scattershots. Guaranteed core destruction strategy at TH13-16. Pair with Invisibility Spell for extended survival during drill ramp.
🎯 Strategic Tips
Drill Ramp Timing (5 Seconds)
Damage progression: 80 DPS (0s) → 160 DPS (1s) → 320 DPS (2s) → 640 DPS (3s) → 1,280 DPS (4-5s). Cumulative damage during ramp: ~2,400 total over 5 seconds before reaching max DPS. Once at 1,280 DPS, maintains maximum while locked on target. Resets to 80 DPS if switches targets or gets pushed by Tornado. Deploy against high-HP buildings (TH 7,000+ HP, Eagle 4,400 HP) where 5-second ramp justified. Against low-HP buildings, drill doesn’t need full ramp = wasted potential.
Underground Invulnerability
Completely immune to all damage while burrowing (identical to regular Miner). Does NOT trigger Spring Traps, Giant Bombs, Seeking Air Mines, or Tornado Traps while underground. Bypasses walls without Jump Spell. Surfaces automatically at nearest building to attack. After destroying building, re-burrows automatically and paths to next target. Use this to bypass dangerous trap zones and wall layers—Super Miners ignore all ground-based defenses during transit. Only vulnerable when surfaced and drilling.
Death Bomb Positioning (600 Damage)
Upon death, explodes dealing 600 damage in 2-tile radius. This destroys most defenses below 1,000 HP (Cannons 1,000 HP, Archer Towers 1,700 HP take major damage, Army Camps 700 HP destroyed). Multiple Super Miner deaths create cumulative bomb zones: 6 Super Miners dying near Town Hall = 3,600 total bomb damage across overlapping 2-tile radiuses. Deploy Super Miners to die near high-value building clusters (TH + Eagle + Scattershots) for maximum bomb impact. Death bombs alone often secure 2-star even if attack fails.
24 Housing Space Efficiency
Each Super Miner costs 24 housing space (4x regular Miner’s 6 space). Comparison: 24 housing = 4 regular Miners (4×100 DPS = 400 combined DPS constant). Super Miner at max ramp = 1,280 DPS (3.2x more than 4 regular Miners). Value justified ONLY if drill fully ramps to 1,280 DPS. If Super Miner killed before 5-second ramp completes, housing space wasted. Always support with Healing Spells to ensure survival through full ramp cycle. Without Healing, Super Miners die at 2-3 second mark (~320 DPS) = massive efficiency loss.
Ramp Reset Vulnerability
Drill damage resets to 80 DPS if Super Miner switches targets OR gets pushed by Tornado Trap. Against bases with many low-HP buildings, Super Miner destroys building quickly, re-burrows, surfaces at next building, drill resets = never maintains max DPS. Deploy against bases with high-HP core buildings where Super Miner locks on single target for 8-10+ seconds, allowing full ramp AND sustained max DPS phase. Also vulnerable to Tornado Traps which reset drill progress—scout Tornado positions before Super Miner deployment.
🛡️ Countering Super Miners
Tornado Trap Displacement
Position Tornado Traps near high-value targets (Town Hall, Eagle Artillery, core defenses). When Super Miner surfaces to drill, Tornado pulls it 8 tiles away from target. This resets drill damage to 80 DPS (all ramp progress lost 0-5 seconds). Forced to re-burrow, travel to target again, surface again, restart ramp from zero. Multiple Tornados placed strategically = drill never reaches lethal 1,280 DPS phase. Super Miner spends entire lifetime ramping from 80 → 300-400 DPS before dying or switching targets. Tornado = hard counter to drill ramp mechanic.
Multi-Target Inferno Towers
Set Inferno Towers to multi-target mode near Town Hall and core defenses. When 6-8 Super Miners surface together, multi-target Inferno engages all simultaneously at 400-500 DPS each. Super Miner has only 1,100 HP = dies in 2.2-2.8 seconds under multi-target Inferno fire. Drill only reaches ~320 DPS by 2-second mark before death. Super Miners eliminated before drill becomes dangerous (640-1,280 DPS range). Position multi-target Infernos centrally to engage Super Miner groups during Town Hall assassination attempts.
Giant Bomb + Defense Clusters
Position Giant Bombs at common Super Miner surface points (near Town Hall, Eagle Artillery, core compartment entries). When Super Miner surfaces, Giant Bomb triggers dealing 350 damage. Combined with nearby defense fire (Cannons 150 DPS, Archer Towers 170 DPS), Super Miner takes 500-700 damage in first 2 seconds before drill ramps. This kills Super Miner (1,100 HP) before reaching dangerous DPS levels. Without defenses supporting Giant Bombs, Super Miner survives bomb and continues drilling—cluster positioning critical.
Spread Building Layout
Position buildings 4+ tiles apart throughout base, especially near core. Forces Super Miners to destroy many individual buildings rather than focusing single high-HP target. Each building destruction = Super Miner re-burrows = drill resets to 80 DPS. Against compact layouts (buildings 2-3 tiles apart), Super Miner locks onto Town Hall and drills continuously = reaches and maintains 1,280 DPS. Against spread layouts (buildings 5+ tiles apart), Super Miner destroys building 1, re-burrows, surfaces at building 2, drill resets = never maintains max DPS. Spread design = constant ramp resets = Super Miner never dangerous.