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Defensive Buildings/Home Village

Inferno Artillery

By October 1st, 2026No Comments

Updated for Town Hall 18 (October 2026).

The Inferno Artillery is the weapon built into the Town Hall at level 17. You get it by merging your Town Hall 16 with a level 7 Eagle Artillery, and it fires four homing fireballs every 3.5 seconds that leave pools of fire on the ground. It has five levels, all available at Town Hall 17, and it goes away at Town Hall 18, where Guardians take over the Town Hall’s defense.

How the Inferno Artillery works

Each volley launches four fireballs at once. They home in on their targets and can switch to a new unit if the first one dies mid-flight, so they almost never miss. The impact itself hits one unit only. The damage that wrecks armies comes afterward: every fireball leaves a burning pool that hurts any ground or air troop standing in it or walking through it for several seconds.

How the four fireballs are split depends on what is in range:

  • Four or more enemies in range: one fireball each on the four closest.
  • Three enemies: the nearest takes two fireballs, the other two take one each.
  • Two enemies: two fireballs each.
  • One enemy: all four go into the same unit.

Overlapping fire pools do not stack their damage. A troop sitting in two pools burns no faster per tick than a troop in one, although it reaches the pool’s top damage rate sooner. The burn is also not boosted by a Rage Spell Tower, even though the fireball hits are.

Unlike the Giga Inferno and Giga Tesla weapons at Town Hall 12 to 16, the Inferno Artillery is active from the start of the battle. It needs a few seconds to arm, and during that window it does not count as a defensive building. Once armed, Giants, Balloons and other defense-targeting troops can go after the Town Hall like any other defense. It also has no death bomb. That explosion was pulled out of the Town Hall and turned into a separate trap, the Giga Bomb.

Unlocking it: the Town Hall 17 merge

You do not build the Inferno Artillery from the shop. Upgrading your Town Hall from 16 to 17 merges it with the Eagle Artillery, and the result is a 4×4 Town Hall with the new weapon on top. Before the game lets you start that upgrade, you need:

The merge is permanent. You cannot split the Town Hall back into a Town Hall 16 and an Eagle Artillery afterward, so the Eagle Artillery’s 50-tile reach is gone for good. In exchange, the Inferno Artillery never runs out of ammo, has no blind spot and cannot be hit by Lightning Spells. For the full upgrade checklist, see the Town Hall 17 guide.

Inferno Artillery levels and stats

All five levels are unlocked at Town Hall 17. Level 1 comes free with the merge. Damage figures are per fireball target; costs are in Gold and reflect the cuts made with the Town Hall 18 update.

Level Damage per second (per target) Damage per hit (per target) Cost (Gold) Upgrade time Town Hall
1 40 140 Free with merge None 17
2 45 157.5 10,000,000 6d 17
3 50 175 12,000,000 7d 17
4 55 192.5 14,000,000 8d 17
5 60 210 18,000,000 10d 17

Stats that are the same at every level: 10,400 hitpoints, 12-tile range, four targets per volley, one volley every 3.5 seconds, and fire pools that burn for 6.8 seconds at up to 75 damage per second. It targets both ground and air.

The fireball numbers look small next to older Town Hall weapons. That is because most of the Inferno Artillery’s damage comes from the pools, which hit every troop inside them rather than one target.

Where to place your Town Hall 17

Because the weapon is part of the Town Hall, placing the Inferno Artillery means placing your Town Hall. A few things work well:

  • Put it near the core but slightly off-center. Attackers tend to bunch up as they push into the middle of a base, and a Town Hall a few tiles off the exact center keeps firing on that crowd for longer.
  • Build compartments that funnel ground troops into tight groups inside its 12-tile range. Packed armies are where the fire pools pay off, and small troops such as Barbarians, Archers, Minions and Wall Breakers die quickly in them.
  • Keep it apart from your Scattershots and Inferno Towers. If they sit together, one Freeze Spell or Overgrowth Spell shuts them all down at once.
  • Cover it with a single-target defense. Once it arms, defense-targeting troops can lock onto the Town Hall, and a Monolith or single-target Inferno Tower nearby punishes the Golems and Giants that walk up to it.
  • Pair it with a Rage Spell Tower. The rage covers several volleys and speeds up the fireball damage, which is how high-hitpoint troops get finished off.

Its 12-tile range is long enough to reach the Flame Flinger siege machine and the Healers trailing a Queen Charge, so attackers cannot simply chip at it from outside like they could with the Giga Inferno.

How to attack the Inferno Artillery

  • Freeze it during your main push. A Freeze Spell stops new fireballs, and pools already on the ground fade within seconds. Overgrowth also disables it, but only use that if your troops can survive until they reach the Town Hall afterward.
  • Spread your troops. Four fireballs and their pools punish a tight blob; a wider spread means each pool catches fewer units.
  • Use the Grand Warden‘s Eternal Tome when your army is passing through its range. A well-leveled Healing Tome can also undo much of the burn damage.
  • Spell it down. It ignores Lightning Spells, but Earthquake Spells work on it, and a maxed Fireball combined with Earthquake Boots and the Giant Arrow can finish it because of their percentage-based damage.
  • Send a siege at an isolated Town Hall. In bases where the Town Hall sits alone in open space, a Wall Wrecker or Battle Blimp carrying strong Clan Castle troops can take it out while your main army clears the sides away from the fire.
  • Do not fire the Warden’s Fireball at the very start of the battle. The weapon is still arming for the first few seconds, so the shot can be wasted.

What happens at Town Hall 18

Town Hall 18 has no weapon. When you upgrade, the Inferno Artillery is replaced by Guardians, troop-like defenders that stand on the Town Hall and jump down to fight. The Town Hall itself stops being a defensive building at that level. The Giga Bomb stays as a separate trap and gets a fourth level at Town Hall 18.

Inferno Artillery changes

  • November 25, 2024: added with the Town Hall 17 update, with five levels.
  • February 10, 2025: the Anti-Artillery achievement started counting Inferno Artilleries alongside Eagle Artilleries.
  • March 24, 2025 and October 6, 2025: upgrade cost and time reductions.
  • November 17, 2025 (Town Hall 18 update): costs cut at levels 3 to 5 (level 5 from 22,000,000 to 18,000,000 Gold) and times cut at levels 2 to 5 (level 5 from 15 days to 10 days). Town Hall 18 replaces the weapon with Guardians.

Inferno Artillery FAQ

What level does the Eagle Artillery need to be for Town Hall 17?

Level 7, its maximum. You also need all of your Town Hall 16 merged defenses built before the Town Hall 17 upgrade unlocks.

Can you undo the merge?

No. Once the Town Hall 17 upgrade starts, the Eagle Artillery is gone and cannot be rebuilt.

Does the Inferno Artillery have a death bomb?

No. When a Town Hall 17 is destroyed it simply falls. The old blast now lives in the Giga Bomb trap, which you place separately.

What is the max level Inferno Artillery?

Level 5, at Town Hall 17, dealing 210 damage per fireball. It does not exist at Town Hall 18.

Sources: Supercell: Town Hall 17 update (Nov 2024), Town Hall 18 update (Nov 2025); in-game data.