
Remember to destroy the tank after everything behind it is gone.This is a reliable way to always defeat these troops. If the level of the Fireball is higher than the level of a Wizard, Electro Wizard or Musketeer, it will completely destroy them.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 second spell miss. This can be avoided with a subsequent Zap or The Log. A tank placed in front of them might become a disaster as the surviving troops can quickly take the player's Tower. Wizards, Musketeers, Hunters, Electro Wizards, Night Witches, Witches, and Mega Minions will survive the Fireball if they are of equal level.However, it is unwise to use a Fireball on lone high hitpoint troops like a Giant or a P.E.K.K.A as it will hardly affect them, resulting in a negative Elixir trade. 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, they have significantly less travel time than a Rocket, and their lower individual costs allow the player to use them more flexibly. The trade-off is that the combo deals less damage and takes up 1 more deck slot.

A Fireball card costs 4 Elixir to deploy.

It is an area-damage spell with a medium radius and moderately high damage, and it will push back certain small troops. The Fireball is a Rare card that is unlocked from the Training Camp (Tutorial). Incinerates a small area, dealing high damage.
