Introduction to Clash of Clans Thrower Detailed Guide
The Thrower, the 18th Elixir troop in the Home Village of Clash of Clans, introduces a distinct combat style with its extended attack range and versatile targeting. As a ground unit, it has moderate hitpoints and deals a reasonable amount of damage, making it a balanced addition to an army. Its ability to attack both ground and air enemies allows it to contribute to various battle scenarios, adding flexibility to different attack strategies.


Synergies
Tank Units:
Tank units play a crucial role in maximizing the effectiveness of Throwers by absorbing incoming damage and keeping defenses occupied. Since the Thrower has low survivability when left unprotected, pairing it with durable frontline units ensures that it can deal consistent damage from a safe distance without being quickly eliminated.
Yetis are an excellent choice for tanking due to their high hitpoints and the additional support provided by Yeti Mites, which can damage nearby defenses. Their ability to absorb fire from key defensive structures allows Throwers to take down buildings without immediate retaliation.
Golems serve as one of the best tanking options, boasting massive hitpoints that can withstand heavy defensive firepower. Their slow movement speed ensures that they remain in front of Throwers for an extended duration, soaking up damage while allowing the Throwers to clear defenses efficiently. When destroyed, Golems split into smaller Golemites, continuing to distract defenses and further extending the Throwers’ ability to deal damage.
The Barbarian King is another strong frontline option, acting as both a tank and an offensive force. With his high durability and ability to regenerate health using his Iron Fist ability, he can sustain damage for an extended period. His aggressive targeting of enemy defenses helps clear a path for Throwers, preventing them from being overwhelmed by defending units or splash-damaging defenses.
Grand Warden:
The Grand Warden’s Life Gem and Rage Gem combination greatly enhances the Thrower’s potential when it is used as the main attacking force. The Life Gem increases survivability by providing additional hitpoints, helping Throwers withstand more damage from defenses. Meanwhile, the Rage Gem boosts their attack speed and damage, allowing them to break through buildings and enemy troops faster. This synergy makes the Throwers significantly more effective, especially in prolonged battles where sustained damage output is crucial.
Beyond direct support, the Grand Warden can also be utilized in a specialized strategy known as the “Warden Walk.” In this approach, the Grand Warden is paired with Throwers and backed by Healers to clear sections of a base before the main attack is deployed. The Thrower’s extended range allows it to contribute to this phase while staying within the Warden’s aura, ensuring it benefits from his passive ability. Healers further enhance the durability of both the Warden and the Throwers, making them more resilient against defensive fire.
A well-executed Warden Walk with Throwers can create an effective funnel, weakening key defenses before deploying the rest of the army. The combination of range, healing support, and the Warden’s buffs ensures that Throwers can sustain damage while delivering high DPS, making them a valuable component of this strategic setup.
Battle Blimp:
Throwers can be deployed inside the Battle Blimp as an alternative to Super Archers, providing a different approach to taking down core defenses. Their extended range allows them to hit multiple structures from a safe distance, similar to Super Archers, but with notable differences in survivability and damage output.
One key advantage of using Throwers in a Battle Blimp is their higher health compared to Super Archers. This allows them to survive minor defensive threats and some trap damage, such as Seeking Air Mines triggering on the Blimp or a single Giant Bomb upon landing. However, they remain vulnerable to multiple traps triggering simultaneously or the devastating explosion of a Town Hall’s Giga Bomb. Careful spell support, such as a Rage Spell to amplify their damage and an Invisibility Spell to keep them protected, can help mitigate these risks.
While they do not have the same piercing attack as Super Archers, their ability to deal splash damage in a small area can be useful against grouped defenses. This makes them particularly effective when aiming to weaken multiple buildings in tight clusters, especially when paired with spells to enhance their damage output. When used correctly, Throwers in a Battle Blimp can serve as a viable alternative for core destruction, offering a balance between durability and offensive capability.
Super Archers:
A combination of Super Archers and Throwers inside the Battle Blimp creates a well-balanced offensive strategy, taking advantage of both units’ unique strengths. Super Archers excel at clearing out swarms of skeletons and low-health distractions with their piercing arrows, while Throwers focus on dealing damage to high-value targets like key defenses and storages.
Super Archers’ long-range attack allows them to hit multiple buildings in a line, quickly softening up core structures and eliminating defensive troops that spawn from Clan Castle reinforcements. Meanwhile, Throwers complement this by delivering splash damage in a small area, effectively damaging clustered buildings and dealing consistent damage to priority targets. Their higher health also helps them survive longer in the core, reducing the risk of losing all troops immediately to traps or defensive fire.
Using Rage Spells enhances both troops’ effectiveness, allowing Super Archers to cut through multiple layers of buildings while Throwers deal amplified splash damage. Invisibility Spells can further extend their impact by preventing defenses from targeting them immediately, ensuring they clear out crucial structures before being taken down.
This synergy makes the combination an effective alternative to mass Super Archer Blimp attacks, providing a mix of precision and durability. By leveraging each unit’s strengths, players can maximize the damage dealt to a base’s core, increasing the chances of a successful attack.
Healers:
At lower Town Hall levels, specifically Town Hall 6 and 7, pairing Throwers with Healers in a strategy known as a “Thrower Walk” or “Thrower Charge” can be an effective way to clear a significant portion of a base. This approach takes advantage of the Thrower’s extended attack range and the Healers’ ability to sustain it through defensive fire.
In a Thrower Walk, a group of Healers is deployed behind one or more Throwers, keeping them alive as they methodically take down defenses and structures from a safe distance. Since Throwers can target both ground and air units, they can also help eliminate enemy Clan Castle troops, making them a reliable option for early base clearing and funneling.
A Thrower Charge builds upon this by incorporating additional support, such as Rage Spells to increase attack speed and damage, or Wall Breakers to open up deeper sections of the base. This allows the Throwers to push further in and take down key defenses while Healers continuously restore their health.
One of the main advantages of this strategy at lower Town Hall levels is the limited availability of Air Defenses. With fewer threats to Healers, they can safely sustain Throwers for an extended period, allowing them to clear large portions of a base before the main army is deployed. Proper funneling and support from tanking units like Giants or a Barbarian King (at TH7) can further improve the effectiveness of a Thrower Walk, ensuring it remains a viable attack strategy.
Offensive Strategies
Funneling:
Creating a quick funnel using heroes like the Barbarian King or Archer Queen, or deploying the Siege Barracks, helps guide enemy troops into a predictable location, making it easier to control the flow of battle.
The Barbarian King is ideal for funneling due to his tanky nature and ability to clear exterior structures quickly. Deploying him on one side of the battlefield ensures buildings are removed, preventing friendly troops from wandering off course. His Iron Fist ability provides an extra burst of damage, allowing him to eliminate structures even faster.
The Archer Queen offers a more precise funnel, as her ranged attacks can clear structures without taking immediate damage. When paired with Healers in a Queen Walk, she can remove multiple buildings and defending troops while staying sustained.
The Siege Barracks provides an automatic funneling effect by spawning a steady stream of Wizards and a P.E.K.K.A upon deployment. Placing it on the edge of the battlefield clears structures efficiently, setting up a clear path for the main attack force to follow.
Using these funneling methods, enemy troops are forced into a controlled area, making them easier to engage and eliminating potential distractions that could disrupt an attack plan.
Tank Deployment:
Deploying tanky troops like Yetis or Golems is crucial for protecting Throwers and allowing them to maximize their damage output. These high-hitpoint units absorb incoming fire from defenses, ensuring Throwers remain untouched and can safely attack from behind.
Yetis provide both tanking and additional offensive support. Their high health allows them to withstand heavy defensive fire, while Yeti Mites deal extra damage to nearby structures. This makes them effective at breaking through defensive lines while keeping Throwers protected.
Golems are one of the best tanks for shielding Throwers due to their massive hitpoints. They absorb fire from high-damage defenses like X-Bows and Inferno Towers, keeping the Throwers safe for an extended period. When destroyed, Golems split into Golemites, which continue to distract defenses, further increasing Throwers’ survivability.
Deploying these tanky troops ahead of Throwers ensures that defenses remain occupied, allowing Throwers to deal consistent damage from a safe distance. Supporting them with spells like Rage to enhance their attacks or Freeze to disable dangerous defenses can further improve the effectiveness of this combination.
Spread Deployment:
When using a spam attack with Throwers, arranging them in a line rather than clumping them together is essential for minimizing the impact of splash damage defenses like Scattershots and Eagle Artilleries. These defenses deal area damage, which can quickly wipe out a concentrated group of Throwers if they are too close to each other.
By deploying Throwers in a spread-out formation, their attacks remain effective while reducing the number of units affected by each splash damage strike. This formation also ensures that a single hit does not cripple the entire group, allowing more Throwers to survive and continue dealing damage.
To further protect Throwers in a spam attack, deploying tanky frontline troops like Golems or Yetis first helps absorb damage while the Throwers deal consistent damage from behind. Additionally, using Freeze Spells to temporarily disable splash defenses or Healing Spells to recover damage taken can improve their longevity in battle.
Properly spacing Throwers in a spam attack helps maintain their effectiveness throughout the attack, allowing them to break through defenses while minimizing losses from high-damage defensive structures.
Battle Blimp Usage:
Using Throwers inside the Battle Blimp can be an effective strategy, particularly against bases with spread-out defenses. Their extended attack range allows them to target multiple structures from a safe distance, making them valuable for core destruction or weakening key defensive areas. Unlike Super Archers, who rely on piercing attacks, Throwers deal splash damage in a small radius, making them well-suited for hitting clustered buildings.
When deploying this strategy, it is crucial to be aware of trap placement. Seeking Air Mines can weaken or destroy the Battle Blimp before it reaches the core, while Giant Bombs and Bomb Towers can heavily damage or eliminate Throwers upon landing. If multiple traps trigger at once, such as a double Giant Bomb or a Tornado Trap delaying their attacks, the effectiveness of the Throwers can be significantly reduced.
To counteract these threats, consider using a Coconut Loon (a single Balloon) to trigger Seeking Air Mines before sending the Blimp. Additionally, supporting the Throwers with Rage Spells increases their damage output, and Invisibility Spells can keep them protected from defenses while they deal damage.
While Throwers provide a unique alternative to Super Archers in the Battle Blimp, careful spell placement and awareness of trap locations are essential to maximize their effectiveness in battle.
Warden Walk:
Replacing Super Bowlers with Throwers in a Warden Walk strategy can be a highly effective way to capitalize on the Throwers’ extended range while benefiting from the Grand Warden’s aura and the simultaneous healing from Healers. This setup creates a strong synergy, allowing Throwers to deal consistent damage from a distance while staying protected and healed throughout the attack.
Just like Super Bowlers, Throwers have an extended range that allows them to engage enemy defenses from a safe distance. This is especially useful during a Warden Walk, where the Grand Warden provides a significant boost to the survivability of the Throwers. The added healing from Healers ensures that the Throwers remain at full health as they clear defenses, keeping them alive long enough to inflict substantial damage.
When boosted by a Rage Spell, Throwers become even more dangerous, as the increased attack speed and damage output allow them to clear buildings and defenses more efficiently. This makes them a strong alternative to Super Bowlers, particularly in situations where you want to avoid the risk of having your Bowlers trapped or overwhelmed by splash damage defenses like Scattershots and Eagle Artilleries.
In this setup, the Grand Warden’s Life Aura also plays a crucial role, keeping the Throwers and Healers protected as they push through the base. Using Invisibility Spells can further help mitigate the risk of defenses targeting the Throwers, ensuring they remain safe while clearing crucial sections of the base.
Overall, the Thrower-Warden-Healer combination provides a reliable and versatile strategy, allowing for both strong offensive damage and solid defensive support, making it a viable alternative to Super Bowlers in a Warden Walk.
Defensive Strategies
Skeleton Traps:
Skeleton Traps can be a valuable tool for distracting Throwers and disrupting their damage output. Since Throwers have a relatively slow attack speed, they can be easily distracted by Skeleton Traps, allowing enemy defenses to focus on them while they are busy dealing with the spawned skeletons.
This gives defending structures an opportunity to target and potentially eliminate the Throwers before they can deal significant damage. Timing and placement of the Skeleton Traps are key, as deploying them near high-priority targets or in the path of advancing Throwers can maximize their impact by delaying or completely halting the Throwers’ progress.
High-Damage Defenses:
Positioning high-damage defenses such as Ricochet Cannons, Multi-Archer Towers, and the Monolith strategically around the base can help target and eliminate exposed Throwers. These defenses have high DPS (damage per second) and can deal substantial damage to Throwers when they are not properly protected.
The Ricochet Cannon, in particular, can hit multiple targets in a line, making it effective against grouped Throwers, while the Monolith can deliver devastating single-target damage, capable of quickly taking down high-health units like Throwers. Carefully placing these high-damage defenses in areas where Throwers are likely to pass through, especially in the core of the base, can significantly increase their chances of being eliminated early in the attack.
Splash Damage Defenses:
Splash damage defenses like Scattershots and Firespitters are particularly effective against groups of Throwers. Since Throwers deal splash damage in a small area, they tend to clump together during attacks, making them vulnerable to splash damage from defending structures. Scattershots and Firespitters can inflict substantial damage to clustered Throwers, weakening their ability to sustain an attack and slowing their advance.
These defenses are best placed in areas where Throwers are likely to group up or approach key structures, such as the core or near high-value targets. By targeting and damaging multiple Throwers at once, splash damage defenses hinder the overall effectiveness of the attack and can cause significant losses to the attacking force.
Weaknesses
Low Base Survivability:
Throwers have relatively low survivability when not properly supported by tank units or durable heroes. They rely on external protection to absorb incoming damage, as their health is not high enough to withstand concentrated fire from defensive structures.
Without proper tanking, such as using Yetis, Golems, or the Barbarian King, Throwers can be quickly eliminated before they can deal significant damage. Their slow attack speed further compounds this vulnerability, as it limits their ability to deal consistent damage while under fire. Proper deployment of supporting units is essential to ensure that Throwers can contribute effectively without being wiped out early in the attack.
Housing Space Cost:
Throwers occupy a significant amount of housing space(16), meaning they must be deployed strategically to ensure they fit within the overall army composition. With limited space in the army camp, players must carefully plan their deployment to balance Throwers with other essential units such as tanks, support troops, and spellcasters.
This forces players to consider whether the value of Throwers justifies the space they take up and whether they can afford to leave room for other key units, especially when building a versatile and balanced army. This housing space makes efficient troop planning and resource management even more important during attacks.
Vulnerability to Traps:
Throwers, despite having higher health than some other ranged units, are still vulnerable to well-placed traps. Multiple traps, such as Seeking Air Mines, Giant Bombs, or Tornado Traps, can quickly eliminate them, especially when they are funneled into a confined area. While Throwers can survive some trap blasts, their relatively slow attack speed and focus on attacking defenses leave them exposed to these risks.
Tornado Traps are particularly effective, as they can group Throwers, making them more susceptible to splash damage from Giga Bombs or a combination of traps. Careful consideration of trap placement by the defender can render Throwers much less effective, so ensuring they are properly supported with Invisibility Spells or Freeze Spells is vital to their survival and effectiveness in the attack.

Frequently Asked Questions (FAQs)
❓What is the Thrower in Clash of Clans, and when is it unlocked?
The Thrower is a ground-targeting, long-range defensive unit introduced at Town Hall 16. It becomes available once players build the Pet Sanctuary and unlock the Spirit Fox pet. The Thrower can then be equipped to your Hero through the new Hero Equipment system, offering a unique way to add bounce-style damage to ground defenses.
❓How does the Thrower’s attack mechanic work?
The Thrower’s attack resembles that of the Bowler, lobbing a projectile that bounces and hits multiple targets in a straight line. It causes splash damage to ground troops and structures, making it effective against clustered units like Barbarians, Giants, or Bowlers. Its bouncing projectile can damage up to three targets in a row, depending on spacing and positioning.
❓What is the Thrower’s range, and what kind of enemies does it target?
The Thrower has a medium-to-long range and targets ground units only. It does not engage air troops such as Minions, Balloons, or Dragons, which means it works best when paired with other Hero Equipment or defenses that can handle air threats. Its projectile can reach enemies several tiles away, making it a great support option for front-line heroes.
❓What are the best strategies for using the Thrower with your Hero?
The Thrower works best when equipped to tanky heroes like the Barbarian King or Royal Champion, who can survive long enough to let the Thrower’s splash damage shine. It excels in defending against swarms and creating funnel paths by clearing multiple buildings in a line. In offense, it can be used to support pushes through compartments and eliminate groups of defending troops or skeletons.
❓How do you upgrade the Thrower, and what does it cost?
The Thrower is upgraded through the Blacksmith using Hero Equipment Upgrade Materials such as Ores and Elixir. Each level increases its damage, bounce range, and durability. As with other Hero Equipment, upgrading the Thrower requires specific Dark Elixir and Ores, and the cost increases with each level, so prioritizing key gear based on your strategy is essential.
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