“Defensive building, roasts targets for damage that increases over time. Burns through even the biggest and toughest enemies!”

The Inferno Tower card is unlocked from the P.E.K.K.A.'s Playhouse (Arena 4). It is a single-target, medium-ranged defensive building with moderate hitpoints and various damage stages. The Inferno Tower's damage increases over time as it remains focused on a single target. An Inferno Tower card costs 5 Elixir to deploy.

Strategy

  • The Inferno Tower is extremely effective against high hitpoint troops such as Giants, Balloons, Golems, Hog Riders, Lava Hounds, P.E.K.K.A.s, and Bowlers due to its intensified damage over time. If placed correctly, the Inferno Tower can counter an entire Royal Giant push, burning the Royal Giant quickly if not countered with Zap, Freeze, or any other card that can stun/reset the Inferno Tower.
  • To effectively counter the Inferno Tower, swarm it with numerous, low Elixir cost units such as Spear Goblins or Skeletons. Due to the fact it can only burn one target at a time and its slow re-targeting speed, the troops will overpower and outnumber the Inferno Tower and eventually destroy it.
  • It takes around 6 seconds for the Inferno Tower to reach its full damage capabilities but due to the one-second server delay, it is a good idea to cast Zap on the fourth second of the Inferno damage build up.
  • Since the Inferno Tower is vulnerable to swarms of units such as the Skeleton Army, prepare or play a card that deals area damage such as the Wizard to protect it from swarms of low hitpoint troops.
    • However, this can still be countered by high damage spells such as the Rocket or Lightning. If the opponent has such cards, try to draw them out first, or safely place your Inferno Tower where the spell won't hit either the Tower and Inferno.
    • Zap, Freeze, the Ice Spirit, the Electro Spirit, the Electro Dragon, the Electro Wizard and Lightning will reset the Inferno Tower's damage charge, allowing for an easy opportunity to destroy it.
  • Wizard + P.E.K.K.A. pushes can easily be countered with the Inferno Tower with an area damage card, as the Inferno Tower will quickly take out the P.E.K.K.A. and a tanky troop like the Knight should be able to take out any support units after the P.E.K.K.A. is gone. Giant Skeletons can distract units and will also deal enough death damage to take out any support units behind the P.E.K.K.A.
  • It can act as a Zap bait allowing you to play combos that are devastating if left ignored but can easily be countered, such as Ice Spirit + Goblins.
  • Minions and Bats can be used to distract the Inferno Tower effectively if the opponent doesn't have cards that can counter the them. However, this can also be countered by Fire Spirits or Wizards. Players will send Minions and Bats across the river to distract your Inferno Tower from targeting their tank once they realize you have the Inferno Tower, so switching up your Inferno placement is highly recommended so you can successfully counter pushes like these.

History

  • The Inferno Tower was released with Clash Royale's soft launch on 4/1/16.
  • On 2/2/16, the February 2016 Update decreased the Inferno Tower's lifetime to 45 sec (from 60 sec) and made it slower to re-target enemies by 50%.
  • On 19/2/16, a Balance Update decreased the Inferno Tower's hitpoints by 6% and lifetime to 40 sec (from 45 sec).
  • On 3/5/16, the May 2016 Update fixed the "range bug" and decreased the Inferno Tower's range to 6 (from 6.5) but its effective range is unchanged.
  • On 4/7/16, the Tournaments Update increased the Inferno Tower's hitpoints by 6%. It also gave Zap and Freeze the ability to reset the damage output.
  • On 1/11/16, the November 2016 Update decreased the Inferno Tower's hitpoints by 6%.
  • On 9/10/17, the October 2017 Update fixed a bug where the Inferno Tower's damage did not reset after breaking a shield. This change was reverted two days later, on 11/10/17.
  • On 5/11/18, a Balance Update increased the Inferno Tower's hitpoints by 3%.
  • On 1/7/19, a Balance Update decreased the Inferno Tower's lifetime by 25% (from 40s to 30s).

Trivia

  • It resembles the Level 1 Inferno Tower in single target mode from Clash of Clans. However, its ability to target multiple units simultaneously for constant damage is exclusive to Clash of Clans. Additionally, Inferno Towers in Clash of Clans used to deny all healing effects, which was never the case in Clash Royale.
  • Inferno Tower has the highest DPS of all cards when fully charged.
  • While attacking a target, the waves around its main beam will gradually become thicker and the fire on the tip of the tower will flare more intensely.
  • Out of all cards in the game, the hit speed of the Inferno Tower and Inferno Dragon is second only to the X-Bow with a 0.4 second hit speed versus the X-Bow's 0.3 second hit speed.
  • The Inferno Tower loses the most hitpoints per second, at 70.4. Bear in mind that this does not mean that it has the shortest lifetime. The Goblin Cage has a shorter lifetime, but it loses less hitpoints per second than the Inferno Tower due to its lower total hitpoints.
  • A stream of thick, black smoke rises from its target.
  • The damage of the Inferno Tower functions almost the same as the Inferno Dragon. For the first two seconds, it deals 5% damage. For the next two seconds, it burns at roughly 20% damage. After that, it will incinerate the enemy with its full (100%) damage.
  • The Inferno Tower and the Tesla are the only buildings that can hit air troops, with the Inferno Tower being the only Rare building being able to do so.
  • The Inferno Tower is the subject of an Emote.
    • The Inferno Tower and the Mortar are the only building cards that have their own Emotes.
    • This Emote bears a great resemblance to and is possibly a reference to the Eye of Sauron from The Lord of the Rings.

Statistics

Cost
Elixir
Hit Speed
Damage Speed
Deploy Time
Deploy Time
Lifetime
Time
Range
Range
Target
Targets
Type
Type
Rarity
Rarity
5 0.4 sec 1 sec 30 sec 6 Air & Ground Building Rare
Level
Level
Hitpoints
Hitpoint
Damage
Damage
Damage per second
DPS
3 825 20-400 50-1,000
4 907 22-440 55-1,100
5 998 24-484 60-1,210
6 1,097 26-532 65-1,330
7 1,204 29-584 72-1,460
8 1,320 32-640 80-1,600
9 1,452 35-704 87-1,760
10 1,592 38-772 95-1,930
11 1,749 42-848 105-2,120
12 1,922 46-932 115-2,330
13 2,112 51-1,024 127-2,560
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