
Level 1

Level 2
Summary
- The Firespitter is a multi-targeting defense unlocked at Town Hall 17.
- The Firespitter attacks by firing a hail of small molten iron balls at enemies in a straight line. These projectiles do a small amount of damage, but come in bursts of 20 shots and can hit two targets each.
- The flames are able to hit both ground and air units, independently of which type of unit is first hit. Thus, it is possible for a shot to hit a ground troop followed by an air troop, and vice versa.
- Once individual flame projectiles have hit two targets, they disappear and cannot hit any further targets.
- The Firespitter's shots are not perfectly accurate. Instead, they scatter over a narrow angle, making the Firespitter less accurate over longer distances.
- The Firespitter has a very long range of 16 tiles but can only cover a single general direction, spanning an arc of roughly 150 degrees which covers roughly less than half the base. It can be rotated in angles of 90 degrees, facing directions parallel to the tile sides and not the corners, telegraphed by where its head and claws are facing.
- Just like the Scattershot, it can deal damage to units behind the initial target, and players can only have two Firespitters on their base.
Strategies
Defensive Strategies
- Due to its extremely long range, it is able to outrange the Flame Flinger and the Royal Champion equipped with the Rocket Spear. Also, due to its fast attack speed, it is able to deal massive amounts of damage to tanky units such as Root Riders.
- When paired with the Rage Spell Tower, it becomes much more powerful and dangerous having more damage per second which can change the tide in a battle.
- However, due to its inaccuracy, it is possible for fast enough troops to only take fewer shots, which reduces its damage potential.
- This defense is very effective against Queen Walks and Charges, as the projectiles are able to pierce through the Queen and even the Healers and the Unicorn if the Archer Queen is directly targeting the Firespitter with the Healers being in the line of fire of said defense, provided that they are not on its blind spot.
- However, even if the Queen is out of range, the Firespitter still has a long range and can eventually take the Healers out if the attacker is not careful.
- The Firespitter is very effective to units that come out from the Battle Blimp, especially Super Archers, as when a unit comes into the Firespitter's range (such as a Dragon), the piercing projectiles can take them out with the help of Traps.
- For Balloons, Air Bombs can deal heavy damage to Balloons, dealing enough damage for the Firespitter to take them out, especially when paired with the Tornado Trap.
- When the original target is taken out, the Firespitter stops shooting and then starts a new burst on a new target. The delay between bursts is significant; if it happens frequently, such as when attacking a group of low-health troops, this can significantly reduce the damage output of the Firespitter.
- This mechanism is unlike the Roaster in the Builder Base which is able to fire off the whole burst even if its original target was killed while retargeting to other units.
Offensive Strategies
- One should be wary of the Firespitter's range, as it is able to outrange the Flame Flinger. If you want to destroy the Firespitter, you must either attack it from its blind spot, or protect your Flinger by using a tanky unit such as the an Ice Golem, Golem, or a Yeti.
- In the case the Firespitter deals heavy damage to your main army (especially when boosted by a Rage Spell Tower and/or supported by high-damage defenses), either use the Grand Warden's Eternal Tome to make your troops invulnerable for a short period of time, a Freeze Spell to freeze it, or disable it for a while using the Overgrowth Spell.
- You can use a Skeleton Spell to distract the Flame Flinger, so that it will waste its shots, provided if the main army does not get hit by them.
- Attacking the Firespitter from the sides or behind it can be a good idea, since the Firespitter cannot target units that are not within its attack radius. Be wary however, any defenses and traps (as well as another Firespitter that would cover the blind spot) can protect it from being destroyed easily.
Upgrade Differences
The Firespitter gains significant visual changes at all levels.
- Initially, the Firespitter is a charcoal-blue, spherical metal furnace with a golden grate on top, and has a dragon-shaped head with bronze horns, glowing white eyes, and a barrel inside its mouth, which resembles the Dragon Rider's head, and can turn in different directions by a horizontal golden band, although the head is only limited to turning to a roughly 150-degree cone. It also has a tail, two cage-like openings, and a slightly opened lid at the back. All of these parts are held by a stone foundation with two metal claws at the front. When being rotated, the entire furnace changes to the direction it is currently facing to, including the claws. The Firespitter attacks by firing a maximum of twenty molten balls which pierce through units, ground and air alike. These molten balls spread by a small angle, which means that the Firespitter is more accurate when troops are close to it and may damage troops next to its original target.
- At level 2, the top part of the dragon's head and the horns turn gold, and the eyes glow yellow.
Statistics
Statistic Modifiers
Input values into these modifiers below to modify the statistics in the tables below accordingly
Gold Pass modifiers 

ApplyReset |
Town Hall Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
---|---|---|---|---|---|---|---|---|---|
Number Available | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ||
0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
Size ![]() |
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3x3 |
Level![]() |
Damage per Second![]() |
Damage per Hit![]() |
Hitpoints![]() |
Cost![]() |
Build Time![]() |
Experience Gained![]() |
Town Hall Level Required![]() |
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1 | 399 | 46 | 4,500 | 22,500,000 | 15d | 1,138 | 17 |
2 | 425 | 49 | 5,000 | 23,000,000 | 16d | 1,175 | 17 |
Supercharges
These additional levels can be attained at Town Hall 17 once the maximum level of the building has been attained. These Supercharges will be removed when a new level is added.
Charge Level![]() |
Damage per Second![]() |
Damage per Hit![]() |
Hitpoints![]() |
Cost![]() |
Build Time![]() |
Experience Gained![]() |
Town Hall Level Required![]() |
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1 | 442 | 51 | 5,000 | 12,000,000 | 6d | 720 | 17 |
2 | 442 | 51 | 5,250 | 10,000,000 | 7d | 777 | 17 |
Range![]() |
Attack Speed![]() |
Time Between Bursts![]() |
Shots Per Burst![]() |
Damage Type![]() |
Unit Type Targeted![]() |
Favorite Target![]() |
---|---|---|---|---|---|---|
16 tiles | 0.0625s | 1s | 20 shots | Multiple Targets | Ground & Air | Any |
History
Patch | Type | Description |
---|---|---|
November 23, 2024 | Sneak Peek | Announced the Firespitter, with two levels and two supercharge levels. |
November 25, 2024 | Town Hall 17 Update |
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Gallery
Short Animations
Firespitter attacking
Images
TBA
Trivia
General
- In some leaked material, the level 2 Firespitter used to deal 50 damage per shot, which was lowered by one when it is released.
- The Firespitter takes 1.25 seconds to shoot all 20 flames and takes a second of cooldown between each attack, resulting in 2.25 seconds per attack cycle by frame counting. However, the damage per second suggested it takes 2.3 seconds per cycle, for example, . This may suggest the damage per second is not a concrete number like most other defenses but by some testing and estimation, which may cause the damage per second display to be slightly lower.
- The Firespitter takes a quick pause after defeating its target to waste less of its volley and the flames themselves can miss, those reasons can lower the damage per second and might explain the extra time in the calculated attack cycle length.
- When a unit is hit by the projectile from the Firespitter, upon impact, the sound effect used is similar to the Wall Wrecker's attacking, except pitched much higher.
- While being upgraded, the Firespitter's head will only rotate, and not the claws, in which case they always face to the bottom right side, even if the head is rotated oppositely, as compared to both the head and claws rotating in the same direction prior to being upgraded.
Comparisons
- The Firespitter is the fourth defense in the Home Village that mentions the "damage per hit" statistics in its info section, the first being the Eagle Artillery, the second being the Burst Mode Cannon, and the third being the Burst Mode Mortar.
- The Firespitter is one of the five defenses in the Home Village to have a blind spot, the others being the Mortar, Air Sweeper, Eagle Artillery, and the Scattershot.
- The Firespitter can be considered as an offensive and more powerful Air Sweeper; it deals damage, can damage units, can also target ground, has a much higher hitpoints, has a one-tile longer range, and covers a bigger arc, as well as not having a blind spot on its attack cone at the direction it is facing. However, it is only limited to rotate in 4 different directions and can only pierce up to two targets.
- The Firespitter is the sixth defense in the Home Village that can attack both ground and air units at the same time, the others being the multi-target Inferno Tower, Giga Tesla, Giga Inferno, Multi-Archer Tower, and the Inferno Artillery.
- Out of these, the Inferno Artillery is the only defense that does the same but also deals splash damage. Additionally, its fire pools can also damage both ground and air.
- It does not have unique sounds when placed and swapped, as it reuses the Air Sweeper's sound. However, when attacking, it does, except for the projectile impact, as it reuses a higher-pitched Wall Wrecker attacking sound.
- It is the second defense in the Home Village to have a piercing ability, the first being the Scattershot.
- However, its projectiles have a piercing limit, which can be observed when attacking troops from a longer range, and unlike the former, the latter also does splash damage as well as piercing through infinite targets.
- Out of all the defenses in the game, the Firespitter has the longest range, being 16 tiles (not counting the Eagle Artillery).