Guide 01 / Clash of Clans reference

Fireball damage, level by level

Fireball contributes equipment damage before ZapQuake finds the spells needed to finish one target. At the supported maximum level, its stored damage is 4,100 HP.

Content updated Calculator data snapshot

How Fireball changes a result

Enable Fireball and choose its equipment level. The calculator adds that level's projectile damage to the selected target, then compares Lightning and Earthquake combinations. If equipment already covers the target's HP, the result can require zero spells.

Fireball is included in both building and hero results in this tool. That is an arithmetic assumption: the selected target receives the stored damage once. The calculator does not choose the impact point, simulate the Warden's path, check splash coverage, or establish whether an enemy hero is within the blast.

Fireball damage table

These 27 supported levels come from the same Fireball lookup used by the calculator. Damage is per modeled hit to one target; it is not a total across the blast area.

Fireball projectile damage by equipment level
Equipment levelDamage (HP)
11,500
21,500
31,700
41,700
51,800
61,950
71,950
82,050
92,200
102,200
112,350
122,650
132,650
142,750
153,100
163,100
173,250
183,400
193,400
203,500
213,650
223,650
233,750
243,900
253,900
263,950
274,100

The official March 2024 launch notes list projectile damage. This reference does not reuse their historical radius values.

Worked example: maximum Air Defense

Use manual levels with Town Hall caps off. Turn off Supercharge, ranked and seasonal modifiers, and both spell-count limits. Enable only Fireball; all other equipment is off. The default optimizer considers up to four Earthquakes.

Target
Air Defense, level 16
Target HP
2,000 HP, normal
Lightning
Level 13 · 720 HP per spell
Earthquake
Level 8 · 29% first building hit
Fireball
Level 27 · 4,100 HP

With Fireball: 0 spells

4,100 equipment damage − 2,000 target HP = 2,100 HP overkill. No Lightning or Earthquake is needed for this modeled hit.

Without equipment: 1 Earthquake + 2 Lightning

The same target and spell levels need 3 spells: 580 Earthquake damage + 2 × 720 Lightning damage = 2,020 HP, with 20 HP overkill.

Zero spells describes this single target after a successful equipment hit. It does not mean Fireball will land there automatically or that an entire attack needs no spells.

Recreate the target in the calculator

Pairing equipment with spells

Earthquake contributes a percentage of target HP; Fireball and Lightning contribute flat damage. The optimizer compares those contributions together. A lower-level Fireball, a stronger defense, or Supercharge can change the best spell combination.

Multiple enabled equipment items are added together. ZapQuake does not validate hero equipment slots, hit order, or whether the whole loadout can deliver those hits. See the calculation method and equipment assumptions before relying on a combined result.

Sources & dates

Source review: October 4, 2026. Historical release notes establish the changes described below; they do not certify every current game value. Tables use the calculator data snapshot shown above.