Introduction to Clash of Clans Bowlers Detailed Guide
The Bowler is a Dark Elixir troop in Clash of Clans that unlocks at Dark Barracks level 7, which requires Town Hall 10. The Bowler throws boulders that bounce, inflicting splash damage upon the initial bounce and again when it lands. The Bowler was the first ground unit to deal damage to multiple buildings in a straight line. The Bowler is particularly effective in funneling attacks, as its bouncing boulder can hit multiple buildings in a straight line.


Strengths
Double Damage with Bounce Attack
The Bowler’s signature ability is its boulder that hits the first target and continues to damage a second target behind it. This bounce mechanic makes it highly effective against tightly packed base layouts, hitting multiple structures with a single throw.
Strong Midline Support
Bowlers are great at clearing wide sections of a base when placed behind a tank, such as a Golem or P.E.K.K.A. Their long range allows them to stay relatively safe while dishing out high splash damage from a distance.
Excellent in Funnel Creation and Core Crushing
With proper funneling, Bowlers can shred through the core of a base, especially when combined with a Rage or Warden ability. They’re a popular pick in strategies like Bowler-Witch (BoWi), Bowitch, or Queen Walk Bowlers.
Weaknesses
Low Hitpoints and Susceptible to Splash Damage
Despite their offensive power, Bowlers have low health for a housing space of 6. They’re vulnerable to splash damage from defenses like Mortars, Bomb Towers, and Scattershots, especially if they clump up.
Struggle with Spread-out Defenses
Bowlers are most efficient when hitting two buildings in a line. If defenses are spread far apart or designed diagonally, they lose effectiveness since the boulder may only hit one target or miss the second entirely.
Easily Distracted and Poor Pathing
Bowlers often have unpredictable pathing due to their tendency to target structures at medium range. Without a properly set funnel, they can wander off-track, which can ruin a well-planned attack strategy.
Synergies
Golems
Ice Golems
P.E.K.K.As
Witches
BoWitch (Bowlers + Witches) – TH10 & TH11
BoWitch is an effective strategy that combines the splash damage of Bowlers with the Skeleton-swarming ability of Witches. The Skeletons act as distractions, absorbing damage from point defenses, while Bowlers deal damage from a distance by bouncing their boulders across multiple buildings. This synergy allows the attack to overwhelm defenses, especially when paired with a Siege Machine such as a Wall Wrecker or Log Launcher for core penetration.
Deployment Strategy:
🔹Funnel Creation:
Start by deploying a few Bowlers or Baby Dragons on the edges of the base. These units are ideal for funneling because of their ability to target multiple structures with a single attack. By clearing buildings on the perimeter, you guide the main force of troops into the core of the base, ensuring that they don’t wander off and waste time on outer structures.
🔹Tank Deployment:
After establishing the funnel, deploy a tank unit, such as a Golem or Ice Golem, in front of your primary attacking force. These tanks absorb damage from enemy defenses, allowing your Bowlers and Witches to stay safe as they deal damage from behind. The Golem’s high hitpoints make it an excellent choice for soaking up the hits from splash damage defenses and heavy-hitting units, ensuring your squishier troops can work uninterrupted.
🔹Main Troop Wave:
Once the funnel is set, deploy your main attacking units, which typically include Bowlers and Witches. Arrange them in a line behind the tank so that they are protected from defensive fire while also staying within range of the core of the base. The Bowlers, with their ability to hit multiple targets with each boulder, work well to clear out structures, while the Witches summon Skeletons to distract defenses and deal additional damage.
🔹Siege Machine Support:
To break through the walls, use a Siege Machine, such as a Log Launcher or Wall Wrecker. These siege machines are designed to breach the defenses that separate your attacking troops from the core of the base. The Log Launcher is particularly effective for clearing out buildings while also damaging defenses along the path, while the Wall Wrecker offers more direct wall-breaching power, ensuring that your troops can continue to advance.
🔹Spell Support:
Finally, support your troops with spells to ensure the success of your attack. Rage Spells are crucial for boosting the damage output and attack speed of your Bowlers and Witches, especially as they move deeper into the base. Freeze Spells are particularly valuable for neutralizing high-damage defenses like Inferno Towers and Eagle Artillery, giving your troops a chance to survive and deal more damage. Heal Spells can also help sustain your troops, especially when dealing with splash damage from Mortars, Wizard Towers, or Bomb Towers. With careful spell management, you can ensure your troops stay alive longer and inflict maximum damage on the enemy base.
This well-coordinated strategy maximizes the effectiveness of Bowlers and Witches by using proper troop placement, support from tanks and siege machines, and the right spells to neutralize threats.
GoWiBo (Golems + Witches + Bowlers) – TH10 to TH12
GoWiBo builds upon BoWitch by incorporating Golems for increased durability. The Golems provide extended tanking for Bowlers and Witches, making the attack more durable against splash defenses like Wizard Towers and Bomb Towers. This strategy is especially powerful at TH11 and TH12, where stronger defenses require a more durable frontline.
Deployment Strategy:
🔹Golem Placement:
To ensure a strong start to your attack, deploy 1-2 Golems on each side of the base. These Golems act as tank units that absorb incoming damage from enemy defenses, allowing your weaker units (Bowlers, Witches, etc.) to survive longer. By placing Golems on either side, you create a wide coverage area that protects your attacking force from splash damage defenses and high-damage single-target defenses like Inferno Towers and X-Bows. This positioning also helps in spreading out the damage, preventing your troops from clumping together and becoming vulnerable to bombs or splash damage.
🔹Funnel Creation:
Once your Golems are deployed, it’s time to create a funnel. Use a few Bowlers and Witches along the edges of the base to clear peripheral buildings and structures. These units are ideal for funneling because of their ability to target multiple buildings with a single attack. The goal is to ensure that the main attack force stays on track and heads directly toward the core of the base, rather than veering off to the sides. Witches are particularly useful here, as their summoned Skeletons can distract defenses, giving the Bowlers time to eliminate structures in their path.
🔹Core Push:
After creating the funnel, deploy the remaining Bowlers and Witches behind the Golems. The Golems will continue absorbing damage, ensuring that the Bowlers and Witches can deal damage from a safe distance. If available, place the Grand Warden behind your main force, as his ability to provide protection and healing through his Life Aura can significantly boost the survivability of your troops. With the Warden’s help, your Bowlers and Witches will have the support they need to push deep into the base and dismantle key defensive structures.
🔹Siege Machine Support:
To break through the core of the base and access the more protected structures, deploy a Siege Machine such as a Log Launcher, Wall Wrecker, or Battle Blimp. A Log Launcher is ideal for clearing buildings and dealing damage along the path, helping your troops move deeper into the base. A Wall Wrecker offers a direct route through walls and provides valuable tanking, while a Battle Blimp can carry additional troops or units like Balloons or Super Archers, allowing you to target specific areas in the core. The Siege Machine supports your main force by clearing the way and ensuring your troops continue their push through the base.
🔹Spell Usage:
The right spell support is essential for the success of your attack. Rage Spells should be used to speed up the movement and damage output of your Bowlers and Witches as they move through the base. This spell can greatly enhance the effectiveness of your main attacking units, especially as they enter the more heavily defended areas. Jump Spells are crucial for providing your troops with access to the core of the base, especially when walls are blocking direct paths. This spell allows your Bowlers and Witches to bypass obstacles and continue their attack on important structures.
Freeze Spells are highly effective for neutralizing key defenses like Inferno Towers, Eagle Artillery, or Wizard Towers, buying your troops time to deal more damage without being wiped out. Finally, Poison Spells should be used to eliminate defending Clan Castle troops. Whether they’re defensive heroes, Valkyries, or other units, the Poison Spell helps to weaken or eliminate them, ensuring they don’t disrupt your troops’ progress.
By combining these elements, you create a highly effective attack strategy that leverages the power of Golems, Bowlers, and Witches, while utilizing Siege Machines and strategic spell usage to break through even the toughest defenses. This methodical deployment ensures that your troops stay protected, clear out key defenses, and dominate the core of the base.
Offensive Strategies
Tank Support:
Bowlers, despite their high damage output, have relatively low hitpoints, making them vulnerable to defensive fire if left unprotected. To maximize their effectiveness, they should be deployed behind high-hitpoint tank units that can absorb damage while the Bowlers deal splash damage from a safe distance.
🔹Super Giants: These upgraded Giants have increased hitpoints and deal extra damage to walls, making them useful in certain Bowler attack strategies.
🔹Golems: Golems have extremely high hitpoints and can absorb damage from high-damage defenses such as Archer Towers, Cannons, and X-Bows. This allows Bowlers to safely clear buildings behind them.
🔹Ice Golems: In addition to tanking, Ice Golems slow down enemy defenses upon death, giving Bowlers extra time to destroy key targets.
🔹P.E.K.K.As: While not as tanky as Golems, P.E.K.K.As have high damage and can eliminate key defenses while providing limited tanking for Bowlers.
Mass Bowler:
Mass Bowler is an attack strategy that involves deploying a large number of Bowlers to quickly clear multiple buildings using their bouncing boulders. This strategy is effective at mid-level Town Halls, particularly Town Halls 10 and 11, where defenses are not yet strong enough to withstand the sheer damage output of stacked Bowlers.
Advantages:
🔹High splash damage: Bowlers can hit two buildings per attack, making them highly effective at clearing bases with tightly packed structures.
🔹Fast-paced attack: The combined damage of multiple Bowlers can overwhelm bases quickly, making time management less of an issue.
🔹Effective funneling: Bowlers can clear wide sections of a base, directing other troops (such as Heroes or a Battle Blimp) toward the core.
Weaknesses at Higher Town Hall Levels:
🔹Defenses scale up: At Town Hall 12 and beyond, defenses like Scattershots, Ricochet Cannons, and Multi-Archer Towers deal significant splash damage, quickly wiping out groups of Bowlers.
🔹Traps become a threat: Giant Bombs and Bomb Towers deal lethal damage to clustered Bowlers.
🔹Inferno Towers: Multi-target Inferno Towers burn through Bowler groups quickly if not neutralized with a Freeze Spell.
Supporting Spells and Troops:
🔹Healers: Can keep Bowlers alive longer when used in a Queen Walk or combined with a Warden ability.
🔹Rage Spells: Boost damage output, allowing Bowlers to quickly clear core defenses.
🔹Freeze Spells: Counter Multi-Target Inferno Towers and Ricochet Cannons.
🔹Jump Spells: Help Bowlers move efficiently through the base instead of getting stuck on walls.
Funneling:
Bowlers excel at creating funnels due to their bouncing boulder attack, which allows them to hit two structures in a straight line. This makes them more effective than Wizards in certain situations, as they can clear buildings efficiently without additional support. Their ability to deal damage to multiple buildings at once enables them to create a wide funnel, ensuring that other troops follow the intended attack path. To maximize their effectiveness, Bowlers should be deployed behind a tank such as a Golem, Ice Golem, or P.E.K.K.A to absorb damage while they clear buildings.
It is also important to avoid grouping them too closely to minimize the impact of splash defenses like Mortars, Wizard Towers, and Multi-Archer Towers. Using a Rage Spell can further amplify their damage, speeding up the funneling process. Additionally, pairing them with a Jump Spell can help guide them and other supporting troops into the core once the funnel is established. By using Bowlers strategically, players can ensure their main army is directed toward key targets, improving the chances of a successful attack.
Sniping Structures:
Bowlers can effectively target defensive structures positioned near the edge of a base, such as Wizard Towers and Bomb Towers, by utilizing the second bounce of their boulder attack. This unique mechanic allows them to deal damage from a safer distance, often avoiding direct retaliation from the targeted defenses.
By strategically positioning Bowlers, players can take advantage of this ability to weaken or destroy key defenses before their main troops engage. This tactic is particularly useful for softening splash damage defenses that pose a threat to support troops like Witches or Wizards. Properly leveraging the Bowler’s bouncing attack can create openings in the base and increase the overall effectiveness of an attack.
Targeting:
Bowlers do not have a preferred target and will always attack the closest building unless enemy Clan Castle troops, Heroes, or Skeleton Trap skeletons are present. If they become aware of these enemy units—either by being attacked themselves or by being near a friendly troop under attack—they will switch focus to engage them.
Once the enemy troops are eliminated, Bowlers will return to their primary objective of attacking nearby structures. This behavior makes them adaptable in battle but also means they can be distracted from their intended path, potentially slowing down an attack if not properly supported by tank units or spells.
Defensive Strategies
Eagle Artillery:
The Eagle Artillery poses a major threat to Bowlers due to its powerful splash damage. Since Bowlers are often deployed in groups, the Eagle Artillery’s strikes can quickly eliminate them, with just two shots being enough to wipe out an entire cluster. To counter this, attackers should spread out their Bowlers or use Freeze Spells to temporarily disable the Eagle Artillery while advancing through the base. Proper tanking with Golems or Ice Golems can also help absorb some of the damage and protect the Bowlers as they move forward.
Giant Bombs and Spring Traps:
Bowlers, despite their offensive strength, are highly vulnerable to traps due to their low hitpoints relative to their housing space. Giant Bombs placed in common deployment areas can wipe out groups of Bowlers, significantly weakening an attack. Additionally, Spring Traps can remove individual Bowlers from the battlefield, reducing their overall damage output. To mitigate these risks, attackers should scout for potential trap placements and consider using tank units or spells like Heal or Freeze to protect Bowlers from sudden damage.
Base Layout:
Spreading out defenses is an effective way to counter Bowlers, as it prevents them from hitting multiple buildings at once with their bouncing boulders. By isolating key structures, like the Town Hall, from others, you can prevent the Bowler’s boulder from reaching it with its second bounce, forcing the Bowler to target a different structure. This strategy can be particularly effective at weakening the overall damage output of a Bowler-heavy attack and slowing down the progress of the raid. Proper base layout and strategic defense placement are key to minimizing the impact of Bowlers in attacks.

Frequently Asked Questions (FAQs)
❓What do Bowlers do in Clash of Clans?
Bowlers are Dark Elixir troops that throw massive boulders, which bounce and hit up to two buildings in a line. This makes them effective at dealing splash damage to tightly packed structures, especially when used behind tanks like Golems or P.E.K.K.As.
❓Are Bowlers good in war attacks?
Yes, Bowlers are commonly used in war attacks due to their strong area damage and synergy with strategies like Queen Walk, Witch Slap, and Bowler spam. When combined with spells like Rage, Jump, or Heal, they can clear large portions of the base, especially when funneled properly.
❓What is the best strategy using Bowlers?
One of the most effective strategies is the Bowitch (Bowlers + Witches), where Bowlers clear the core and Witches handle the outer structures. Pairing this with a Queen Charge or Siege Machine like a Wall Wrecker enhances success. It’s important to funnel Bowlers into the base to keep them from straying.
❓How do you unlock Bowlers in Clash of Clans?
Bowlers become available once you upgrade your Dark Barracks to level 7, which can be done at Town Hall 10. Once unlocked, they can be trained using Dark Elixir and upgraded further in the Laboratory for increased damage and hitpoints.
❓Why do my Bowlers die quickly in battle?
Bowlers have low hitpoints for their housing space, making them vulnerable if not properly protected. They need tank units in front—like Golems or Ice Golems—and a clean funnel to stay grouped. Using Heal or Rage spells can help keep them alive longer during heavy fire.
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