Just Changed

Evolved Bomber's Bounce Distance was increased on 7 September 2026, from 2.5 to 3.0 tiles, letting each bomb travel further between bounces and reach deeper into a group. The base Bomber was nerfed in the same update, with damage falling from 225 to 212 at tournament standard.

See the full September 2026 Balance Changes breakdown

September 2026 Balance ChangesEvolution Bomber

  • Bounce Distance: 2.5 tiles3.0 tiles
All Evolution Bomber changes in this patch
Evolution Bomber card — Clash Royale
Evolution

Evolution Bomber

common2 Elixir
Card TypeTroop
ArenaBone Pit
Release Date4 January 2016
Elixir Cost2
Raritycommon
Max Level16
Evolution2 Cycles

Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).

1 stat on this card was corrected to its current official value — see below.

Level Statistics

Hitpoints

535

Total damage this unit can take before being destroyed.

Area Damage

362

Damage dealt to every enemy within the hit's splash radius.

Damage Per Second

201

Average damage dealt per second, factoring in hit speed.

Bounce Damage

362

Damage dealt by one normal attack to a valid target.

Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.

Combat Attributes

Hit Speed

1.8 sec

Time between repeated attacks, after the first attack.

First Hit Speed

0.2 sec

Time from deployment (or becoming able to attack) until this unit's first attack lands.

Target

Ground

What this card is able to attack.

Range

4.5

Maximum distance at which this unit can attack a target.

Speed

Medium (60)

How fast this unit moves.

Deploy Time

1 sec

Splash Radius

1.5

Radius around the point of impact that also takes damage.

Projectile Speed

400

How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.

Count

x1

How many individual units this card deploys.

Transport

Ground

Evolution Mechanics

Cycles

2

Bounces

x2

Bounce Range

3

Combat Mechanics Encyclopedia

Mechanics verified against Season 86 (August 2026)

A stat on this card changed after this page's mechanics were last checked (2026-08-17):

  • bounce_range is now 3 (was 2.5) as of 2026-09-07.
  • area_damage is now 212 (was 225) as of 2026-09-07.

Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.

Bomber is a 2-Elixir Common troop that throws a single lobbed bomb at Ground targets, dealing area (splash) damage in a 1.5-tile radius around the impact point. It has a very fast "first hit" (0.2s) but a slow overall attack cycle (1.8s), moves at Medium speed, and cannot target or damage air units at all. Its role is cheap swarm clearance (Skeleton Army, Goblin Gang, Barbarians, etc.) and chip defense. Its Evolution keeps identical cost/speed/range but adds a bouncing-bomb mechanic — each thrown bomb ricochets twice more, 2.5 tiles apart in a straight line, each bounce dealing the same full splash damage as the base card's current 225 (a parity that an October 2024 damage trim applied symmetrically to both variants, and therefore preserved rather than broke). Per the entry's most recent available snapshot the Evolution also carries higher hitpoints than base (332 vs. 304), but that comparison is UNRESOLVED as a current fact rather than settled: a reported (not independently confirmed in this pass) Evolution-specific hitpoints cut in November 2025 may have shrunk that edge from the previously assumed ~9.2% to as little as ~1.6% since the snapshot was taken, or may not have happened at all — official Supercell balance notes for that period do not mention Bomber.

  • Base Bomber identity: Common-rarity Ground-targeting Troop, deploys x1 unit, costs 2 Elixir, Medium movement speed (60), 1 second deploy time.

  • Base Bomber Level 11 (tournament standard) combat stats: 304 hitpoints, 225 area damage per hit, 125 damage per second, 1.8 sec hit speed, 0.2 sec first hit speed, 4.5 range, 1.5 splash radius, 400 projectile speed.

  • Bomber's 'first hit speed' of 0.2 sec (vs. its normal 1.8 sec hit-speed cycle) means its very first attack after it becomes ready to fire lands almost immediately rather than making it wait through a full attack cycle before its opening shot — letting it punch back quickly against a swarm the instant it's deployed, even though its follow-up attacks are slow.

  • Bomber's splash (area) damage hits every enemy Ground unit within 1.5 tiles of the bomb's impact point, which is why it is used defensively to counter cheap ground swarms (Skeleton Army, Barbarians, Goblin Gang, Archers, Guards, Royal Recruits) for a favorable Elixir trade, typically clearing Skeleton Army in 2 hits. It cannot target or damage air units at all — flying troops like Minions or Baby Dragon pass over it completely unharmed.

  • Balance history: in the October 2025 balance update, Supercell reduced Bomber's level-11 hitpoints from 332 to 304 (-8%), stating: "Bomber is overly versatile, being played in both cycle and heavier decks as a cheap defensive option. We're slightly trimming his hitpoints to match troops like Firecracker and Archers." This is the change that produced the 304 HP value now shown in the current LOCAL_SNAPSHOT base stats (fact #2 above), so that snapshot value is confirmed current, not stale.

  • Combat interaction: since an August 2026 balance patch cut the four Spirits' (Fire/Ice/Heal/Electro) hitpoints from 230 to 215 (final, live figure), Bomber's 225 area damage now one-shots any Spirit in a single hit at matched levels. Supercell's own patch note names Bomber explicitly: "Now taken out in 1 shot by Archers, Archer Queen, Bomber, Musketeer, and Tesla."

  • Evolutionthe Evolved Bomber shares identical cost (2), hit speed (1.8s), first hit speed (0.2s), range (4.5), splash radius (1.5), speed (Medium/60), deploy time (1s), and targeting (Ground only) with the base Bomber — the Evolution changes only hitpoints and adds the bounce mechanic, not the card's tempo or cost.

  • Evolutionafter its initial throw lands, the Evolved Bomber's bomb bounces two more times, 2.5 tiles apart in a straight line, with each bounce dealing the same full area damage (225 at level 11, matching the base card's current damage) in the same splash radius as the original impact — so a single throw can hit up to three separate spots, and skilled players can angle the throw to ricochet bounces into backline troops or even directly damage the enemy Crown Tower. Note: an October 8, 2024 balance change cut Bomber's damage from 230 to 225 (-2%), but Supercell's own patch note explicitly states this applied to "both Evolved and non-Evolved Bomber attacks" — so base/Evolution damage parity at 225 was preserved by that change, not broken.

Also in Merge Tactics

Bomber also appears as a troop in Clash Royale's Merge Tactics mode, bought from the shop and merged for star upgrades rather than cycled through a deck.

View Bomber in Merge Tactics

Frequently Asked Questions

How does Bomber work?

Bomber is a 2-Elixir Common troop that throws a single lobbed bomb at Ground targets, dealing area (splash) damage in a 1.5-tile radius around the impact point

What is Bomber's elixir cost and rarity?

Bomber costs 2 elixir and is a common card.

What does Bomber's Evolution change?

the Evolved Bomber shares identical cost (2), hit speed (1.8s), first hit speed (0.2s), range (4.5), splash radius (1.5), speed (Medium/60), deploy time (1s), and targeting (Ground only) with the base Bomber — the Evolution changes only hitpoints and adds the bounce mechanic, not the card's tempo or cost.

How often is Evolution Bomber used in ranked decks?

CrownStats has tracked Evolution Bomber in 4 distinct decks, totaling 179 ranked battle appearances, over the last 7 days.

Early Evolution Bomber Decks

4 distinct decks seen in ranked battles

This is an early sample. CrownStats has observed 4 distinct decks using Evolution Bomber in the last 7 days — enough to list what has actually been played, not enough to rank it. The list grows as more ranked battles are crawled.

#1Electro GiantLow Sample

Electro Giant Deck

Usage0.1%
Elixir3.4
Battles40
Cycle8.0
Bomber card — Clash Royale
Knight card — Clash Royale
Cannon card — Clash Royale
The Log card — Clash Royale
Rocket card — Clash Royale
Electro Giant card — Clash Royale
Skeletons card — Clash Royale
Tornado card — Clash Royale
Hover over card icons to check elixir usage
View Stats
#2Golem BeatdownLow Sample

Golem Beatdown Deck

Usage0.2%
Elixir4.3
Battles63
Cycle11.0
Bats card — Clash Royale
Prince card — Clash Royale
Bomber card — Clash Royale
Lightning card — Clash Royale
Golem card — Clash Royale
Tornado card — Clash Royale
Night Witch card — Clash Royale
Skeleton Dragons card — Clash Royale
Hover over card icons to check elixir usage
View Stats
#3UnclassifiedLow Sample

Unclassified Deck

Usage0.1%
Elixir3.1
Battles39
Cycle8.0
Bomber card — Clash Royale
Berserker card — Clash Royale
Electro Dragon card — Clash Royale
Tornado card — Clash Royale
Skeletons card — Clash Royale
Elixir Collector card — Clash Royale
Elixir Golem card — Clash Royale
Mirror card — Clash Royale
Hover over card icons to check elixir usage
View Stats
#4Electro GiantLow Sample

Electro Giant Deck

Usage0.1%
Elixir3.9
Battles37
Cycle10.0
Bomber card — Clash Royale
Golden Knight card — Clash Royale
Cannon card — Clash Royale
Phoenix card — Clash Royale
Lightning card — Clash Royale
Barbarian Barrel card — Clash Royale
Tornado card — Clash Royale
Electro Giant card — Clash Royale
Hover over card icons to check elixir usage
View Stats
179 deck appearances analyzed · last 7 days · Updated 4h ago