- The Super Giant is a Super Troop based on the Giant. It can be unlocked by boosting the Giant when the Giant is at least level 9.
- Boosting the Giant requires 25,000 Dark Elixir or a Super Potion, and doing so allows the Giant to be boosted for 3 days. The level of Super Giant you obtain from the boost corresponds to the level of Giant you have.
- The Super Giant is a melee unit with a very high amount of hitpoints for its housing space. Its Wall Buster ability allows it to deal extra damage (5x?) to Walls, but despite this, it does not preferentially target Walls (see below).
- Because of the level requirement, players require Town Hall 12 in order to boost Giants into Super Giants. However, because of the Laboratory level cap, players require a level 6 Clan Castle or greater in order to get donated one, allowing anyone Town Hall 10 or above to get one.
- Super Giants prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Super Giants do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings.
Once all defenses are destroyed, Super Giants become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby.
- You could use them to destroy Walls, as they have less of a chance to die before destroying a Wall as a Wall Breaker, since they have high hitpoints. However, against high-level Walls, a single Super Giant will take a considerable amount of time to break Walls - consider using multiple at once.
- Like the regular Giant (and similarly to other tanking troops like Ice Golems), you can use Super Giants to tank for other troops. They can work as a middle ground between Giants and Golems.
- Super Giants can work well in a smash-style attack. You can consider taking less spells to give them access through the base and more spells to boost them through the base, like Rage Spells.
- Super Giants are more susceptible to single-target Inferno Towers than two regular Giants (but less susceptible than troops that take more housing space such as a P.E.K.K.A or Golem), however they will fare better against splash defenses than two Giants will.
- On the other hand, the Super Giant is less susceptible to multi-target Inferno Towers than the regular Giant, as 5 Super Giants (50 housing space) will last a lot longer than 10 regular Giants.
- As by aforementioned logic that Super Giant attackers would take less spells to counter Walls, having a more compact base that would have many Wall layers is a good idea to delay the Super Giants.
|March 30, 2020||Added the Super Giant, with level 9.|
|October 12, 2020||Added the level 10 Super Giant (alongside the level 10 Giant).|
|April 12, 2021||
- You can have a maximum of 30 Super Giants at one time in a complete set of fully upgraded Army Camps. This number increases to 34 if you include the 4 that can fit into a level 8 or higher Clan Castle. On the battlefield, you can clone an additional 12 Super Giants with four level 5 or higher Clone Spells (three from the regular spell inventory and one from a max-level Clan Castle), for a total of 46 Super Giants.
- Super Giants are more visually similar to Boxer Giants than the regular ones, having a belt and compression bandages around the wrist and a different hairstyle.
- Although the description states that the Super Giant is Giant's cousin, the Giant is shown to transform into Super Giant in Clash-A-Rama and Clash Combat, especially in-game where Giants will walk to the Super Sauna to turn into Super Giants.
- The Super Giant's description states that they're bigger than regular Giants, although their size is the same.
- In the artwork, the Super Giant's clothing is brown and his belt is red, but in battle, his clothing is taupe and his belt is black.
- Apparently, from the description, the Super Troops logo is also used to represent the winner of a food eating contest.
- When comparing to a regular Giant in battle, the Super Giant's head seems smaller.
- The Super Giant is one of the 6 Super Troops to have a Super Troop logo, the others being the Rocket Balloon, Super Wizard, Super Valkyrie, Super Witch, and the Super Bowler.
- The Super Giant, Super Barbarian, Sneaky Goblin and Super Wall Breaker were the first Super Troops to be added into the game.
- The Super Giant and the Rocket Balloon are the first and only Super Troops to appear in a loading screen.
|Preferred Target||Attack Type
||Housing Space||Movement Speed||Attack Speed||Range||Special Ability|
|Defenses||Melee (Ground Only)||10||12||2s||1 tile||Wall Buster|
|Special Ability (Wall Buster) Description:
"Deals 4,8x damage to walls."
|Boost Cost||Boost Duration||Giant Level Required|
|Training Time of Super Giants|
|1 Barracks||2 Barracks||3 Barracks||4 Barracks|
|Level||Damage per Second||Damage per Attack||Damage vs Walls||Hitpoints|
- The Super Giant is a troop available in the Clan Capital, available when the Super Giant Barracks is constructed (this requires the Barbarian Camp district to be unlocked, and hence requires Capital Hall level 2).
- The Super Giant is a melee unit with high hitpoints that targets defenses. Their Wall Buster ability enables it to deal 5x damage to Walls, just like Super Giants in the Home Village.
- Super Giants are also stationed in Super Giant Posts as defending troops, which have the same stats that of attacking Super Giants.
- Super Giants are excellent for tanking, especially for troops with low hitpoints such as Sneaky Archers and Super Wizards. They can even tank for air troops such as Minion Hordes in scenarios where no air-only defenses are being fought, such as against single Spear Throwers on the outskirts of a district.
- Heal Spells are usually paired up with Super Giants and their supporting units so that they can all stay alive longer.
- The most effective defense (especially at lower Capital Hall Levels) to quickly annihilate Super Giants is the Multi Cannon.
- Just make sure that they only target Super Giants and it is separated from all other buildings 2 tiles apart while being in the core of a base so that Sneaky Archers would be distracted and quickly wiped out by the Multi Mortar and Super Wizards couldn't deal chain lightning damage to the Multi Cannon.
- Super Giants are vulnerable to having their troop AI exploited for funneling via gaps in Walls (they may go for such gaps even if it is very far away from their deployment point). Although there are no Spring Traps to instantly kill them, they can at least be lured into choke points where defenses can lay into them while separating them from more vulnerable troops.
- You can have a maximum of 25 Super Giants at one time in a complete set of fully upgraded Army Camps.
- Super Giants are the second-best troop for breaking walls, the best being the Battle Ram.
|Defenses||Melee (Ground Only)||10||9||2s||0.75 tiles||Wall Buster|
||Damage per Second
||Damage per Attack||Damage vs Walls||Hitpoints |
|Clan Capital Army|
|Troops||Super Barbarian • Sneaky Archers • Super Giant • Battle Ram (Barbarian) • Minion Horde • Super Wizard • Rocket Balloons • Skeleton Barrels (Skeleton) • Flying Fortress (Skeleton Glider • Skeleton) • Raid Cart (Siege Cart • Barbarian) • Super P.E.K.K.A • Hog Raiders • Super Dragon • Mountain Golem|
|Spells||Healing Spell • Jump Spell • Lightning Spell • Frost Spell • Rage Spell|