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Are Super Troops Worth It? Every One Is Weaker Per Housing Space Than the Troop It Replaces

TroopsDataDecision

Updated: 18 September 2026 · Goblins Farm

A Super Troop costs 25,000 dark elixir and lasts 72 hours. That is the price everyone quotes. The price nobody quotes is housing space, and when you compare each Super Troop with the troop it replaces at the levels a real account has, the result is remarkably consistent: not one of the seventeen is better per housing space. You are buying an ability, and you are paying for it in army size.

What a Super Troop costs

The game files are uniform about this: all 17 Super Troops cost 25,000 dark elixir, run for 72 hours and then sit on a 72 hour cooldown. Each requires its base troop at a minimum level — 7 for the Super Barbarian, 9 for the Super Hog Rider, 2 for the Super Yeti, and so on.

The level you get is tied to the base troop's level, so a Super Troop's real ceiling on a maxed account is lower than the number of rows in its table suggests. A maxed Barbarian is level 13 and the Super Barbarian needs level 7, which puts the Super Barbarian at level 7 of 9 — not level 9. Every comparison below uses the level a maxed account actually has, which is where most published comparisons go wrong.

The table nobody publishes: damage per housing space

Base troop first, Super Troop second, both at the level a maxed account owns:

Not one goes up. The closest is the Super Barbarian at 48 against 51, and the worst is the Super Miner at 7 against 33 — a Super Miner is 24 housing space against a Miner's 6, and it does not do four times the damage.

What this does not measure. Abilities. The Super Archer shoots through walls, the Sneaky Goblin starts invisible, the Super Wall Breaker's blast is enormous, the Super Miner damages what killed it. None of that is DPS, and all of it can matter more than DPS. The point is that the trade is real and it runs in one direction.

The two that genuinely change what an army can do

Sneaky Goblins. Three housing space, invisible for the first seconds after deployment, and they ignore defences entirely to eat storages. For farming this is not a damage upgrade, it is a different activity: an army of Sneaky Goblins takes loot from bases that would destroy a normal army. This is the one Super Troop that pays for its own 25,000 dark elixir and then some.

Super Wall Breakers. Four times the housing space of a Wall Breaker for a blast that opens compartments a normal pair cannot. On ground armies where the whole attack depends on one wall opening in one place, the trade is straightforwardly good.

Everything else is situational. The Super Archer is excellent behind a Battle Blimp and mediocre anywhere else. The Super Witch is a novelty at 40 housing space. The Ice Hound is 40 space for less damage than a Lava Hound and a freeze on death.

When boosting is worth 25,000 dark elixir

Three cases, and only three:

  1. Farming with Sneaky Goblins, where the boost pays for itself in raided dark elixir within a day or two of normal play.
  2. A war attack you have specifically planned around the ability — Blimp Super Archers, or Super Wall Breakers on a base whose core needs one hole.
  3. A Clan Games or event task that requires it.

Outside those, 25,000 dark elixir is about 1.7 days of full drill production, and dark elixir is the resource your heroes and pets are starving for. Boosting a Super Troop because it is available is one of the more expensive habits in the game, and the housing space table above is why it does not pay you back.

How we counted

Damage per housing space is DPS divided by housing space, both read from the game files. For each pair we took the base troop at its maximum level and the Super Troop at the level that base level grants — the file's minimum-level requirement subtracted from the base level, plus one — rather than at the highest level in its own table, which no account can reach.

Hitpoints per housing space tells a slightly different story: the Super Minion and Super Witch both improve on that measure. Everything else declines there too.

Frequently asked

Are Super Troops worth the 25,000 dark elixir?

For Sneaky Goblin farming, yes — the boost usually pays for itself in raided dark elixir. For a specific planned war attack, sometimes. As a general habit, no: every one of the 17 Super Troops does less damage per housing space than the troop it replaces, so you are shrinking your effective army in exchange for an ability.

Which Super Troop is the best?

Sneaky Goblins for farming and Super Wall Breakers for ground war attacks. Both buy an ability that changes what the army can do rather than trying to win on raw stats, which is the only way the housing space trade comes out ahead.

Do Super Troops get stronger as your base troop levels up?

Yes — a Super Troop's level is tied to its base troop's level, which is why a maxed account's Super Barbarian is level 7 of 9 rather than level 9. Comparisons that use the highest row in the Super Troop's own table overstate it.