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“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 moderately high 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.


  • 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, Valkyries, Mega Knights and Bowlers due to its intensifying damage over time. If placed correctly, the Inferno Tower can counter many pushes if not specifically addressed.
  • For the first two seconds, it does 5% of its max damage, 18.75% in the next two and after that it hits for full damage.
  • One way of circumventing the Inferno Tower is to 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 the Inferno Tower and eventually destroy it.
  • The Inferno Tower will reset its charge if it defeats a shield from a troop like a Dark Prince or a Cannon Cart. Knowing this, you can place these troops in front of your main offensive unit to increase the likelihood of it surviving against the Inferno Tower.
  • Another way to effectively counter the Inferno Tower is to use cards with a stun effect. Zap, Freeze, Ice Spirit, Electro Spirit, Electro Dragon, Zappies, Electro Wizard, Electro Giant, and Lightning will reset the Inferno Tower's damage charge, allowing for an easy opportunity to destroy it. Cards with a constant stunning effect, like the troops mentioned above, are more effective since the Inferno Tower will never be able to ramp up. When using Zap or Lightning on the Inferno Tower, they should be deployed on the fourth second to reset its damage, taking into consideration its ramp up time and the 1-second server delay.
  • Since the Inferno Tower is vulnerable to swarms of units such as the Skeleton Army, use 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, Lightning, or Earthquake. 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.
  • 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.
  • Similarly, it can be used as Lightning bait, since the Lightning spell deals high damage and stuns the building, while also being able to hit other units in its radius. This can allow you to place troops that would be one-shot by the spell, such as a Witch or an Electro Dragon.
  • Minions and Bats can be used to distract the Inferno Tower effectively if the opponent doesn't have cards that can counter them. However, this can also be countered by a Fire Spirit or a Wizard. 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 safely counter pushes like these.
  • If an Inferno Tower survives a push with decent health to spare, you can place a Mortar or Princess at the bridge for an immediate attack. The opponent will most likely respond with a troop, which will then proceed to attack the Inferno Tower, only to be melted by it. This allows the Inferno Tower to make better use of its 30-second lifetime, and can otherwise negate the Elixir deficit the player would have from attacking.
  • Beware of Dart Goblins, Magic Archers and Princesses that the opponent might place. These troops outrange the Inferno Tower, and they can weaken it enough for their offensive troop to approach it with less harm. Eliminate these threats as quickly as possible.
  • In a pinch, it can be used to defeat air troops, like Baby Dragons, Flying Machines, Mega Minions and Skeleton Barrels. Use it as such if you lack better counters to air troops or if said counters are not in your card rotation.
  • The Inferno Tower is excellent in the Treasure Hunt game mode. Its gargantuan damage per second allows you to claim the treasure building before your opponent manages to do so with other cards, and its high health means that it is nearly impossible to defeat before it can claim the building.
  • The Inferno Tower is also a good counter to the Electro Giant. Its long range will burn through most of the Electro Giant's health before he can reach it with its stun radius. Using other stun cards like Ice Spirit or Zap to stun the Electro Giant can cause the Inferno Tower to completely kill him.


  • 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 reduced its retargeting speed 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 increased the Rare card level cap to 11 (from 10). The update also fixed the “range bug”, which 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 12/12/17, the Electrifying Update reverted the Inferno Tower to its state on 9/10/17. More specifically, the Inferno Tower's damage would now reset after breaking a shield.
  • 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).
  • On 27/10/21, the 2021 Quarter 3 Update increased the level cap of all cards to 14 (previously 13).
  • On 3/2/21, a Balance Update increased the Inferno Tower's first hit speed by 25%


  • The Inferno Tower is 1 of 7 buildings which first existed in Clash of Clans, the others being Cannon, Mortar, Tesla, Goblin Hut, Elixir Collector, and the X-Bow.
    • 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.
    • When Star Levelled, the Inferno Tower gains spiked prongs, resembling the Level 3 Inferno Tower from Clash of Clans.
  • The Inferno Tower has the highest hitpoints out of all buildings in the game with 2318 hitpoints at Max Level.
  • The Inferno Tower has the highest damage per second of all cards in the game when fully charged.
  • Out of all cards in the game, the hit speed of the Inferno Tower, Inferno Dragon, and Mighty Miner 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 and the Tesla are currently the only buildings that can damage air troops (excluding the Crown Towers), with the Inferno Tower being the only Rare building that hits air troops.
  • 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.
  • A stream of thick, black smoke rises from its target.
  • The Inferno Tower is 1 of 15 cards not to have their 3D renders displayed above their card info screens, the others being the Fire Spirit, Royal Giant, Giant Snowball, Cannon, Fireball, Furnace, Elixir Collector, Barbarian Hut, Golem, Lightning, Freeze, Poison, Rage, and the X-Bow.
    • The Cannon, Inferno Tower, Furnace, Elixir Collector, Barbarian Hut, and X-Bow are the only buildings not to have 3D renders displayed above their card info screens.
  • The Inferno Tower is the subject of an Emote.
    • The Inferno Tower is 1 of 4 buildings with their own Emotes, with the others being Mortar, Goblin Cage, and the Goblin Drill.
    • The Inferno Tower's Emote bears a great resemblance to and may possibly be a reference to the Eye of Sauron from The Lord of the Rings series.


Hit Speed
Damage Speed
Deploy Time
Deploy Time
5 0.4 sec 1 sec 30 sec 6 Air & Ground Building Rare

(Stage 1/2/3)

Damage per second

(Stage 1/2/3)

3 825 20/75/400 50/187/1,000
4 907 22/82/440 55/205/1,100
5 998 24/90/484 60/225/1,210
6 1,097 26/99/532 65/247/1,330
7 1,204 29/109/584 72/272/1,460
8 1,320 32/120/640 80/300/1,600
9 1,452 35/132/704 87/330/1,760
10 1,592 38/144/772 95/360/1,930
11 1,749 42/159/848 105/397/2,120
12 1,922 46/174/932 115/435/2,330
13 2,112 51/192/1,024 127/480/2,560
14 2,318 56/210/1,124 140/525/2,810
Card Mastery
Type Level/Tier Objective Reward
Damage Dealer 1 Deal a total of 110,000 Damage to enemy Troops or buildings 100 Inferno Tower Cards
50 XP
2 Deal a total of 330,000 Damage to enemy Troops or buildings 4,000 Gold.png
50 XP
3 Deal a total of 550,000 Damage to enemy Troops or buildings 150 Gem.png
50 XP
Inferno Master 1 Hit Troops a total of 280 times with a fully charged Inferno beam 6,000 Gold.png
125 XP
2 Hit Troops a total of 800 times with a fully charged Inferno beam 100 Rare Wild Card.png
125 XP
3 Hit Troops a total of 1,400 times with a fully charged Inferno beam 300 Gem.png
125 XP