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Flame Flinger info.png

"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.png Flame Flinger2.png Flame Flinger3.png Flame Flinger4.png
Level 1 Level 2 Level 3 Level 4


  • The Flame Flinger is the sixth Siege Machine to be unlocked when the Workshop is upgraded to level 6.
  • The Flame Flinger throws projectiles consisting of bundles of Fire Spirits from a distance. On impact, it deals considerable damage to all grounded enemy units within a 2.5-tile (?) radius of the impact. The affected area is also set on fire for 22 seconds; enemy ground units within this area 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.
  • 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 16 HP per second) than on the other two Siege Machines.
  • The Flame Flinger's projectile does 8x damage to Walls on impact, though its damage-over-time effect does not deal any extra damage to Walls.



  • Take down any Mortars and X-Bows on the outside if you can (Mortars can outrange Flame Flingers and damage them). Combine the Flame Flinger with the Queen Charge (Healers with Archer Queen). Use it early on as it takes longer to get through the defences. Deploy some back-up troops just in case the siege gets targeted by any other defence.
  • 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 or X-Bows in them, though this process is generally slow owing to its slow rate of fire.
    • Keep in mind that the Town Hall is not treated 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.


  • 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.

Upgrade Differences

  • At Level 2, the Flame Flinger gains a wooden piece 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'.
  • 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'.


Patch Type Description
December 9, 2021 Update Announced and added the Flame Flinger, with levels 1, 2, 3 and 4.Flame Flinger1.pngFlame Flinger2.pngFlame Flinger3.pngFlame Flinger4.png


  • 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.
  • 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 6 Siege Machines.
Preferred Target Favorite Target Attack Type Damage Type Range Range Housing Space

Housing Space

Movement Speed

Movement Speed

Attack Speed Attack Speed Training Time Time Training Cost Gold Workshop Level Required
Defenses Area Splash (Ground Only) 11 tiles 1 6 5s 20m 100,000 6
Damage per Second
Damage per Attack
Flame Maximum DPS
Research Cost
Research Time
Laboratory Level Required
1 135 675 180 106s 1,700 N/A N/A N/A
2 145 725 200 112s 1,800 8,000,000 10d 10
3 155 775 220 118s 1,900 11,000,000 14d 10
4 165 825 240 125s 2,000 14,000,000 16d 11
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