Siege Barracks - Army Troop Units in Clash of Clans


Clan Badge

"The Siege Barracks parachutes down gracefully to first release a menagerie of P.E.K.K.As and Wizards and then the Clan Castle troops . How they all managed to squeeze inside is a mystery not really worth investigating."


Housing Space 1
Movement Speed 0 (Cannot move)
Lifetime 30s
Workshop Level Required 4
Level Hitpoints Troops spawned pekkas Troops spawned wizards Research cost Research time Laboratory level required
1 3,300 1 6 N/A N/A N/A
2 3,700 1 8 3,500,000 3d 10
3 4,100 1 10 5,000,000 4d 10
4 4,500 1 11 8,000,000 7d 11
5 4,800 2 11 18,000,000 12d 14
  • The Siege Barracks is the fourth Siege Machine unlocked when the Workshop is upgraded to level 4, which requires Town Hall level 13. When deployed, the Siege Barracks parachutes down and spawns one or more P.E.K.K.As followed by several Wizards . It has a limited lifetime, and slowly loses health over time. Once destroyed by any means (either by expiring naturally, or being destroyed by defenses or the player), it releases the player's Clan Castle troops .
  • The level of the P.E.K.K.As and Wizards spawned by the Siege Barracks depends on the level of the P.E.K.K.As and Wizards the player has researched in their Laboratory . For example, if the player has researched level 5 P.E.K.K.As, then the Siege Barracks will spawn a level 5 P.E.K.K.A when deployed. If the Wizard or the P.E.K.K.A is not unlocked, they will spawn at level 1.
  • If the Wizard or the P.E.K.K.A is not unlocked, they will spawn at level 1.
  • Like with other Siege Machines, the Siege Barracks can be used when the player does not have Clan Castle troops; however, when destroyed, nothing will spawn beyond the troops that the Siege Barracks itself spawned.
  • Upgrading the Siege Barracks increases the rate of the troops spawning (as the lifetime of the Siege Barracks does not increase) and the health of the Siege Barracks itself, increasing the chance of more troops spawned by the Siege Barracks while it is active (as they will not spawn if the Siege Barracks is destroyed).
  • The Siege Barracks requires a level 7 Clan Castle in order to be received as a Clan Castle reinforcement. This means that the usage of the Siege Barracks is only limited to players at Town Hall 11 and above.
  • Unlike other Siege Machines that have the capability to send Clan Castle troops deep into a base, cause destruction against enemy defenses, or both, the Siege Barracks does not do any direct damage. Instead, it supplements a normal Clan Castle deployment with extra units. The spawned P.E.K.K.A and Wizards can support many types of ground attacks and also work in kill squads for multi-part attacks. The Wizards can also help the P.E.K.K.A to clear the defending Clan Castle troops ; especially troops with low hitpoints or air units.
  • Siege Barracks can be used to increase the size of or to set up funnels for the army.
  • Deploying the Siege Barracks closer to defenses allows it to tank for the spawned P.E.K.K.A, at the cost of it potentially being able to spawn less Wizards than normal. However, if the defenses are too heavy, the Siege Barracks might not last long enough to spawn many reinforcements after the initial P.E.K.K.A.
  • Deploying a Giant or other tanking troop to tank for the spawning machine can be highly beneficial as they can easily last long enough for the spawned P.E.K.K.A to continue tanking for the Siege Barracks once it dies. This can allow all or most of the Wizards to spawn which can be very useful.
  • Though a Siege Barracks cannot be healed by a Healer , it can be affected by the Grand Warden 's Equipment abilities. Note that this will not affect the number of P.E.K.K.As or Wizards spawned by the Siege Barracks after the ability is activated. This depends purely on the level of the Siege Barracks. The Eternal Tome equipment, when activated, only prevents the Siege Barracks from being damaged by defenses or other defending units; it does not stop the Siege Barracks from taking damage through its health decay.
  • The Eternal Tome equipment, when activated, only prevents the Siege Barracks from being damaged by defenses or other defending units; it does not stop the Siege Barracks from taking damage through its health decay.
  • Unlike other Siege Machines that have the capability to send Clan Castle troops deep into a base, cause destruction against enemy defenses, or both, the Siege Barracks does not do any direct damage. Instead, it supplements a normal Clan Castle deployment with extra units. The spawned P.E.K.K.A and Wizards can support many types of ground attacks and also work in kill squads for multi-part attacks. The Wizards can also help the P.E.K.K.A to clear the defending Clan Castle troops ; especially troops with low hitpoints or air units.
  • Siege Barracks can be used to increase the size of or to set up funnels for the army.
  • Deploying the Siege Barracks closer to defenses allows it to tank for the spawned P.E.K.K.A, at the cost of it potentially being able to spawn less Wizards than normal. However, if the defenses are too heavy, the Siege Barracks might not last long enough to spawn many reinforcements after the initial P.E.K.K.A.
  • Deploying a Giant or other tanking troop to tank for the spawning machine can be highly beneficial as they can easily last long enough for the spawned P.E.K.K.A to continue tanking for the Siege Barracks once it dies. This can allow all or most of the Wizards to spawn which can be very useful.
  • Though a Siege Barracks cannot be healed by a Healer , it can be affected by the Grand Warden 's Equipment abilities. Note that this will not affect the number of P.E.K.K.As or Wizards spawned by the Siege Barracks after the ability is activated. This depends purely on the level of the Siege Barracks. The Eternal Tome equipment, when activated, only prevents the Siege Barracks from being damaged by defenses or other defending units; it does not stop the Siege Barracks from taking damage through its health decay.
  • The Eternal Tome equipment, when activated, only prevents the Siege Barracks from being damaged by defenses or other defending units; it does not stop the Siege Barracks from taking damage through its health decay.
  • It is preferable to destroy the Siege Barracks early or distract the P.E.K.K.A(s) by putting buildings outside of the base. Hidden Teslas can be put in places where Siege Barracks can be spawned.
  • Giant Bombs and other Traps also work very well with destroying Siege Barracks early. Skeleton Traps can also distract the P.E.K.K.A and Wizards.
  • Initially, the Siege Barracks appears as a dark red Clan Castle -shaped structure made of wood with various bronze features. Two crossed swords are present on its roof. At level 2, some of the features turn bright silver, including the arrows on the ramps, the wooden roof and the door frames. The base appears more reinforced. At level 3, the aforementioned features turn golden. The base is reinforced further, with large spikes present. At level 4, the ramps and nails also turn golden. At level 5, the roof of the structure gains four gold knobs on each corner.
  • At level 2, some of the features turn bright silver, including the arrows on the ramps, the wooden roof and the door frames. The base appears more reinforced.
  • At level 3, the aforementioned features turn golden. The base is reinforced further, with large spikes present.
  • At level 4, the ramps and nails also turn golden.
  • At level 5, the roof of the structure gains four gold knobs on each corner.
  • Reduced Wizard count at level 4 from 12 to 11.
  • The battle no longer ends if the Siege Barracks is the final remaining unit.
  • Reduced Wizard count at level 4 from 12 to 11.
  • The battle no longer ends if the Siege Barracks is the final remaining unit.
  • Reduced Wizard count at level 4 from 12 to 11.
  • The battle no longer ends if the Siege Barracks is the final remaining unit.
  • Reduced Wizard count at level 4 from 12 to 11.
  • The battle no longer ends if the Siege Barracks is the final remaining unit.
  • Reduced Wizard count at level 4 from 12 to 11.
  • The battle no longer ends if the Siege Barracks is the final remaining unit.
  • The Siege Barracks could have been inspired by spawner buildings in Clash Royale.
  • Like with troops spawned by the Barbarian King or Archer Queen , the P.E.K.K.A and Wizards that spawn from the Siege Barracks are not affected by the boost from the Power Potion .
  • The Siege Barracks' balloon before landing resembles the Stone Slammer 's balloon.
  • Attacks with slowing effects such as from a defensive Ice Golem or Headhunter do not affect the Siege Barracks' spawning speed. Even the Ice Golem's freeze upon its death does not have an effect on the Siege Barracks, and it will continue to deploy troops as normal.
  • When a Siege Barracks is deployed, a fanfare plays.
  • Despite the Siege Barracks contains a P.E.K.K.A, the P.E.K.K.A does not appear in the info image.
  • The Siege Barracks could have been inspired by spawner buildings in Clash Royale.
  • Like with troops spawned by the Barbarian King or Archer Queen , the P.E.K.K.A and Wizards that spawn from the Siege Barracks are not affected by the boost from the Power Potion .
  • The Siege Barracks' balloon before landing resembles the Stone Slammer 's balloon.
  • Attacks with slowing effects such as from a defensive Ice Golem or Headhunter do not affect the Siege Barracks' spawning speed. Even the Ice Golem's freeze upon its death does not have an effect on the Siege Barracks, and it will continue to deploy troops as normal.
  • When a Siege Barracks is deployed, a fanfare plays.
  • Despite the Siege Barracks contains a P.E.K.K.A, the P.E.K.K.A does not appear in the info image.
  • The Siege Barracks is one of only three Siege Machines to have a name that is not an alliteration, the other being the Battle Drill and Troop Launcher .
  • The Siege Barracks is the first Siege Machine (and first army unit) that is immobile. It is one of the two Siege Machines that are immobile, the other being the Troop Launcher . It is also the first and currently the only Siege Machine which can spawn troops without Clan Castle troops inside.
  • It is one of the two Siege Machines that are immobile, the other being the Troop Launcher .
  • It is also the first and currently the only Siege Machine which can spawn troops without Clan Castle troops inside.
  • The Siege Barracks was the first Siege Machine with four levels. The other Siege Machines that were present at the time received their fourth level in the June 2020 update.
  • The Siege Barracks is the first aerial unit that parachutes onto the ground and becomes a ground unit. However, the Siege Barracks is never actually treated as an air unit; defenses that target only air, such as the Air Defense , will not target or attack it during the brief period when it is airborne.
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