Fireball - Army Troop Units in Clash of Clans


Clan Badge

"Throws a giant exploding fireball at the closest defense "


User Grand Warden
Ability Type Active
Rarity Epic
Unlock Requirement Buy in Super Dragon Spotlight event for 3,100 Buy in Toyshop Throwdown event for 3,100 or purchasable from the Trader for 1,500
Level Ability attributes damage radius Ability attributes projectile damage Hero boosts Upgrade cost damage radius Upgrade cost projectile damage Upgrade cost damage per second increase Blacksmith level required
1 4 tiles 1,500 21 N/A N/A N/A 1
2 4 tiles 1,500 24 120 - - 1
3 4 tiles 1,700 27 240 20 - 1
4 4 tiles 1,700 30 400 - - 1
5 4 tiles 1,800 33 600 - - 1
6 4 tiles 1,950 36 840 100 - 1
7 4 tiles 1,950 40 1,120 - - 1
8 4 tiles 2,050 44 1,440 - - 1
9 5 tiles 2,200 47 1,800 200 10 1
10 5 tiles 2,200 51 1,900 - - 1
11 5 tiles 2,350 56 2,000 - - 1
12 5 tiles 2,650 60 2,100 400 20 1
13 5 tiles 2,650 63 2,200 - - 3
14 5 tiles 2,750 67 2,300 - - 3
15 5 tiles 3,100 71 2,400 600 30 3
16 5 tiles 3,100 74 2,500 - - 5
17 5 tiles 3,250 77 2,600 - - 5
18 5 tiles 3,400 80 2,700 600 50 5
19 5 tiles 3,400 82 2,800 - - 7
20 5 tiles 3,500 84 2,900 - - 7
21 5 tiles 3,650 87 3,000 600 100 7
22 5 tiles 3,650 89 3,100 - - 8
23 5 tiles 3,750 92 3,200 - - 8
24 6 tiles 3,900 94 3,300 600 120 8
25 6 tiles 3,900 96 3,400 - - 9
26 6 tiles 3,950 99 3,500 - - 9
27 6 tiles 4,100 101 3,600 600 150 9
  • The Fireball is the first epic piece of Hero Equipment for the Grand Warden . It was first seen in the Super Dragon Spotlight event in March 2024. Since May 14, 2024, it may appear in the Trader , where it is obtainable for 1,500 Gems.
  • The Fireball allows the Grand Warden to throw a giant fireball which deals huge splash damage. It targets the closest defense available (irrespective of its distance to it). If there are no defenses to target, the Fireball will go for the closest target it can find; this target can either be grounded or aerial. If there are no targets available (because all possible targets are covered by an Invisibility Spell or Overgrowth Spell ), it will fly straight up and explode where the Grand Warden was when the ability was used. This explosion still causes splash damage. The Fireball can damage both ground and air simultaneously with its splash damage, regardless of where it hits.
  • If there are no targets available (because all possible targets are covered by an Invisibility Spell or Overgrowth Spell ), it will fly straight up and explode where the Grand Warden was when the ability was used. This explosion still causes splash damage.
  • The Fireball can damage both ground and air simultaneously with its splash damage, regardless of where it hits.
  • In addition to the ability, the Fireball grants additional damage per second to the Grand Warden.
  • Use the Grand Warden's ability when confronted with grouped defenses. The area damage he outputs will be able to wipe multiple defenses or troops out at once. It is especially useful when combined with the Rage Gem , as his damage per second will be increased significantly. This damage per second increase can greatly speeds up Warden Walks. Using troops that can benefit from Rage Gem's effect after the Warden Walk allows him to keep fulfilling his role to support the raid, its effect can increase the healing from the Healers that accompany the Walk. It can be very hard to estimate which building he will throw the Fireball at, because he will always choose the closest defense building, and being a ranged Hero, it could be hard to tell at times, so sometimes it is better to use it when you are absolutely sure that it will go to a defense. With the Angry Jelly, it will guide the Grand Warden to the closest defense so that the player will guide him to a specific defense in order to get the maximum value.
  • Using troops that can benefit from Rage Gem's effect after the Warden Walk allows him to keep fulfilling his role to support the raid, its effect can increase the healing from the Healers that accompany the Walk.
  • It can be very hard to estimate which building he will throw the Fireball at, because he will always choose the closest defense building, and being a ranged Hero, it could be hard to tell at times, so sometimes it is better to use it when you are absolutely sure that it will go to a defense. With the Angry Jelly, it will guide the Grand Warden to the closest defense so that the player will guide him to a specific defense in order to get the maximum value.
  • Invisibility Spells can be used to filter out unwanted targets so that the Fireball can achieve maximum value. A common strategy with the Fireball is to use multiple Invisibility Spells in quick succession on frontline defenses, followed by deploying the Grand Warden and immediately activating the Fireball, to ensure it targets powerful defenses in the core. Overgrowth Spells can also be used to make targets invisible and they last a lot longer (making the timing more lenient), however they also prevent affected buildings from taking damage so may be less feasible, especially if such buildings are the objective of the follow-up phase (such as a Warden Walk).
  • Overgrowth Spells can also be used to make targets invisible and they last a lot longer (making the timing more lenient), however they also prevent affected buildings from taking damage so may be less feasible, especially if such buildings are the objective of the follow-up phase (such as a Warden Walk).
  • The Fireball ability can be paired with one or more Earthquake Spells to easily destroy buildings with a high amount of hitpoints, as even the Town Hall can be destroyed with a maxed earthquake spell, a maxed fireball, and three shots from a maxed warden.
  • The Fireball can be paired with the Eternal Tome , because of the ability to destroy the Town Hall and key defenses, and then make all troops immune from the death and poison bombs of higher Town Hall levels. However, due to the different nature of the abilities, it might be hard to get a timing for both abilities to be effective, so be careful.
  • However, due to the different nature of the abilities, it might be hard to get a timing for both abilities to be effective, so be careful.
  • It also pairs well with the Rage Gem, thanks to the added damage boosts from the Grand Warden, and the surrounding troops funneling to the inside of the base, as well as the Fireball itself destroying key defenses so that the troops do not pull themselves to other defenses for correct funneling. This Equipment combo will help your Warden Walk be more successful, when paired with Healers or Druids , not to say that the Rage Gem can actually increase the damage of the Fireball ability, and can help you win some key interactions against defenses. However, this may be problematic as some bases can have high-damage areas that can reach the Grand Warden. This is especially true for defending Clan Castle troops that can deal a high amount of damage to the Grand Warden, with Super Minions and Headhunters being two of the biggest threats if the Grand Warden does not have the Eternal Tome ability, so you must be very cautious when doing a Warden Walk.
  • However, this may be problematic as some bases can have high-damage areas that can reach the Grand Warden. This is especially true for defending Clan Castle troops that can deal a high amount of damage to the Grand Warden, with Super Minions and Headhunters being two of the biggest threats if the Grand Warden does not have the Eternal Tome ability, so you must be very cautious when doing a Warden Walk.
  • If an enemy Hero is right beside a defense that looks like it will ruin your strategy, you can use the Fireball ability to instantly destroy said Hero: A maxed out Fireball destroys a fully maxed defending Grand Warden, the Archer Queen , and even the Royal Champion , and the Barbarian King if he is level 43 or lower. Otherwise, the King cannot be one-shotted by the Grand Warden's ability alone. However, the damage can still do some damage to the Barbarian King, so if he is reachable, definitely go for it.
  • Due to its wide range, it is quite easy to activate the Town Hall weapon early (if any) which would hinder the attack, so be mindful when taking the Fireball and always check that its maximum radius will not hit the Town Hall, unless if you want it to be activated on purpose. This can be exploited, as due to its massive damage, if you have Earthquake Spells and other sources of damage which can deal damage far away such as Flame Flingers and also Battle Blimps , you can even potentially snipe the Town Hall early, wasting most of its poison, if not the full duration. This only applies to weapons from Town Hall 12 to 16, Inferno Artillery removed the Giga Bomb and poison effect so it cannot be triggered early, but targeting it immediately is fine as it will always be activated from the start.
  • This can be exploited, as due to its massive damage, if you have Earthquake Spells and other sources of damage which can deal damage far away such as Flame Flingers and also Battle Blimps , you can even potentially snipe the Town Hall early, wasting most of its poison, if not the full duration. This only applies to weapons from Town Hall 12 to 16, Inferno Artillery removed the Giga Bomb and poison effect so it cannot be triggered early, but targeting it immediately is fine as it will always be activated from the start.
  • This only applies to weapons from Town Hall 12 to 16, Inferno Artillery removed the Giga Bomb and poison effect so it cannot be triggered early, but targeting it immediately is fine as it will always be activated from the start.
  • This ability could even be used to destroy Clan Castle troops with the Fireball's big radius since it can hit both ground and air troops. However, the ability still prioritizes defenses, so timing and distance work best here. Just to give some perspective, it can one-shot a max-level Yeti , a max-level Super Miner , and even a Super Witch and her Big Boy , and deal significant damage to Dragons and take out half the HP of a Lava Hound . Alternatively, you can use a sufficiently-leveled Fireball and 1 or 2 Earthquake Spells to destroy the Clan Castle, so that it will not deploy any units if done correctly. If you also manage to destroy core defenses as well as taking out defending Heroes such as the Archer Queen, this can give you much more value.
  • Just to give some perspective, it can one-shot a max-level Yeti , a max-level Super Miner , and even a Super Witch and her Big Boy , and deal significant damage to Dragons and take out half the HP of a Lava Hound .
  • Alternatively, you can use a sufficiently-leveled Fireball and 1 or 2 Earthquake Spells to destroy the Clan Castle, so that it will not deploy any units if done correctly. If you also manage to destroy core defenses as well as taking out defending Heroes such as the Archer Queen, this can give you much more value.
  • If you also manage to destroy core defenses as well as taking out defending Heroes such as the Archer Queen, this can give you much more value.
  • You can even use this ability to funnel, by using it to destroy whole compartments, and the troops will funnel into other compartments, which can increase the odds of the attack succeeding. The Angry Jelly can easily tell which defense is nearest to the Warden, due to its brainwashing ability.
  • The Angry Jelly can easily tell which defense is nearest to the Warden, due to its brainwashing ability.
  • Do note that the unassigned Crafting Station is a valid target that the Fireball can attack, as are any defenses that are inactive.
  • Use the Grand Warden's ability when confronted with grouped defenses. The area damage he outputs will be able to wipe multiple defenses or troops out at once. It is especially useful when combined with the Rage Gem , as his damage per second will be increased significantly. This damage per second increase can greatly speeds up Warden Walks. Using troops that can benefit from Rage Gem's effect after the Warden Walk allows him to keep fulfilling his role to support the raid, its effect can increase the healing from the Healers that accompany the Walk. It can be very hard to estimate which building he will throw the Fireball at, because he will always choose the closest defense building, and being a ranged Hero, it could be hard to tell at times, so sometimes it is better to use it when you are absolutely sure that it will go to a defense. With the Angry Jelly, it will guide the Grand Warden to the closest defense so that the player will guide him to a specific defense in order to get the maximum value.
  • Using troops that can benefit from Rage Gem's effect after the Warden Walk allows him to keep fulfilling his role to support the raid, its effect can increase the healing from the Healers that accompany the Walk.
  • It can be very hard to estimate which building he will throw the Fireball at, because he will always choose the closest defense building, and being a ranged Hero, it could be hard to tell at times, so sometimes it is better to use it when you are absolutely sure that it will go to a defense. With the Angry Jelly, it will guide the Grand Warden to the closest defense so that the player will guide him to a specific defense in order to get the maximum value.
  • Invisibility Spells can be used to filter out unwanted targets so that the Fireball can achieve maximum value. A common strategy with the Fireball is to use multiple Invisibility Spells in quick succession on frontline defenses, followed by deploying the Grand Warden and immediately activating the Fireball, to ensure it targets powerful defenses in the core. Overgrowth Spells can also be used to make targets invisible and they last a lot longer (making the timing more lenient), however they also prevent affected buildings from taking damage so may be less feasible, especially if such buildings are the objective of the follow-up phase (such as a Warden Walk).
  • Overgrowth Spells can also be used to make targets invisible and they last a lot longer (making the timing more lenient), however they also prevent affected buildings from taking damage so may be less feasible, especially if such buildings are the objective of the follow-up phase (such as a Warden Walk).
  • The Fireball ability can be paired with one or more Earthquake Spells to easily destroy buildings with a high amount of hitpoints, as even the Town Hall can be destroyed with a maxed earthquake spell, a maxed fireball, and three shots from a maxed warden.
  • The Fireball can be paired with the Eternal Tome , because of the ability to destroy the Town Hall and key defenses, and then make all troops immune from the death and poison bombs of higher Town Hall levels. However, due to the different nature of the abilities, it might be hard to get a timing for both abilities to be effective, so be careful.
  • However, due to the different nature of the abilities, it might be hard to get a timing for both abilities to be effective, so be careful.
  • It also pairs well with the Rage Gem, thanks to the added damage boosts from the Grand Warden, and the surrounding troops funneling to the inside of the base, as well as the Fireball itself destroying key defenses so that the troops do not pull themselves to other defenses for correct funneling. This Equipment combo will help your Warden Walk be more successful, when paired with Healers or Druids , not to say that the Rage Gem can actually increase the damage of the Fireball ability, and can help you win some key interactions against defenses. However, this may be problematic as some bases can have high-damage areas that can reach the Grand Warden. This is especially true for defending Clan Castle troops that can deal a high amount of damage to the Grand Warden, with Super Minions and Headhunters being two of the biggest threats if the Grand Warden does not have the Eternal Tome ability, so you must be very cautious when doing a Warden Walk.
  • However, this may be problematic as some bases can have high-damage areas that can reach the Grand Warden. This is especially true for defending Clan Castle troops that can deal a high amount of damage to the Grand Warden, with Super Minions and Headhunters being two of the biggest threats if the Grand Warden does not have the Eternal Tome ability, so you must be very cautious when doing a Warden Walk.
  • If an enemy Hero is right beside a defense that looks like it will ruin your strategy, you can use the Fireball ability to instantly destroy said Hero: A maxed out Fireball destroys a fully maxed defending Grand Warden, the Archer Queen , and even the Royal Champion , and the Barbarian King if he is level 43 or lower. Otherwise, the King cannot be one-shotted by the Grand Warden's ability alone. However, the damage can still do some damage to the Barbarian King, so if he is reachable, definitely go for it.
  • Due to its wide range, it is quite easy to activate the Town Hall weapon early (if any) which would hinder the attack, so be mindful when taking the Fireball and always check that its maximum radius will not hit the Town Hall, unless if you want it to be activated on purpose. This can be exploited, as due to its massive damage, if you have Earthquake Spells and other sources of damage which can deal damage far away such as Flame Flingers and also Battle Blimps , you can even potentially snipe the Town Hall early, wasting most of its poison, if not the full duration. This only applies to weapons from Town Hall 12 to 16, Inferno Artillery removed the Giga Bomb and poison effect so it cannot be triggered early, but targeting it immediately is fine as it will always be activated from the start.
  • This can be exploited, as due to its massive damage, if you have Earthquake Spells and other sources of damage which can deal damage far away such as Flame Flingers and also Battle Blimps , you can even potentially snipe the Town Hall early, wasting most of its poison, if not the full duration. This only applies to weapons from Town Hall 12 to 16, Inferno Artillery removed the Giga Bomb and poison effect so it cannot be triggered early, but targeting it immediately is fine as it will always be activated from the start.
  • This only applies to weapons from Town Hall 12 to 16, Inferno Artillery removed the Giga Bomb and poison effect so it cannot be triggered early, but targeting it immediately is fine as it will always be activated from the start.
  • This ability could even be used to destroy Clan Castle troops with the Fireball's big radius since it can hit both ground and air troops. However, the ability still prioritizes defenses, so timing and distance work best here. Just to give some perspective, it can one-shot a max-level Yeti , a max-level Super Miner , and even a Super Witch and her Big Boy , and deal significant damage to Dragons and take out half the HP of a Lava Hound . Alternatively, you can use a sufficiently-leveled Fireball and 1 or 2 Earthquake Spells to destroy the Clan Castle, so that it will not deploy any units if done correctly. If you also manage to destroy core defenses as well as taking out defending Heroes such as the Archer Queen, this can give you much more value.
  • Just to give some perspective, it can one-shot a max-level Yeti , a max-level Super Miner , and even a Super Witch and her Big Boy , and deal significant damage to Dragons and take out half the HP of a Lava Hound .
  • Alternatively, you can use a sufficiently-leveled Fireball and 1 or 2 Earthquake Spells to destroy the Clan Castle, so that it will not deploy any units if done correctly. If you also manage to destroy core defenses as well as taking out defending Heroes such as the Archer Queen, this can give you much more value.
  • If you also manage to destroy core defenses as well as taking out defending Heroes such as the Archer Queen, this can give you much more value.
  • You can even use this ability to funnel, by using it to destroy whole compartments, and the troops will funnel into other compartments, which can increase the odds of the attack succeeding. The Angry Jelly can easily tell which defense is nearest to the Warden, due to its brainwashing ability.
  • The Angry Jelly can easily tell which defense is nearest to the Warden, due to its brainwashing ability.
  • Do note that the unassigned Crafting Station is a valid target that the Fireball can attack, as are any defenses that are inactive.
  • Good spacing of defenses can prevent the Grand Warden from getting massive value from a single ability use. However, this sports a weakness to the base, because they might not be able to protect each other. Thus, this is only best used for core defenses such as the Inferno Towers , Monoliths , and the Multi-Archer Towers .
  • However, this sports a weakness to the base, because they might not be able to protect each other. Thus, this is only best used for core defenses such as the Inferno Towers , Monoliths , and the Multi-Archer Towers .
  • Put defenses where they can confuse the attacker by putting worse defenses such as the Mortar on the outside, and other defenses one tile back so that the attacker cannot tell which defense is closer. This wastes the warden's ability and an early activation of other heroes' abilities. However, the Fireball's radius is wide enough to severely damage, if not destroy other defenses and buildings from the initial defense being targeted, thus the attacker may use this to their advantage when it comes to funneling properly. If the Angry Jelly pet is paired with the Grand Warden, then it is going to be easier to tell which defense is closest, so be careful where you are going to launch the Fireball at a specific defense, otherwise, the Grand Warden will be taken out by them with the help of Clan Castle troops (if any) and traps.
  • However, the Fireball's radius is wide enough to severely damage, if not destroy other defenses and buildings from the initial defense being targeted, thus the attacker may use this to their advantage when it comes to funneling properly.
  • If the Angry Jelly pet is paired with the Grand Warden, then it is going to be easier to tell which defense is closest, so be careful where you are going to launch the Fireball at a specific defense, otherwise, the Grand Warden will be taken out by them with the help of Clan Castle troops (if any) and traps.
  • A Hidden Tesla can disrupt the plans of Fireball attackers if they are placed near where the Grand Warden is deployed. An Air Sweeper hidden behind the Workshop can have a similar effect.
  • The Fireball originally was called Magic Tinderbox and has its own icon.
  • When maxed out and paired with a max level Earthquake Spell , this combo will destroy every single building except the Town Hall , Eagle Artillery , Walls and, Dark Elixir Storage , since storage buildings cannot be damaged by spells. However, the Town Hall can be destroyed by using 3 of said spells in tandem with the Fireball without him attacking the Town Hall. Another combo is done when pairing the Fireball with a max-leveled Earthquake Boots , as this combo will destroy every building in the Home Village possible, even the Town Hall! In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • Another combo is done when pairing the Fireball with a max-leveled Earthquake Boots , as this combo will destroy every building in the Home Village possible, even the Town Hall! In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive.
  • For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • Out of all sources of splash damage in the game, the Fireball has the largest splash radius. However, the Scattershot 's 5-tile cone-shaped splash radius is larger than the levels 1-8 Fireball, but deals less damage the further away the units are from the initial target, compared to the Fireball's widespread damage, so long as the targets are in its radius centered by the targeted defense. At levels 24-27, the Fireball becomes the source of the largest splash radius, with a splash area of a 6-tile radius circle.
  • However, the Scattershot 's 5-tile cone-shaped splash radius is larger than the levels 1-8 Fireball, but deals less damage the further away the units are from the initial target, compared to the Fireball's widespread damage, so long as the targets are in its radius centered by the targeted defense. At levels 24-27, the Fireball becomes the source of the largest splash radius, with a splash area of a 6-tile radius circle.
  • The Fireball originally was called Magic Tinderbox and has its own icon.
  • When maxed out and paired with a max level Earthquake Spell , this combo will destroy every single building except the Town Hall , Eagle Artillery , Walls and, Dark Elixir Storage , since storage buildings cannot be damaged by spells. However, the Town Hall can be destroyed by using 3 of said spells in tandem with the Fireball without him attacking the Town Hall. Another combo is done when pairing the Fireball with a max-leveled Earthquake Boots , as this combo will destroy every building in the Home Village possible, even the Town Hall! In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • Another combo is done when pairing the Fireball with a max-leveled Earthquake Boots , as this combo will destroy every building in the Home Village possible, even the Town Hall! In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive.
  • For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • Out of all sources of splash damage in the game, the Fireball has the largest splash radius. However, the Scattershot 's 5-tile cone-shaped splash radius is larger than the levels 1-8 Fireball, but deals less damage the further away the units are from the initial target, compared to the Fireball's widespread damage, so long as the targets are in its radius centered by the targeted defense. At levels 24-27, the Fireball becomes the source of the largest splash radius, with a splash area of a 6-tile radius circle.
  • However, the Scattershot 's 5-tile cone-shaped splash radius is larger than the levels 1-8 Fireball, but deals less damage the further away the units are from the initial target, compared to the Fireball's widespread damage, so long as the targets are in its radius centered by the targeted defense. At levels 24-27, the Fireball becomes the source of the largest splash radius, with a splash area of a 6-tile radius circle.
  • The Fireball originally was called Magic Tinderbox and has its own icon.
  • When maxed out and paired with a max level Earthquake Spell , this combo will destroy every single building except the Town Hall , Eagle Artillery , Walls and, Dark Elixir Storage , since storage buildings cannot be damaged by spells. However, the Town Hall can be destroyed by using 3 of said spells in tandem with the Fireball without him attacking the Town Hall. Another combo is done when pairing the Fireball with a max-leveled Earthquake Boots , as this combo will destroy every building in the Home Village possible, even the Town Hall! In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • Another combo is done when pairing the Fireball with a max-leveled Earthquake Boots , as this combo will destroy every building in the Home Village possible, even the Town Hall! In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • In Hard Mode, however, you will also need the Spiky Ball or an Earthquake Spell to finish the Town Hall off, due to the Equipment capped at level 15 for Common, and 21 for Epic. For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive. For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • For the former, make sure that the Spiky Ball hits the Town Hall, otherwise it will stay alive.
  • For the latter, the Earthquake Boots must be activated before you will place the Earthquake Spell to destroy the Town Hall.
  • Out of all sources of splash damage in the game, the Fireball has the largest splash radius. However, the Scattershot 's 5-tile cone-shaped splash radius is larger than the levels 1-8 Fireball, but deals less damage the further away the units are from the initial target, compared to the Fireball's widespread damage, so long as the targets are in its radius centered by the targeted defense. At levels 24-27, the Fireball becomes the source of the largest splash radius, with a splash area of a 6-tile radius circle.
  • However, the Scattershot 's 5-tile cone-shaped splash radius is larger than the levels 1-8 Fireball, but deals less damage the further away the units are from the initial target, compared to the Fireball's widespread damage, so long as the targets are in its radius centered by the targeted defense. At levels 24-27, the Fireball becomes the source of the largest splash radius, with a splash area of a 6-tile radius circle.
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