Level 1
- Ruin Knight
- Lv. 1
- Max Summons
- 8
- Hitpoints
- 2,300
- Defense DPS*
- 25
- Damage / Hit*
- 50
The Ruin Witch is a Dark Elixir support troop unlocked at Town Hall 16. Instead of attacking buildings herself on offense, she searches for valid rubble from destroyed buildings, processes it with the Debrisbuster 5000 and summons Ruin Knights to reinforce the push.
Updated August 2026 · Stats, upgrades, mechanics, Ruin Knight data and attack strategy
AB Ankit
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| Level | Ruin Knight Lv. | Max Summons | Hitpoints | Defense DPS* | Damage / Hit* |
|---|---|---|---|---|---|
| 1 | 1 | 8 | 2,300 | 25 | 50 |
| 2 | 2 | 8 | 2,550 | 26 | 52 |
| 3 | 3 | 8 | 2,800 | 27 | 54 |
| 4 | 4 | 8 | 3,050 | 28 | 56 |
*These damage figures describe the troop's defensive attack where applicable; offensive mechanics can differ.
The current Ruin Witch max level is 4 at Town Hall 18.
| Level | Research Cost | Research Time | Lab Required | Town Hall |
|---|---|---|---|---|
| 1 | N/A | 14 | TH16 | |
| 2 | 11 days | 14 | TH16 | |
| 3 | 12 days | 15 | TH17 | |
| 4 | 15 days 12 hours | 16 | TH18 |
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The Ruin Witch’s offensive AI is unlike a normal troop. After deployment, she can stand completely idle until a building is destroyed. She then searches for the closest valid rubble, walks to it and starts the Debrisbuster 5000 cycle.
Supercell’s June 2026 Ruin Witch update notes confirm that she ignores wall rubble, cannot jump or attack walls to reach blocked rubble, stands idle when no valid rubble exists, and summons a total of 8 Ruin Knights before she despawns.
Six rules that explain how the troop creates value during an attack.
Every Ruin Witch level summons the matching Ruin Knight level. The Knight is a ground, single-target melee unit that attacks nearby buildings, deals 3× damage to walls, and loses health over time. Its strength is tied to the Ruin Witch’s level; there is no separate Laboratory upgrade for Ruin Knights.
| Ruin Knight Level | DPS | Damage / Attack | Damage vs Walls | Hitpoints | HP Decay / sec |
|---|---|---|---|---|---|
| 1 | 255 | 255 | 765 | 3,100 | 80 |
| 2 | 285 | 285 | 855 | 3,400 | 80 |
| 3 | 315 | 315 | 945 | 3,700 | 80 |
| 4 | 345 | 345 | 1,035 | 4,000 | 80 |
She needs destroyed buildings before her offensive ability can produce value. Send the funnel, heroes or damage troops first so there is already rubble waiting when the Ruin Witch enters. A Ruin Witch dropped into an untouched compartment can simply stand there while defenses shoot her.
Check which rubble she can actually reach before you deploy her. Closed walls can block debris that looks close on screen. Start her behind an established path so the first two or three summons happen without a long walk.
Ruin Knights hit hard and have good HP, but they lose health over time. Keep the Ruin Witch close to the main push so newly spawned Knights spend more time fighting and less time walking.
The Angry Spell temporarily forces affected friendly troops to retarget the closest defense. At TH18 this can help turn a loose Ruin Knight wave toward defensive objectives instead of letting it drift onto low-value nearby buildings.
Yes, but she works best as a support troop. She is not a replacement for a normal damage troop. Her 26 housing space can turn into up to eight Ruin Knights if your attack keeps creating reachable rubble. She works best when your army keeps destroying buildings and she stays close enough to turn the rubble into useful reinforcements.
She loses a lot of value if you deploy her first, if walls block the rubble, or if the main army leaves her too far behind.
On defense the Ruin Witch uses a very weak single-target ground attack instead of harvesting rubble. With only 25–28 defensive DPS across current levels, she is generally a poor defensive Clan Castle choice compared with troops that provide immediate damage, control or tanking.
At TH16, build around 1–3 Ruin Witches as support rather than making them the whole army. Let a Queen Charge, smash group or other reliable opening force destroy the first buildings, then place the Ruin Witches behind the established funnel. The goal is to turn the opening layer of rubble into extra tanks while the core army is still healthy.
Level 3 increases both Ruin Witch HP and the Ruin Knight level. Structured smash attacks become more forgiving because the support troop survives longer and the Knight has 315 DPS and 3,700 maximum HP. Keep the Ruin Witch on the same side as your main destruction path rather than sending her to a separate cleanup lane.
At the current maximum, the Ruin Witch reaches 3,050 HP and produces level-4 Ruin Knights with 345 DPS, 4,000 maximum HP and 1,035 damage against walls. TH18 also gives access to the full current Ruin Witch progression.
Allow the main army to create a chain of rubble, then bring the Ruin Witch through the cleared lane. When several Ruin Knights are together near the important defensive layer, an Angry Spell can temporarily force affected troops toward the nearest defenses. Use it for path control rather than expecting the Ruin Witch herself to deal damage.
Quick planning tip: before deployment, identify the first two buildings your main force is likely to destroy and confirm their rubble will be reachable without the Ruin Witch needing to cross a closed wall compartment.
| Feature | Ruin Witch | Super Witch |
|---|---|---|
| Housing space | 26 | 40 |
| Offensive attack | None | Direct area-splash attack |
| Summon | Up to 8 Ruin Knights from rubble | One Big Boy active at a time |
| Core role | Delayed support / reinforcement | Smash DPS + tank summon |
| Earliest access | TH16 | TH12 via Super Witch boost |
| Needs destroyed buildings | Yes | No |
Under the current maximum capacities, a fully upgraded set of Army Camps can hold 13 Ruin Witches. Two more can fit through a sufficiently large Clan Castle, and current Clone Spell capacities can theoretically create four additional copies, giving a theoretical maximum of 19 on the battlefield.
The Super Witch starts contributing immediately with her own attack and Big Boy. The Ruin Witch trades that instant value for a smaller 26-housing footprint and a much larger total summon ceiling, but only if the battle keeps producing reachable rubble. Pick the troop that fits your army path and timing rather than comparing the stat lines alone.
White hair, dark goggles with glowing yellow lenses, purple cloak, and a wooden Debrisbuster barrel with metal corners, brass pipe and skull emblem.
The cloak shifts to indigo and gains gold trim along the front and lower edge.
The barrel corners become gold, the pipe turns pink and its rim gains a gold finish.
The cloak becomes a darker black-pearl blue and the Debrisbuster barrel changes to purple.
Supercell introduced the Ruin Witch in the June 2026 Anime Fury update. The official description explains that an alchemy accident cost her original powers, so the Master Builder created the Debrisbuster 5000 to recycle destroyed buildings into battle-ready Ruin Knights.
| Date / Patch | Description |
|---|---|
| June 2026 | Release Ruin Witch and Ruin Knights were introduced with four Ruin Witch levels: levels 1–2 at TH16, level 3 at TH17 and level 4 at TH18. |
| August 2026 | Current Level 4 remains the current maximum in this CocWarBase data set. |
Community game-file research reported earlier internal strings named Artificer and later Rubble Riser, both centered on summoning allies from destroyed-building debris. These were internal/game-file references rather than official public troop names, so they are best treated as development trivia rather than confirmed release history.
On offense, the Ruin Witch does not attack buildings. She moves to valid rubble from destroyed buildings, spends four seconds vacuuming it, continues the summon animation, and creates a Ruin Knight. She can summon up to 8 Ruin Knights before despawning.
The Ruin Witch unlocks at Town Hall 16 through Dark Barracks level 13.
The current Ruin Witch max level is level 4, available at Town Hall 18 with Laboratory level 16.
Town Hall 16 can use Ruin Witch levels 1 and 2. Level 2 is the TH16 maximum.
Town Hall 17 can upgrade the Ruin Witch to level 3.
The level 4 research costs 380,000 Dark Elixir and takes 15 days 12 hours, requiring Laboratory level 16 at TH18.
One Ruin Witch can summon a maximum of 8 Ruin Knights. After completing the eighth summon, the Ruin Witch despawns.
Yes. Ruin Witch levels 1–4 summon Ruin Knight levels 1–4 respectively. Ruin Knights do not have a separate Laboratory research path.
No. Supercell states that the Ruin Witch has no offensive attack. If no valid rubble exists, she can stand idle even while defenses are attacking her.
Usually no. On defense she uses a low-damage single-target ground attack of only 25–28 DPS across current levels, so other defensive Clan Castle troops generally provide more immediate value.