“Annnnnd... Fireball. Incinerates a small area, dealing high damage. Reduced damage to Crown Towers.”
The Fireball card is unlocked from the Training Camp(Tutorial). It is an area-damage spell with a medium radius and moderately high damage, and it will push back certain small troops. A Fireball card costs 4 Elixir to deploy.
Strategy[]
- 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秒, 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 and Zap combo can serve as a replacement for a Rocket. 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.
- 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 Valkyrie as it will hardly affect them, resulting in a negative Elixir trade.
- Wizards, Musketeers, Electro Wizards, 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 Tower. This can be avoided with a subsequent Zap or The Log. One thing that is important to know is that the Fireball pushes back certain units, so the player will want to time it properly lest the秒 spell miss.
- 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 neutral 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 Princess 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 Princess Tower to chip it down. This strategy will not work if the Fireball/Princess Tower is underleveled or the Balloon is overleveled.
- 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.
- 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 Princess 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秒ure 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.
- A Fireball can destroy Zappies, Skeleton Dragons or Magic Archer up to 2 levels higher, and a Flying Machine up to 1 level higher for a neutral Elixir trade.
- 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.
History[]
- The Fireball was released with Clash Royale's soft launch on 4/1/16.
- On 19/2/16, a Balance Update decreased the Fireball's Crown Tower damage by 20%.
- On 29/2/16, the March 2016 Update changed the card's image.
- On 3/5/16, the May 2016 Update increased the Rare card level cap to 11(from 10).
- On 12/12/17, a Balance Update decreased the Fireball’s Crown Tower damage from 40% to 35% of the full damage.
- On 25/4/18, the Clan Wars I Update, allowed the Fireball to be placed on the river.
- On 4/8/20, a Balance Update decreased the Fireball’s Crown Tower damage from 35% to 30% of the full damage.
- On 27/10/21, the 2021 Quarter 3 Update increased the level cap of all cards to 14(from 13).
Trivia[]
- The first part of Fireball's description is a reference to a Clash of Clans commercial, Magic.
- The Fireball is 1 of the 11 cards from Clash Royale to appear in Clash Quest, the others being the Fire Spirit, Bomber, Spear Goblins, Zap, Furnace, Goblin Hut, Rocket, Baby Dragon, Prince, and The Log.
- According to Clash Quest, the Fireball is Wizard's favorite spell, as mentioned in Palmtree Bank at level 1.
- Unlike its Clash Quest counterpart, the Fireball in Clash Royale is not in a bottle.
Gallery[]
Old Icon