Below is data on different troops for defense analysis. One thing to consider is that Hog Rider speed=24 which is one of the fastest solid strategies to defend against.

Note: Troops that take up more than one space also gives the division of dps and hp per space. In other words, if you have 1 minion then you could have had 2 archers instead and it is only fair to look at half the dps and hp. This is not absolute but is a good guideline.

Also note that dps itself is a division of damage per attack (not shown) and attack speed. Again, not an absolute (and it makes dps per space a division of a division).

The level of troop before diminishing returns start is denoted by *asterisks*. These are the most cost effective level to upgrade to, gaining the most for the resources and time needed, as shown on the plot graphs.

## Ground and Air troopsEdit

Archer | |||
---|---|---|---|

speed=24 attackspeed=1s range=3.5 | |||

level | dps | hp | lab lvl (th lvl) |

1 | 7 | 20 | N/A |

2 | 9 | 23 | 1 (3) |

3 | 12 | 28 | 3 (5) |

4 | 16 | 33 | 5 (7) |

*5* | 20 | 40 | 6 (8) |

6 | 22 | 44 | 7 (9) |

7 | 25 | 48 | 8 (10) |

Minion (flying) | |||
---|---|---|---|

speed=32 attackspeed=1s range=2.75 | |||

level | dps (dps/2) | hp (Hp/2) | lab lvl (th Lvl) |

1 | 35 (17.5) | 55 (27.5) | n/a |

2 | 38 (19) | 60 (30) | 5 (7) |

3 | 42 (21) | 66 (33) | 6 (8) |

4 | 46 (23) | 72 (36) | 6 (8) |

*5* | 50 (25) | 78 (39) | 7 (9) |

6 | 54 (26) | 84 (42) | 8 (10) |

Wizard | |||
---|---|---|---|

speed=16 attackspeed=1.5s splash=.3 range=3 | |||

level | dps (dps/4) | hp (hp/4) | lab lvl (th lvl) |

1 | 50 (12.5) | 75 (18.75) | N/A |

2 | 70 (17.5) | 90 (22.5) | 3 (5) |

3 | 90 (22.5) | 108 (27) | 4 (6) |

4 | 125 (31.25) | 130 (32.5) | 5 (7) |

*5* | 170 (42.5) | 156 (39) | 6 (8) |

6 | 180 (45) | 164 (41) | 8 (10) |

Dragon (flying) | |||
---|---|---|---|

speed=16 attackspeed=1.5s slash=.3 range=35 | |||

level | dps (dps/20) | hp (hp/20) | lab lvl (th lvl) |

1 | 140 (7) | 1,900 (95) | N/A |

2 | 160 (8) | 2,100 (105) | 5 (7) |

3 | 180 (9) | 2,300 (115) | 6 (8) |

*4* | 200 (10) | 2,500 (125) | 8 (10) |

## Ground only troopsEdit

## Hybrid troopsEdit

Balloon (flying but targets ground only) | |||
---|---|---|---|

speed=10 attackspeed=4s splash=.5 range=.5 | |||

level | dps (dps/5) | hp (hp/5) | lab lvl (th lvl) |

1 | 25 (5) | 150 (30) | N/A |

2 | 32 (6.4) | 180 (36) | 2 (4) |

3 | 48 (9.6) | 216 (43.5) | 4 (6) |

4 | 72 (14.4) | 280 (56) | 5 (7) |

5 | 108 (21.6) | 390 (78) | 6 (8) |

*6* | 162 (32.4) | 545 (109) | 7 (9) |

Healer (flying but only heals friendly ground troops) | |||
---|---|---|---|

speed=16 healspeed=.7s splash=2 range=5 | |||

level | heal per second | hp (hp/14) | lab lvl (th lvl) |

1 | 35 | 500 (35.7) | N/A |

2 | 42 | 600 (42.9) | 5 (7) |

3 | 55 | 840 (60) | 6 (8) |

4 | 71 | 1176 (84) | 7 (9) |

Witch | |||
---|---|---|---|

speed=12 attackspeed=.7s splash=.3 range=4 | |||

level | dps (dps/12) | hp (hp/12) | lab lvl (th lvl) |

1 | 25 (2.08) | 75 (6.25) | N/A |

*2* | 30 (2.5) | 100 (8.33) | 7 (9) |

Note on Witches |
---|

The strength with Witches is the Skeletons they summon. Below shows the math for the totals a Witch in the CC adds against ground only. The math formula is assuming all Skeletons are summoned and includes the Witch herself, for example: 6 skeletons (150dps) plus the Witch herself (25dps) divided by the space taken in the CC (12). The math is just a guideline since the Witch can be killed quickly or can summon a Skeleton every time one dies. |

Skeleton (ground only) | ||||
---|---|---|---|---|

speed=24 attackspeed=1s | ||||

witch lvl | summoned skeletons | dps (dps math) | hp (hp math) | dark barracks lvl |

1 | 6 max | 25 (14.58) | 45 (28.75) | 5 |

*2* | 8 max | 25 (19.16) | 45 (38.33) | 5 |