New Troop Comparison: Electro Titan vs Super Witch in Clan Wars
What if the difference between a safe two-star and a dazzling triple is not your spells or heroes, but the tank you choose to anchor your smash? Electro Titan and Super Witch both promise unstoppable momentum, yet they win for very different reasons. Pick wrong, and you fight time traps and pathing nightmares. Pick right, and bases crumble like dominos.
This deep dive breaks down exactly when to field Electro Titans and when Super Witches take the crown in Clan Wars, with practical comps, base-reading checklists, and siege and spell pairings that convert scouting into stars.
Why This Comparison Matters Now
Even as the game evolves with seasonal balance nudges and new defensive layouts, ground smash remains a war staple from TH15 through TH16. Electro Titans and Super Witches both provide a durable core, exceptional healer synergy, and reliable funneling options. But their strengths diverge:
- Electro Titan: excels at sweeping clustered defenses and clearing swarms with her constant aura damage; thrives in compact, trap-heavy cores.
- Super Witch: leverages the Big Boy as a mega-tank to grind through high DPS zones; ideal for long pathing and anti-jump compartments when time is managed perfectly.
Understanding which troop is better for a specific base can lift your hit rate and reduce the number of risky spell chains you need to rely on.
Mechanics That Decide Fights
Electro Titan: Area Denial and Consistent Pace
- Core identity: a melee bruiser with a persistent aura that damages nearby defenses and troops every second.
- Housing space: 32.
- Role: front-line anchor that deletes trash buildings and swarms without needing target swaps.
- Healer synergy: strong; her steady stride and high HP make healer AI stable. Aura also eliminates skeletons and headhunters that might peel healers.
- Natural counters: Single-Target Inferno beams, narrow chokes into heavy single-target DPS like Monolith, and stretched bases where the aura loses value.
- Key upside: clears skeleton traps, bats, and Clan Castle swarms without spending Poison; compresses the spell plan.
Super Witch: The Long-March Juggernaut
- Core identity: summons a massive Big Boy tank with enormous HP that re-spawns on a cooldown once it falls.
- Housing space: 40.
- Role: methodical lane-pusher; Big Boy soaks extreme damage while the Super Witch, heroes, and support troops chip away.
- Healer synergy: excellent on Big Boy and witches; however, single-target beams and tethering healers to the wrong body can be fatal.
- Natural counters: Single-Target Infernos, concentrated giant bomb fields, and time pressure. Tornado near Town Hall can stall Big Boy under lethal damage windows.
- Key upside: unmatched staying power on compartmentalized bases where tanks must absorb repeated punishment while the push re-angles.
Which Base Favors Which Troop
Pick Electro Titans when you see:
- Compact cores with multi-target Infernos and layered splash (X-Bows, Wizard Towers, Bomb Towers clustered).
- Obvious skeleton trap spam or an expectation of lots of small troops in the CC.
- Side funnels that can be carved quickly with a Flame Flinger or small hero dives.
- Bases that punish time: many outer trash buildings aligned for aura cleanup.
Why it works: The aura keeps momentum. You waste almost zero DPS on tiny targets, so the main army keeps walking and your Rages convert to true core value rather than clearing trash.
Pick Super Witches when you see:
- Long compartments and "channel" bases where a single tank path unlocks three or more defenses in sequence.
- Spread bases with low trap density per tile; you need time but can avoid heavy stalls.
- Monolith is reachable without fighting Town Hall poison at the same time.
- Anti-jump rings where Big Boy can break through while the witches stay safe.
Why it works: Big Boy is a damage sponge that buys time for your kill squad and heroes to take premium targets without hemorrhaging spell resources.
Spell and Siege Synergy
Electro Titan Core
- Spells: 2–3 Rage, 2–4 Freeze, 1 Poison, optional Jump or Recall, optional Invisibility for TH takedown.
- Sieges: Log Launcher for wall access and line damage; Flame Flinger for side compartments and Scattershots; Battle Blimp for Town Hall snipes on anti-blimp setups.
- Heroes: Grand Warden on ground for aura coverage; Queen supports core or does a short charge; King and Royal Champion handle opposite flank or cleanup.
Why this works: ET Smash wants velocity through the core. Rages boost Titans and Healers simultaneously, while Freezes stagger Big DPS windows from Monolith, Infernos, and Scattershots.
Super Witch Core
- Spells: 2 Rage, 2 Jump or 1 Jump plus Log Launcher, 2–4 Freeze, 1 Poison. A Skeleton spell can tank single beams or point defenses during key turns.
- Sieges: Log Launcher is king for creating the straightest line possible; Wall Wrecker works if you need a specific compartment; Stone Slammer rarely synergizes with ground pathing but can be used for targeted defense removal if air pathing is safe.
- Heroes: Warden walk to open the lane; Queen stays central for DPS and safety; King does a heavy funnel or a compartment take; RC seeks high-value back-end defenses.
Why this works: Super Witch armies are time-hungry. Jumps or Log Launcher remove stall points so Big Boy keeps moving, and Freezes neutralize single beams during healer retargets.
Practical Army Compositions
Note: Adapt counts to your level and clan donations. Housing space and spell totals vary by Town Hall and upgrades.
TH15–TH16 Electro Titan Smash Example
- Troops: 4 Electro Titans, 5 Healers, 2 Ice Golems, 2 Witches, 1 Baby Dragon, 1–2 Headhunters, 8–12 Balloons for coconuts and pathing, 1 Wizard.
- Spells: 3 Rage, 3 Freeze, 1 Poison, 1 Jump or Recall.
- Siege: Log Launcher or Flame Flinger; Clan Castle: Yetis plus Rage or an Electro Titan with Wall Breakers.
Game plan:
- Warden walk to remove a Scattershot or a compartment anchor.
- Log Launcher through the core while Titans follow under Warden.
- Time Freezes to bridge Monolith and Inferno overlaps; Blimp or RC for Town Hall if needed.
TH15–TH16 Super Witch Smash Example
- Troops: 4 Super Witches, 5–6 Healers, 2 Ice Golems, 3–5 Bowlers or a couple of regular Witches, 1 Baby Dragon, 2–3 Wall Breakers, 1–2 Headhunters.
- Spells: 2 Rage, 2 Jump, 3 Freeze, 1 Poison, optional Skeleton.
- Siege: Log Launcher with Yetis and a Rage in CC.
Game plan:
- Short Warden walk to cut an edge; drop Super Witches behind Ice Golems.
- Launchers open a central channel; Big Boy leads, Super Witches stay untouched.
- Freeze single beams during healer retargets; save a Freeze for Town Hall poison window.
How They Handle Key Threats
- Monolith: ETs prefer to Freeze and burst through under Rage; Super Witches prefer to tank it with Big Boy while Jump keeps the group moving. If Monolith and Town Hall align, ETs can blaze through with stacked Freezes; SWs may need an early siege or hero split to avoid double exposure.
- Single-Target Infernos: ETs can push if you have 2–3 Freezes and quick target swaps; SWs struggle if Big Boy is locked and healers drift. Skeleton spell or Ice Golems mitigate risk for SWs.
- Poison Tower: ET aura helps you keep pace even at reduced attack speeds; SWs slow dramatically, increasing time pressure. Consider sending RC or Blimp to remove a Poison Tower pre-core.
- Scattershots: Both thrive under Rage and Freeze windows. ETs clear surrounding trash faster, reducing time-in-exposure; SWs rely on Big Boy to tank chain splash.
Time Management and Pathing
- Electro Titan timing: Faster average clear thanks to aura on trash and traps. If your triples often die to a 5–10 building cleanup, Titans will feel like a cheat code.
- Super Witch timing: Requires strict discipline—early funnel clarity, minimal backtracking, and solid Jump placement. If you lose 20+ seconds to re-pathing after a Tornado or a missed wall angle, stars disappear.
Checklist for picking the troop:
- Can I make a straight lane through two major defenses with one siege? If yes, both work—favor Titans if base is compact, Witches if spread.
- Are there multiple singles with thin Freeze coverage? Favor Titans unless you have a Skeleton spell plan.
- Is the Town Hall poison overlapping Monolith or a major choke? Favor Titans if you can burst with Rages; otherwise plan a Blimp snipe and run Witches through the safer side.
Hero Assignments That Raise Consistency
- Grand Warden: Ground with both strategies. A 25–40 second Warden walk sets better pathing than any other investment.
- Archer Queen: With Titans, consider a short charge to remove an X-Bow or Poison Tower; with Witches, keep her shielded and central.
- Barbarian King: Perfect for counter-funnel or trading into a Scatter corner. Ice Golem plus King peels an entire side by himself.
- Royal Champion: Back-end assassin. If you save her for the Town Hall back side, ensure a Freeze or Invisibility for the Giga blast and traps.
Resource and Training Considerations
- Cost type: Electro Titan trains with Elixir; Super Witch consumes Dark Elixir. In prolonged war sessions or CWL, that matters for your resource economy.
- Training time: Super Witches are slower to train and have a higher housing footprint per unit. If you need back-to-back hits or quick friendly challenges, ETs are less punishing.
Common Mistakes and How to Fix Them
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Electro Titan mistakes:
- Overstacking Titans on wide entries: aura value overlaps and pathing splits. Use 4–5 max and invest the rest into support.
- Neglecting coconuts: lose healers to early Black Mines and the smash evaporates.
- Freezing too late on Monolith: pre-freeze during approach, then Rage through.
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Super Witch mistakes:
- Starting the walk too long: if your walk exceeds 50 seconds, you are courting a time fail.
- Dropping Jump too shallow: Big Boy will beat a wall anyway; use Jump to skip dead-space and stall compartments.
- Ignoring Tornado near Town Hall: plan an extra Freeze or Invisibility to keep Big Boy alive and witches firing.
Sample Scouting Flow Before You Lock Army
- Identify the two hardest defenses for your plan—usually Monolith plus a Scatter or the Town Hall.
- Trace a line that touches both with minimum wall interactions. If that line crosses high trap real estate and tight compartments, lean Electro Titan. If it’s a single corridor with few side pulls, lean Super Witch.
- Count single beams and Poison Towers. More singles and Poison Towers increase the micro burden—ensure your Freeze count matches.
- Decide siege based on how many walls you need to skip: Log Launcher for long lanes, Blimp if the Town Hall is exposed and pathable, Flame Flinger to quietly delete a corner Scatter or X-Bow.
Upgrade Priority and When to Commit
- Town Hall 15: Electro Titan upgrades offer immediate value across many comps, including hybrid Titan mixes. Super Witches shine once your hero levels and spell capacity allow consistent time management.
- Town Hall 16: Both remain viable; ET Smash maintains broad utility against compact war builds, while Super Witch Smash punishes stretched, segmented designs that try to bait blimps and force backtracking.
Decision Matrix in One Glance
- Choose Electro Titans if you need speed, anti-swarm insurance, and compact-core pressure with reliable healer pathing.
- Choose Super Witches if you can create a straight highway, expect prolonged single-target exposure, and can manage a strict timer with jumps and freezes.
Pro Tips That Convert Two Stars into Triples
- Mix a single Electro Titan into a Queen Charge even when running Super Witches; the aura deletes skeletons and keeps healers focused.
- Carry one Skeleton spell with Super Witches to distract a single beam during the Town Hall or Monolith window.
- Use Recall creatively with Electro Titans to reposition a Warden walk or to save a charged Queen after a key target falls.
- Two Ice Golems are often better than one in both comps; stagger them to bridge consecutive damage spikes.
Conclusion: The Right Smash for the Right Base
Electro Titan and Super Witch are not interchangeable hammers. Titans win when the base is tight, trap-laden, and demanding tempo—her aura shreds the clutter that steals your seconds. Super Witches win when the map offers a clean lane and asks for a single unstoppable tank to march through damage—Big Boy buys that time.
In your next war, scout with pathing first, threats second, and only then pick your smash. If the plan clears two premium defenses with one line, you are already most of the way to a triple—Electro Titan or Super Witch simply decides how fast and how safely you get there.