

This can be mitigated by damaging the Builder's Huts with the logs as well (either the Builders will prioritize repairing their hut over the Town Hall, or if they choose to repair the Town Hall, their Hut will eventually be destroyed and they are forced to retreat). When used against Town Hall 14s, be wary that any nearby weaponized Builder's Huts may house Builders that are capable of partially repairing the damage caused by the Log Launcher, enough that it might require an extra log or two to destroy the Town Hall in this manner.

Against Town Hall 10s or below, a maxed Log Launcher can destroy a Town Hall even without any need for Earthquake Spells to weaken the Town Hall. This "log sniping" strategy is also possible at lower levels.Provided that the Log Launcher does not take too much damage, and that its logs do not get blocked by other buildings, it can prove to be a helpful method to destroy Town Halls, especially isolated ones that would not be easy to reach without good funneling. When four maxed Earthquake Spells and a maxed Log Launcher are used, eight logs are required to destroy a Town Hall 13 or 14, and seven logs to destroy a Town Hall 12. If the Town Hall is weakened by a few Earthquake Spells (such as when four is used as part of a Yeti Smash attack), a Log Launcher's logs can be used to finish it off without needing any other units to damage it.Without funneling troops to correct for this, other troops may end up straying off to the side. The destroyed buildings may create an "anti-funnel", where buildings in the middle are destroyed while buildings on either side remain. Be careful when deploying a Log Launcher against low-hitpoint buildings, especially when deployed in a corner.Log Launchers are more powerful when paired with a Queen Charge compared to the Wall Wrecker.Use more tanky troops in front of the Log Launcher, as it has low health and long range.The Log Launcher's long range can destroy many Walls ahead of it, opening up many compartments of enemy bases. Deploy the Log Launcher in front of many Walls joined together.When the Log Launcher successfully reaches the Town Hall (or its remains), it automatically breaks apart to reveal the Clan Castle troops inside. The Log Launcher considers the Town Hall as its primary target, and will fight its way through enemy buildings and Walls to reach its location, regardless of whether or not the Town Hall is still standing.The Grand Warden's Life Aura ability will allow the Log Launcher to last slightly longer against this decay due to the HP increase, but his Eternal Tome ability will not stop the HP decay. This rate of HP loss is constant at all levels, at approximately 155 HP per second. The Log Launcher loses its health over time from the moment it is deployed.The Log Launcher also has a secondary "point-blank" attack that occurs at the same time it launches a log, which does very high damage to structures and units that are right next to the Log Launcher (this prevents it from being stuck on a building for too long). These logs can continue travelling up to twenty tiles, or hit four buildings. When deployed, the Log Launcher shoots out logs every few seconds. The Log Launcher is the fifth Siege Machine to be unlocked when the Workshop is upgraded to level 5.

The trunk-throwing contraption pummels everything in front of it with endless logs to open up a path to the enemy Town Hall. "While the Log Launcher certainly isn't the fastest or the sturdiest, it is definitely among the meanest.
