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For its separated trap, see Giga Bomb.
For the unmerged buildings, see Town Hall/Giga Inferno (TH16) and Eagle Artillery.
For a defense with similar name, see Inferno Tower.
For the defense in the Builder Base that shoots projectiles and leaves a similar effect upon impact, see Lava Launcher.
"Bring the heat! The Inferno Artillery launches 4 enemy-seeking explosives and leaves burning pools of fire where it strikes. If there are less than 4 enemies in range, it can strike the same target multiple times. Ouch!"

Level 1
Level 2
Level 3
Level 4
Level 5

Summary

  • The Inferno Artillery is a weapon attached to the level 17 Town Hall, and is constructed by merging the Town Hall with the Eagle Artillery.
    • There are two criteria that need to be met before upgrading to Town Hall 17: build all merged defenses from Town Hall 16 and upgrade the Eagle Artillery to level 7.
    • The merging process cannot be undone once the construction is started. The Inferno Artillery cannot be split back into the Town Hall 16 Giga Inferno and the Eagle Artillery.
  • The Inferno Artillery is similar to the Eagle Artillery, except it does not have a blind spot and combines the mechanics of the Multi Mortar, Lava Launcher, Multi-Archer Tower, and the Capital Hall.
    • Unlike the Multi Mortar, it fires all four of its projectiles in one volley at the same time.
    • The Inferno Artillery shoots homing fireballs to its targets and are able to retarget to different units when necessary. The nearer the units are to the Inferno Artillery, the faster the projectiles will land. They each do moderate single target damage on impact, and leave behind pools of fire which are capable of damaging all enemies that travel into its area of effect. These fire pools work similar to the Lava Launcher, which also does not slowing down enemies.
      • The fire pools' damage over time do not stack with each other; if multiple fireballs strike the same area, units in that area reach maximum ticking speed faster but do not take more damage over time. The damage-over-time effect is not buffed by the Rage Spell Tower or Hard Mode modifiers.
    • There are different interactions when the Inferno Artillery attacks a set number of units, similar to Multi-Archer Tower.
      • If there are four or more units in range, each fireball will target the four closest ones.
      • If there are three units in its range, two fireballs will hit the nearest target while the others will be shot by one.
      • If there are two units in its range, each target will be aimed at by two fireballs.
      • If there is only one unit in its range, all four fireballs will hit that unit.
    • Unlike previous Town Hall weapons, the Inferno Artillery emerges as soon as the attack starts, similar to the Capital Hall. While arming up at the start of the raid, it is not considered a defensive building for a brief period of time until the animation finishes.
    • Unlike previous Town Hall weapons, the Inferno Artillery does not deal damage when destroyed. Instead, its death bomb is made into a separate trap, the Giga Bomb, which the poison effect is replaced with a knockback that affects all units except for Siege Machines.

Strategies

Defensive Strategies

  • Try to centralize the Inferno Artillery so troops cannot get to it easily, so that it will maximize its potential to deal with swarm troops. Creating a ring-styled base can also be a good idea.
  • Clumped-up troops are easy targets for the Inferno Artillery, since the damage can be stacked. Due to this, create compartments that forces ground units to be clumped up, allowing the Inferno Artillery to take them out.
  • While centralizing, it is important to offset the Inferno Artillery so it can keep firing while the troops are in the core. This is even more effective because lots of troops tend to be clumped in the core.
  • When paired with the Rage Spell Tower, the Inferno Artillery will be boosted for about 5 to 7 volleys, provided that the latter and/or the former are still intact. Using this strategy can easily damage high-hitpoint troops by its fire pools and/or fireballs, causing them to get taken out quickly with the help of other defenses, especially when attacking a single target.
    • However, the fire pool damage will not be boosted by the Rage Spell Tower.
  • Keep your Inferno Artillery separated from other main defenses such as Scattershots and Inferno Towers, otherwise the attacker will get a lot of value by disabling them all using the Overgrowth Spell.
  • Often it is not the damage of the fireballs from the Inferno Artillery themselves that is devastating, but rather the massive DPS from the damage over time effect of the resulting lava, in addition to its faster attack speed, similar to that of the Lava Launcher. If allowed to reach maximum DPS, the lava can easily make short work of many smaller troops, such as Barbarians, Archers and Sneaky Goblins.
  • Unlike previous Town Hall weapons, the Inferno Artillery can outrange units such as the Flame Flinger and the Royal Champion equipped with the Rocket Spear, and strategies like Queen Charges and Warden Walks, since it can also reach the Healers behind them due to its increased range.

Offensive Strategies

  • The Inferno Artillery can be extremely dangerous; it can be compared to a Lava Launcher, except having a slightly lesser range, can target up to four different ground and air units, and its projectiles barely miss since projectiles can home to the target. You can consider using a Freeze Spell on the Inferno Artillery to stop it from wreaking havoc on your troops, or use the Overgrowth Spell in order for it to be destroyed later, provided that if the attacking units have high enough hitpoints.
    • Avoid using the Flame Flinger to destroy the Inferno Artillery, as it can outrange the Siege Machine, unless if there are other units (at least 4, whether grounded or air) that are tanking for the Flinger.
  • Sometimes it is bad (for the defending side) for the Inferno Artillery to be triggered as then defense-targeting troops (e.g. Giants, Balloons, Golems) can then attack the Town Hall. It is good to have a single-target Inferno Tower or Monolith nearby to counteract this.
    • However, since the Inferno Artillery is always active, this is not always the case just after a few seconds when starting a battle, as it is able to defend itself and any other defenses nearby it.
  • Since the Inferno Artillery does not have a death bomb, it can be useful to deploy the Blimp onto the Town Hall, and place Invisibility Spells on top when doing the Super Archer Blimp or the Blizzard, as their damage will eventually destroy the Inferno Artillery, without them dying.
    • Be careful of lava pools though, as they will eventually destroy them before they could get much value.
  • The Inferno Artillery is immune to Lightning Spells and not Earthquake Spells, due to the Eagle Artillery being merged with the Town Hall.
  • A maxed out Fireball and Earthquake Boots can destroy the Inferno Artillery, due to the latter's percentage damage.
    • However, in Hard Mode, you will also require the Spiky Ball to do the same.
  • When going against this merged defense, avoid clumping troops too close to each other, otherwise the splash damage will be able to hit them all, including its burning damage effect. The Grand Warden's Eternal Tome ability can be useful to prevent the explosion damage of the fireballs and the fire pools from hurting or taking out your troops.
    • The Healing Tome, if sufficiently leveled, can be used to heal the damage done from the Poison effect of the Inferno Artillery.
  • If the Town Hall is isolated with a large empty space around it, as is usually the case in anti 2-star bases, it can often be useful to allow a lone Wall Wrecker or Battle Blimp (loaded with high damage Clan Castle troops, such as P.E.K.K.As, Valkyries or Balloons) to target the Town Hall while the rest of the army can be used to clear the buildings around the sides. If you manage to take down the Town Hall with the Siege Machine, your main army will be safe from the poison effect from the Inferno Artillery's shots, and you can use the Grand Warden's ability elsewhere (against the Giga Bomb, for example).
  • When a battle starts, the Inferno Artillery does not activate for the first few seconds of a battle. So if a player decides to attack another then the Grand Warden uses his Fireball, then it would most likely be missed due to the activation delay, unless if the player waits for a few seconds for it to fully activate or if a defense is nearby the Town Hall weapon.

Upgrade Differences

Inferno Artillery activating (animated with sound)

  • After each upgrade, the Roman numerals on the side of the Town Hall change accordingly to the Inferno Artillery's level.
  • The Inferno Artillery changes when upgraded.
    • At level 1, when activated, the gears start to turn outwards and pull the chains, causing the corner shields to fall and blue Eagle tail pillars of the Town Hall to be lowered. At the inside, a wide, orange glow occurs. Then, the cover of the artillery splits into four by the chain, while the main weapon pushes upwards and rotates by 135 degrees clockwise, creating smoke. The main weapon appears to be similar to a Multi-Mortar, with a blue band with four iron muzzles with bores each, and contains an Eagle head with glowing eyes, its beak plated gold, and iron head and feathers on each corner of the band, resembling the level 5 Super Wizard Tower, except made out of iron. The side of the artillery is a blue pillar made of three sections, making two grooves visible. When it attacks, the Town Hall's inside, the corners of its pillars, moat and inside glow orange for a brief period and the top of the weapon itself recoils, then rotates 90 degrees in a clockwise motion and creates smoke. It fires four homing fireballs that go in a wave-like pattern with a smoky trail afterwards. Upon impact, the fireballs leave lava puddles with an orange aura pulsing upwards which lasts for a few seconds, which can also damage aerial units.
    • At level 2, the blue band turns into iron.
    • At level 3, the lines of the pillar now have three additional layers of reinforcements that are arrows pointing upwards, with each layer growing in size. The metal band is bolted on each side in the middle.
    • At level 4, the rims of the muzzles and the feathers on the Eagle heads turn golden, the feathers are slightly larger, and the heads are now made of bronze. The metal band now has two bolts on each side.
    • At level 5, the band and the Eagle heads turn entirely golden. The bolts on the band are replaced by a small gold plate causing the band to shape like a reticle.

Statistics

Level
Level
Damage per Second per Target
Damage
Damage per Hit per Target
Damage
Cost
Gold
Build Time
Time
Experience Gained
Experience
Town Hall Level Required
Town Hall
1 40 140 N/A N/A N/A 17
2 45 157.5 10,000,000 9d 881 17
3 50 175 14,000,000 11d 974 17
4 55 192.5 18,000,000 13d 1,059 17
5 60 210 22,000,000 15d 1,138 17
Hitpoints
Hitpoints
Range
Range
Number of Targets
Favorite Target
Attack Speed
Attack Speed
Poison Max DPS
Poison Effect
Poison Duration
Time
Damage Type
Damage Type
Unit Type Targeted
Favorite Target
10,400 12 tiles 4 3.5s 75 6.8s Multiple Targets Ground & Air

Achievements

Not So Easy This Time
Description Experience Rewards Gems Rewards
Destroy 10 weaponized Town Halls in Multiplayer battles 10 20
Destroy 100 weaponized Town Halls in Multiplayer battles 800 100
Destroy 2,000 weaponized Town Halls in Multiplayer battles 5,000 250
Anti-Artillery
Destroy 20 Eagle and Inferno Artilleries in Multiplayer battles 150 5
Destroy 200 Eagle and Inferno Artilleries in Multiplayer battles 300 10
Destroy 2,000 Eagle and Inferno Artilleries in Multiplayer battles 1,000 20


Sounds

Sound Effect Captions Description
Buildings merge When the Eagle Artillery fuses with the Town Hall
Inferno Artillery activates When the Inferno Artillery activates
Inferno Artillery launches fireballs When the Inferno Artillery attacks
Lava impacts ground When the Inferno Artillery's fireball hits a target
Town Hall destroyed When the Inferno Artillery is destroyed

History

Patch Type Description
November 22, 2024 Sneak Peek Announced the Inferno Artillery, with 5 levels.
November 25, 2024 Town Hall 17 Update Added the Inferno Artillery.

Gallery

Short Animations

Official

Level 2 Inferno Artillery activating (animated with sound)
Level 3 Inferno Artillery activating (animated with sound)
Level 4 Inferno Artillery activating (animated with sound)
Level 5 Inferno Artillery activating (animated with sound)

Official Level 3 Inferno Artillery in action (animated)
Level 1 Inferno Artillery in action (animated with sound)
Inferno Artillery attacking a Flame Flinger (animated with sound)
Level 2 Inferno Artillery in action (animated with sound)

Beta

Inferno Artillery (Sneak Peek 1 (from Judo Sloth))
Level 5 Inferno Artillery attacking animation

Images

Town Hall 17 being 1-starred in war (note the opening of the Inferno Artillery)
Ditto, but 2-starred (note that most of the cover and the barrel are gone)
Ditto, but tripled (weapon is gone; some pillars and the stairs are left standing)

Images needed
More images will be added soon.

Trivia

General

Inferno Artillery's projectiles travelling farther than normal

  • Before its release, when the Inferno Artillery is activated or is attacking, the glow was yellow, but it has changed to an orange glow on release. Additionally, it did not have any Roman numerals.
  • If the Inferno Artillery targets a unit within range and fires it at the target while the latter moves much faster (in this case a Goblin boosted by a Haste Spell), the fireballs will keep flying directly to that target, going beyond their normal range, much like defensive Super Minions firing long-range rockets that chase down a Miner, but with splash and deals damage over time (see left).
  • The attack animation where the barrel rotates is similar to how a retractable pen works, except without the clicking sound. When the Inferno Artillery fires, the resulting recoil from the attack causes the spring to compress downwards, which causes the corner walls, moat and the opening of the Town Hall glow orange as the weapon fires. Once the recoil ends, the spring moves the weapon upwards while the thrust mechanism inside the center of Town Hall rotates it a 90 degrees clockwise motion as the orange glow fades, then the cycle repeats.
  • Since the Eagle Artillery is merged within the Town Hall, the Inferno Artillery never runs out of ammo and does not have a blind spot. In addition, it also becomes immune to Lightning Spells. However, its range is reduced significantly, from 50 to 12 tiles, but makes up for it by being always active.
  • Unlike previous Town Halls, the Inferno Artillery has unique Clan War/Clan War League "icons" for when it is damaged (1-2) stars and when destroyed (3 stars).

Comparisons

  • The Inferno Artillery is one of two merged buildings that is fused by two different buildings, the Town Hall 16 Giga Inferno and the Eagle Artillery, the other being the Multi-Gear Tower.
  • This is the first upgrade of a defensive building that increases its range, going from 10 tiles to 12 tiles.
  • Out of all the merged defenses in the game, the Inferno Artillery has the most levels and the highest hitpoints, being 5 and 10,400 respectively.
  • The Long Range Multi-Gear Tower and the Inferno Artillery have the largest range of any merged defense, being 12 tiles.
  • Out of all the Town Hall weapons and merged defenses, the Inferno Artillery is the only weapon that deals splash damage (via the lava pools), and has the slowest firing rate, attacking once every 3.5s.
  • Out of all the merged buildings, the Inferno Artillery currently has the largest size in the game, with a 4x4 area.
  • Upgrading the Town Hall to either level 12 or 13 does not involve merging a corresponding Hidden Tesla or Inferno Tower into the Town Hall.
  • This is the first Town Hall weapon since the level 4 Giga Tesla from Town Hall 12 that does not leave any death damage nor an effect after the Town Hall 17 is destroyed.
Home Village Buildings
Defensive Buildings CannonArcher TowerMortarAir DefenseWizard TowerAir SweeperHidden TeslaBomb TowerX-BowInferno TowerEagle ArtilleryScattershotBuilder's HutSpell TowerMonolithMulti-Archer TowerRicochet CannonMulti-Gear TowerFirespitterWall
Town Hall: Giga TeslaGiga Inferno (TH13TH14TH15TH16) • Inferno Artillery
Traps: BombSpring TrapAir BombGiant BombSeeking Air MineSkeleton TrapTornado TrapGiga Bomb
Resource Buildings Town Hall (Magic Items) • Gold MineElixir CollectorDark Elixir DrillGold StorageElixir StorageDark Elixir StorageClan Castle (Treasury)
Army Buildings Army CampBarracksDark BarracksLaboratorySpell FactoryHero HallHero BannerDark Spell FactoryBlacksmithWorkshopPet House
Other Buildings Builder's HutHelper HutB.O.B's HutDecorationsObstaclesBoatAirshipForgeLoot CartTrader's ShopStrongman's CaravanSuper Sauna
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