Fireball's Crown Tower damage was reduced on 7 September 2026, from 172 to 159 at tournament standard. Its damage to troops is unchanged, continuing the separation between spell troop damage and spell tower damage that Supercell introduced across several spells in June 2026.
See the full September 2026 Balance Changes breakdownSeptember 2026 Balance Changes — Fireball
- Crown Tower Damage: 172 → 159 (Level 11)
The level table below is current at Level 11, where this change was measured. CrownStats can't reproduce Clash Royale's per-level scaling accurately enough to regenerate the other levels, so those still show pre-patch values rather than estimates.
All Fireball changes in this patch
Fireball






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
Area Damage
1,108
Damage dealt to every enemy within the hit's splash radius.
Crown Tower Damage
333
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
Target
Air & Ground
What this card is able to attack.
Projectile Speed
600
How fast this unit's projectile travels to its target — a slower projectile can be outrun or dodged.
Radius
2.5
Combat Mechanics Encyclopedia
Verified 2026-08-17Figures 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.
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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