Big and Small Sparks
Every attack- Big spark duration
- 3 sec
- Small spark duration
- 2.5 sec
- Small sparks
- 5
- Big spark radius
- 2.5 tiles
- Small spark radius
- 1.2 tiles
- Stacking
- Spark Damage does not stack




Some Firecrackers just want to watch the world burn. Especially this one! The Firecracker Evolution shoots a supercharged rocket that deals Damage per second to any enemies caught in her sparks.






New mechanics
Enemy troops in the sparks are slowed by 15% (movement), like Poison.
Stats include official balance changes through October 2026.

| Level | Firecracker | Big Spark | Small Spark | Spark | |||||
|---|---|---|---|---|---|---|---|---|---|
| Level 1Start | 119 | 25×5 (125) | 40 | 19×12 (228) | 6×12 (72) | 19×10 (190) | 6×10 (60) | 76 | 24 |
| Level 2 | 130 | 27×5 (135) | 45 | 20×12 (240) | 6×12 (72) | 20×10 (200) | 6×10 (60) | 80 | 24 |
| Level 3 | 143 | 30×5 (150) | 50 | 22×12 (264) | 7×12 (84) | 22×10 (220) | 7×10 (70) | 88 | 28 |
| Level 4 | 158 | 33×5 (165) | 55 | 25×12 (300) | 8×12 (96) | 25×10 (250) | 8×10 (80) | 100 | 32 |
| Level 5 | 173 | 36×5 (180) | 60 | 27×12 (324) | 8×12 (96) | 27×10 (270) | 8×10 (80) | 108 | 32 |
| Level 6 | 190 | 40×5 (200) | 65 | 30×12 (360) | 9×12 (108) | 30×10 (300) | 9×10 (90) | 120 | 36 |
| Level 7 | 209 | 44×5 (220) | 70 | 33×12 (396) | 10×12 (120) | 33×10 (330) | 10×10 (100) | 132 | 40 |
| Level 8 | 229 | 48×5 (240) | 80 | 36×12 (432) | 11×12 (132) | 36×10 (360) | 11×10 (110) | 144 | 44 |
| Level 9 | 252 | 53×5 (265) | 85 | 40×12 (480) | 12×12 (144) | 40×10 (400) | 12×10 (120) | 160 | 48 |
| Level 10 | 277 | 58×5 (290) | 95 | 44×12 (528) | 14×12 (168) | 44×10 (440) | 14×10 (140) | 176 | 56 |
| Level 11Tournament | 304 | 64×5 (320) | 105 | x12 (576) | 15×12 (180) | 48×10 (480) | 15×10 (150) | 192 | 60 |
| Level 12 | 334 | 70×5 (350) | 115 | 53×12 (636) | 17×12 (204) | 53×10 (530) | 17×10 (170) | 212 | 68 |
| Level 13 | 367 | 77×5 (385) | 125 | 58×12 (696) | 18×12 (216) | 58×10 (580) | 18×10 (180) | 232 | 72 |
| Level 14 | 403 | 85×5 (425) | 140 | 64×12 (768) | 20×12 (240) | 64×10 (640) | 20×10 (200) | 256 | 80 |
| Level 15 | 442 | 94×5 (470) | 155 | 70×12 (840) | 22×12 (264) | 70×10 (700) | 22×10 (220) | 280 | 88 |
| Level 16Max | 486 | 103×5 (515) | 170 | 77×12 (924) | 24×12 (288) | 77×10 (770) | 24×10 (240) | 308 | 96 |
Tournament: Level 11 is the level tournament matches use, whatever a card's rarity.
×N (total) is the damage of each hit, how many hit, and their combined total.
Card stats use Level 11 as the scaling baseline. Minor rounding differences may occur at other levels, consistent with the source data.
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.
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 TacticsInteraction 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.
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…
Firecracker costs 3 elixir and is a common card.
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.
CrownStats has tracked Evolution Firecracker in 28 distinct decks, totaling 4.0K ranked battle appearances, over the last 7 days.


















































































































































