

- All Dark Elixir Troops in Clash of Clans
All Dark Elixir Troops in Clash of Clans

Dark Elixir Troops are some of the most powerful and unique units in Clash of Clans. Unlike regular Elixir Troops, these warriors and creatures are powered by Dark Elixir, making them tougher, stranger, and in many cases, game-changing when it comes to attack strategies. They are unlocked through the Dark Barracks, which itself becomes available at Town Hall 7.
Dark Elixir Troops vary widely in purpose: some are speedy and fragile like Minions, while others are walking tanks like the Golem or Ice Golem. Others add versatility with support mechanics, such as the Headhunter’s poison effect or the Druid’s hybrid healing and combat transformation. Mastering these troops can take your attacking strategies to the next level.
Let’s dive into every Dark Elixir Troop currently in the game and see what makes them special.
Also Read: All Elixir Troops in Clash of Clans (Full List)
Minion

The Minion is the first Dark Elixir Troop unlocked once you build the Dark Barracks. This fast, low-hitpoint flying unit spits Dark Elixir at enemies, giving it short-range but steady damage. With their gargoyle-like appearance, stubby wings, and glowing eyes, Minions may look small, but they are quick and hard to pin down.
One of their best features is immunity to Seeking Air Mines, meaning they can swarm enemy bases without being instantly wiped out. However, they remain vulnerable to splash air defenses like Wizard Towers or Air Bombs. They target the nearest building unless distracted by enemy troops or heroes. Minions are often used in mass “LavaLoonion” strategies, cleaning up bases after tanks like Lava Hounds and Balloons soak up the fire.
Hog Rider

The Hog Rider is unlocked at Dark Barracks level 2 and is one of the most iconic troops in Clash of Clans. Mounted on a powerful hog, he can leap over Walls, ignoring one of the biggest obstacles most troops face. With decent speed, medium health, and quick targeting of defenses, Hog Riders are essential in ground-based attacks.
Hog Riders head straight for defensive buildings, smashing them apart while ignoring other structures until all defenses are down. This makes them perfect for surgical strikes when paired with healing spells to keep them alive. Their weakness lies in splash damage defenses like Bomb Towers and Giant Bomb traps, which can wipe out groups if left unchecked.
Valkyrie

Unlocked at Dark Barracks level 3, the Valkyrie is a fierce warrior with flaming red hair and a massive double-bladed axe. She is a ground troop that deals splash damage in a spinning motion, making her lethal against clusters of enemy structures or tightly packed defenses.
Valkyries excel in funneling strategies, where they are guided into the core of a base to destroy multiple structures at once. Their spin attack allows them to clear out small groups of troops or skeleton swarms while still smashing buildings. However, their effectiveness drops if deployed alone, as they rely on their spin to maximize damage.
Golem

The Golem is unlocked at Dark Barracks level 4 and is one of the toughest tanks in the game. With massive hitpoints but low attack damage, the Golem’s job is to soak up damage so that other, more offensive troops can do their work.
When defeated, the Golem splits into several smaller Golemites, which keep fighting and continue absorbing fire. This death spawn makes him a reliable tank even when taken down. Golems target defenses first, ignoring other buildings until the defensive core is gone. They pair extremely well with Wizards, Witches, and Bowlers who can follow behind under protection.
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Witch

At Dark Barracks level 5, you unlock the Witch, a mysterious troop that summons Skeletons to fight alongside your army. With her glowing pink eyes, staff topped with a skull, and shadowy appearance, the Witch is one of the most iconic troops in Clash.
Her ability to continually spawn Skeletons provides endless distractions, overwhelming defenses if left unchecked. She also fires ranged magical projectiles, adding extra damage. Witches can be devastating in numbers, especially in the popular “Witch Slap” strategy, where multiple Witches are backed by Healers. Their weakness lies in splash damage defenses, which can wipe out Skeleton waves quickly.
Lava Hound

The Lava Hound is a tanky flying unit unlocked at Dark Barracks level 6. Looking like a molten, winged beast made of stone and lava, it is designed to shield your air armies. With huge hitpoints but very low damage, the Lava Hound’s main role is to absorb fire from Air Defenses.
When destroyed, the Lava Hound bursts into multiple Lava Pups, which continue attacking enemy structures. These smaller units deal more damage but are fragile. Lava Hounds are essential in “LavaLoon” strategies, where they soak up fire while Balloons devastate defenses below.
Bowler

The Bowler is unlocked at Dark Barracks level 7 and is the first ground troop that can deal damage in a line. With his large frame and purple skin, he hurls giant boulders that bounce, damaging two targets in succession.
This ability makes Bowlers extremely effective against bases with tightly aligned buildings, allowing one throw to hit multiple structures. When backed by tanks like Golems or Ice Golems, Bowlers can devastate cores of bases in popular attack strategies like “Bowler Witch.” Their main drawback is vulnerability to high-damage defenses if left unprotected.
Ice Golem

At Dark Barracks level 8, players unlock the Ice Golem. This frosty tank has high hitpoints, low damage, and a unique freezing ability. His attacks slow enemy defenses, cutting their firing speed in half. Even more importantly, when defeated, he unleashes a large freeze that immobilizes defenses and troops in the area.
Ice Golems are amazing for both offense and defense. On attack, they provide a key freeze utility that can stall dangerous defenses like Inferno Towers. On defense, their death freeze can lock down attacking armies, giving your defenses precious time.
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Headhunter

Unlocked at Dark Barracks level 9, the Headhunter is a deadly assassin designed specifically to target Heroes. She is fast, agile, and deals bonus poison-effect damage to enemy Heroes, slowing them down.
Headhunters ignore buildings completely until all Heroes are defeated, making them invaluable in taking out the Barbarian King, Archer Queen, or enemy Warden. Once Heroes are down, they attack normally like any other troop. They’re fragile, though, and need support to reach their targets safely.
Apprentice Warden

At Dark Barracks level 10, the Apprentice Warden enters the battlefield. A ground troop version of the Grand Warden, he brings supportive utility with his Life Aura, boosting the hitpoints of nearby allies.
Though his buff isn’t as strong as the Grand Warden’s, it applies widely to troops, Heroes, and even Siege Machines. He follows friendly units, firing magical projectiles to support them. While not a heavy damage dealer, his aura makes surrounding troops significantly stronger in battle.
Druid

The Druid is unlocked at Dark Barracks level 11 and is one of the most unique troops in Clash of Clans. He begins in human form, healing both ground and air units with bouncing magical projectiles. After 25 seconds—or if his health runs out—he transforms into a powerful Bear form.
As a Bear, the Druid becomes a tanky troop that targets defenses, ripping through them with strength. This dual role makes the Druid a flexible option, capable of both support and raw damage. His transformation mechanic means timing his deployment is critical for maximum effect.
Furnace

The Furnace is the final Dark Elixir Troop, unlocked at Dark Barracks level 12. Unlike most troops, it acts more like a spawner building than a fighter. Once deployed, the Furnace remains stationary, continually summoning Firemites—small creatures that deal splash damage over time to enemy structures.
The Furnace lasts for about a minute, either until destroyed or until its timer runs out. It can spawn a steady stream of Firemites if left unchecked, overwhelming defenses with constant pressure. On defense, it spawns Firemites at its usual rate but pauses spawning when no attackers are present. While fragile compared to tanks, the Furnace’s unique mechanic makes it a versatile troop for both distraction and support.
Also Read: All Heroes in Clash of Clans (2025 Guide)
FAQs About Dark Elixir Troops
Q: What is the first Dark Elixir Troop in Clash of Clans?
A: The Minion is the first Dark Elixir Troop, available immediately after building the Dark Barracks.
Q: Which Dark Elixir Troop is best for tanking?
A: Golems and Ice Golems are the best tanks, with massive health and utility to shield your army.
Q: What’s the most unique Dark Elixir Troop?
A: The Druid is the most unique, as he heals allies in human form and transforms into a powerful Bear to attack defenses.
Q: Which Dark Elixir Troops are best for air attacks?
A: Lava Hounds, Minions, and Bowlers (when combined with air units) are essential for air-based strategies.
Q: Are Dark Elixir Troops worth the investment?
A: Yes, they’re more costly than Elixir Troops, but they add utility, damage, and tanking power that regular troops can’t provide.
Final Words
Dark Elixir Troops bring depth and variety to Clash of Clans. From the humble Minion to the mighty Furnace, each troop fills a specific niche and allows for creative strategies that wouldn’t be possible otherwise. Learning when and how to deploy them is key to mastering higher-level gameplay.
If you want to push your Clash journey further, don’t just unlock Dark Elixir Troops—experiment with them, pair them with Elixir Troops, and refine your attacks. The more you use them, the more you’ll discover their true potential in both offense and defense.
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