
Cannoneer




Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
4,164
Total damage this unit can take before being destroyed.
Damage
511
Damage dealt by one normal attack to a valid target.
Damage Per Second
232
Average damage dealt per second, factoring in hit speed.
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
2.2 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.8 sec
Time from deployment (or becoming able to attack) until this unit's first attack lands.
Target
Air & Ground
What this card is able to attack.
Range
7.5
Maximum distance at which this unit can attack a target.
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Cannoneer is one of the Tower Troops that can be stationed in the King's Tower — it costs no Elixir and is never placed by the player. It fires slow, heavy cannonballs at both air and ground targets, hitting one enemy at a time with a very fast opening shot followed by a much slower reload, making it a strong single-target answer to tanks but a weak one against swarms.
At King Tower level 11, Cannoneer has 2,616 hitpoints and hits for 320 damage per shot, working out to 145 damage per second thanks to its slow 2.2-second reload between shots.
Cannoneer's very first shot fires after just 0.8 seconds — nearly three times faster than its normal 2.2-second reload — and it can hit any target, air or ground, within a long 7.5-tile range.
As a Tower Troop, Cannoneer isn't deployed like a normal card — it's a permanent defender stationed on the King's Tower that takes over the tower's job once it wakes up, and it fires under the same conditions the King's Tower normally would (after taking damage or after a Princess Tower falls). It's fixed in place, so it can never be pulled, distracted, or baited away like a regular troop, and its level always matches your King Tower Level rather than any individual card level.
Because it hits only one enemy at a time and reloads slowly, Cannoneer is excellent at punishing lone high-value targets like tanks but struggles to hold off swarms — a horde of cheap units can walk past it far more easily than a single big threat can.
In May 2024, Cannoneer's damage was cut from 422 to 401 because it was dealing too much damage, especially in situations where both Crown Towers ended up firing on the same troop at once and burying it in overkill damage.
In October 2024, Supercell slowed Cannoneer's opening shot from 0.6 seconds to 0.8 seconds and trimmed its damage again (401 to 386) because the card had become too good at two jobs at once: sniping fast cycle threats like Wall Breakers before they could reach the tower, and still dealing serious damage per second to big tanks like Giant or Golem.
In August 2025, Cannoneer was reworked as part of a wider push against Tower Troops dominating high-ladder play: its reload sped up from 2.4 seconds to 2.1 seconds but its damage per hit was slashed from 386 to 320, trading raw hitting power for a faster, steadier rate of fire.
Just a month later, in September 2025, Supercell partially walked back that speed boost, slowing Cannoneer's reload from 2.1 seconds back to its current 2.2 seconds after finding the August rework had made it stronger than intended.
Frequently Asked Questions
How does Cannoneer work?
Cannoneer is one of the Tower Troops that can be stationed in the King's Tower — it costs no Elixir and is never placed by the player
Early Cannoneer Decks
2 distinct decks seen in ranked battlesThis is an early sample. CrownStats has observed 2 distinct decks using Cannoneer 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.
Bridge Spam Deck












Mortar Deck













