Overview
Super Witch is the enhanced version of the regular Witch, unlocked at Town Hall 12 with Witch Level 5+. This necromancer summons Big Boys—upgraded Skeletons with significantly higher HP (420 vs 45 for regular Skeletons) and DPS (120 vs 55)—creating unstoppable skeleton armies. With 1,600 HP and 220 DPS at max level (TH17), Super Witches excel at overwhelming defenses with waves of tanky Big Boys while dealing consistent ranged damage from behind. Each Super Witch spawns 3 Big Boys initially plus periodic spawns every 5.5 seconds throughout battle—creating endless skeleton reinforcements that tank, distract, and destroy.
Super Witches revolutionized skeleton-based strategies by replacing fragile regular Skeletons (one-shot by most defenses) with durable Big Boys that survive multiple hits and deal 2x damage. Deploy 2-3 Super Witches with tank support (Golems, Ice Golems)—Big Boys swarm defenses absorbing fire while Super Witches spawn continuous reinforcements from safety. The massive housing cost (40 space, tied with Super Dragon and Ice Hound as highest) limits armies to maximum 5 Super Witches, but their value comes from skeleton multiplication—each Super Witch generates 12-15 Big Boys over 60-second attack, equivalent to 500+ housing space in spawned units. Best used in groups of 2-4 paired with tanks for sustained skeleton pressure attacks.
📊 Stats & Capabilities
| Town Hall |
Level |
HP |
DPS |
Training Cost |
| TH12 |
5 |
1,200 |
180 |
480 Dark Elixir |
| TH15 |
6 |
1,450 |
205 |
530 Dark Elixir |
| TH17 |
7 |
1,600 |
220 |
⚔️ MAX — 580 Dark Elixir |
Key Attributes: Housing space 40 (tied for highest with Super Dragon, Ice Hound), movement speed 12, training time 480 seconds (8 minutes), attack speed 1.5s, attack range 5 tiles. Special Ability – Big Boy Summoning: Spawns 3 Big Boys on deployment + 1 Big Boy every 5.5 seconds continuously. Big Boy stats: 420 HP (9x regular Skeleton’s 45 HP), 120 DPS (2.2x regular Skeleton’s 55 DPS), speed 24. Big Boys have 2-second lifetime after Super Witch dies. Target: Any (ground unit, ranged attacks, summons ground skeletons).
⚔️ Best Attack Strategies
Golem + Super Witch Spam
Deploy 2 Golems as tanks + 3-4 Super Witches behind for classic skeleton spam strategy. Golems absorb defense fire (8,000+ HP each), Super Witches spawn Big Boys continuously from safety. Big Boys swarm forward with 420 HP each (survive 3-4 defense hits vs 1 hit for regular Skeletons), creating multi-layer tanking: Golems (primary) → Big Boys (secondary) → Super Witches (tertiary). Endless Big Boy spawns overwhelm defenses through sheer numbers. Pair with Rage Spells to accelerate Big Boy movement. Dominant ground spam strategy at TH12-14.
Ice Golem + Super Witch Freeze Push
Use 1-2 Ice Golems with 3 Super Witches for freeze-based ground attacks. Ice Golems tank and slow defenses with freeze aura, Big Boys benefit from slowed defenses (take less damage while attacking). When Ice Golem dies, freeze effect (4 seconds) stops all defenses while Big Boys destroy buildings unopposed. Super Witches spawn new Big Boys continuously, maintaining pressure even after Ice Golem deaths. More housing-efficient than Golem + Super Witch since Ice Golem freeze provides defensive shutdown. Works exceptionally well at TH13-15.
Battle Blimp + Super Witch Drop
Load 1 Super Witch in Battle Blimp targeting Town Hall compartment. Blimp dies over TH, Super Witch deploys and immediately spawns 3 Big Boys at core. Big Boys tank TH weapon fire and nearby defenses while Super Witch destroys TH from range (220 DPS). Spawns additional Big Boys every 5.5 seconds—by time TH weapon kills first Big Boys, new ones spawn maintaining tank pressure. Pair with Yetis or
Super Wizards in Blimp for additional DPS. TH destruction strategy at TH13-16.
Queen Charge + Super Witch Support
Deploy Archer Queen with Healers + 2 Super Witches following behind. Queen tanks defenses, Super Witches spawn Big Boys who absorb splash damage (Wizard Towers, Mortars) that would otherwise hit Healers. This protects Healer HP, sustaining Queen Charge longer. Big Boys also eliminate Skeleton Trap skeletons and CC troops that threaten Queen. After Queen Charge completes, Super Witches + remaining Big Boys provide cleanup. More reliable Queen Charge support than regular Witches due to Big Boy durability (420 HP vs 45 HP).
🎯 Strategic Tips
Big Boy Stats & Spawn Rate
Big Boys have 420 HP (9x regular Skeleton) and 120 DPS (2.2x regular Skeleton)—making them mini-tanks rather than disposable chaff. Spawn mechanics: 3 Big Boys spawn immediately upon Super Witch deployment, then 1 Big Boy every 5.5 seconds continuously while Super Witch alive. Over 60-second lifespan, single Super Witch spawns ~14 Big Boys total (3 initial + 11 periodic = 14). Each Big Boy effectively costs ~2.9 housing space (40 ÷ 14 = 2.85). With 420 HP and 120 DPS, Big Boys provide exceptional value—tanking and dealing damage far beyond housing cost.
40 Housing Space Justification
Super Witch costs 40 housing—tied for highest troop cost with Super Dragon and Ice Hound. Why justified? Skeleton multiplication. Single Super Witch (40 space) spawns 14 Big Boys over 60s. Each Big Boy has 420 HP = 5,880 total HP spawned (14×420). Compare to regular Witch (12 space) spawning regular Skeletons (45 HP each) = 540 total HP spawned. Super Witch generates 10x more HP in spawned units while costing only 3.3x housing. Massive value through skeleton quality over quantity.
Positioning Behind Tanks
Always deploy Super Witches BEHIND tanks (Golems, Ice Golems,
Super Giants). Super Witches have only 1,600 HP—die quickly to focused fire. Tanks must absorb initial defense aggro while Super Witches spawn Big Boys from safety (5-tile range keeps them back from front lines). If Super Witch deploys in front of tanks, she dies before spawning significant Big Boys (maybe 6-8 vs potential 14). Tank-protected Super Witches survive 40-60 seconds spawning maximum Big Boys. Position is critical for value extraction.
Big Boy Lifetime After Death
When Super Witch dies, all spawned Big Boys survive for 2 additional seconds before disappearing. This allows final cleanup even after Super Witch elimination. Strategic timing: If Super Witch dies with 8-10 Big Boys active, those Big Boys have 2 seconds to destroy remaining buildings before vanishing. In close 99% attacks, those 2 seconds often secure 100% 3-star. Deploy Super Witches aggressively late-attack knowing Big Boys persist briefly post-death for final building destruction.
Spell Synergy – Rage & Freeze
Rage Spells on Big Boy swarms = devastating. Big Boys move at speed 24 (already fast) → Rage boosts to 31.2, allowing rapid base traversal. Additionally, Rage boosts Big Boy DPS from 120 to 156 (+30%). Swarm of 10 Big Boys in Rage = 1,560 combined DPS obliterating buildings. Freeze Spells equally valuable—freeze defenses (4s) while Big Boys destroy them unopposed. Single Super Witch spawning Big Boys in alternating Rage/Freeze zones clears 50%+ of base alone. Spell support = critical for Super Witch success.
🛡️ Countering Super Witches
Wizard Towers for Skeleton Elimination
Position Wizard Towers centrally to engage Big Boy swarms with splash damage. Wizard Tower deals 220-260 damage per hit at max level—kills Big Boys (420 HP) in 2 hits. Against swarms of 8-10 Big Boys, Wizard Tower splash damages all simultaneously—2 volleys = entire swarm eliminated. Two Wizard Towers with overlapping coverage = continuous Big Boy deletion, preventing skeleton buildup. Without Wizard Towers, Big Boys accumulate to 15-20 overwhelming defenses. Wizard Towers = essential Super Witch counter.
Bomb Towers for AoE Damage
Bomb Towers deal death damage (500+) in 7-tile radius when destroyed, killing all Big Boys (420 HP max) in blast zone. Strategic placement: Position Bomb Towers at compartment entries where Big Boys funnel through. Attacker destroys Bomb Tower to access compartment → explosion kills 10-15 Big Boys simultaneously. This resets skeleton pressure, forcing Super Witches to rebuild Big Boy numbers from zero (requires 55+ seconds to spawn 10 new Big Boys). Delays attack by 30-60 seconds, often preventing 3-star.
Single-Target Inferno Towers on Super Witch
Set Inferno Towers to single-target mode (1,400 DPS at full ramp) targeting Super Witches directly, NOT Big Boys. Focused Inferno beam kills 1,600 HP Super Witch in ~1.2 seconds once ramped. Without Super Witch, Big Boys stop spawning and existing Big Boys die within 10-15 seconds to defense fire. Position Infernos with clear sightlines to backline where Super Witches position behind tanks. Ignore tanks/Big Boys, burn Super Witches = skeleton production halted = attack collapse.
Scattershot Clusters
Place Scattershots centrally to engage Big Boy swarms. Scattershot area damage (350-400 per shot) hits 4-6 Big Boys per volley. Two Scattershots firing simultaneously = 800 damage to each Big Boy hit = Big Boys die in single combined volley (420 HP < 800 damage). Position Scattershots with overlapping coverage at compartment transitions where Big Boys cluster densely. Continuous Scattershot fire prevents Big Boy accumulation—Super Witches spawn Big Boys but Scattershots eliminate them faster than spawn rate, preventing skeleton pressure buildup.
Pingback: Battle Blimp - COC - Guide GG
Pingback: Battle Drill - COC - Guide GG