Inferno Tower - Unidades de Edificações em Clash of Clans


Clan Badge

"Set the Inferno Tower's Dark Elixir fueled flame to build up unbelievable damage to single targets, or to constantly roast multiple targets at once."


Size 2x2
Range 10
Attack Speed 0.128s
Damage Type Multiple Targets
Unit Type Targeted Ground & Air
Number of Rounds 1,000
Level Damage per second initial Damage per second after 15s Damage per second after 525s Damage per hit initial Damage per hit after 15s Damage per hit after 525s Hitpoints Cost Build time Experience gained Town hall level required
1 30 80 800 3.84 10.24 102.4 1,500 1,000,000 12h 207 10
2 35 100 1,000 4.48 12.8 128 1,800 1,200,000 1d 293 10
3 40 120 1,200 5.12 15.36 153.6 2,100 2,400,000 2d 415 10
4 45 140 1,400 5.76 17.92 179.2 2,400 3,400,000 2d 12h 464 11
5 50 150 1,500 6.4 19.2 192 2,700 4,200,000 3d 509 11
6 55 160 1,600 7.04 20.48 204.8 3,000 6,000,000 4d 587 12
7 65 180 1,800 8.32 23.04 230.4 3,300 8,000,000 5d 657 13
8 80 210 2,100 10.24 26.88 268.8 3,700 9,500,000 6d 720 14
9 100 230 2,300 12.8 29.44 294.4 4,000 10,000,000 6d 12h 749 15
10 120 260 2,600 15.36 33.28 332.8 4,400 11,000,000 7d 777 16
11 140 290 2,900 17.92 37.12 371.2 4,800 16,000,000 12d 1,018 17
Icon_Info.png

Tapping this icon displays information about the Inferno Tower, such as Level, Damage Per Second, Hitpoints, Range, Damage Type and Targets.

Icon_Upgrade.png

Tapping this icon begins upgrading the Inferno Tower to the next level, if you have enough resources and a freeBuilder(orB.O.B). When the Inferno Tower is at maximum level, this icon is replaced by the Supercharge! icon.

Icon_Supercharge.png

Tapping this icon beginsSuperchargingthe maxed Inferno Tower to the next charge, if you have enough resources and a freeBuilder(orB.O.B). When the Inferno Tower is at maximum charge, this icon is not shown.

Icon_HoB.png

Tapping this icon instantly upgrades the Inferno Tower to the next level, at the cost of oneHammer of Buildingif you have one. When the Inferno Tower is at maximum level, or if theTown Hallrequirements for the next level are not met, this icon is not shown.

Icon_FinishNow.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of the displayed number ofGems.

Icon_FinishNowBoB.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of oneBook of Building. This icon is only shown if you have at least one Book of Building.

Icon_FinishNowBoE.png

Tapping this icon, which is displayed only while an upgrade is in progress, instantly finishes that upgrade at the cost of oneBook of Everything. This icon is only shown if you have at least one Book of Everything but do not have a Book of Building.

Icon_AssignApprentice.png

Tapping this icon, which is displayed only while an upgrade is in progress, gives the player the option to assign aBuilder's Apprenticeto that Building. This icon only is only shown if you have unlocked Builder's Apprentice for 500Gems.

Icon_BuilderPotion.png

Tapping this icon, which is displayed only while an upgrade is in progress, boosts all your Builders for 1 hour by a factor of ten, at the cost of oneBuilder Potion. This icon is only shown if you have at least one Builder Potion.

Icon_Cancel.png

Tapping this icon, which is displayed only while an upgrade is in progress, cancels the current upgrade and refunds half of the upgrade cost.

Icon_Single.png

This icon indicates that the Inferno Tower is currently set to Single attack mode, to attack one unit at a time with increasing damage over time. Tapping this icon switches the Inferno Tower attack mode to attack multiple enemies. This icon is only displayed while the Inferno Tower is in Single attack mode.

Icon_Multiple.png

This icon indicates that the Inferno Tower is currently set to Multiple attack mode, to attack multiple targets at a time with consistent damage. Tapping this icon switches the Inferno Tower attack mode to attack a single enemy. This icon is only displayed while the Inferno Tower is in Multiple attack mode.

  • The Inferno Tower is a defensive building unlocked at Town Hall level 10 that shoots a stream of flame that burns through even the thickest armor, or can be set to multiple targets at once. It can be set to single-target or multi-target. In single-target mode, the Inferno Tower causes progressive damage to a single-target. The longer the tower stays focused on the same target, the bigger the beam grows and therefore, the more damage it deals. Its damage is low when it has newly locked on to a troop, but its flame starts overheating after the first 1.5 seconds, increasing its damage over time. The next 3.75 seconds triggers its maximum overheating state, siphoning health quickly thereby making it most effective against very high-health troops. However, in this mode, the Inferno Tower can be overwhelmed by large groups of weaker units , such as Archers . In multi-target mode, the Inferno Tower's overheat is compromised for hitting multiple targets. It projects multiple beams that cause constant damage over time to several targets simultaneously, without any overheating. This makes it ideal against swarms of low-health troops but is much less effective on higher-health troops such as Giants .
  • In single-target mode, the Inferno Tower causes progressive damage to a single-target. The longer the tower stays focused on the same target, the bigger the beam grows and therefore, the more damage it deals. Its damage is low when it has newly locked on to a troop, but its flame starts overheating after the first 1.5 seconds, increasing its damage over time. The next 3.75 seconds triggers its maximum overheating state, siphoning health quickly thereby making it most effective against very high-health troops. However, in this mode, the Inferno Tower can be overwhelmed by large groups of weaker units , such as Archers .
  • In multi-target mode, the Inferno Tower's overheat is compromised for hitting multiple targets. It projects multiple beams that cause constant damage over time to several targets simultaneously, without any overheating. This makes it ideal against swarms of low-health troops but is much less effective on higher-health troops such as Giants .
  • Similar to the X-Bow , Eagle Artillery , and Scattershot , the Inferno Tower must be reloaded periodically. This is done for free automatically whenever the player logs in. However, if the Inferno Tower continues firing its ammunition without reloading, it will eventually run out of ammo and not attack. It takes 2 minutes and 8 seconds for one Inferno Tower to unload all of its ammunition.
  • It takes 2 minutes and 8 seconds for one Inferno Tower to unload all of its ammunition.
  • The Inferno Tower does not have a favorite target, nor does it deal more damage to any particular troop. However, in single-target mode, it deals more damage on average to troops with higher hitpoints, due to its progressive DPS.
  • The Inferno Tower in single-target mode is weak against large numbers of low-health troops. Make sure the Inferno Tower is within range of a Mortar , Wizard Tower, and/or Bomb Tower so that it is adequately defended.
  • When set to single-target mode, it is tailor-made to destroy high-hitpoint troops, such as Dragons , P.E.K.K.As , and Golems . As such, it is a perfect complement to a Wizard Tower , which is very effective against large numbers of weaker troops but struggles against those with high health pools. Positioning these two structures close to each other can substantially improve the survivability of both structures (and the rest of your base ).
  • You can put a Scattershot near the single-target Inferno Tower so that the Inferno Tower can pick off a tank or a Hero while the Scattershot will just destroy swarms of low health units at once.
  • The multiple-target mode can be used to easily overwhelm groups of lower-health troops. You can place it near storages to help stop Goblins from severely damaging them. If you choose to place it outside the core of your base, placing it in a range of the outer layer Walls can stop Wall Breakers from breaking them. It can also prove effective against Balloons , since Lava Hounds cannot fully tank for a multi-targeting Inferno Tower unless five (or six at level 8 and above) of them are used at once.
  • You can place it near storages to help stop Goblins from severely damaging them.
  • If you choose to place it outside the core of your base, placing it in a range of the outer layer Walls can stop Wall Breakers from breaking them.
  • It can also prove effective against Balloons , since Lava Hounds cannot fully tank for a multi-targeting Inferno Tower unless five (or six at level 8 and above) of them are used at once.
  • Keep Inferno Towers separated from other important defenses, such as each other and the Eagle Artillery . If they are placed too close, a single Freeze Spell or Overgrowth Spell could freeze them all, or both will get destroyed by the ZapQuake.
  • As each mode possesses a different advantage, it is advisable to place them in range of each other.
  • Use the fact that they are 2x2 to hide them in pockets or smaller islands. Try your best to make them harder to reach.
  • If you have a large clan name on your Clan Castle , you can put it near the Inferno Tower so it will block the Inferno Tower's mode. Some names may not fully cover the Inferno Tower mode though, so this means that if a smart player looks very closely at the bottom portion, it is most likely set to either a single-target or multi-target. Also, since the June 18, 2024 update, the Tactical Overview allowed the players to check the Inferno Tower modes, even if it is covered by the Clan Castle.
  • Some names may not fully cover the Inferno Tower mode though, so this means that if a smart player looks very closely at the bottom portion, it is most likely set to either a single-target or multi-target.
  • Also, since the June 18, 2024 update, the Tactical Overview allowed the players to check the Inferno Tower modes, even if it is covered by the Clan Castle.
  • Putting a Tornado Trap inside the range of a single-targeting Inferno Tower can suck high-health troops such as P.E.K.K.As or Dragons can let the Inferno Tower destroy them as the troops cannot move.
  • The Inferno Tower in single-target mode is weak against large numbers of low-health troops. Make sure the Inferno Tower is within range of a Mortar , Wizard Tower, and/or Bomb Tower so that it is adequately defended.
  • When set to single-target mode, it is tailor-made to destroy high-hitpoint troops, such as Dragons , P.E.K.K.As , and Golems . As such, it is a perfect complement to a Wizard Tower , which is very effective against large numbers of weaker troops but struggles against those with high health pools. Positioning these two structures close to each other can substantially improve the survivability of both structures (and the rest of your base ).
  • You can put a Scattershot near the single-target Inferno Tower so that the Inferno Tower can pick off a tank or a Hero while the Scattershot will just destroy swarms of low health units at once.
  • The multiple-target mode can be used to easily overwhelm groups of lower-health troops. You can place it near storages to help stop Goblins from severely damaging them. If you choose to place it outside the core of your base, placing it in a range of the outer layer Walls can stop Wall Breakers from breaking them. It can also prove effective against Balloons , since Lava Hounds cannot fully tank for a multi-targeting Inferno Tower unless five (or six at level 8 and above) of them are used at once.
  • You can place it near storages to help stop Goblins from severely damaging them.
  • If you choose to place it outside the core of your base, placing it in a range of the outer layer Walls can stop Wall Breakers from breaking them.
  • It can also prove effective against Balloons , since Lava Hounds cannot fully tank for a multi-targeting Inferno Tower unless five (or six at level 8 and above) of them are used at once.
  • Keep Inferno Towers separated from other important defenses, such as each other and the Eagle Artillery . If they are placed too close, a single Freeze Spell or Overgrowth Spell could freeze them all, or both will get destroyed by the ZapQuake.
  • As each mode possesses a different advantage, it is advisable to place them in range of each other.
  • Use the fact that they are 2x2 to hide them in pockets or smaller islands. Try your best to make them harder to reach.
  • If you have a large clan name on your Clan Castle , you can put it near the Inferno Tower so it will block the Inferno Tower's mode. Some names may not fully cover the Inferno Tower mode though, so this means that if a smart player looks very closely at the bottom portion, it is most likely set to either a single-target or multi-target. Also, since the June 18, 2024 update, the Tactical Overview allowed the players to check the Inferno Tower modes, even if it is covered by the Clan Castle.
  • Some names may not fully cover the Inferno Tower mode though, so this means that if a smart player looks very closely at the bottom portion, it is most likely set to either a single-target or multi-target.
  • Also, since the June 18, 2024 update, the Tactical Overview allowed the players to check the Inferno Tower modes, even if it is covered by the Clan Castle.
  • Putting a Tornado Trap inside the range of a single-targeting Inferno Tower can suck high-health troops such as P.E.K.K.As or Dragons can let the Inferno Tower destroy them as the troops cannot move.
  • This structure (especially in single-target mode) wreaks havoc with the most common offensive strategies where heavy units go in first to distract defenses with light units following behind them. Letting your heavy troops get in range of it when it is set to single-target Spells certain doom for them, even high-level Heroes.
  • You can use Freeze Spells or Lightning Spells to stop a single-target Inferno Tower from piling up massive damage to a high-health troop. Doing so will not only stop the flames of the tower, but also reset its damage progression so it will have to build up damage again. If the Archer Queen is being targeted by a single-target Inferno Tower, using her Invisibility Vial works equally well, as the tower will no longer be able to target the Queen when she is invisible. If the Archer Queen has Frozen Arrow equipped, this can be used to slow down the tower to a certain extent, but once its damage output is maximized, there is little than can be done to save her from being defeated unless her Invisibility Vial has been activated or if the tower has just begun targeting her.
  • If the Archer Queen has Frozen Arrow equipped, this can be used to slow down the tower to a certain extent, but once its damage output is maximized, there is little than can be done to save her from being defeated unless her Invisibility Vial has been activated or if the tower has just begun targeting her.
  • Pets like Diggy or Frosty , combined with the Barbarian King , Archer Queen or Royal Champion , are an effective counter to single-target towers, and can make quick work of them, provided that both the Hero and their paired Pet(s) are present. Diggy can temporarily stun a tower, while Frosty can slow them down with its Frostmites . This way, the tower can be easily taken care of as long as there are not any other single-target towers or other powerful defenses in the area.
  • Small troops are stronger against the Inferno Tower in single-target mode, as its sluggish retargeting time makes it very weak to swarms. Even Skeletons, especially in large groups, can pose a threat to it. Golems and Lava Hounds get destroyed in seconds in this mode, but if you surround it with small troops such as Archers and Barbarians , it can be defeated very quickly. In single-target mode, it can only target one unit at a time, so spreading out the attacking units is not an issue (unless a Wizard Tower, Bomb Tower, Mortar, or any other splash-damage defense is nearby).
  • You can tell if an Inferno Tower is in single or multiple target mode by looking at its top. If it has flames coming out of a flat ring, it is in single-target mode; if it has multiple small pentagonal holes from a hollow dodecahedron frame, it is in multiple-target mode. Players can deliberately join a clan with a long name and put one Inferno Tower to the left of the Clan Castle to use the clan name to mask the mode of the Inferno Tower. However, the most long names may not fully cover the Inferno Tower's mode, as a smart player can easily identify the mode by looking closely at the bottom. Since the Tactical Overview feature was added in June 18. 2024, masking the Inferno Towers' modes behind the clan name will be useless, since the player will be able to view the modes of the Inferno Tower.
  • Players can deliberately join a clan with a long name and put one Inferno Tower to the left of the Clan Castle to use the clan name to mask the mode of the Inferno Tower. However, the most long names may not fully cover the Inferno Tower's mode, as a smart player can easily identify the mode by looking closely at the bottom. Since the Tactical Overview feature was added in June 18. 2024, masking the Inferno Towers' modes behind the clan name will be useless, since the player will be able to view the modes of the Inferno Tower.
  • However, the most long names may not fully cover the Inferno Tower's mode, as a smart player can easily identify the mode by looking closely at the bottom.
  • Since the Tactical Overview feature was added in June 18. 2024, masking the Inferno Towers' modes behind the clan name will be useless, since the player will be able to view the modes of the Inferno Tower.
  • The visual difference between a loaded and empty Inferno Tower is very obvious. A loaded-tower glows brightly with lava and flame, while an empty one is unlit.
  • It takes three level 9 Lightning Spells to take down an initial level Inferno Tower. Bringing a pair of this combination can take out both Inferno Towers against Town Hall 10s.
  • The Grand Warden 's Eternal Tome can protect a tank troop from being severely damaged by a single-target Inferno Tower. However, the ability does not reset the Inferno Tower's damage unless the troop leaves the Inferno Tower's range or if the player drops Lightning Spells or Freeze Spells at the Inferno Towers.
  • Using a Healing Spell can effectively negate damage done by a multi-targeting Inferno Tower, however, a single-targeting one will quickly outpace the spell's pulse rate and healing capability.
  • Like the X-Bow , Eagle Artillery , and Scattershot , defense targeting troops will still attack an empty Inferno Tower. If it is empty, it will be dark and will have no fire lighting it up.
  • When initially constructed, it is a tall, narrow tower of jagged obsidian straddling a circular pool of lava separated by three legs connecting the side of the tower to the rim of the pool. At the top is a circular platform with three spokes corresponding with the location of each leg, and a lens glowing orange and red in the middle, the shape of the lens is a flat ring in single-target mode and is a hollow dodecahedron in multi-target mode. A rectangular-shaped Dark Elixir reservoir is mounted on the leg to the right. It attacks by shooting inferno beams at attacking units, which happens almost immediately when they enter its range.
  • At level 2, the lens themselves become red and emits fire. The legs become gilded at the bottom, they and the spokes are covered by a continuous red strip at the middle. All other obsidian parts become gilded.
  • At level 3, each spoke and leg gain a black metal plate with two golden spikes placed vertically, with the metal plates for the spoke has two steps.
  • At level 4, the gilded platform holding the lens becomes bigger and gains thin layer, the gilded rocks at the base turns into a cylinder and covered with a layer of rough gray stone. The spokes merged with the plate, with its inner layer of the spoke plate becoming red like the strip. The legs are also merged, becoming bigger and curve in. Each spoke gets a golden chain connecting to the leg below. The spikes on all of the plates move to the side to make space for the chain.
  • At level 5, around the lens, the rock platform glows orange. The spoke plates change to white stone, and the inner layer become gray. A circle of smooth stone blocks are inserted into the ground near each leg acting as a foundation.
  • At level 6, the heated area of the rock now becomes another lava pool and flows down the spoke plates, which replaces the chains. The gilded pillar holding the lens is narrower in the lava pool and is surrounded by two halves of a gold ring. The circular platform is made of dark gray metal. The spoke plates are divided vertically, with the top layer being a lighter gray metal and the bottom one being darker and extends outward more, both having a groove in the middle to guide the lava flow. On the side of the platform between each plate has a crown-shaped plates. The last bit of gilded rocks at the bottom is now covered by an electric coil that has a forked wire connects to the top, presumably powering the pump for the lava, and the pillar behind glows a dull red. The layer of rough stone around the cylindrical base and its gilded layer on the base is removed, with a protruding light gray metal bit under the coil and a piece of dark gray metal in the lava. The smooth stone block foundations near the legs are removed, the legs are replaced with dark gray metal and left a groove in the middle for catching the flowing lava. The bottom of the legs have curved piece of metal with a pentagonal bolt in the middle.
  • At level 7, the dark gray metal platform is now icy blue metal with two deep green plates covering the side at the bottom except for the corners, replacing the golden crown plates. The spoke plates are made of purplish gray metal, two purple metal piece on top of it, and two deep green spikes on the side of the spoke plate, one on either side of the lava. The pillar replaces the wire and coil with trapezoidal lava tubes that have rings to hold them in place, with a ring of icy blue metal then purple metal at the bottom. The light gray metal protrusion is replaced with icy blue metal. The legs have a deep green spike on the slanted side. The bottom metal piece is flattened, and its middle is layered with a piece of deep green metal plate, replacing the bolt.
  • At level 8, the platform has become more triangular, the icy blue metal platform is now a thin layer of spring green metal, then a thin layer of purplish black stone, and mainly purplish gray metal. The spoke plates are now bigger and get wider further away from the center instead of parallel. It is a solid piece of purplish black stone without layers, the spikes are replaced with gold lining starting from the side and turns downward at the front, and the lava flowing down is wider. The pillar lava tubes and the rings of icy blue and purple metal are replaced by layers upon layers of gold bands, separated by the connections between the spokes and the legs. The ice blue metal protrusion on base is replaced with gold linings, and the dark gray metal in the lava turns into gold and becomes bigger. The legs are made of purplish black stone, with the part behind the lava flow being taller with an inner layer of green metal on top of the gold around the base. The slanted side has a steeper slope and the spikes are removed. The bottom plates are merged with the leg, made of the same material with the gold lining pattern.
  • At level 9, the spring green metal platform is now indigo, with a layer of gold then indigo metal again. The spoke plates get smaller the further away from the center which make the platform's triangular silhouette even stronger, the gold lining is removed, and the plate is divided vertically again with the upper part being purplish black metal and lower being purplish gray stone. The pillar is red, with the segmented silver triangular prism replacing the gold bands, separated by purple supports. The gold and black stone with gold lining of the base is replaced with a wider indigoish black metal cylinder with a layer of gold in between. The inner part of the legs have a indigo metal triangular prism on top of light indigo gray stone leg, being much shorter and the slanted side has a gradual slope, the bottom plates are a two-step indigoish black metal.
  • At level 10, the fire coming out from the lens is much larger. The lens now has a inner metal layer and the pillar holding it up is golden with a full ring made of gray stone surrounding it. The indigo metal platform is now white stone with its corners dulled, the lava pool is slightly covered by gray stone forming another triangular silhouette. The upper part of the spoke plate is made of red wood surrounded by brass strips on the side, both connecting to the stone ring; the lower part is made of rough greenish-gray stone. The brass strips and lower layer are split to allow the lava to flow down. The pillar is now made of a large, salmon wood trunk, with square shaped ones that have brass bands at the bottom above the legs; roots and branches spread from it, covering the spoke plates and legs. The base is replaced with two layers of gray stone, and the upper one has a hold to allow another avenue for lava to flow out to the pool. The leg and the slanted side are tighter as tree roots surround it, they are made of greenish-gray stone. The bottom plate has two layers, the top layer is made of salmon wood and bottom is jade stone. Two brass spikes are placed on the side between the layers; a thick brass piece is embedded on top of the red wood around the flowing lava to protect it.
  • At level 11, all the salmon parts are now steel blue in color, with the exception of the main pillar which holds the lens in place. The foundation where the corner pieces receive the lava now have dark metal and grow taller. The spokes of the platform now gain steel blue eagle wings, the salmon parts are now made of dark metal, and the brass reinforcements are now golden. In Single Target mode, the lens turns white and gains wings of its respective color on each side, with a smaller, golden one inside. In Multi-Target mode however, the layers of the dodecahedron frame are swapped, with white as the inner one and gold as the outer one, but without the feathers.
  • The appearances and behavior of the beams change in certain conditions and at certain levels. At level 1, the inferno beams are colored orange which curves and have a shadow of smoke surrounding them. The single-target beam gets bigger as it charges up while three light beams are emitted from the lens with a sound effect, with the final charge having a higher pitch. At level 3, the inferno beams of both modes are now bigger and brighter. At level 8, multi-target mode gains an additional beam.
  • At level 1, the inferno beams are colored orange which curves and have a shadow of smoke surrounding them. The single-target beam gets bigger as it charges up while three light beams are emitted from the lens with a sound effect, with the final charge having a higher pitch.
  • At level 3, the inferno beams of both modes are now bigger and brighter.
  • At level 8, multi-target mode gains an additional beam.
  • Added level 3 Inferno Tower.
  • Added Multi-Target mode, which previously had a radius of 9 tiles.
  • Troops targeted by the Inferno Tower are no longer able to be healed.
  • Decreased attack range from 10 to 9 in single-target mode.
  • Decreased the upgrade cost at the level 2.
  • Changed the description of the Inferno Tower. Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Added level 3 Inferno Tower.
  • Added Multi-Target mode, which previously had a radius of 9 tiles.
  • Troops targeted by the Inferno Tower are no longer able to be healed.
  • Decreased attack range from 10 to 9 in single-target mode.
  • Decreased the upgrade cost at the level 2.
  • Changed the description of the Inferno Tower. Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Added level 3 Inferno Tower.
  • Added Multi-Target mode, which previously had a radius of 9 tiles.
  • Troops targeted by the Inferno Tower are no longer able to be healed.
  • Decreased attack range from 10 to 9 in single-target mode.
  • Decreased the upgrade cost at the level 2.
  • Changed the description of the Inferno Tower. Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Added level 3 Inferno Tower.
  • Added Multi-Target mode, which previously had a radius of 9 tiles.
  • Troops targeted by the Inferno Tower are no longer able to be healed.
  • Decreased attack range from 10 to 9 in single-target mode.
  • Decreased the upgrade cost at the level 2.
  • Changed the description of the Inferno Tower. Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Added level 3 Inferno Tower.
  • Added Multi-Target mode, which previously had a radius of 9 tiles.
  • Troops targeted by the Inferno Tower are no longer able to be healed.
  • Decreased attack range from 10 to 9 in single-target mode.
  • Decreased the upgrade cost at the level 2.
  • Changed the description of the Inferno Tower. Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Added level 3 Inferno Tower.
  • Added Multi-Target mode, which previously had a radius of 9 tiles.
  • Troops targeted by the Inferno Tower are no longer able to be healed.
  • Decreased attack range from 10 to 9 in single-target mode.
  • Decreased the upgrade cost at the level 2.
  • Changed the description of the Inferno Tower. Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • Prior to the update, the description was "The Inferno Tower fires a mystical flame that gets more powerful the longer it stays on a target. It can target ground troops and flying units alike. Load the Tower with Dark Elixir to keep it operational."
  • The Inferno Tower greatly resembles Barad-dûr from Lord of the Rings , especially the Single-Target mode. It also shares some similarities with the Burning lens, a weapon supposedly used by Archimedes that was able to concentrate beams of light onto a selected target and start a fire after a few seconds.
  • It also shares some similarities with the Burning lens, a weapon supposedly used by Archimedes that was able to concentrate beams of light onto a selected target and start a fire after a few seconds.
  • The Inferno Tower's ammunition consumption rate is constant, which means it does not deplete its ammo faster by charging up in Single-Target mode or hitting more targets in Multi-Target mode.
  • According to Darian in Reddit , there are three reasons why the level 7 Inferno Tower's fire is not blue. Because the Town Hall 13 uses colder colors, the blue or even a bluish white beam tends to get muddied a bit against the color palette of the Town Hall. Having a reddish beam or a beam using warmer colors makes it stand out a bit more visually. The artists designed the Town Hall concept and color palette long before they decided what the Town Hall's weapon would be. They did not want to redesign the Town Hall or the color palette for the sake of a beam weapon. Plus, they wanted to keep the weapon's effects consistent with other Inferno Tower functions as well. Finally, and while this one is a marginal concern, some early feedback they got when they looked at blue beams was that people were expecting to have a slowing effect or freezing effect on troops it hit. They did not want to add too many slowing or freeze effects because psychologically it is incredibly frustrating to players. That is one of the reasons they have not added more Tornado Traps.
  • Because the Town Hall 13 uses colder colors, the blue or even a bluish white beam tends to get muddied a bit against the color palette of the Town Hall. Having a reddish beam or a beam using warmer colors makes it stand out a bit more visually.
  • The artists designed the Town Hall concept and color palette long before they decided what the Town Hall's weapon would be. They did not want to redesign the Town Hall or the color palette for the sake of a beam weapon. Plus, they wanted to keep the weapon's effects consistent with other Inferno Tower functions as well.
  • Finally, and while this one is a marginal concern, some early feedback they got when they looked at blue beams was that people were expecting to have a slowing effect or freezing effect on troops it hit. They did not want to add too many slowing or freeze effects because psychologically it is incredibly frustrating to players. That is one of the reasons they have not added more Tornado Traps.
  • A level 8 Inferno Tower deals an equal amount of damage in its initial stage (single-target mode) or normally in multi-target mode as a level 1 single-target Inferno Tower in its second stage.
  • Even when depleted, the lava flow of level 6 and higher Inferno Towers continue normally.
  • In Clash Royale, the Inferno Tower resembles a level 1 Inferno Tower from Clash of Clans. However, Inferno Towers in Clash Royale can only be set to single-target mode, and as such, only the single-target design is used in Clash Royale. When Star Leveled, the Inferno Tower gains spiked prongs, resembling a level 3 Inferno Tower from Clash of Clans.
  • However, Inferno Towers in Clash Royale can only be set to single-target mode, and as such, only the single-target design is used in Clash Royale.
  • When Star Leveled, the Inferno Tower gains spiked prongs, resembling a level 3 Inferno Tower from Clash of Clans.
  • The Inferno Tower is one of the defenses to appear in Clash Quest.
  • The level 11 single-target Inferno Tower is the first to modify the shape around the lens, giving it a pair of wings on each side. The level 6 single-target Inferno Tower used to be the first when given a minor visual change of a diamond-shape lens when players were disappointed by the visual, until it got replaced completely by the current look and the diamond is removed again.
  • The level 6 single-target Inferno Tower used to be the first when given a minor visual change of a diamond-shape lens when players were disappointed by the visual, until it got replaced completely by the current look and the diamond is removed again.
  • The Inferno Tower greatly resembles Barad-dûr from Lord of the Rings , especially the Single-Target mode. It also shares some similarities with the Burning lens, a weapon supposedly used by Archimedes that was able to concentrate beams of light onto a selected target and start a fire after a few seconds.
  • It also shares some similarities with the Burning lens, a weapon supposedly used by Archimedes that was able to concentrate beams of light onto a selected target and start a fire after a few seconds.
  • The Inferno Tower's ammunition consumption rate is constant, which means it does not deplete its ammo faster by charging up in Single-Target mode or hitting more targets in Multi-Target mode.
  • According to Darian in Reddit , there are three reasons why the level 7 Inferno Tower's fire is not blue. Because the Town Hall 13 uses colder colors, the blue or even a bluish white beam tends to get muddied a bit against the color palette of the Town Hall. Having a reddish beam or a beam using warmer colors makes it stand out a bit more visually. The artists designed the Town Hall concept and color palette long before they decided what the Town Hall's weapon would be. They did not want to redesign the Town Hall or the color palette for the sake of a beam weapon. Plus, they wanted to keep the weapon's effects consistent with other Inferno Tower functions as well. Finally, and while this one is a marginal concern, some early feedback they got when they looked at blue beams was that people were expecting to have a slowing effect or freezing effect on troops it hit. They did not want to add too many slowing or freeze effects because psychologically it is incredibly frustrating to players. That is one of the reasons they have not added more Tornado Traps.
  • Because the Town Hall 13 uses colder colors, the blue or even a bluish white beam tends to get muddied a bit against the color palette of the Town Hall. Having a reddish beam or a beam using warmer colors makes it stand out a bit more visually.
  • The artists designed the Town Hall concept and color palette long before they decided what the Town Hall's weapon would be. They did not want to redesign the Town Hall or the color palette for the sake of a beam weapon. Plus, they wanted to keep the weapon's effects consistent with other Inferno Tower functions as well.
  • Finally, and while this one is a marginal concern, some early feedback they got when they looked at blue beams was that people were expecting to have a slowing effect or freezing effect on troops it hit. They did not want to add too many slowing or freeze effects because psychologically it is incredibly frustrating to players. That is one of the reasons they have not added more Tornado Traps.
  • A level 8 Inferno Tower deals an equal amount of damage in its initial stage (single-target mode) or normally in multi-target mode as a level 1 single-target Inferno Tower in its second stage.
  • Even when depleted, the lava flow of level 6 and higher Inferno Towers continue normally.
  • In Clash Royale, the Inferno Tower resembles a level 1 Inferno Tower from Clash of Clans. However, Inferno Towers in Clash Royale can only be set to single-target mode, and as such, only the single-target design is used in Clash Royale. When Star Leveled, the Inferno Tower gains spiked prongs, resembling a level 3 Inferno Tower from Clash of Clans.
  • However, Inferno Towers in Clash Royale can only be set to single-target mode, and as such, only the single-target design is used in Clash Royale.
  • When Star Leveled, the Inferno Tower gains spiked prongs, resembling a level 3 Inferno Tower from Clash of Clans.
  • The Inferno Tower is one of the defenses to appear in Clash Quest.
  • The level 11 single-target Inferno Tower is the first to modify the shape around the lens, giving it a pair of wings on each side. The level 6 single-target Inferno Tower used to be the first when given a minor visual change of a diamond-shape lens when players were disappointed by the visual, until it got replaced completely by the current look and the diamond is removed again.
  • The level 6 single-target Inferno Tower used to be the first when given a minor visual change of a diamond-shape lens when players were disappointed by the visual, until it got replaced completely by the current look and the diamond is removed again.
  • Among all defensive buildings with limited ammunition, the Inferno Tower is the only one that can run out of ammunition in a battle if fully loaded at the beginning of the battle. The Inferno Tower takes 2 minutes 8 seconds, while the X-Bow takes 3 minutes 12 seconds, a Scattershot takes 4 minutes 33 seconds, and the Eagle Artillery takes 5 minutes.
  • The Inferno Tower takes 2 minutes 8 seconds, while the X-Bow takes 3 minutes 12 seconds, a Scattershot takes 4 minutes 33 seconds, and the Eagle Artillery takes 5 minutes.
  • The Inferno Tower, along with the Cannon , Mortar, Hidden Tesla , Bomb Tower , and X-Bow are the only buildings that appear in Clash Royale.
  • The Inferno Tower (in multi-target mode), Giga Tesla , Giga Inferno , Multi-Archer Tower and the Firespitter are the only non-splash defenses that can target both ground and air units at the same time.
  • The Inferno Tower, along with the Elixir Collector , Archer Tower , and the Crusher are the only buildings to appear in a scenery. In its case, the Inferno Tower appears in the Snow Day Scenery and the Inferno Town scenery (the Inferno Tower on the top right has a significantly larger flat ring hole), hence the name.
  • The Inferno Tower and the weaponized Builder's Hut are the second set of defenses to be removed from all its charges and are reapplied to their new level after an update.
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