K.A.N.E - Unități de Trupe ale Armatei în Clash of Clans


Clan Badge

"This tough troop does what he wants! K.A.N.E sees red, and goes straight for the Town Hall ! He pummels ground and air units that get in his way with splash-damaging slams. When defeated, he is reborn in flames with increased damage and a fierce fiery aura."


Preferred Target Any
Attack Type Splash Damage (aura); Single-target (overhead), (Ground & Air)
Housing Space 75
Movement Speed 24
Attack Speed 2.5s
Barracks Level Required 1
Range 1.5 tiles
Aura Attack Speed 0.2s
Level Damage per second Damage per attack Hitpoints Town hall level required
4 300 750 2,300 6
5 330 825 2,700 7
6 360 900 3,000 8
7 395 987.5 3,300 9
8 435 1,087.5 4,500 10
9 460 1,150 5,200 11
10 500 1,250 5,600 12
11 550 1,375 6,000 13
12 605 1,512.5 6,600 14
13 665 1,662.5 7,300 15
14 720 1,800 8,100 16
15 760 1,900 9,000 17
  • K.A.N.E is a large troop that resembles a P.E.K.K.A , except he is a male and wears a red mask, long brown hair, dark metal gloves, metal arm ans shoulder guards with circular studs, gray horns, and wears leather clothing with red stitches and a red belt, and does not have a sword. He has the strength of a Wall Wrecker with the power of 1.25 P.E.K.K.As in his Initial State. In his Reborn State, his mask gains dark stripes at the top going down to his "mouth" that resemble claw marks, and his body and clothing become darker except for the horns and circular studs. His shirt no longer has stiches and are replaced by a red jagged wave resembling fire at the bottom, pants turn red, and his belt turns black. All of the metal parts of his body, including his gloves, turn black.
  • In his Reborn State, his mask gains dark stripes at the top going down to his "mouth" that resemble claw marks, and his body and clothing become darker except for the horns and circular studs. His shirt no longer has stiches and are replaced by a red jagged wave resembling fire at the bottom, pants turn red, and his belt turns black. All of the metal parts of his body, including his gloves, turn black.
  • When initially deployed, he attacks by punching the target once every two seconds, dealing splash damage in a 2 tile radius to ground or air troops (he cannot damage both at the same time), dealing massive amounts of damage. This attack also knocks back surviving troops by half a tile within the attack radius and also deals 10x damage to Walls, enough to one-shot them at relative level.
  • When defeated, he becomes briefly untargetable for about three seconds and revives himself, changing his appearance and creating a flaming aura around him that burns through even the toughest buildings and defending units (whether ground or air), dealing massive damage per second, save for Walls and reduced on defending Heroes , which works similarly to the Electro Titan 's aura. In this state, instead of punching, he smashes the target with both fists, doing higher damage per second than before. He also stops preferentially targeting the Town Hall. K.A.N.E's aura has a base damage per second and an additional bonus component that deals percentage-based damage, allowing the aura to quickly destroy high-hitpoint buildings. This bonus damage only works on buildings and does not affect defending troops or Heroes.
  • K.A.N.E's aura has a base damage per second and an additional bonus component that deals percentage-based damage, allowing the aura to quickly destroy high-hitpoint buildings. This bonus damage only works on buildings and does not affect defending troops or Heroes.
  • K.A.N.Es consider the Town Hall as their primary target, and will fight their way through enemy buildings and Walls to reach its location. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons on its way to the Town Hall. However, if they are currently targeting the Town Hall or if it becomes untargetable by an Invisibility Spell Tower , they will fight back against enemy units and will return to targeting the Town Hall if it is still standing. Once the Town Hall is destroyed or if they are on their Reborn State, K.A.N.Es 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 and can fight back against them.
  • Because of his Town Hall-targeting method in his first form, K.A.N.E will ignore the effects of Invisibility Spells and Overgrowth Spells when targeting buildings on the way to the Town Hall. He can target and damage buildings under Invisibility Spells, but will fail to damage buildings under Overgrowth Spells, getting stuck in the latter case.
  • In addition to appearing as a directly trainable troop in the Friend or Foe event, K.A.N.E also appears as one of the Superstar troops housed in Army Camps during the event. He only appears when the defender has four Army Camps, where he appears in one of the two blue-ringed Army Camps; destroying that camp allows him to join the battle on the side of the attacker. This only appears if the defender's base has four Army Camps on their base, usually at Town Hall 7.
  • Since K.A.N.E can be treated as a Wall Wrecker for your main ground army, make sure to place him in front of the army, followed by the rest of the kill squad, which consists of high-damaging units like Valkyries and Wizards , alongside Heroes .
  • K.A.N.E is weak to single-target Inferno Towers and Monoliths , as he is 75 housing space, so protect him using Freeze , Overgrowth and/or Invisibility Spells . Skeleton Spells can also help in this regard. However, this will only apply if he was on his Reborn State, as he can revive after initially being defeated.
  • However, this will only apply if he was on his Reborn State, as he can revive after initially being defeated.
  • On his Reborn State, K.A.N.E's fiery aura can damage nearby buildings and defending units, similar to the Electro Titan 's electric aura, allowing him to counter Skeletons from Skeleton Traps , in addition to dealing percentage-based damage over time.
  • Pairing him with Invisibility Spells can prove to be an effective strategy, as you can turn them invisible as they get to the Town Hall itself. When they reach their target, let the defenses take K.A.N.Es down first, then turn them invisible once they are on their Reborn State. This strategy is known as the K.A.N.E Charge.
  • Since K.A.N.E can be treated as a Wall Wrecker for your main ground army, make sure to place him in front of the army, followed by the rest of the kill squad, which consists of high-damaging units like Valkyries and Wizards , alongside Heroes .
  • K.A.N.E is weak to single-target Inferno Towers and Monoliths , as he is 75 housing space, so protect him using Freeze , Overgrowth and/or Invisibility Spells . Skeleton Spells can also help in this regard. However, this will only apply if he was on his Reborn State, as he can revive after initially being defeated.
  • However, this will only apply if he was on his Reborn State, as he can revive after initially being defeated.
  • On his Reborn State, K.A.N.E's fiery aura can damage nearby buildings and defending units, similar to the Electro Titan 's electric aura, allowing him to counter Skeletons from Skeleton Traps , in addition to dealing percentage-based damage over time.
  • Pairing him with Invisibility Spells can prove to be an effective strategy, as you can turn them invisible as they get to the Town Hall itself. When they reach their target, let the defenses take K.A.N.Es down first, then turn them invisible once they are on their Reborn State. This strategy is known as the K.A.N.E Charge.
  • Inferno Towers and Monoliths can prove to be very effective against K.A.N.Es, since he are 75 housing space. For the best effectiveness, place them in islands so that K.A.N.Es will not get there easily, and place defenses in the outside so that the Inferno Tower or the Monolith can lock onto them, eventually taking them out. Defending Inferno Dragons can also do so similarly, quickly ramping up damage to K.A.N.E, eventually forcing him to go to his Reborn State or be taken out entirely.
  • Defending Inferno Dragons can also do so similarly, quickly ramping up damage to K.A.N.E, eventually forcing him to go to his Reborn State or be taken out entirely.
  • Tornado Traps can delay K.A.N.Es for a short time, allowing your defenses to quickly take them out, especially if he is supported by Invisibility Spells in a K.A.N.E Charge. However, this may most likely be a problem, as they might revive if they were defeated, causing your base to become severely damaged if it was not well-designed.
  • However, this may most likely be a problem, as they might revive if they were defeated, causing your base to become severely damaged if it was not well-designed.
  • Long-ranged Clan Castle troops such as Super Minions can deal significant damage to K.A.N.E for the first three attacks, allowing them to deal heavy damage.
  • Poison Spell Towers and Giga Inferno 's Frost or Poison Bombs are useful in slowing K.A.N.Es down, due to their ability to slow down their movement and attack speed.
  • 800 -> 760
  • 800 -> 760
  • 800 -> 760
  • 800 -> 760
  • 800 -> 760
  • 800 -> 760
  • 800 -> 760
  • You could have a maximum of 4 K.A.N.Es at one time in a complete set of fully upgraded Army Camps . Additionally, a total of 1 could be summoned by a blue-ringed Army Camp containing K.A.N.E. These total to a maximum of 5 K.A.N.Es.
  • K.A.N.E heavily resembles Demon Kane , a famous professional heavyweight wrestler in WWE who creates a ring pyro whenever he enters the ring, where K.A.N.E's powers are derived from, especially his fiery aura.
  • Notably at K.A.N.E’s maximum level, his hitpoints is noticably not Over 9000.
  • You could have a maximum of 4 K.A.N.Es at one time in a complete set of fully upgraded Army Camps . Additionally, a total of 1 could be summoned by a blue-ringed Army Camp containing K.A.N.E. These total to a maximum of 5 K.A.N.Es.
  • K.A.N.E heavily resembles Demon Kane , a famous professional heavyweight wrestler in WWE who creates a ring pyro whenever he enters the ring, where K.A.N.E's powers are derived from, especially his fiery aura.
  • Notably at K.A.N.E’s maximum level, his hitpoints is noticably not Over 9000.
  • K.A.N.E, the Disarmer , YEETer and Giant Giant are the only troops to have more than 41 housing space. Coincidentally, they are also the only temporary units that appear in defense. However in K.A.N.E's case, he helps the attacker destroy the defender's base, which is found in one of the blue fighting ring Army Camps . The former three troops above are also the only temporary troops in the game to have a number with multiples of 15, along with the Giant Thrower .
  • Coincidentally, they are also the only temporary units that appear in defense. However in K.A.N.E's case, he helps the attacker destroy the defender's base, which is found in one of the blue fighting ring Army Camps .
  • The former three troops above are also the only temporary troops in the game to have a number with multiples of 15, along with the Giant Thrower .
  • So far, K.A.N.E is the only troop in the game that cannot damage buildings that are affected by the Overgrowth Spell's effect, not counting the Wall Wrecker and Log Launcher .
  • K.A.N.E and the Disarmer are the only units that can revive themselves after being defeated without needing a Revive Spell . In this case, K.A.N.E becomes stronger and gains an aura that deals damage once he transforms into his Reborn State. He also does not revive again once more, unlike the Disarmer.
  • In this case, K.A.N.E becomes stronger and gains an aura that deals damage once he transforms into his Reborn State. He also does not revive again once more, unlike the Disarmer.
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