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Rohit••Updated Oct 23, 2026•7 min readArticle

Ruin Knights Nerf: Where to Put Spring Traps Now (2026)

Ruin Knights drop to 18 housing space, so every Spring Trap at level 5 or higher can launch them. Here's where to place your traps after the nerf.

A cartoon stone knight with glowing cyan eyes being launched into the air by a wooden spring trap in a fantasy strategy game village

The Short Answer

Quick answer: After the October 2026 nerf, Ruin Knights take 18 housing space instead of 20. Every Spring Trap at level 5 or higher can launch a unit of up to 18 housing space, so your traps can now throw Knights off the map. Place them on the paths Knights walk, right behind the buildings that fall first.

The change is part of Supercell's October 2026 balance changes, posted on 17 October.

I pulled the Spring Trap and Ruin Knight tables from the fan wiki and checked them against Supercell's post.

All numbers here are as of October 2026.

What Changes for Ruin Knights

Supercell's balance post says the Knights get a little slower and lose a little HP and damage. Their housing space drops from 20 to 18.

The fan wiki already lists the exact values for the change.

StatBeforeAfter
Housing space2018
Movement speed1614
HP at level 44,0003,800
Damage per second at level 4345330

Every Knight level loses 200 HP and 15 damage per second in that list.

The HP and damage cuts are small. The housing change is the one that changes how bases defend.

Why 18 Housing Space Matters

It's all about Spring Trap capacity. A trap throws a troop off the map only if that troop fits its capacity.

At 20 housing space, a Knight never fit. Every Spring Trap in the game tops out at 18.

A troop that's too big gets a different result. The trap throws it up, stuns it briefly and deals damage. It only leaves the map if the damage is enough to kill it.

I compared those numbers. A level 13 trap deals 1,400 damage. A level 1 Knight has 3,100 HP. So a trap could never remove a full health Knight before the nerf.

At 18 housing space, that changes. The trap now launches it outright.

Spring Trap Capacity by Level

Capacity climbs for the first five levels, then stays at 18.

Trap levelCapacityTown Hall needed
1104
2127
3148
4169
5 to 131810 to 18

So any trap at level 5 or higher can launch a Ruin Knight after the nerf.

The Ruin Witch needs Town Hall 16. Almost every base she attacks will have traps well past level 5. In practice, every Spring Trap she meets can now launch her Knights.

Higher trap levels still add damage. That damage matters for bigger troops that can't be launched.

Where Do Ruin Knights Walk?

To trap a Knight, you need to know where it appears. That comes from how the Ruin Witch works.

  1. 1She waits until a building is destroyed.
  2. 2She walks to the rubble and vacuums it for four seconds.
  3. 3Two seconds later, a Ruin Knight appears at that spot.

She repeats this, up to ten Knights. After the tenth, her vacuum breaks and she's gone.

So Knights don't come from the deploy edge. They come from rubble. The first Knights usually appear where the first buildings fell, which is often the outer ring.

From there they walk to the nearest target. That path is where your trap should sit.

Where to Put Spring Traps Now

Here's a simple placement plan for a Ruin Witch heavy meta.

  1. 1Put a trap one tile inside your outer ring, behind buildings that tend to fall early.
  2. 2Put one in a deliberate wall gap. The fan wiki notes that ground troops tend to path through gaps rather than break walls.
  3. 3Keep one near your Town Hall to catch a Knight closing in late.
  4. 4Spread the rest so one attack angle can't trip them all.

Don't stack every trap in one spot. A Witch makes up to ten Knights, and each trap works once per attack.

Watch your defense replays after the change. Move a trap if Knights keep walking past it.

The Trap Picks the Biggest Troop

There's a detail here that helps defenders.

The wiki says a Spring Trap targets the troop with the highest housing space when several troops stand in its radius. It only launches that one troop.

At 18 housing space, a Ruin Knight is bigger than most support troops walking with it. So when a Knight steps on a trap next to smaller troops, the trap should choose the Knight.

That's good news for you. One trap can remove one of the strongest units in the attack.

It also means a bigger troop next to the Knight takes the trap instead. A tank larger than 18 gets stunned and damaged, not launched.

The Slower Speed Helps Too

Spring Traps have a short delay before they fire. The wiki says troops with speed 32 or higher can run across them without being caught, unless they stop on the trap.

Ruin Knights were already slow at 16. After the nerf they move at 14.

So Knights won't outrun a trap. If one walks over it, the trap has time to fire.

The slower speed also gives your defenses more shots at each Knight. That adds up with the HP cut. A Knight that moves slower and has less HP dies sooner under the same fire.

What Spring Traps Still Can't Do

Traps won't stop a Ruin Witch attack alone.

Each trap fires once per attack. A single Witch can summon ten Knights, so a few traps can't catch them all.

Traps also don't hit the Witch's rubble plan. She keeps making Knights as long as buildings fall and she survives to reach the rubble.

So think of traps as a tax on the attack. Each launched Knight is one less tank pushing into your core. That can turn a close three star into a two star.

Your defenses still have to do the rest.

Is Ruin Witch Still Strong After the Nerf?

Most likely, yes. Supercell says Ruin Witch attacks three starred about 76% of the time. That's the highest rate of any troop with meaningful use.

The average for every attack in the same data is 53%.

A 200 HP cut and a small speed drop won't erase a gap that large. The trap change is the bigger hit, and it only costs Knights that walk over a trap.

If you want to know how the Witch works on offense, our Ruin Witch guide covers deploying her well.

It's a turnaround from September, when Knights got stronger. We covered that in our Ruin Knights buff post.

If You Attack With Ruin Witch

Plan for traps now. You'll likely lose a Knight or two per attack to Spring Traps.

That changes how you count. If your plan needed all ten Knights from each Witch to reach the core, it may fall short now.

Here's what helps.

  1. 1Let the first buildings fall away from obvious wall gaps.
  2. 2Back the Knights with healing so the ones that survive last longer.
  3. 3Watch your own replays for the spots where Knights vanish.

Traps are hidden until they fire, so you can't scout them. A replay of a failed attack shows you where they were.

Test Your Base Before War

Don't wait for a war loss to find out where your traps should go.

Ask a clanmate to run a Ruin Witch attack on your base in a friendly challenge. Watch where the first Knights appear. Then check whether any of them crossed a Spring Trap.

If none did, move one trap onto that path and run the test again.

If you'd rather start from a layout someone already tuned, browse fresh TH18 bases and look for ones with traps placed behind the outer ring.

Supercell says it'll keep watching the numbers. So recheck your traps if the Knights change again.

Frequently Asked Questions

Can Spring Traps launch Ruin Knights now?

Yes, after the October 2026 change. Ruin Knights drop from 20 to 18 housing space, and Spring Traps at level 5 or higher can launch any troop up to 18. Before the change, a trap could only stun and damage a Knight.

How much housing space does a Ruin Knight take?

It takes 18 housing space after the October 2026 nerf, down from 20. The Knights also slow from speed 16 to 14, according to the values the fan wiki lists for the change.

What level Spring Trap do I need to launch a Ruin Knight?

Level 5 or higher. Capacity rises from 10 at level 1 to 18 at level 5, then stays at 18 up to level 13. Level 5 needs Town Hall 10, so almost every base a Ruin Witch attacks qualifies.

Why did Supercell nerf the Ruin Witch?

Her attacks three starred about 76% of the time in TH18 wars, the highest of any troop with real use. Her Knights also couldn't be launched by Spring Traps. The nerf fixes both, mostly through the housing space change.

How do I find a base that defends well against Ruin Witch?

Look for layouts with Spring Traps one tile inside the outer ring, where Knights appear first. Our TH18 anti 3 star war base guide shows layouts built to hold stars. Test any base in a friendly challenge before war.

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