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Which Siege Machine Should You Use? Nine Exist, You Bring One

TroopsDecisionData

Updated: 18 September 2026 · Goblins Farm

Nine siege machines exist in the game files, maxing all of them costs 490.7 million elixir and 315.5 days of laboratory time, and you take exactly one into an attack. That ratio is the whole decision. Here is what each one is for, which ones deserve lab time, and the number that settles most arguments about them.

The nine, and what they cost to max

Hitpoints and damage at maximum level, with total research cost and laboratory time, all from the game files:

All nine: 490,700,000 elixir and 315.5 days of laboratory time. You have one laboratory, so that is the better part of a year spent on vehicles you can only use one at a time.

Hitpoints, not damage, is the stat that matters

A siege machine is a delivery vehicle. Its job is to carry your Clan Castle troops to a place they could not walk to, and the measure of a delivery vehicle is whether it arrives.

That reframes the table. The Wall Wrecker's 10,000 hitpoints is 39% more than the Stone Slammer and 82% more than the Battle Blimp, and its 670 DPS is more than enough to chew through walls on the way. The Flame Flinger's 2,100 hitpoints is why it works from range and dies instantly if anything reaches it.

The Stone Slammer's 820 DPS is the highest number on the list, and it is the clearest case of a number meaning less than it appears to: it is a flying bomb-dropper aimed at defences, so it is spending that damage on exactly the buildings that are shooting it down.

Which to bring

What to research, and what to leave at level 1

315.5 laboratory days across nine machines is an indefensible spend for a resource that is already the tightest constraint in the game. Research two:

  1. The Wall Wrecker, because it is the default for ground.
  2. The Stone Slammer, because it is the default for air.

That is 97 million elixir and 69 laboratory days for the two vehicles that cover almost every attack you will make. Everything else stays at whatever level it unlocks at until those two are finished and the rest of the laboratory is genuinely empty, which for most accounts means never.

The exception is a clan that wars on a fixed strategy — if every attack you make is a Blimp attack, research the Blimp. The rule is not about which machine is best, it is that lab time spent on a machine you do not fly is time not spent on troops you do.

How we counted

Hitpoints, damage, research costs and research times are summed across every level in Clash of Clans' game files, the same source as the troop pages on this site. Totals are for taking each machine from unlock to maximum level.

Two honest caveats. The Siege Barracks and Troop Launcher have no meaningful damage-per-second figure because what they do is deploy other units, so their entries are not comparable on that column. And siege machines occupy the Clan Castle's separate siege slot rather than army camp housing space — bringing one does not shrink your army.

Frequently asked

Which siege machine is best in Clash of Clans?

The Wall Wrecker for ground armies and the Stone Slammer for air. The Wall Wrecker has 10,000 hitpoints at maximum level against the Stone Slammer's 7,200 and the Battle Blimp's 5,500, and a siege machine's job is to arrive, which makes hitpoints the stat that decides it.

How long does it take to max all siege machines?

490,700,000 elixir and 315.5 days of laboratory time across all nine, summed from the game files. Since there is one laboratory and you bring one siege machine into a battle, researching two of them is usually the correct stopping point.

Do siege machines take army camp space?

No. A siege machine occupies the Clan Castle's separate siege slot, which unlocks at Town Hall 10 with a second slot at Town Hall 16. Bringing one costs you no housing space from your Army Camps.