Super Barbarian arrives
Super Barbarian launched as one of the original four Super Troops, starting with levels 8 and 9.
Barbarian is the first Home Village troop, unlocked at Town Hall 1 with Barracks level 1. At TH18 he reaches level 13, with 51 DPS, 51 damage per hit and 310 hitpoints.
He uses 1 housing space, attacks ground targets only, moves at 18, attacks once per second and has a 0.4-tile melee range. At higher Town Halls, regular Barbarians are mostly used for cheap cleanup and small funnel jobs. The Super Barbarian costs 5 housing space and brings far more damage, more health and an 8-second Rage as soon as he is deployed.
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Level 13 Barbarian has 310 HP and 51 DPS. His attack interval is one second, so DPS and damage per hit are both 51.
He has no preferred target, cannot attack air units and must get into melee range before dealing damage.
| Stat | Level 12 | Level 13 | Gain |
|---|---|---|---|
| DPS | 48 | 51 | +3 (+6.25%) |
| Damage / hit | 48 | 51 | +3 (+6.25%) |
| Hitpoints | 290 | 310 | +20 (+6.90%) |
| Upgrade cost | 8,000,000 Elixir | 24,000,000 Elixir | +16,000,000 |
| Research time | 4d | 12d 12h | +8d 12h |
From level 1 to level 13, Barbarian rises from 45 to 310 HP and from 9 to 51 DPS. That is +265 HP and +42 DPS across the full progression.
Regular and Super Barbarian are separate troops. The regular Barbarian uses 1 housing space. Super Barbarian uses 5 and starts with an 8-second Rage.
Barbarian attacks once per second, so the DPS and damage-per-hit columns match at every level.
| Level | DPS | Damage / hit | HP | Lab required |
|---|---|---|---|---|
| 1 | 9 | 9 | 45 | — |
| 2 | 12 | 12 | 54 | Lab 1 |
| 3 | 15 | 15 | 65 | Lab 3 |
| 4 | 18 | 18 | 85 | Lab 5 |
| 5 | 23 | 23 | 105 | Lab 6 |
| 6 | 26 | 26 | 125 | Lab 7 |
| 7 | 30 | 30 | 160 | Lab 8 |
| 8 | 34 | 34 | 205 | Lab 9 |
| 9 | 38 | 38 | 230 | Lab 10 |
| 10 | 42 | 42 | 250 | Lab 12 |
| 11 | 45 | 45 | 270 | Lab 13 |
| 12 | 48 | 48 | 290 | Lab 14 |
| 13 | 51 | 51 | 310 | Lab 16 |
Level 13 raises Barbarian from 290 to 310 HP and from 48 to 51 DPS. It requires Laboratory level 16 at TH18.
Barbarian is available before the Laboratory. After the Laboratory unlocks, each new Barbarian level is tied to the required Laboratory level. If a Town Hall does not unlock a higher eligible research level, the previous Barbarian cap remains.
| Town Hall | Max Barbarian | Max Laboratory |
|---|---|---|
| TH1 | 1 | No Laboratory |
| TH2 | 1 | No Laboratory |
| TH3 | 2 | Lab 1 |
| TH4 | 2 | Lab 2 |
| TH5 | 3 | Lab 3 |
| TH6 | 3 | Lab 4 |
| TH7 | 4 | Lab 5 |
| TH8 | 5 | Lab 6 |
| TH9 | 6 | Lab 7 |
| TH10 | 7 | Lab 8 |
| TH11 | 8 | Lab 9 |
| TH12 | 9 | Lab 10 |
| TH13 | 9 | Lab 11 |
| TH14 | 10 | Lab 12 |
| TH15 | 11 | Lab 13 |
| TH16 | 12 | Lab 14 |
| TH17 | 12 | Lab 15 |
| TH18 | 13 | Lab 16 |
The cap stays unchanged at TH3–TH4 (level 2), TH5–TH6 (level 3), TH12–TH13 (level 9) and TH16–TH17 (level 12). TH18 unlocks level 13 through Laboratory 16.
| Target level | Research cost | Base time | Lab |
|---|---|---|---|
| 2 | 10,000 Elixir | 30m | 1 |
| 3 | 50,000 Elixir | 1h | 3 |
| 4 | 130,000 Elixir | 2h | 5 |
| 5 | 300,000 Elixir | 4h | 6 |
| 6 | 800,000 Elixir | 8h | 7 |
| 7 | 1,000,000 Elixir | 12h | 8 |
| 8 | 1,500,000 Elixir | 1d | 9 |
| 9 | 2,500,000 Elixir | 1d 12h | 10 |
| 10 | 4,300,000 Elixir | 2d | 12 |
| 11 | 6,000,000 Elixir | 3d | 13 |
| 12 | 8,000,000 Elixir | 4d | 14 |
| 13 | 24,000,000 Elixir | 12d 12h | 16 |
From level 1 to level 13, the listed research totals are 48,590,000 Elixir and 25d 3h 30m of sequential base Laboratory time.
Select the current and target levels, then apply a percentage time reduction. The calculator uses the base research times listed in the table above and does not add unverified discounts.
Barbarian has no preferred building target. He moves toward a nearby reachable target and attacks at melee range. If an eligible defending ground unit engages him, he can switch from a building to fight it.
He cannot damage air units. Walls also matter because his 0.4-tile range is too short to hit through them; he must reach an opening or attack a Wall when pathing leaves no better route.
At 1 housing space, a Barbarian is easy to keep for small jobs: checking an exposed area, removing an outside building, adding a little ground damage or starting cleanup from several places.
The downside is fragility. A large group sent through one tile can disappear quickly to splash damage.
Early Town Halls: put Barbarians in front of Archers so they take the first ground fire while the Archers attack from behind.
Funneling: a few Barbarians can remove exposed buildings and narrow the path for the main army.
Cleanup: one 1-space Barbarian is useful for an isolated ground building when the area is safe.
Higher Town Halls: regular Barbarians are usually kept for cleanup or small funnel jobs. Use Super Barbarians when the outside buildings are defended or when you need a stronger push from the edge.
Check the route before deploying. A Barbarian dropped into splash damage, on the wrong side of a Wall, or next to a defending ground troop can be pulled away from the building you wanted him to hit. For cleanup, send him early enough that he has time to reach and finish the target.
Barbarian can fight eligible ground attackers when defending, but he cannot hit air units. His 1-space size allows many units to fit into a Clan Castle, yet clustered Barbarians remain vulnerable to splash damage and spells. Donation level caps can also reduce the received troop level at lower Clan Castle levels.
Super Barbarian unlocks when the regular Barbarian reaches level 8. A boost costs 25,000 Dark Elixir or one Super Potion and lasts 3 days. His Super level matches the regular Barbarian level.
At level 13, he has 270 DPS, 216 damage per hit and 1,450 HP. He uses 5 housing space, moves at 20, attacks every 0.8 seconds from 0.6 tiles, targets ground only and has no preferred target.
For the first 8 seconds after deployment, his built-in Rage adds +70% damage and +16 movement speed. At level 13 that works out to 459 DPS and movement speed 36 while the Rage is active.
Super Barbarians are especially useful on the outside of a base. Drop one close to the first building so the 8-second Rage is spent attacking instead of walking.
They can remove defended outside buildings, open a funnel and keep pushing through a few buildings when supported. Because each one costs 5 housing space, every deployment should have a clear target.
They still attack ground targets only, deal single-target damage and have no preferred target. Their built-in Rage does not stack with a Rage Spell. After 8 seconds, their damage and movement return to normal.
Regular Barbarian: 1 housing space. Best for cheap cleanup, exposed buildings and small funnel jobs.
Super Barbarian: 5 housing space. Better when the target is defended and you need enough health and damage to win the outside fight.
If one regular Barbarian can finish the job, save the army space. If the building is protected or the funnel needs more force, the Super Barbarian is the stronger choice.
| Level | DPS | Damage / hit | HP | DPS / housing | HP / housing |
|---|---|---|---|---|---|
| 8 | 180 | 144 | 1,000 | 36.0 | 200 |
| 9 | 200 | 160 | 1,100 | 40.0 | 220 |
| 10 | 220 | 176 | 1,200 | 44.0 | 240 |
| 11 | 240 | 192 | 1,300 | 48.0 | 260 |
| 12 | 250 | 200 | 1,350 | 50.0 | 270 |
| 13 | 270 | 216 | 1,450 | 54.0 | 290 |
At level 13, the opening Rage raises the calculated output to 459 DPS, 367.2 damage per hit and movement speed 36.
If he attacks continuously for all 8 seconds, the calculation reaches 3,672 damage. Walking and changing targets reduce the actual total.
| Same 5 housing space | Total HP | Base DPS | Opening-Rage DPS |
|---|---|---|---|
| 5 × Barbarian 13 | 1,550 | 255 | 255 |
| 1 × Super Barbarian 13 | 1,450 | 270 | 459* |
For the same 5 housing space, five level-13 Barbarians have 100 more combined HP. One level-13 Super Barbarian has 15 more base DPS; during the opening Rage, the DPS gap becomes 204. Five separate troops can spread out, while one Super Barbarian keeps the damage in a single unit.
| Super level | DPS | Damage / hit | HP |
|---|---|---|---|
| 8 | 180 | 144 | 1000 |
| 9 | 200 | 160 | 1100 |
| 10 | 220 | 176 | 1200 |
| 11 | 240 | 192 | 1300 |
| 12 | 250 | 200 | 1350 |
| 13 | 270 | 216 | 1450 |
Regular: 1 housing, 18 movement, 1s attack, 0.4-tile range. Super: 5 housing, 20 movement, 0.8s attack, 0.6-tile range, plus the opening Rage.
Barbarians can also enter a Home Village attack through the Barbarian King's Barbarian Puppet. This Common Hero Equipment is an active ability: when the King's ability is used, the Puppet summons a group of Raged Barbarians.
The summon only exists while Barbarian Puppet is equipped. Swapping it for another King equipment removes the Barbarian summon and replaces that equipment slot with the new effect. Supercell later buffed Barbarian Puppet as a stronger starter option for players using Barbarian King equipment.
Barbarian has changed in small steps rather than one complete rework. The biggest milestones are new regular levels, new Super Barbarian levels and the removal of Home Village troop training time.
Super Barbarian launched as one of the original four Super Troops, starting with levels 8 and 9.
Barbarian level 10 and Super Barbarian level 10 arrived with the Town Hall 14 update.
Both the regular Barbarian and Super Barbarian moved up to level 11.
Town Hall 16 brought Barbarian level 12 and Super Barbarian level 12.
Home Village troops no longer wait in a training queue. Barbarian can be added to an army immediately, while Laboratory research time still applies to troop upgrades.
The Sound of Clash update added Barbarian level 13, taking the regular troop to 51 DPS and 310 HP at TH18.
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