Top Dark Elixir Troops in Clash of Clans: Golem vs Minion vs Witch

Summary

  • Minions offer speedy, air-based attacks with high DPS, perfect for cleanup duty or air raids.
  • The Witch spawns skeletons to overwhelm defenses. Upgrade her for better havoc-wreaking abilities.
  • Hog Riders excel in tearing down defenses, pair well with Golems in GoHo raids, and use Heal Spells.

In the popular game Clash of Clans, Dark Elixir Troops are considered the powerhouses. Every player aspires to field an army consisting solely of these formidable units. They can be either a durable tank with high Hit Points that absorbs damage like a sponge or a swift Damage per Second (DPS) unit that demolishes defenses, making them essential for intense gameplay scenarios.

This discussion will rank the best Dark Elixir units, taking into account their damage output, resilience, special abilities, and adaptability in combat situations. Let’s explore why these troops are unrivaled, from chilling tanks to aerial beasts that dominate the skies.

8. Minion

The Dark Darts

  • Barracks Level Required: Dark Barracks level 4 (Town Hall 8)
  • Attack Speed: 1 second​
  • Attack Range: 2.75 tiles​

Compact yet potent, Minions release Dark Elixir projectiles at a rate of 82 damage per second, with an incredibly light health pool of 126. These airborne creatures require merely two housing slots, enabling players to saturate the skies and swiftly deplete corner resources. Resistant to Air Mines, they make excellent choices for targeting resources or eliminating land defenses during Lavaloonion (Lava Hound, Balloon, and Minion) assaults.

On the ground, GoHo units are not only effective in offensive roles but also excel at cleaning up. Their speed gives them an advantage; it’s crucial to deploy them quickly and somewhat dispersed to allow them to begin destroying targets before Air Bombs can reach them.

7. Witch

The Skeleton Queen

  • Barracks Level Required: Dark Barracks level 5 (Town Hall 9)​
  • Attack Speed: 1.2 seconds​
  • Attack Range: 4 tiles

As a devoted admirer, I’d like to share some insights about this extraordinary figure: She doesn’t stand alone in combat; instead, she summons an army of minute skeletons that join the fray. With a DPS (Damage Per Second) of 220 and a formidable HP (Health Points) of 560, she might not be a tank, but her capacity to generate five skeletons every seven seconds is nothing short of astounding. However, beware! Splash damage from Mortars or Wizards can decimate her crew, so always ensure she’s well-protected in the heat of battle.

For advanced Clashers at Town Hall 12 level and above, enhancing her increases the number of skeletons she summons and strengthens her potential to cause destruction. She may not be the most showy, but her talent for overpowering single-target defenses makes her an essential addition.

6. Hog Rider

The Wall-Jumping Warrior

  • Barracks Level Required: Dark Barracks level 2 (Town Hall 7)​
  • Attack Speed: 1 second​
  • Attack Range: 0.6 tiles

As a die-hard fan, I must admit that the sheer prowess of Hog Riders leaves base designers in tears! With an impressive DPS of 225 and a hefty HP of 1,500, these hammer-wielding riders effortlessly leap over barriers and walls, delivering their hammers right onto defenses. Their versatile nature allows players to unleash a barrage of Hog Rider spam or strategically pair them with Golems in GoHo (Golem + Hog raids) to decimate enemy fortifications mercilessly.

These entities move swiftly, pack a powerful punch, and create disorder, which makes them ideally suited for Clan Wars or looting operations. To counteract them, Giant Bombs and area-effect damage work well, so healing spells become essential in these situations.

5. Bowler

The Boulder Hurler

  • Barracks Level Required: Dark Barracks level 7 (Town Hall 10)​
  • Attack Speed: 1.5 seconds​
  • Attack Range: 3.5 tiles

As a gamer, I’ll tell you this: When it comes to bowlers, they don’t mince words – they hurl these massive boulders that obliterate two targets at once, dealing a whopping 136 damage per second (DPS) with a hefty 650 hit points. That splash damage is like a death knell for tightly-packed defenses, turning intricate layouts into dust and debris. With only 6 housing spaces, they’re compact enough to fit numerous ones in a raid, making them an absolute favorite among Town Hall Level 11 (TH11) players in Bowler Smash or Funneling strategies.

Aerial assaults might eliminate them quickly, but tanks such as Lava Hound can prolong their survival by providing protection. For Bowlers to inflict maximum damage, it’s essential to create a clear pathway. Funneling is crucial for this purpose. Additionally, they work exceptionally well with Rage and healing spells; this synergy becomes even more powerful if the Town Hall isn’t centered in the layout.

4. Ice Golem

Frosty The Snow Tank

  • Barracks Level Required: Dark Barracks level 8 (Town Hall 11)​
  • Attack Speed: 2.4 seconds​
  • Attack Range: 1 tile

Instead of focusing on accumulating kills, the Ice Golem is designed as a tank, provoking enemy defenses to unleash their strongest attacks. With an impressive 4,350 HP and a moderate DPS of 56, this icy creature excels at absorbing damage, allowing your army to move in for the attack.

The unique trait of the Ice Golem is its capability to instigate a chilling effect, momentarily disabling defensive structures such as Inferno Towers and X-Bows. This can be a lifesaver in close clan war raids. When used in conjunction with Golems during GoIce attacks, it enhances the tanking ability, allowing Bowlers or Valkyries to follow up and finish off the enemy.

3. Valkyrie

The Whirlwind Of Destruction

  • Barracks Level Required: Dark Barracks level 3 (Town Hall 8)​
  • Attack Speed: 1.8 seconds
  • Attack Range: 1 tile​

This character enters combat with 239 points of damage per second and a robust 2,600 hit points, cutting through huddled defenses as swiftly as a blender processing fruit. Her axe’s area-of-effect damage is efficient at clearing groups quickly, earning her the title of ‘queen of ground attacks’. She performs best in confined spaces but struggles against isolated single-target defenses such as Infernos.

In a simpler phrasing: She’s excellent at taking out enemy troops hiding within the Clan Castle during battles. Use her in clan wars, strategically grouped, and observe as she tears through their forces. Rage and healing spells complement her effectively, especially if there’s some Golems to clear her path first.

2. Lava Hound

The Molten Defender

  • Barracks Level Required: Dark Barracks level 6 (Town Hall 9)​
  • Attack Speed: 1.3 seconds​
  • Attack Range: 2 tiles

The mighty Lava Hound dominates with a massive health pool of 8,000 points and an uncanny ability to endure air defense fire as if it were trivial. Although its damage output is only 20 per second, this flying tank isn’t focused on inflicting harm—it’s all about protecting Balloons or Dragons while employing tactics like LavaLoon.

When this entity perishes, eight Lava Spawns erupt, granting an extra offensive advantage. Its accommodation capacity of 30 requires dedication, yet the rewards for air-based tactics are exceptional. Ground defenses are powerless against them, but Air Wardens can become bothersome, so vigilance is key to managing them effectively.

1. Golem

The Rock Solid Tank

  • Barracks Level Required: Dark Barracks level 4 (Town Hall 8)​
  • Attack Speed: 2.4 seconds​
  • Attack Range: 1 tile

Instead of merely being a tank, the Golem functions as a mobile stronghold. With an impressive 9,600 HP, it can withstand significant attacks, even from formidable weapons like the Eagle Artillery. Its 100 DPS may not earn awards for damage output, but remember, its purpose is not just about dealing damage. In fact, when defeated, it splits into two smaller creatures, known as Golemites, extending the defensive challenge.

Effective time management is crucial, given Golem’s deliberate speed; make sure to have your spells readily available. At 30 housing spaces, it represents a substantial investment, but it serves as the foundation for any ground attack that truly packs a punch. Deploy it initially, and let it act as a decoy while your damage-dealing troops unleash their full potential.

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2025-04-07 02:38