
Fireball


Annnnnd... Fireball. Incinerates a small area, dealing high damage.





Combat Attributes
Effect
- Targets
- Air & Ground
- Radius
- 2.5
Attack
- Projectile Speed
- 600
Stats include official balance changes through October 2026.

Level Statistics
See how Fireball's stats scale from Level 3 to Level 16| Level | ||
|---|---|---|
| Level 3Start | 325 | 97 (recorded before the latest balance update to this stat) |
| Level 4 | 357 | 106 (recorded before the latest balance update to this stat) |
| Level 5 | 392 | 117 (recorded before the latest balance update to this stat) |
| Level 6 | 430 | 129 (recorded before the latest balance update to this stat) |
| Level 7 | 473 | 141 (recorded before the latest balance update to this stat) |
| Level 8 | 519 | 156 (recorded before the latest balance update to this stat) |
| Level 9 | 570 | 171 (recorded before the latest balance update to this stat) |
| Level 10 | 626 | 188 (recorded before the latest balance update to this stat) |
| Level 11Tournament | 688 | 159 |
| Level 12 | 755 | 228 (recorded before the latest balance update to this stat) |
| Level 13 | 831 | 250 (recorded before the latest balance update to this stat) |
| Level 14 | 911 | 276 (recorded before the latest balance update to this stat) |
| Level 15 | 1,000 | 303 (recorded before the latest balance update to this stat) |
| Level 16Max | 1,100 | 333 (recorded before the latest balance update to this stat) |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
Grey italic values were recorded before the latest balance update to that stat and haven't been re-measured at that level.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
September 2026 Balance Changes — Fireball
- Crown Tower Damage: 172 → 159 (Level 11)
Level Statistics is updated at Level 11; other levels still show pre-update values.
All Fireball changes in this patchCombat Mechanics Encyclopedia
Verified 2026-08-17A stat on this card changed after this page's mechanics were last checked (2026-08-17):
- crown_tower_damage is now 159 (was 207) as of 2026-09-07.
Figures below use Level 11, Clash Royale's tournament standard, regardless of the level selected above.
Fireball is a 4-Elixir spell that can be thrown anywhere on the battlefield. On impact it deals one instant burst of area damage to every air and ground unit within a 2.5-tile radius and knocks all of them back — a hit hard enough to fully reset the attack timers of small and medium troops rather than just stunning them, which makes it useful both as a raw damage tool and as a way to interrupt ramping threats like the Inferno Dragon.
Fireball is a 4-Elixir Rare spell that can be aimed at any point on the battlefield, dealing splash damage to every enemy unit — ground or air — caught inside its 2.5-tile blast radius. At Tournament Standard (level 11), it deals 688 damage to troops in the blast and 172 damage to a Crown Tower if it lands close enough to hit one, since spells only ever pass on a fraction of their full damage to towers.
Fireball detonates the instant it lands, dealing its full area damage in one single burst rather than over time, and knocks back every troop caught in the blast. That knockback is more than a flinch — it fully resets the attack wind-up of small and medium troops, unlike a simple stun effect (such as Zap's) which only pauses their attack timer without resetting it.
Because its knockback resets an attack cycle instead of just delaying it, Fireball is a reliable way to interrupt a charging Inferno Dragon — landing it on the Dragon forces the damage ramp-up to restart from its weakest tier, buying valuable extra seconds for a push to survive. That trick doesn't work on the Evolved Inferno Dragon, though, since its evolved ability specifically lets it keep its charge even when knocked back.
A well-timed Fireball can one-shot squishy support troops like the Barbarians, Wizard, Musketeer, and Electro Wizard, but only if the Fireball is a higher card level than the troop. At equal levels those troops cling on with a sliver of health, since their hitpoints edge out Fireball's damage by a small margin.
Fireball's Crown Tower damage has been trimmed down repeatedly over the years to stop spells from chipping towers for free. In December 2017's Electrifying update, Supercell cut it from 40% to 35% of the spell's full damage, grouping Fireball together with Lightning, Zap, The Log, Poison, Rocket, and Arrows in the same reduction.
Fireball's Crown Tower damage was reduced again in the August 2020 Season 14 update, dropping from 35% to 30% of its full damage. Supercell's stated reasoning was that spells provided too much value chipping down troops right next to a tower, feeding into repetitive "spell cycle" strategies.
Supercell cut Fireball's Crown Tower damage again in a June 2026 balance update, down 17% from 207 to 172 at Tournament Standard level. The change was part of a sweeping reduction applied to almost every spell in the game — Arrows, Earthquake, Freeze, Giant Snowball, Lightning, Poison, Rage, Rocket, The Log, Vines, and Zap all took the same cut — aimed at discouraging passive, spell-cycle-heavy play in favor of more proactive decks.
Fireball has been part of Clash Royale since the very start — released 4 January 2016, during the game's regional iOS soft-launch, ahead of the worldwide launch on 2 March 2016 — making it one of the original Rare spells available from day one.
Card interactions and upgrades in CrownLab
Interaction Lab calculates card-versus-card interactions at the levels you choose — no account required. Upgrade Advisor analyses upgrade priority for the eight cards in your current deck.
CrownLab is CrownStats' analysis layer — every tool states its method and limits on its page.
Frequently Asked Questions
How does Fireball work?
Fireball is a 4-Elixir spell that can be thrown anywhere on the battlefield
What is Fireball's elixir cost and rarity?
Fireball costs 4 elixir and is a rare card.
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