
How Boosting Works: Cost, Duration, Limits, and Cancels
To use a Super Troop, you activate it through the Super Troop building (commonly referred to as the Super Sauna). Here are the rules that decide everything:
- Boost duration: A boost lasts 3 days.
- Boost cost: Boosting costs 25,000 Dark Elixir, or you can use a Super Potion (a magic item that boosts without spending Dark Elixir).
- Active limit: You can have two different Super Troops active at a time.
- Event exception: During certain Super Troop spotlight/event periods, you can temporarily have three boosts active, but one is tied to the event troop.
- Training behavior: When a boost is active, you can train and use the Super version from your Barracks/Dark Barracks. The Super version’s level matches your base troop level.
- Canceling a boost: You can cancel a boost early, but you don’t get a refund—and canceling can remove the trained Super Troops from your camps/queue depending on the current system rules. Practically, you should treat canceling as an emergency option, not a routine habit.
The most important takeaway is this:
A boost is a 72-hour commitment.
So you should boost based on what you’ll do over the next three days—not what you feel like doing in the next three raids.
Super Sauna and Requirements: Unlocking, Troop Levels, and Town Hall Breakpoints
Super Troops become available starting at Town Hall 11, but each Super Troop has its own minimum troop level requirement. That means you might reach TH11 and still not be able to boost certain Super Troops until your Laboratory catches up.
A very useful quality-of-life improvement added in 2026 is that the Super Sauna now shows the required troop level when your troop isn’t high enough—so you don’t have to guess what you’re missing.
Practical implications:
- If you’re rushed, you can still use Super Troops that match the troop levels you actually have.
- If you want to unlock a specific Super Troop, your best path is usually: upgrade the base troop in the Lab, not “upgrade random buildings.”
- Some Super Troops have requirements that effectively push them into TH12+ or TH13+ usefulness, because the required troop levels need higher Laboratory levels.
The Smart Boosting Framework
Before choosing boosts, decide what your next 72 hours looks like. Use this quick framework:
- Farming window: you will do many raids for loot and walls
- War window: you have wars and need reliability
- CWL window: you need maximum consistency with one attack per war day
- Pushing window: you’re climbing trophies or focused on Ranked results
- Mixed window: you will farm and also hit at least one war target
Now match your boost to your window:
- Farming → boosts that save time and guarantee loot
- War/CWL → boosts that reduce randomness and secure key objectives
- Pushing → boosts that increase safe stars and reduce time fails
If you follow this, you stop wasting Dark Elixir on boosts that don’t match your actual play.
What to Boost for Farming
Farming boosts should do at least one of these:
- Get loot quickly without a full base clear
- Reduce the need for perfect funneling
- Speed up raids so your loot-per-hour increases
- Work even if heroes are upgrading
For most accounts, the best farming boosts are:
- Sneaky Goblins (fast loot, storage access, minimal commitment)
- Super Wall Breakers (clean entry, less frustration, faster pathing)
- Super Barbarians (simple funnel and cleanup pressure, fast training feel)
- Super Archers (safe ranged value and cleanup, useful in many “light farming” styles)
The most powerful “default farming pair” for many players is:
- Sneaky Goblins + Super Wall Breakers
Because it solves the two biggest farming problems:
- Accessing loot (Sneakies)
- Opening walls without chaos (Super Wall Breakers)
If you only farm casually, this pair is also the safest because it doesn’t require high skill to benefit from it.
What to Boost for War and CWL
War boosts should do at least one of these:
- Make your entry predictable
- Remove a key defense cluster reliably
- Improve your main strategy’s win condition
- Reduce the chance of a 1★ or low % 2★
War/CWL boosting is where most players waste boosts, because they boost a niche troop for one specific base… then don’t get a base where it applies for the next two war days.
So the best war boosts are usually the “universal helpers”:
- Super Wall Breakers (the war entry stabilizer)
- Super Wizards (massive value when bases are compact or clumped)
- Rocket Balloons (high-pressure defensive removal in air plans)
- Super Minions (strong support pressure and specific war compositions)
- Ice Hound (air tanking in high-end air hits when you need controlled protection)
- Super Hog Riders (for players who run hog-based war styles and want high ceiling)
If you only boost two for CWL and want the most universal utility:
- Super Wall Breakers + Super Wizards is one of the most common “CWL-safe” choices, because it supports many different war plans and reduces entry chaos.
What to Boost for Trophy Pushing and Ranked
Trophy pushing is not farming. Your goal is not loot per minute; it’s stars and trophies per attack.
So your pushing boosts should:
- Improve consistency on tough bases
- Reduce time fails
- Help you secure Town Hall/core value safely
Common pushing-friendly boosts:
- Super Wall Breakers (keeps your entries clean across many base types)
- Super Wizards (high value into compact cores, helps convert close attacks into strong %)
- Rocket Balloons (air pressure, faster defensive removal)
- Super Minions (supports certain safer “control” styles)
A very practical pushing rule:
- If you often get low % 2★, boost something that helps you break deeper faster (entry and core value).
- If you often get time fails, boost something that increases speed and efficiency through compartments (high damage/chain value troops) and pair it with earlier cleanup habits.
The Best Super Troops and When to Boost Them
Below is a practical, decision-focused breakdown of each Super Troop: what it’s best for, when it’s worth the boost, and who should prioritize it.
Sneaky Goblins
Best for: farming, wall grinding, fast resource grabs
Boost when: your next 3 days are resource-focused (walls, heroes, big upgrades)
Why it’s worth it: it turns many raids into quick “surgical” hits—loot first, stress last
Best pairing: Super Wall Breakers (default)
Avoid boosting when: you’re only doing wars and won’t farm much (you’ll waste the window)
Super Wall Breakers
Best for: almost everything (farming, war, CWL, pushing)
Boost when: you want predictable entries for 3 days
Why it’s worth it: a clean entry raises the success rate of nearly every strategy
Best pairing: Sneaky Goblins (farming) or Super Wizards (war)
Avoid boosting when: only if your three-day plan is 100% air attacks that never need wall access (rare for most players)
Super Barbarians
Best for: easy farming, funneling, cleanup pressure, low-stress daily raids
Boost when: you want fast raids without heavy planning
Why it’s worth it: they are forgiving, effective, and easy to deploy well
Best pairing: Super Archers (simple pressure duo) or Super Wall Breakers (entry support)
Avoid boosting when: you need specialized war tools more than general pressure
Super Archers
Best for: ranged value, safe cleanup, structured support
Boost when: you want a flexible troop that fits multiple plans and doesn’t demand perfect timing
Why it’s worth it: strong consistent damage from safer positions
Best pairing: Super Barbarians (simple farm) or Super Wall Breakers (controlled entry)
Avoid boosting when: your plan needs heavy tanking or high-impact core deletion instead
Super Giants
Best for: tanking and structured ground pushes
Boost when: your strategies rely on strong frontline tanks and you want that frontline to last longer
Why it’s worth it: stable tanking can make your backline damage troops feel “unstoppable”
Best pairing: Super Wizards (tank + delete) or Super Wall Breakers (entry)
Avoid boosting when: your main strategies aren’t tank-based
Rocket Balloons
Best for: air attacks that need fast defense removal and pressure
Boost when: you have wars or pushing sessions with air plans over the next three days
Why it’s worth it: strong “defense-targeting” pressure that speeds the raid
Best pairing: Ice Hound (air tank) or Super Minions (support pressure)
Avoid boosting when: you’re not doing air attacks in that window
Super Wizards
Best for: war value, core deletion in compact bases, high impact for CWL
Boost when: you want a high-return war boost that can swing difficult bases
Why it’s worth it: huge damage and chaining potential can remove the “stopper” section of a base
Best pairing: Super Wall Breakers (entry stabilizer) or Super Giants (frontline)
Avoid boosting when: you’re mainly farming and don’t want longer, more complex raids
Super Dragons
Best for: heavy air pushes, simple but powerful air pressure
Boost when: you want a stable air win condition for a 3-day window
Why it’s worth it: powerful, straightforward, and forgiving if your funnel is decent
Best pairing: Rocket Balloons (support) or Ice Hound (tank)
Avoid boosting when: your bases are mostly anti-air spread and your attack style struggles with long air pathing
Inferno Dragon
Best for: melting single high-HP targets and creating controlled air value
Boost when: you face bases where deleting specific high-value targets quickly changes the entire outcome
Why it’s worth it: high single-target damage can reshape defense phases
Best pairing: Rocket Balloons or Ice Hound
Avoid boosting when: your main issue is time fails from slow cleanup rather than damage output on key targets
Super Miners
Best for: specialized pushes and certain mid-to-high Town Hall plans
Boost when: your main strategy is built around miner-style pathing and you know you’ll use it repeatedly in the window
Why it’s worth it: strong ground value when used in the right plan
Best pairing: Super Wall Breakers (entry) or Super Wizards (core value)
Avoid boosting when: you don’t have a practiced plan—this is not a “boost and wing it” troop for most players
Super Minions
Best for: strong supportive pressure, war utility, specific compositions
Boost when: your next 3 days include wars where you want that unique long-range pressure and reliability
Why it’s worth it: excellent for controlled value and punishing certain defenses
Best pairing: Rocket Balloons (air pressure) or Ice Hound (air stability)
Avoid boosting when: you won’t run the compositions that use them
Super Hog Riders
Best for: high-ceiling war play and aggressive defense targeting
Boost when: you are running hog-based strategies for multiple days (not just one hit)
Why it’s worth it: strong defense targeting can convert “almost triples” into triples
Best pairing: Super Wall Breakers (entry) or Super Wizards (value)
Avoid boosting when: you’re not comfortable with hog timing or your main plan is not hog-based
Super Valkyries
Best for: certain ground compositions where burst damage and compartment fighting matters
Boost when: you see base shapes that reward spinning through clustered defenses
Why it’s worth it: can shred certain base sections quickly with the right setup
Best pairing: Super Wall Breakers (entry) or Super Wizards (value)
Avoid boosting when: you rely on tight path control and can’t afford troops wandering off-value
Super Witches
Best for: smash-style pressure and sustained wave fighting
Boost when: you want a ground push that feels powerful and can overwhelm sections consistently
Why it’s worth it: their sustained pressure makes them forgiving in longer fights
Best pairing: Super Wall Breakers (entry) or Super Giants (frontline)
Avoid boosting when: you need faster, more surgical raids rather than sustained pushing
Ice Hound
Best for: protecting air pushes and controlling air defense phases
Boost when: your next three days are air-focused and you want extra stability in the most dangerous defense zones
Why it’s worth it: strong tanking and control value for air plans
Best pairing: Rocket Balloons (pressure) or Super Minions (support)
Avoid boosting when: you’re not using air strategies
Super Bowlers
Best for: structured smash attacks, strong backline damage, controlled pathing
Boost when: you want a high-consistency ground push for war/CWL and you can practice it during the window
Why it’s worth it: powerful damage that can simplify difficult bases when paired with good entry
Best pairing: Super Wall Breakers (entry) or Super Wizards (double value)
Avoid boosting when: you don’t have time to execute longer, more planned attacks
The Best Two-Super Pairings (Ready-to-Use)
If you don’t want to overthink, use these combos based on your goal.
Best farming pair
- Sneaky Goblins + Super Wall Breakers
Best “I want one war boost and one universal helper” pair
- Super Wall Breakers + Super Wizards
Best air push pair
- Rocket Balloons + Ice Hound
- (If you don’t use Ice Hound, swap in Super Minions for pressure.)
Best low-stress everyday pair
- Super Barbarians + Super Archers
Best “ground push week” pair
- Super Wall Breakers + Super Bowlers
- (or swap Bowlers for Super Witches if your style is more sustained pressure)
These pairings work because they combine:
- one troop that solves entry/control, and
- one troop that provides a win condition or high value.
Boost Rotations: 3-Day Schedules That Don’t Waste Dark Elixir
Most players waste boosts because they don’t plan around the 3-day timer. Use these schedules.
Rotation A: Farming-first player
- Day 1–3: Sneaky Goblins + Super Wall Breakers
- Goal: grind walls, stack loot, fund heroes, finish expensive upgrades.
Repeat if you’re still in “saving mode.” Switch only when you have a war/CWL window.
Rotation B: War/CWL-focused player
- War window: Super Wall Breakers + Super Wizards
- Goal: stable entry and high-value damage for one-attack performance.
If your clan runs frequent wars, keep this active through your war days and use off-days to farm with normal troops.
Rotation C: Mixed player (farm + war)
- Day 1: farming-heavy (Sneaky + Super Wall Breakers)
- Day 2: war hits (same pair still works, or swap next window to War pair)
- Day 3: cleanup and farming to refill Dark Elixir
This works because Sneaky + Super Wall Breakers is flexible enough to cover both farming and many war plans.
Rotation D: Air push week
- Day 1–3: Rocket Balloons + Ice Hound (or Super Minions)
- Goal: execute repeated air attacks without changing your whole style every day.
This is best when your training, donations, and practice revolve around air for multiple days.
Dark Elixir Budgeting: Boost Without Killing Your Hero Progress
Super Troops cost Dark Elixir, and rushed boosting can sabotage hero upgrades if you aren’t careful. Here’s how to prevent that.
The “DE floor” rule
Before you boost, decide a minimum Dark Elixir floor that you will not go below.
Example floors:
- If you’re upgrading heroes constantly: keep enough DE to start the next hero level immediately.
- If you’re saving for a big upgrade: keep the required amount protected, then spend excess on boosts.
The “boost only when you’ll use it” rule
A boost should pay you back in value within the 3-day window:
- more loot per hour
- more consistent war hits
- fewer failed attacks
- faster trophy gains
If you won’t play much for the next 72 hours, don’t boost with DE—save your DE for heroes, or use a Super Potion if you have one.
Super Potion timing
Super Potions are best used when:
- you want a boost window but don’t want to spend Dark Elixir (like CWL week)
- you are Dark Elixir poor but need Super Troop value for war or Ranked
- you want to test a Super Troop before committing DE in future windows
Common Super Troop Mistakes (And the Fixes)
Mistake: boosting for one single attack
Fix: boost for the next three days of activity, not one moment. If you only need one war hit, use a Super Potion if possible or choose a boost that also helps farming.
Mistake: choosing two “win conditions” but no entry helper
Fix: in most windows, one boost should support entry and control (Super Wall Breakers is the easiest example)
Mistake: boosting a troop you don’t actually have leveled
Fix: your Super Troop level is tied to your base troop level. If the base troop is low, the Super version will feel underwhelming. Upgrade the base troop first.
Mistake: canceling boosts frequently
Fix: canceling is emergency-only. Plan your boosts so you rarely need to cancel—because canceling wastes resources and can remove trained troops.
Mistake: swapping strategies every day
Fix: pick a 3-day plan:
- farm plan, or
- war plan, or
- air week plan
- Then execute it repeatedly for the full window.
Mistake: ignoring the “two active” limitation
Fix: build your entire 72-hour play plan around two Super Troops, not five. Your best results come from mastering two choices, not wishing you had different ones mid-window.
BoostRoom Promo
If you want a Super Troops plan that matches your Town Hall, your troop levels, and your weekly routine, BoostRoom can help you stop wasting boosts and start using them like a strategy tool:
- The best two-super pairing for your main goals (farming, war, CWL, Ranked)
- A 3-day boost calendar that fits your real schedule (not a generic “boost everything” plan)
- A Dark Elixir budget strategy so boosts never block hero upgrades
- Advice on which base troops to upgrade first in the Lab to unlock the Super Troops that matter most
BoostRoom is for players who want more consistent attacks and faster progress without burning DE on the wrong boosts.
FAQ
How many Super Troops can I have active at once?
Most of the time, you can have two different Super Troops active at once. Certain special event periods can temporarily allow a third boost tied to the event.
How long does a Super Troop boost last?
A boost lasts 3 days.
How much does it cost to boost a Super Troop?
Boosting typically costs 25,000 Dark Elixir, or you can use a Super Potion instead.
What is the best Super Troop for farming?
Sneaky Goblins are one of the best for farming because they secure loot quickly. Pairing them with Super Wall Breakers makes farming smoother and faster.
What is the best Super Troop for war and CWL?
If you want a universal war helper, Super Wall Breakers are one of the most valuable because they stabilize entry for many strategies. Super Wizards are also a strong war-focused choice for high-value damage.