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Flame Flinger info

"This little charmer flings bundle of Fire Spirits that both hit hard and leave behind a burning mess. Its long range helps it stay out of trouble, but beware of longer range defenses and traps! Immune to spell effects."

Flame Flinger1
Level 1
Flame Flinger2
Level 2
Flame Flinger3
Level 3
Flame Flinger4
Level 4
Flame Flinger5
Level 5


  • The Flame Flinger is the sixth Siege Machine to be unlocked when the Workshop is upgraded to level 6 (which requires Town Hall 14).
  • The Flame Flinger is a catapult artillery that lobs trios of Fire Spirits from a distance. On impact, it deals considerable damage to its target, and sets a circular area on fire for 22 seconds; enemy ground units and structures within this area-of-effect will take damage over time similar to the Poison Spell.
  • Flame Flingers prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy Clan Castle troops, heroes or Skeleton Trap skeletons. Note that like all troops that prioritize defenses, Flame Flingers do not consider the Clan Castle to be a defense regardless of whether or not it contains enemy troops, but do consider the defending Grand Warden and the activated Town Hall weapon (if any) to be defensive buildings.
    Once all defenses are destroyed, Flame Flingers become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them. However, they will not switch targets to enemy units until their previous target was destroyed.
  • The Flame Flinger also decays over time similar to the Siege Barracks and Log Launcher, though this decay effect is much slower (occurring at a rate of about 17 HP per second) than on the other two Siege Machines.
  • The Flame Flinger's flame damage is capable of doing additional damage to Walls, which enables it to break Walls faster than buildings with the same amount of hitpoints.


Offensive Strategy

  • Tank or take down any Mortars, X-Bows, and Monoliths on the outside if you can - these defenses have more or equal range as compared to the Flame Flinger, resulting in their ability to damage it. Combine the Flame Flinger with the Queen Charge (Healers with Archer Queen). Deploy it early on as it takes longer to get through the defences. It may be prudent to have some troops on stand by just in case the siege gets targeted by any other defense, or if a Hidden Tesla pops up unexpectedly.
  • You should drop a troop (like Giants or Balloons) in front of the flame flinger to bait out any Hidden Teslas. A Hidden Tesla won't appear until the Flame Flinger gets into its range (unless the Hidden Tesla has already been activated), so if the Flame Flinger gets into the Tesla's range without being able to outrange it, the Siege Machine could suffer heavy damage. Placing a troop (like the Hog Rider) in front of the Flame Flinger could also trigger any potential damaging traps like Bombs and Skeleton Traps which can damage the Flame Flinger (in case of the latter, a troop which targets anything is needed, such as a Valkyrie to deal with the Skeletons).
  • Due to its long range, it can be used to attack and destroy a weaponised Town Hall on its own without risk of retaliation from the weapon. It excels at clearing off-center Town Hall compartments that do not have Mortars, X-Bows or Monoliths in them, though this process is generally slow owing to its slow rate of fire.
    • Keep in mind that the Town Hall is not classed as a defense until its weapon is activated. To force it to activate, one can damage it either by using an Earthquake Spell, or hitting it indirectly by having the Flame Flinger attack a defense that is at most a one-tile gap away from the Town Hall. However, the latter can cause the Flame Flinger to move into range of the Town Hall should said defense be placed behind the Town Hall. One can also choose to accrue 51% damage on other parts of the base before tackling the Town Hall with the Flame Flinger, though this can be risky in terms of time.

Defensive Strategy

  • X-Bows are the Flame Flinger's greatest threat, due to its combination of high damage per second and ability to reach it, which will destroy the Flame Flinger quickly. Setting one to ground mode and keeping it out of reach of a deployment zone can prove problematic to them as the Flame Flinger will not be able to engage the X-Bow alone without taking severe damage.
  • Multiple weaponised Builder's Huts can slow down or mitigate the damage-over-time effect if their effect is stacked on a single building, such as the Town Hall. However, the Builder's Huts will eventually be destroyed if they are also hit by the Flame Flinger's attacks, so they should not be placed directly next to a building that one desires to repair in this way.
  • Placing defenses close to the edge of the base can prevent the Flame Flinger from making the most of its range, and may allow shorter-range defenses an opportunity to attack if the Flinger is placed improperly.
  • Mortars, specifically the geared-up Multi Mortar, will match the range of the Flame Flinger. Although a single Mortar does not have enough hitpoints to outlast the Flame Flinger in a 1v1 situation, it is able to return fire against the Siege Machine and reduce its combat lifespan.
  • 'Tesla farms' - a compact group of Hidden Teslas - placed at the rim of bases can also prove to be a great defense against the Flame Flinger. However, for this to be effective, the base builder must be able to anticipate which side of the base the attacker is most likely to attack from.
  • Monoliths will be able to rip the Flame Flinger to shreds. Not only are they able to match the Flame Flinger's range but they also deal percentage-based damage based on the target's maximum HP, thus it will only take 4 shots before the Siege Machine goes down.
  • Defending Heroes and Clan Castle troops (other than the Grand Warden) are an excellent means of defense against Flame Flingers, since they won't be targeted directly by the Flame Flinger and can engage the Flame Flinger once it enters their territory. However, it is possible for the area-of-effect to greatly damage (or even defeat) them if they are placed near targeted defenses and remain in the area.
  • Traps also work against the Flame Flinger, which can reduce its lifetime, which decreases its damage done to the base. Examples are Giant Bombs which greatly damage the Siege Machine, and Skeleton Traps, which can eventually destroy it.

Upgrade Differences

  • The Flame Flinger undergoes significant visual changes at level 2 and 4.
    • Initially, the Flame Flinger is a red wooden box with four wooden wheels and a catapult at the back tied down with rope. The catapult's bucket is kept closed with metal plating on top of it. Inside the catapult are several Fire Spirits.
    • At Level 2, the Flame Flinger gains another rope on its top with the roman numeral 'II', indicating its level.
    • At Level 3, the Flame Flinger's wheels gain silver, metallic reinforcements, while the wooden piece at the front gets upgraded to metal. The roman numeral on its top is now 'III' and is now made out of metal.
    • At Level 4, the Flame Flinger's catapult rim and its front piece both turn golden in colour. The roman numeral on its top is now 'IV'.
    • At level 5, the part of the Flame Flinger's bucket is now gold, while the grate now has an orange glow. The golden piece at the front now gains spikes, and is shinier. The metal roman numeral turns into gold, and is now 'V'.


Preferred Target Favorite Target Attack Type Damage Type Range Range Housing Space

Housing Space

Movement Speed

Movement Speed

Time between Bursts Attack Speed Shots per Burst Damage HP Decay per Second Workshop Level Required
Defenses Area Splash (Ground Only) 11 tiles 1 6 5s 3 shots 17 6
Building Time of Flame Flinger
Workshop available Workshop upgrading
20m 40m
Damage per Second
Damage per Hit
Flame Maximum DPS
Research Cost
Research Time
Laboratory Level Required
1 124 225 80 100.00s 1,700 N/A N/A N/A
2 137 250 95 105.88s 1,800 7,600,000 5d 10
3 151 275 105 111.76s 1,900 10,500,000 7d 12h 10
4 165 300 120 117.64s 2,000 13,300,000 10d 11
5 179 325 130 123.52s 2,100 19,000,000 13d 12h 14


Patch Type Description
December 9, 2021 Update Announced and added the Flame Flinger, with levels 1, 2, 3 and 4.
February 16, 2022 Update Reworked the Flame Flinger as follows:
  • The Flame Flinger's attacks now consist of a burst of three separate lower-damage projectiles instead of a single high-damage projectiles. The total damage done by these projectiles is higher overall for levels 2-4).
    • Level 2: 725 -> 750 Damage
    • Level 3: 775 -> 825 Damage
    • Level 4: 825 -> 900 Damage
  • Splash damage from indirect hits is decreased.
  • Reduced maximum flame DPS for levels 1-4), but the damage over time effect ramps up more quickly.
    • Level 1: 180-> 120 Damage
    • Level 2: 200-> 140 Damage
    • Level 3: 220 -> 160 Damage
    • Level 4: 240 -> 180 Damage
  • Slightly reduced lifetime at all levels.
  • AI reworked to be more reliable.
June 27, 2022 Update
  • Reduced direct hit damage radius.
  • Increased duration of fire damage from 20 to 30 seconds.
  • Reduced maximum flame DPS for levels 1-4).
    • Level 1: 120 -> 80 Damage
    • Level 2: 140 -> 95 Damage
    • Level 3: 160 -> 105 Damage
    • Level 4: 180 -> 120 Damage


  • Ropes and metal joinery are used on the sprite of the Flame Flinger to symbolize the level of the unit as a Roman numeral.
    • The level 4 Flame Flinger appears with a "VI" numeral (rather than the intended "IV") when facing left, likely due to the sprite of the Flame Flinger being flipped horizontally. The same happens on the Battle Drill.
  • It is the second Siege Machine to implement a card that originated from Clash Royale (in this case Fire Spirits), with the first being the Log Launcher (which implements the use of The Log).
  • It has the lowest amount of HP among the seven Siege Machines.
    • However, out of the Siege Machines that have a decay machanic, this Siege Machine has the least decay per second, at 17HP per second.
    • It is also partially compensated by its long range and decent damage.
  • It is the only Siege Machine to deal extra damage in a surrounding area.
    • The Battle Drill also deals damage in a surrounding area when it pops from the ground.
  • When boosted by the max level Apprentice Warden's aura, it can last for up to 160.2 seconds and can fire up to 32 shots before expiring naturally.
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