
Evolution Firecracker






Combat data baseline: August 11, 2026. Official balance changes applied through: September 2026 (September 7, 2026).
Level Statistics
Hitpoints
490
Total damage this unit can take before being destroyed.
Ranged Damage
103 x5 (515)
Damage dealt by one normal attack to a valid target.
Damage Per Second
170
Average damage dealt per second, factoring in hit speed.
Big Spark Damage
77 x12 (924)
Damage dealt by one normal attack to a valid target.
Big Spark Crown Tower Damage
24 x12 (288)
Damage dealt to a Crown Tower by this attack — reduced from its normal-target damage, per Crown Tower damage-reduction rules.
Small Spark Damage
77 x10 (770)
Damage dealt by one normal attack to a valid target.
Small Spark Crown Tower Damage
24 x10 (240)
Damage dealt to a Crown Tower by this attack — reduced from its normal-target damage, per Crown Tower damage-reduction rules.
Spark Damage Per Second
308
Average damage dealt per second, factoring in hit speed.
Spark Crown Tower Damage Per Second
96
Average damage per second dealt to a Crown Tower.
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
3 sec
Time between repeated attacks, after the first attack.
First Hit Speed
0.65 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
6
Maximum distance at which this unit can attack a target.
Speed
Fast (90)
How fast this unit moves.
Deploy Time
1 sec
Projectile Speed
550
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
Projectile Range
11
Maximum distance at which this unit's projectile can reach a target.
Projectile Radius
0.4
Evolution Mechanics
Cycles
2
Big Spark Duration
3 sec
Big Spark Radius
2.5
Small Spark Duration
2.5 sec
Small Spark Radius
1.2
Small Spark Count
x5
Spark Hit Speed
0.25 sec
Time between repeated attacks, after the first attack.
Slowdown
-15%
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.
Firecracker is a fragile but long-reaching 3-Elixir Common troop: she fires a rocket that bursts into 5 shrapnel shards on impact, dealing heavy burst damage to whatever's caught in the blast (or spreading it across a clustered group), then hops backward a tile after every shot. Her evolved form leaves the shrapnel's landing spots burning, tacking a Poison-like damage-and-slow zone on top of her normal hit.
Firecracker is a 3-Elixir Common troop that trades thin 304 hitpoints for serious reach: a 6-tile attack range and shots that can fly up to 11 tiles once fired, letting her hit both air and ground threats from a safe distance. She moves at Fast speed and has been a Clash Royale staple since her release on February 3, 2020.
Her attack fires a rocket that bursts into 5 shrapnel shards right where it lands. A single enemy caught in the middle of that burst takes every shard for 320 total damage, while the shards can also spread across a tightly packed group, hitting several enemies at once — which is why she's such a reliable answer to swarms like Skeleton Army or Goblin Gang. That works out to roughly 105 damage per second between shots, solid output for a troop with only 304 hitpoints of her own.
Firecracker's opening shot is unusually fast: once she locks onto a target, that first shrapnel burst fires in just 0.65 seconds, versus a 3-second reload on every shot after — letting her get a hit in almost the instant she's dropped on defense. That first-shot timer has been adjusted twice by Supercell: cut from a full second down to 0.6 seconds in February 2023 after players found she sometimes failed to fire at point-blank targets, then nudged back up slightly to 0.65 seconds a few months later to fix an inconsistency in how she engaged Princess Towers.
After every shot, Firecracker hops backward a full tile — a self-knockback that can throw off spells or troops aimed at where she was just standing. She used to recoil even further, 1.5 tiles, paired with a longer sight range, but Supercell shortened both in August 2025 because her hopping made her too unpredictable and hard to pin down once she started shooting.
Firecracker's shrapnel rocket got noticeably snappier in April 2026. Supercell found her shots often traveled too slowly to actually connect, letting quick or retreating targets slip away before the projectile arrived, so they sped up her projectile to cut down on whiffed attacks.
EvolutionPlay Firecracker twice and her third deployment charges up into the Evolved version, whose shrapnel leaves the ground burning behind it. The initial impact point burns for 3 seconds in a 2.5-tile radius, and each of the 5 shrapnel shards leaves its own smaller 2.5-second patch in a 1.2-tile radius — both tick every quarter-second and slow anything standing in them by 15%, much like Poison. A target that lingers in the main fire patch for its full duration takes up to 576 extra damage on top of her normal shrapnel hit.
EvolutionThe Evolved Firecracker wasn't always this tame. When it first launched, overlapping sparks could stack their damage and her post-shot pushback reached a full 2 tiles, which felt overtuned, so Supercell cut her evolution hitpoints by about 9%, shrank the pushback to 1 tile, and removed the spark damage stacking in August 2023. The following year's May 2024 rework then stripped away her remaining bonus hitpoints entirely in exchange for longer-lasting sparks and a new 15% slow effect, shaping the version played today.
Fast, cheap swarm units like the Spirits can sometimes dodge Firecracker's shrapnel burst outright, darting out of the blast radius in the time it takes her rocket to travel and land. Supercell considered fixing this by slowing the Spirits down in an August 2026 balance pass, but chose a straight hitpoint cut instead, so quick troops can still slip past her shots for now.
Also in Merge Tactics
Firecracker 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 Firecracker in Merge TacticsFrequently Asked Questions
How does Firecracker work?
Firecracker is a fragile but long-reaching 3-Elixir Common troop: she fires a rocket that bursts into 5 shrapnel shards on impact, dealing heavy burst damage to whatever's caught in the blast (or…
What is Firecracker's elixir cost and rarity?
Firecracker costs 3 elixir and is a common card.
What does Firecracker's Evolution change?
Play Firecracker twice and her third deployment charges up into the Evolved version, whose shrapnel leaves the ground burning behind it. The initial impact point burns for 3 seconds in a 2.5-tile radius, and each of the 5 shrapnel shards leaves its own smaller 2.5-second patch in a 1.2-tile radius — both tick every quarter-second and slow anything standing in them by 15%, much like Poison. A target that lingers in the main fire patch for its full duration takes up to 576 extra damage on top of her normal shrapnel hit.
How often is Evolution Firecracker used in ranked decks?
CrownStats has tracked Evolution Firecracker in 12 distinct decks, totaling 1.2K ranked battle appearances, over the last 7 days.
Top Evolution Firecracker Decks by Meta Score
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