Updated for Town Hall 18 (October 2026).
The Druid is a Dark Elixir troop that spends his first 30 seconds healing nearby troops and then turns into a Bear that attacks defenses. He unlocks at Town Hall 14 with the level 11 Dark Barracks, takes 16 housing space, and is a permanent troop. Level 6, added in April 2026, is the max at Town Hall 18.
How the Druid works
He has two forms, and the switch happens on a timer shown as a blue bar over his head.
Healing form
From up to 5 tiles away he throws a healing bolt that bounces between up to 4 friendly units. It can heal ground and air troops in the same chain, and it heals heroes at a higher rate than regular troops (105% to 115% depending on level). It won’t bounce onto Siege Machines. In this form he can hop over Walls.
Bear form
When the 30-second bar fills, or if his health runs out first, he becomes a Bear. The Bear is a melee troop that targets defenses, has its own hitpoints, and cannot cross Walls, so it has to break through them. The Druid is only gone for good after the Bear dies too. One exception: a Spring Trap that throws the Druid out of the village removes him without a Bear ever appearing. For Spring Traps, Clone and Recall, the Bear counts as 10 housing space.
Druid stats by level
Housing space 16, movement speed 24, one heal per second, range 5 tiles, up to 4 targets per heal, 30 seconds before he transforms. Research uses Dark Elixir in the Laboratory.
| Level | Healing per second | Hero healing | Druid hitpoints | Research cost (Dark Elixir) | Research time | Lab level | Town Hall |
|---|---|---|---|---|---|---|---|
| 1 | 80 | 105% | 1,300 | None | None | None | 14 |
| 2 | 85 | 105% | 1,400 | 125,000 | 8d | 12 | 14 |
| 3 | 90 | 110% | 1,500 | 175,000 | 9d | 13 | 15 |
| 4 | 95 | 110% | 1,600 | 187,500 | 11d | 14 | 16 |
| 5 | 105 | 115% | 1,700 | 300,000 | 12d | 15 | 17 |
| 6 | 115 | 115% | 1,850 | 380,000 | 15d 12h | 16 | 18 |
Bear stats
The Bear’s level matches the Druid’s. It hits once per second at melee range, moves at speed 20 and goes after defenses.
| Level | Bear damage per second | Bear hitpoints |
|---|---|---|
| 1 | 150 | 1,900 |
| 2 | 160 | 2,000 |
| 3 | 170 | 2,100 |
| 4 | 185 | 2,300 |
| 5 | 205 | 2,500 |
| 6 | 225 | 2,750 |
How to attack with Druids
Druid or Healer?
The Healer flies, heals an area and never stops, but she can only heal ground units and dies to Air Defenses and Seeking Air Mines. The Druid walks, so air defenses ignore him, and his bouncing heal covers air units too. In exchange he only heals for 30 seconds and only up to 4 targets per bolt. Healers stay better for big groups of ground troops; the Druid wins when you have a few high-hitpoint units or a mixed air and ground army.
Hero walks
A couple of Druids behind an Archer Queen or Grand Warden keep the hero alive in areas full of air-targeting defenses that would shred Healers. Plan the walk around the timer: once they turn into Bears they stop healing and wander off toward the nearest defense. A Rage Spell raises their healing while it lasts.
Behind big troops and dragons
Druids suit armies with few, tough units, since every bolt lands on something worth healing. Super Witches are a good match because her Big Boy protects the Druids in return. They can also heal Dragons and Electro Dragons, something a Healer can’t do, but ground defenses will target them, so send a wall-jumping tank such as the Royal Champion ahead of them.
Where Druids are weak
Swarm armies like mass Throwers or Yetis spread the heal too thin, and splash defenses such as the Scattershot hit the Druids standing behind their targets. Against the Bears, single-target defenses like the Monolith or Ricochet Cannon do the damage; a Freeze, Invisibility or Overgrowth Spell buys them time.
How to defend against Druids
- Spring Traps are the clean answer. They are the only thing that removes a Druid without him turning into a Bear, and Bears get thrown out too.
- High-level Walls hold Bears up for a long time, since the Bear can’t jump them.
- Killing the human form early doesn’t end the threat, because a Bear appears where he fell. Keep defenses with enough damage to finish both forms near the likely Druid path.
Druid changes
- June 18, 2024: added at Town Hall 14 with 4 levels (2 at Town Hall 14, one each at 15 and 16).
- September 9, 2024: heal targets cut from 5 to 4.
- October 2, 2024: large healing cut, Bear hitpoints halved, timer down to 25 seconds, after mass Druid attacks outperformed everything else.
- March 2025, Clash Anytime: training time removed; Bear housing space cut from 16 to 10.
- June 16, 2025: level 5 added.
- January 12, 2026: timer back to 30 seconds, healing raised, hero healing bonus added, Bear levels 4-5 buffed.
- April 27, 2026, Sound of Clash: level 6 added.
- July 2026 balance update: healing raised at levels 5 and 6.
Druid FAQ
Is the Druid an Elixir or Dark Elixir troop?
Dark Elixir. He trains in the Dark Barracks and is researched with Dark Elixir.
What Town Hall unlocks the Druid?
Town Hall 14, with Dark Barracks level 11.
When does the Druid turn into a Bear?
After 30 seconds on the field, or sooner if his hitpoints run out. Only a Spring Trap stops the change.
What is the Druid’s max level?
Level 6 at Town Hall 18. Every troop cap is on the max levels page.
Sources: Supercell release notes and posts (June 2024 update, Clash Anytime update, Sound of Clash update, July 2026 balance update), in-game data.