Best Super Troops in COC 2026 — Full Tier List Guide
Best super troops in COC 2026 — Super Yeti, Super Witch, Super Archer ranked. Which ones are worth the Dark Elixir and how to use them in war and CWL attacks.

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Super Troops Are Everywhere Now — But Not All of Them Are Good
It's May 2026 and the super troop meta has shifted a lot since early last year. We've got more super troop options than ever, the Dark Elixir cost per boost has been tweaked multiple times, and the attack strategies that use them have evolved significantly.
Here's the frustrating part: a lot of guides online are still recommending super troop combos from 2024. The COC meta moves fast. What was S-tier eighteen months ago might be C-tier today because defenses got stronger, a new building counters it, or hero equipment shifted how attacks play out.
I've been tracking super troop usage across my clan and a few partner clans for the past several months. We run CWL seriously — master league — so we've got a decent sample size of what's actually working at TH14 through TH17+. Here's my honest breakdown for 2026.
Quick note: super troops require you to temporarily boost your regular troops using Dark Elixir. Each boost lasts 3 days. They're not permanent upgrades. So plan your attack days around when you boost — don't waste 25,000 DE boosting a full roster just for one war attack.
S-Tier Super Troops: These Are Worth Every Drop of Dark Elixir
Super Yeti — Still the best ground super troop in 2026. The Super Yeti is essentially a Yeti that's tankier, hits harder, and spawns Yetimites that provide DPS while the big guy soaks hits. It's the backbone of the Root Rider Yeti army comp that dominates at every town hall from TH15 to TH18. Six Super Yetis with a Rage spell behind them will bulldoze through compartments that regular troops can't touch. The Dark Elixir cost to boost is high but the payoff is consistent.
Super Witch — This one surprised me when I first saw it in top-tier CWL attacks. The Super Witch spawns Big Boy skeletons instead of regular skeletons — massively more HP and damage. A squad of Super Witches with a few Golems creates a skeleton army that completely floods a base. The Witch Slap attack at TH15-17 using Super Witches is genuinely one of the most satisfying 3-stars you can pull off. The Big Boys also tank hits while your main army pushes. It's chaotic but effective.
Super Archer — The Super Archer Blimp deserves its own section below, but as a standalone super troop it's also fantastic for cleanup and funnel work. Super Archers hit through walls — that's the key ability. You can deploy them outside compartments and they'll pick off buildings inside that would otherwise require your main army to path through walls. Great for sniping Town Halls that are tucked in awkward positions.
These three are the foundation of 90% of successful super troop attacks I've seen in 2026.

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The Super Archer Blimp — Still Broken, Still Slept On
Okay so the Super Archer Blimp strategy deserves a full breakdown because it's one of those attacks that looks gimmicky but absolutely works when executed right.
Here's the concept: you stack a batch of Super Archers into a Giant Bomb... wait, into a Clan Castle with a Invisibility Spell. Deploy the CC, trigger the Invisibility Spell, the Super Archers float invisible over the base and land on whatever you choose — typically the Town Hall or Eagle Artillery — and unload before defenses can react.
At TH16+, you typically bring: - 4-6 Super Archers in CC (request from clanmates) - Invisibility Spell (critical) - 1 Freeze Spell (optional backup) - 1 Rage Spell (for the landing zone)
Drop the CC near the center, trigger Invisibility, watch the Archers float over walls invisibly, drop them on the Town Hall, trigger Rage when they land. Since they shoot through walls, even if they don't land perfectly they can still pick off the TH from adjacent tiles.
Where does the blimp work best? Bases where the TH is accessible from the air — not deeply buried under Inferno coverage. And bases where the Air Defenses aren't all pointing at the center.
I've seen this done successfully in CWL at TH15, 16, and 17. At TH18 it gets harder because the Eagle Artillery and Scattershots can sometimes catch the CC before it reaches the TH even with Invisibility. But it's still viable if the base design allows it.
One mistake people make: dropping the CC too far from the base. The Invisibility Spell has a limited duration. If the CC has to travel too far invisible before reaching the target, it becomes visible mid-flight and gets shot down. Practice the timing before you use it in a real war attack.

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A-Tier and B-Tier — Situational But Solid
Super Minion (A-Tier) — The Super Minion is an air unit with insane range — something like 9 tiles, which means it can snipe defenses from outside even the most spread-out base. In lalo attacks it's used as a support unit to deal with Air Defenses that balloons can't reach. The DE cost is reasonable and it slots neatly into most air army comps. I'd bump it to S-tier if you're primarily doing air attacks.
Super Dragon (A-Tier) — Slow but absolutely devastating. The Super Dragon deals splash fire damage that destroys clusters of buildings. Mass Super Dragon attacks at TH14-15 can 3-star most war bases if you funnel properly — the fire breath just melts everything. At TH16+ it starts to struggle because the base HP pools are too high for fire-damage-only approaches. Still excellent at lower town halls.
Super Valkyrie (B-Tier) — Spins like a Valkyrie but with a bigger radius and more damage. Used in specific hybrid comps. It's not bad but it requires more specific placement than Super Witch and the Witch gives you more spawn utility. I'd run Super Valkyrie over Super Witch only if I was specifically running a Valk-heavy comp.
Super Hog Rider (B-Tier) — Good for distraction and triggering Giant Bombs, but as a primary troop it's underwhelming at TH16+. Best used as a CC troop on defense, honestly.
Super Miner (C-Tier) — Fun to watch, not great in serious war. The tunneling mechanic is unpredictable and pathing to specific targets is unreliable. Pass on this for CWL.
Super Giant (C-Tier) — High HP but slow and not high enough DPS to justify the boost cost at higher TH levels. Stick to regular Giants for funneling and save your DE for Super Yetis.
For checking which bases are being used in your war and studying their layouts before deploying super troops, Base Drop's base browser lets you filter by TH level and defense type — helps you spot which base types your super troops can handle versus which ones require a different approach.
Here's an extra tip that's not obvious to new players: when you boost a super troop, you can donate that super troop to clanmates as a CC troop even if they can't boost it themselves. So if your clan is running CWL and multiple people need Super Archers in their CC for the Blimp strategy, one high-level player with the DE budget can boost and donate to everyone. Coordinate this in your clan chat before war day starts.
Also — super troops in Clan Castle defense are genuinely strong. Super Minion's 9-tile attack range means it's sniping your heroes before they can even get close to the CC. If you're setting up your CC defense for CWL, a Super Minion + Ice Golem combo is brutal for any RC charge or Queen charge trying to lure it out.
And don't sleep on Super Witch as a CC defense troop either. The Big Boy skeletons it spawns on death create an immediate distraction wave that throws off troop pathing in ways regular witches just can't match. I've seen RC charges completely derailed by a well-placed Super Witch donation in the CC.
Dark Elixir Budget — How to Boost Smart
Here's something I've figured out that makes super troops way more sustainable: don't boost your entire roster every time.
The trap a lot of players fall into is boosting 4-5 super troops every time they attack in war. That's 80,000-100,000 DE per war if you're doing it often. Not sustainable unless you're grinding Dark Elixir constantly.
Instead, pick 2-3 super troops that your current attack strategy actually needs and boost only those. For Root Rider Yeti, I only boost Super Yetis — the Root Riders are just regular troops. For Witch Slap, I boost Super Witches and sometimes Super Archers if I'm adding a mini-blimp. That's 2 boosts, not 5.
Also — the 3-day boost window means you should coordinate attack days with your war schedule. If war hits Monday and Thursday, boost Sunday night and Wednesday night. Don't boost randomly mid-day and then not get a war attack in.
For Dark Elixir farming to sustain super troop usage, the most efficient method is still hitting Collectors-out bases in champion/titan leagues with a quick army. Doesn't need to be fancy — even a basic farming comp can net you 3,000-5,000 DE per raid. 10 raids = 30,000-50,000 DE. That's enough for a couple of super troop boosts.
If you're tracking your attack performance in CWL and want to see what base types you're consistently failing against, the CWL strategy guide has a breakdown of how to analyze your hits and adjust super troop choices accordingly. And Clash of Clans' official troop page is the source of truth for current boost costs if they've changed since this was written.
Frequently Asked Questions
What are the best super troops to use in COC in 2026?
Super Yeti, Super Witch, and Super Archer are the top three super troops in 2026. Super Yeti is the backbone of Root Rider Yeti attacks, Super Witch creates devastating skeleton swarms with Witch Slap comps, and Super Archer provides wall-piercing ranged damage and enables the Blimp strategy. These three cover the majority of successful war attacks across TH15 to TH18.
How much Dark Elixir does it cost to boost super troops?
Each super troop boost costs between 15,000 and 25,000 Dark Elixir depending on the troop, and each boost lasts 3 days. To keep costs manageable, only boost the 2-3 super troops your attack strategy actually requires. Boosting your full roster every war attack is expensive — pick your key super troops and stick to those.
How does the Super Archer Blimp attack work in COC?
The Super Archer Blimp uses Super Archers placed in your Clan Castle, deployed near the base with an Invisibility Spell activated. The CC floats invisible over walls and drops the Super Archers on a target (usually the Town Hall or Eagle Artillery). Since Super Archers shoot through walls, they can hit defenses from adjacent tiles even if the landing isn't perfect. A Rage Spell on landing dramatically increases their damage output.
Are super troops worth using in lower town halls like TH13 or TH14?
Yes, super troops are very effective at TH13 and TH14. Super Dragons are particularly strong at these levels since the defenses can't sustain their fire breath damage for long. Super Witches are also excellent at TH14 since the skeleton swarm is harder to defend against at that level. The Dark Elixir cost is the same but the payoff is proportionally higher at lower TH levels where defenses are less resistant.
Which super troops are not worth the Dark Elixir in 2026?
Super Miner and Super Giant are generally not worth boosting at TH15+. Super Miner's tunneling pathing is unpredictable in war situations and Super Giant's DPS doesn't justify the boost cost compared to Super Yeti. Super Hog Rider is better as a clan castle defense troop than an attack super troop at higher levels.
How do I know which super troops to use against a specific base design?
Study the base layout before your attack. Air-heavy bases with spread-out Air Defenses favor Lalo and Super Minion attacks. Tightly compartmentalized ground bases favor Super Yeti with Root Riders. Bases where the Town Hall is accessible from above are good Blimp candidates. You can browse actual war base layouts on Base Drop to study layout types before deciding which super troop composition to bring.