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“Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.”

The Fireball is a Rare card that is unlocked from the Training Camp (Tutorial). It is an area-damage, air-targeting spell with a medium radius and high damage that also inflicts knockback. A Fireball card costs 4 Elixir to deploy.


For Battle Decks with this card, click here

  • As a general rule when using the Fireball, players should be patient. If waiting to cast the Fireball on a target, wait until another unit is deployed next to it to get an even bigger Elixir advantage than if the Fireball had been used before. Another thing to keep in mind is that the Fireball has a travel time of a few seconds, depending on how far it is sent from the King's Tower. Troops that appear to be at the edge of the spell's radius when it is launched may not be hit by the time the spell actually lands.
  • The Fireball should be used to finish off weakened units or to kill/cripple large numbers of small troops like Barbarians, Spear Goblins or Archers. However, it is unwise to use a Fireball on lone high hitpoint troops like a Giant or a P.E.K.K.A as it will hardly affect them, resulting in a negative Elixir trade.
  • Wizards, Musketeers, Hunters, Electro Wizards, Night Witches, Witches, and Mega Minions will survive the Fireball if they are of equal Level. A tank placed in front of them might become a disaster as the surviving troops can quickly take the player's Crown Tower.
    • The Fireball and Zap combo can serve as a replacement for a Rocket to fully defeat these units. The trade-off is that the combo deals less damage and takes up 1 more deck slot. However, they have significantly less travel time than a Rocket, and their lower individual costs allow the player to use them more flexibly.
      • An alternative to this is the Fireball and The Log combo. Due to The Log's higher damage, it is able to defeat certain troops that can survive the Fireball + Zap combo, such as a Cannon Cart. The drawback to this is that unlike Zap, The Log cannot hit air troops.
    • If the level of the Fireball is higher than the level of a Wizard, Electro Wizard or Musketeer, it will completely destroy them. This is a reliable way to always defeat these troops.
    • Remember to destroy the tank after everything behind it is gone. Otherwise, it could do heavy damage to or even destroy a Crown Tower.
  • Its knockback effect is a true stun that resets the attack animations of small to medium sized troops. This is in contrast to a normal stun such as that of the Zap, which stalls attack animations but does not reset them.
  • It is effective against spawner buildings such as the Goblin Hut because as the spell will reduce their lifespan and deny several waves of troops. However, hitting only 1 spawner will often result in a negative Elixir trade as the spawner will typically still have enough health to spawn a few waves.
  • The Fireball can be effective against Elixir Collectors, as it will lower its hitpoints enough to deny a lot of Elixir from being produced for a positive Elixir trade.
  • The Fireball can be used against other buildings like Cannons and Bomb Towers, allowing offensive troops like a Hog Rider to quickly destroy the building and proceed towards the Crown Towers. However, it is less effective at doing this compared to other spells, due to its lower damage.
  • With the help of the Crown Tower, the Fireball can barely prevent a Balloon from hitting the Tower with the exception of its death bomb. Aim for the bottom of the Balloon's shadow so that the Balloon is knocked away from the Tower, buying more time for the Crown Tower to chip it down. This strategy will not work if the Fireball or the Crown Tower is at a lower Level than the Balloon.
  • The Fireball has a delay between it being cast and it hitting the Arena. Some troops may escape the radius before it hits, especially troops with a fast or very fast movement speed. This can be avoided by placing the Fireball slightly ahead of the troop's current path, depending on the troop's movement speed.
  • If the opponent places a small troop close to the center of the Arena, such as a Wizard, a properly placed Fireball can knock it back and make it head into the other lane after recovering from the blast. This can be useful for diverting small troops to the other path, especially if that lane is better defended or has more remaining Crown Tower health. This should only be done with a Fireball if a Tornado is not being used or is out of rotation, as a Tornado is much more reliable for doing this.
  • With proper timing, the Fireball's knockback can allow troops to finish off enemy troops before they take any damage. This is especially useful against high damage troops that can survive the spell, such as an Executioner.
  • In Overtime, a Fireball can be used to quickly take out an enemy Tower and secure a win if the enemy's Tower has low enough health. Aim for the bottom corner of the Crown Tower that is closest to your King's Tower to reduce the spell's travel time considerably.
  • In a pinch, it can be used to reset the charge of the Ram Rider to prevent her from dealing extra damage to the Crown Tower. However, it is more effective to do this with a cheaper spell that has knockback capabilities such as The Log.
  • A Fireball can destroy Zappies, Skeleton Dragons, Mother Witch, or Magic Archer up to 2 Levels higher, and a Flying Machine up to 1 Level higher for a neutral Elixir trade.
  • The Fireball can be combined with Spirit cards to defeat certain units for a lower Elixir cost compared to using 2 spells. With an Electro Spirit, Ice Spirit, or Heal Spirit it is able to defeat anything up to Elixir Golemites, and with a Fire Spirit, it can defeat anything up to a Cannon Cart.
  • If the player can afford to activate their opponent's King's Tower (for example, if they are playing a siege deck, wherein the main offense does not cross the river), a quick Fireball to any Three Musketeers planted in the back can give them a huge 5 Elixir advantage, provided they react quickly enough.
  • Poison can be used as a replacement for Fireball in decks for the spot of a strong spell. However, it does not deal its damage immediately and cannot knockback enemy units. In exchange, it has slightly higher damage, a larger area, and the damage lasts for longer, allowing for area denial.


4 2.5 Air & Ground Spell Rare
Area Damage
Area Damage
Crown Tower Damage
Tower Damage
3 325 98
4 357 108
5 393 118
6 432 130
7 474 143
8 520 156
9 572 172
10 627 189
11 689 207
12 757 228
13 832 250
14 913 274
15 1,004 302

Card Mastery

Type Level/Tier Objective Rewards
Damage Dealer
Damage Dealer
1 Deal a total of 72,500 damage to enemy Troops or buildings 100 Fireball cards
50 XP
2 Deal a total of 215,000 damage to enemy Troops or buildings 4,000 Gold
50 XP
3 Deal a total of 360,000 damage to enemy Troops or buildings 150 Gem
50 XP
Hit Maker
Hit Maker
1 Hit enemy Troops a total of 350 times 6,000 Gold
125 XP
2 Hit enemy Troops a total of 1,000 times 100 Rare Wild Card
125 XP
3 Hit enemy Troops a total of 1,750 times 9,000 Gold
125 XP



  • The Fireball card was added with Clash Royale's game launch on 4/1/2016.
  • On 19/2/2016, a Balance Update, decreased the Fireball’s Crown Tower damage to 40% of the full damage (from 50%).
  • On 29/2/2016, the March 2016 Update, changed the Fireball's card image.
  • On 3/5/2016, the May 2016 Update, increased the Rare card Level cap to 11 (from 10).


  • On 12/12/2017, the Electrifying Update, decreased the Fireball’s Crown Tower damage to 35% of the full damage (from 40%).


  • On 25/4/2018, the Clan Wars Update, allowed the Fireball to be placed on the river.
  • On 5/9/2018, the September 2018 Update, changed it so that Rare cards start at Level 3 and end at Level 13 (from 1 to 11).
  • On 1/10/2018, a Balance Update, fixed a bug where troops that were spawned after their parent troops died would be immune to spell damage.


  • On 4/8/2020, a Balance Update, decreased the Fireball’s Crown Tower damage to 30% of the full damage (from 35%).


  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).


  • On 2/8/2022, a Balance Update, decreased the Fireball's pushback range to 1 tile (from 1.8 tiles).


  • On 27/3/2023, the Losers Update, increased the Fireball's reflect radius to 0.7 tiles (from 0.6 tiles).
  • On 19/6/2023, the Card Evolution Update, increased the Level cap of all cards to 15 (from 14).