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“The Fire Spirit is on a kamikaze mission to give you a warm hug. It'd be adorable if it wasn't on fire.”

The Fire Spirit is a Common card that is unlocked from the Spell Valley (Arena 4). It spawns a very fast, area-damage, air-targeting, short-ranged, ground troop with low hitpoints and moderate damage. It launches itself at its target when attacking, destroying itself on impact. It resembles a small chunk of flaming coal. It is the same as those spawned by the Furnace. A Fire Spirit card costs 1 Elixir to deploy.

Strategy

For Battle Decks with this card, click here

  • The Fire Spirit's area damage is very useful against swarms of weak, small troops like Goblins, Spear Goblins or Minions. However, due to its relatively low health, placing it next to these units will result in it dying before it can attack. Placing the Fire Spirit at a distance allows it to safely deploy.
    • Against the Mother Witch, you want to place it close to her instead, so that it is killed as part of its attack instead of being killed by the Mother Witch, otherwise she will spawn a Cursed Hog from it.
    • If timed correctly, a Fire Spirit can damage all the Lava Pups just as they explode from the Lava Hound, weakening them enough for the Crown Tower to finish them off.
    • Due to this splash, an effective strategy is to pair it with troops that deal high single hit damage but are easily stopped by the small troops mentioned, such as the Mini P.E.K.K.A and Prince.
  • The Fire Spirit will connect to a Tower Princess provided it is equivalently levelled. Although it can easily be stopped, its cheap cost often lures out cheap spells and can cause opponents to over-commit Elixir-wise with their defenders. If used at the start of a match, it can also act as a way to tell what deck your opponent is using based on the card that they use to stop the Fire Spirit. However, this will not work with the Cannoneer as it will OHKO the Fire Spirit before it can connect. Causing a -1 Elixir trade.
  • The Fire Spirit has enough hitpoints to take a shot from most medium-sized units. The Musketeer, Executioner, Baby Dragon, Witch, Minions, Archers, Princess, Ice Wizard, Miner, and the Bandit, all take more than one hit to eliminate the Fire Spirit, giving it ample time to deal high damage to them.
  • Fire Spirit can compliment pushes effectively due to its good cost-to-damage ratio and fast movement speed. For example, if the player is pushing with a P.E.K.K.A and Fire Spirit behind and the opponent drops Minions to counter for example, the Fire Spirit drops the health of said units to be finished off by a Zap or cheap ranged units to protect the P.E.K.K.A, letting her continue towards the Tower without taking extra damage.
  • It is most effective with fast moving troops like the Hog Rider, as they will not collide with each other as much during an attack.
  • A Hog Rider and Fire Spirit combo can make short work of Cannons.
  • The player can use units to soak it up. For example, the Skeletons or another Spirit result in a neutral Elixir trade.
  • For more Fire Spirit value, a Furnace costs 4 Elixir and can spawn up to 7 Fire Spirits, giving the player almost twice as many Fire Spirits for their Elixir. It can allow for more consistent chip damage to Crown Towers and can bait spells due to its cost. However, the Fire Spirits do not spawn all at once, and its upfront cost is higher, so in a situation where the player needs quick area damage, the Furnace is much less versatile.
  • Occasionally, it is a good idea to combine the Fire Spirit with spells to defeat certain troops for a low Elixir cost. With a Zap, it can defeat anything up to Wall Breakers, with Arrows, it can defeat anything up to Skeleton Dragons, with Fireball, it can defeat anything up to a Night Witch, and with Lightning, it can defeat anything up to an Inferno Dragon. Use these combinations when you are lacking better counters for these troops or to get a good Elixir trade that would be granted compared to using two Spells.
    • The Fire Spirit does not deal enough damage to take out the Guards' shields but it does deal enough damage to finish off the Guards themselves. Knowing this, you can combine the Fire Spirit with The Log or a Barbarian Barrel to counter Guards for a neutral Elixir trade, however that requires precise timing.
  • Pairing the Fire Spirit with Electro Spirit is very effective, as they both cost 1 Elixir, which will only use a total of 2 Elixir. This combination can take out units such as Princess, Minions, Archers, Bomber, Firecracker and can even completely stop a Goblin Barrel with the help of the Crown Tower. This combo can help a lot of decks which try to bait The Log or Arrows, since the combo is very effective against swarms. It is also good on the offensive side, having more damage potential than The Log and can hit air. The player should make sure to deploy the Spirits a short distance from their targets to ensure they can finish deploying and attack successfully.
  • The Log can defeat it immediately, for a slight negative Elixir trade. Beware of using the Fire Spirit in conjunction with other troops weak to The Log as it can result in the opponent gaining high spell value.
  • Although the Fire Spirit’s area damage radius is not enough to completely stop a Tower-centered Goblin Barrel if you drag any card like Skeletons behind the Crown Tower and then select the Fire Spirit while your still holding the Skeletons, and then double tapping on the same tile will result in the Fire Spirit being close enough to defeat all of the Goblins. This is enough to defeat the Goblin Barrel for a +1 Elixir trade, while also saving your spell for a different card.

Statistics

Cost
Elixir
Speed
Speed
Deploy Time
Deploy Time
Range
Range
Splash Radius
Radius
Target
Targets
Count
Troop Count
Transport
Transport
Type
Type
Rarity
Rarity
1 Very Fast (120) 1 sec 2 2.3 Air & Ground x1 Ground Troop Common
Level
Level
Hitpoints
Hitpoint
Area Damage
Area Damage
1 90 81
2 99 89
3 108 98
4 119 107
5 131 118
6 144 129
7 158 142
8 173 156
9 190 171
10 209 188
11 230 207
12 252 227
13 278 250
14 305 274
15 334 301

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 35,000 damage to enemy Troops or buildings 200 Fire Spirit cards
25 XP
2 Deal a total of 105,000 damage to enemy Troops or buildings 2,000 Gold
25 XP
3 Deal a total of 175,000 damage to enemy Troops or buildings 150 Gem
25 XP
Hit Maker
Hit Maker
1 Hit enemy Troops a total of 780 times 3,000 Gold
100 XP
2 Hit enemy Troops a total of 2,200 times 200 Common Wild Card
100 XP
3 Hit enemy Troops a total of 3,850 times 5,000 Gold
100 XP
No Escape
No Escape
1 Hit 5 Troops with a single deploy a total of 150 times 100 Banner Token
150 XP
2 Hit 5 Troops with a single deploy a total of 450 times 125 Banner Token
150 XP
3 Hit 5 Troops with a single deploy a total of 900 times 150 Banner Token
150 XP

History

2016

  • The Fire Spirits card was added to the game on 3/5/2016, in the May 2016 Update.
  • On 18/5/2016, a Balance Update, increased the Fire Spirits' area radius to 1.5 tiles (from 1.2 tiles).

2018

  • On 2/7/2018, a Balance Update, increased the Fire Spirits' damage by 5%.

2020

  • On 2/6/2020, a Balance Update, gave the Fire Spirits a new 0.1 seconds deploy stagger from each other.
  • On 9/9/2020, a Balance Update, increased the Fire Spirits' area radius to 1.7 tiles (from 1.5 tiles).

2021

  • On 7/6/2021, the Summer 2021 Update, reworked the card, decreasing its cost to 1 Elixir (from 2 Elixir), its unit count to 1 (from 3), increasing its hitpoints by 109%, its damage by 6%, its range to 2.5 tiles (from 2 tiles), and its area radius to 2.5 tiles (from 1.7 tiles). Its name and description were updated to reflect the count change. Its description previously read, “These three Fire Spirits are on a kamikaze mission to give you a warm hug. It'd be adorable if they weren't on fire.” It also moved the Arena to unlock the Fire Spirit from Spell Valley to P.E.K.K.A's Playhouse.
  • On 6/9/2021, the 2021 Quarter 3 Update, decreased the Fire Spirit's area radius to 2.3 tiles (from 2.5 tiles).
  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).
  • On 7/12/2021, the 2021 Quarter 4 Update, decreased the Fire Spirit's range to 2 tiles (from 2.5 tiles).

2022

  • On 2/8/2022, a Balance Update, decreased the Fire Spirit's damage by 9%.
  • On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Fire Spirit from P.E.K.K.A's Playhouse to Spell Valley. It also added the No Escape Card Mastery task for the Fire Spirit.

2023

Trivia

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