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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 is a Rare card that is unlocked from the Spell Valley (Arena 4). It spawns a single-target, air-targeting, long-ranged, building with 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.

Strategy[]

For Battle Decks with this card, click here

  • The Inferno Tower is extremely effective against high hitpoint troops such as Giants, Balloons, Golems, Hog Riders, Lava Hounds, P.E.K.K.As, Valkyries, Mega Knights, Princes, 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.
  • In a similar way, the player can deploy spells that spawn troops on the Inferno Tower to distract it, such as Barbarian Barrel, Graveyard, and Goblin Barrel, although this is situational and can be easily addressed with spells that can immediately defeat those troops such as The Log. The Miner and Goblin Drill can be used similarly.
  • 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.
    • On the contrary, it also pairs well with cards that have stun effects, like the Ice Spirit. The stun of those cards will keep attacking troops in place long enough for the Inferno Tower to fully charge its attack and defeat its targets before they deal damage to it. Cards with a knockback effect or Tornado can be utilized in a similar way.
  • 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 both the Crown Tower and Inferno Tower.
  • An Earthquake combined with a Zap can severely cripple, if not take out the Inferno Tower entirely. This is a great alternative to Lightning, for 1 less Elixir. A lone Earthquake is not worth using on an Inferno Tower though, as the Inferno Tower will be able to kill any incoming tank before Earthquake destroys it.
  • Wizard + P.E.K.K.A pushes can easily be countered with the Inferno Tower, 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.
  • Against a Lava Hound + Balloon push, it is better to place the Inferno Tower close to the bridge. The Lava Hound has a longer range than the Balloon, and because of this, it will stay untargeted by the Crown Tower, forcing the Balloon to be targeted by it instead. Together, they will be defeated by the Inferno Tower, only leaving the Lava Pups alive, which can be killed by Arrows or a backup anti-air troop like the Musketeer.
    • However, the Inferno Tower will not stop a Lava Hound + Balloon push by itself if the opponent uses Zap or Ice Spirit.
  • Thanks to its high hitpoints and damage, it can a situational counter to an X-Bow or Mortar placed at the bridge. It will burn through the building and possibly any support troops for the building. If the Inferno Tower survives, it will also discourage the opponent from attacking further.
    • Conversely, deploying the Inferno Tower next to an X-Bow or Mortar can defend it from tanks like the Giant that would destroy it or otherwise distract it for a long time.
      • If the opponent puts down swarm units (ex. Goblin Gang or Minion Horde), then get ready to deploy splash units, such as the Ice Wizard, or spells, such as Arrows or The Log.
      • The combo is expensive and risky; it costs 11 Elixir to place, and can be easily nullified using certain cards such as Lightning.
  • 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 OHKOed 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.
  • A Rocket can severely cripple an Inferno Tower, and depending on when it is deployed, it may be able to fully destroy it. However, this is a negative Elixir trade, so only use this if it can hit another card alongside the Inferno Tower.
  • 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 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.
  • Despite its single-target nature, the Inferno Tower can fully counter the Royal Hogs thanks to its massive health allowing it to distract the Royal Hogs for a long time for the Towers to damage them.
  • An Inferno Tower can be interchanged with a Cannon or a Tesla, depending on what the player is prioritizing in their deck. The Cannon costs 2 less Elixir, but doesn't target air troops, so it may be more efficient to have the Cannon if the player already has many air counters. The Tesla costs 1 less Elixir and is less effective against high hitpoint units, but it is less volatile, being more reliable against swarms and cards with a stun effect. In addition, both the Cannon and the Tesla are Common cards, so it will be easier to level up for use on the ladder.
  • 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.

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 (Stage 1)
Damage
Damage (Stage 2)
Damage
Damage (Stage 3)
Damage
Damage per second (Stage 1)
DPS
Damage per second (Stage 2)
DPS
Damage per second (Stage 3)
DPS
Hitpoints lost per second
Time
3 825 20 75 400 50 187 1,000 27.5
4 907 22 82 440 55 205 1,100 30.2
5 998 24 90 484 60 225 1,210 33.2
6 1,097 26 99 532 65 247 1,330 36.5
7 1,204 29 109 584 72 272 1,460 40.1
8 1,320 32 120 640 80 300 1,600 44
9 1,452 35 132 704 87 330 1,760 48.4
10 1,592 38 144 772 95 360 1,930 53
11 1,749 42 159 848 105 397 2,120 58.3
12 1,922 46 174 932 115 435 2,330 64
13 2,112 51 192 1,024 127 480 2,560 70.4
14 2,318 56 210 1,124 140 525 2,810 77.2
15 2,549 61 231 1,236 152 577 3,090 84.9

Card Mastery

Type Level/Tier Objective Reward
Damage Dealer
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
50 XP
3 Deal a total of 550,000 Damage to enemy Troops or buildings 150 Gem
50 XP
Inferno Master
Inferno Master
1 Hit Troops a total of 280 times with a fully charged Inferno beam 6,000 Gold
125 XP
2 Hit Troops a total of 800 times with a fully charged Inferno beam 100 Rare Wild Card
125 XP
3 Hit Troops a total of 1,400 times with a fully charged Inferno beam 9,000 Gold
125 XP

History[]

2016

  • The Inferno Tower card was added with Clash Royale's game launch on 4/1/2016.
  • On 2/2/2016, the February 2016 Update, decreased the Inferno Tower's lifetime to 45 seconds (from 60 seconds) and increased the Inferno Tower's re-targeting time by 0.4 seconds.
  • On 19/2/2016, a Balance Update decreased the Inferno Tower's hitpoints by 6% and lifetime to 40 seconds (from 45 seconds).
  • On 3/5/2016, 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 tiles (from 6.5 tiles), but its effective range is unchanged.
  • On 4/7/2016, 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 1/11/2016, the November 2016 Update, decreased the Inferno Tower's hitpoints by 6%.

2017

  • On 9/10/2017, the Epic Quests Update, fixed a bug where the Inferno Tower's damage did not reset after breaking a shield. This change was reverted on 11/10/2017, in a maintenance break.
  • On 12/12/2017, the Electrifying Update, reverted the Inferno Tower to its state on 9/10/2017. More specifically, the Inferno Tower's damage would now reset after breaking a shield.

2018

  • On 20/6/2018, the Summer 2018 Update, fixed a bug where the Inferno Tower would occasionally stop shooting at the edge of its range.
  • On 5/9/2018, the September 2018 Update, changed it so that Rare cards start at Level 3 and end at Level 13 (from 1 to 11).
  • On 5/11/2018, a Balance Update, increased the Inferno Tower's hitpoints by 3%.

2019

  • On 1/7/2019, the July 2019 Update, decreased the Inferno Tower's lifetime to 30 seconds (from 40 seconds).

2021

  • On 27/10/2021, the Champions Update, increased the Level cap of all cards to 14 (from 13).

2022

  • On 3/2/2022, a Balance Update, decreased the Inferno Tower's re-targeting time by 0.4 seconds.
  • On 26/10/2022, the 2022 Quarter 3 Update, moved the Arena to unlock the Inferno Tower from P.E.K.K.A's Playhouse to Spell Valley.

2023

Gallery[]

Trivia[]

  • The word "Inferno" comes from the Latin "inferus", meaning underworld.
    • In the French, Russian, Persian, and Malaysian language settings of the game, the Inferno Tower's name translates to "Hell Tower". In the Chinese and Vietnamese language settings of the game, the Inferno Tower's name translates to "Tower of Hell". In the Turkish and Arabic language settings of the game, the Inferno Tower's name translates to "Disaster Tower" and "Fire Tower" respectively.
  • 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 X-Bow.
    • The Inferno Tower resembles the Level 1 Inferno Tower from Clash of Clans. Its Star Level 2 skin resembles the Level 3 Inferno Tower in Clash of Clans.
    • Unlike its Clash of Clans counterpart, the Inferno Tower in Clash Royale cannot be set to attack multiple units simultaneously for constant damage.
  • The Inferno Tower's stats are the highest or lowest among all buildings. More specifically:
    • The Inferno Tower has the highest hitpoints of all buildings, with 2,549 hitpoints at Level 15.
    • Among all buildings that can attack, the Inferno Tower has the highest damage of all buildings when fully charged, with 1,236 damage at Level 15.
  • Though not the first cards to receive balance changes, the Inferno Tower is one of the first Rare cards to ever receive balance changes since the February 2016 Update, the others are the Wizard, Bomb Tower, Barbarian Hut, and Elixir Collector.
  • 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 unavailable in multiple special game modes. More specifically:
  • The Inferno Tower is the subject of an Emote.
  • The Inferno Tower was featured in the winning deck of the Super Magical Cup Tournament, by a player called CMcHugh.
  • Before the Inferno Tower's card release, the Inferno Tower's cost was decreased to 5 Elixir (from 6 Elixir) and its hitpoints were increased by 1%.
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