
Evolution Cannon






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
1,327
Total damage this unit can take before being destroyed.
Hitpoints Lost Per Second
44.2
Damage
341
Damage dealt by one normal attack to a valid target.
Damage Per Second
341
Average damage dealt per second, factoring in hit speed.
Barrage Damage
490
Damage dealt by one normal attack to a valid target.
Barrage Crown Tower Damage
143
Damage dealt to a Crown Tower by this attack — reduced from its normal-target damage, per Crown Tower damage-reduction rules.
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 sec
Time between repeated attacks, after the first attack.
First Hit Speed
1 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
5.5
Maximum distance at which this unit can attack a target.
Deploy Time
1 sec
Projectile Speed
1,000
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Lifetime
30 sec
How long this unit or effect lasts before disappearing on its own.
Evolution Mechanics
Cycles
2
Barrage Radius
2
Barrage Count
9
Combat Mechanics Encyclopedia
Mechanics verified against Season 86 (August 2026)Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Cannon is a cheap, fast-deploying defensive building that fires a single ground-only cannonball once per second out to long range, then expires after 30 seconds. It has no ability of its own, but its Evolution adds a one-time opening barrage of nine explosive shells that can also strike air targets and knock enemies back. Its main defensive value comes from luring melee and building-targeting troops away from the tower before it dies.
Cannon costs 3 Elixir and takes just 1 second to deploy, making it one of the cheapest, fastest defensive drops in the game. Once active it fires once every second out to a long 5.5-tile range, but it can only ever hit ground targets, and it self-destructs after 30 seconds on the field.
At tournament standard (level 11), Cannon has 824 hitpoints and currently deals 202 damage per shot, which is also its damage per second since it fires once a second. That low health pool makes it easy to burn down once melee troops actually reach it, but its single-target output is enough to chew through most tanks or shred small swarms that wander into range.
Evolutionafter Cannon has been placed twice normally, the third copy comes out Evolved. On landing it fires a one-time opening barrage of nine explosive shells across both sides of the lane, each one hitting in a 2-tile radius for 304 damage and shoving enemies back a tile. Unlike Cannon's regular ground-only shots, this barrage can also strike flying troops, giving it a rare window to tag air units and clear swarms it could never otherwise touch. Those barrage shells only do 89 damage if they happen to catch a Crown Tower.
In March 2025, Supercell slowed Cannon's attack from once every 0.9 seconds to once every full second, an 11% cut to its hit speed. Cannon had been a dominant defensive pick for several seasons running, and the change was meant to give other defensive buildings more room to be viable.
Cannon Evolution's barrage was buffed 10% in January 2025, its opening blast jumping from 320 to 353 damage per hit, after Supercell found the evolution was seeing far less play than the other evolutions available at the time.
In April 2026, Cannon's damage per hit was trimmed 5%, from 212 down to 202. Supercell's stated reasoning was that Cannon had become too efficient at pulling win conditions across the arena and then finishing them off single-handedly for only 3 Elixir.
Because Cannon can only aim at ground targets, it has no answer for anything airborne — a single Minion, Bat, or Mega Minion can sit right next to it and destroy it completely unopposed, so it always needs ground or anti-air backup against an air-heavy push.
Cannon's pulling power on building-targeting troops has a short leash: it can only drag a unit like Hog Rider or Royal Giant off its path if it's dropped within about 2 tiles of where that troop crossed the river. Place it any later and the troop is already locked onto the Crown Tower and won't be pulled away.
Frequently Asked Questions
How does Cannon work?
Cannon is a cheap, fast-deploying defensive building that fires a single ground-only cannonball once per second out to long range, then expires after 30 seconds
What is Cannon's elixir cost and rarity?
Cannon costs 3 elixir and is a common card.
What does Cannon's Evolution change?
after Cannon has been placed twice normally, the third copy comes out Evolved. On landing it fires a one-time opening barrage of nine explosive shells across both sides of the lane, each one hitting in a 2-tile radius for 304 damage and shoving enemies back a tile. Unlike Cannon's regular ground-only shots, this barrage can also strike flying troops, giving it a rare window to tag air units and clear swarms it could never otherwise touch. Those barrage shells only do 89 damage if they happen to catch a Crown Tower.
How often is Evolution Cannon used in ranked decks?
CrownStats has tracked Evolution Cannon in 24 distinct decks, totaling 3.6K ranked battle appearances, over the last 7 days.
Top Evolution Cannon Decks by Meta Score
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